Friday, June 3, 2016

On the First Person Point of View

Looking at popular fiction today it certainly seems that the first person point-of-view is more popular than it used to be, and one might wonder why.

Certain highbrow critics (I won't name names, but I've reviewed the work of at least one of them here, and not that long ago either) would have us believe that this is because third-person omniscient is "passé."

Such remarks say more about them than they do about fiction today--their Modernist prejudices, not least their love of unreliable narrators and ambiguity for its own sake.

It also reveals another failing of this type of critic: their utter obliviousness to and disinterest in the more practical aspects of the writing life--which seems to supply the real reasons why we are getting so much first person writing, two in particular:
1. Given the preference for "dramatic" rather than "epic" storytelling (I'm using the Goethe-Schiller terminology here), and the emphasis on being "relatable" above all, they are understandably looking to foster an intimacy that will make the reader identify with the narrator. Not a new technique, just one stressed more than it used to be.

2. The old problem of telling and showing. "Show, don't tell" remains the pat advice of those who don't actually write to those who do--and is followed much, much less often than we are led to believe, for good and obvious reasons. One is that, as compared with showing, telling is much easier to read--which is enormously important in today's market. It is also much easier to write--which matters all the more given the expectations increasingly placed on writers (low pay rates, longer books, lots of hours devoted to publicity, all without their getting to quit the day job save in a few, fortunate cases).

The result is that unless one really regards Flaubert as their Penelope (and ready to spend five days agonizing over one page in the manner of the man who gave the world Madame Bovary), setting aside all concerns but pure literary craft, they will, in spite of the conventional wisdom (truly conventional but never wise) serve up much more "tell" than "show."

But in fairness there's often a certain sleight-of-hand involved, and that's exactly what the first person point-of-view permits. Because of the pretense that we are in the narrator's head, directly listening to their voice, their telling looks a bit like showing--and most of those flogging the old "Show, don't tell" saw let them off the hook.

Thursday, May 26, 2016

Review: E. Philipps Oppenheim's The Double Four

As The Double Four opens country squire Peter Ruff is summoned to Paris to meet with the mysterious old woman heading the titular organization, with which he has previously been deeply involved. At the meeting he finds the leader on her deathbed, from which she tells him that he is to be her successor--a charge he is reluctant to accept, though it is also clear that he has no choice in the matter. Afterward he is promptly set up in London as grandee Baron De Grost.

Over the course of the story we never get a comprehensive image of just what the origins, purposes and activities of the Double Four are, but it is quite clear that it was at least in part a notorious criminal organization, that it has since distanced itself from such activities, and that its primary concern is now espionage. By and large, this espionage seems to be conducted on behalf of the alliance of Britain and France, against Germany, and it is this which occupies Ruff's time--in particular, his successive battles with German agent Bernadine, the Count Von Hern.

The luxurious atmosphere, the genteel but ruthless and ultimately deadly duel between Ruff and Bernadine, are classic Oppenheim--and so are the plentiful melodrama, hokey plot twists and right-wing propaganda of yesteryear. Less familiar to me was the book's structure. A collection of short stories turned into a cut-up novel, the book is not just loose, but essentially episodic--between the first and last tales Ruff and Bernadine fighting out some issue to a conclusion, and then the book simply returning to them at the outset of the next battle. In fact, the order of several of the stories in the middle could have been rearranged without the reader's experience being compromised.

The fact that the book does consist of so many short bits was initially a bit jarring, so much so that I was tempted to charge them with being more thinly sketched than they should have been. (Like every other reader of my generation, I suppose I've simply--for better or worse--become used to taking my spy fiction in doorstop-length doses.) Still, it was a light, quick read with a pronounced retro interest, perhaps not so satisfying as The Great Impersonation but also suffering from less of that book's weaknesses as well.

Wednesday, May 25, 2016

Reconsidering Fantastic Four (2005)

I remember often thinking that the 2005 Fantastic Four movie was overcriticized. It was by no means ground-breaking--but it was entertaining enough as a lightweight, colorful crowd-pleaser.

The problem seemed to be that taking that approach with a superhero film was unfashionable at that time. In that relatively early phase in the comic book superhero movie boom, the more grounded look and feel, and more thematically involved approach of Bryan Singer's original X-Men, or Christopher Nolan's Batman Begins (which preceded Fantastic Four to the theater by mere weeks), was, despite the colossal success of Sam Raimi's Spiderman, proving influential.1 (Indeed, it seems to have been important in selling the concept in those days.)

The Fantastic Four did not easily lend themselves to "grounded." The team's members (a guy with a stretchy rubber body, another who has turned into a rock-creature, stil another who turns into a creature of fire, etc.) and their interpersonal dynamic (as with Johnny Storm's obnoxious sibling-like relationship with the Thing), are singly and collectively flamboyant even by Marvel standards. And the Tim Story-directed, Mark Frost and Michael France-scripted version did not try to pretend otherwise. They created a movie that was relatively faithful to the original not just in its incidents, but its look and feel--and the opinion-makers objected to exactly that. (Arguably, this sensibility had its effect on the sequel, not least its depiction of Galactus.)

Of course, things have changed in the past decade. As the studios have relied more heavily on heaping helpings of the kind of spectacle that gets viewers to fork over the 3-D and IMAX fees, a flashier look and bigger action have become more prevalent--which are at odds with that more grounded approach. (Just compare Singer's far more flamboyantly science fiction-al version of Days of Future Past with his first X-Men film.) Meanwhile, after Nolan, after the new takes on Superman (which Singer helmed in 2006, and Nolan produced in 2013), after a great deal else, the darker, heavier approach has become banal--and excited something of a backlash, one expression of which was how Ant-Man became something of a surprise hit last summer ($500 million global), and praised precisely for offering something lighter.

Ironically, just as a faithful version of the Fantastic Four became an easier sell, the 2015 film version went in the opposite direction--going more grounded, ambitious, darker, and getting hammered for it by the critics, and at the box office.

1. Some of us thought the movies went a little too grounded--not least in the handling of the Dark Phoenix saga, which was not what the purists hoped, and which may just be getting a remake because of it.

Saturday, May 21, 2016

The Small-Screen Superhero Boom

Just as we have been deluged by Marvel and DC superheroes at theaters, so have we been on network TV. This past season the CW, an obvious candidate admittedly, had not just Arrow, but The Flash and DC's Legends of Tomorrow--altogether, a substantial fraction of its prime-time line-up. FOX has Gotham. ABC has Marvel's Agents of SHIELD (which was followed by Agent Carter). CBS, stereotyped as stodgier, produced Supergirl (canceled here, though it has since found a new home on CW).

Unsurprisingly the list gets a lot longer if one looks beyond the bigger-named superheroes to more obscure or original figures, and the options afforded by cable and streaming. Alongside Gotham, FOX has the Sandman spin-off Lucifer. NBC gave Heroes another shot with Heroes Reborn (even if it hasn't worked out). Syfy Channel has Wynonna Earp. Netflix is serving up Daredevil and Jessica Jones, the Playstation Network, Powers.

And of course, more children and family-oriented programming can seem to offer nothing but superheroes. Nickelodeon has The Thundermans and Henry Danger, while Disney XD has had Lab Rats and Mighty Med and now a merger of the two in Lab Rats: Elite Force, and its animated offerings have included a barrage of Marvel-based cartoons.

Today a fairly avid TV watcher, assuming their taste in superhero material (and their range of cable and streaming options) is broad enough, can fill their viewing hours with nothing but first-run superhero shows.

The reasons for the success of superheroes in this medium seems a bit less obvious than on the big screen. TV's smaller screens and smaller budgets mean that the big, flashy action that is the films' stock in trade at theaters is less of a draw. Still, the sheer popularity enjoyed by the concept would seem to have had some spillover effects, above and beyond the not unimportant direct spin-offs and tie-ins (like Agents of SHIELD). And small screen superheroes do share an advantage with the big screen variety that pays an even bigger dividend here--the format's easy accessibility in comparison with other kinds of science fiction, which are in fact less evident than they used to be (much-touted "peak TV" not having brought about some new boom in space opera, for example).

At the same time, it is worth noting the limits of the genre's success in this medium--a far cry from the consistently box office-topping performance it has had. (Not one superhero show made the Nielsen's top ten this season, after all, or even came close to it.) In short, science fiction and fantasy television remains in its relatively subordinate place in the market, far behind reality TV (Dancing With the Stars) and procedurals (NCIS, Blue Bloods) and nighttime soaps (Empire)--with the superheroes notably not counted among those rare exceptions that buck the trend to become mainstream hits (The Walking Dead).

The Enduring Superhero Boom

Again and again I have been struck by the staying power of the boom in superhero movies--up to eight movies a year, with this looking like the norm through 2020 if the production schedules of the big studios over the next four years are anything to go by.

Of course, there are those who would slight the significance of such numbers--like Scott Mendleson at Forbes. And perhaps it would not seem so significant if this were a matter of one year, or two, or three--but we got started well along this trend way back at the turn of the century, and it has just gone on getting stronger and stronger. Already we have amassed over three dozen major live-action feature films based on the best-known characters from Marvel and DC--as well as dozens more such films based on properties less well-known to the mainstream (like the works of Alan Moore, Hellboy, Wanted and Jonah Hex), and atop that, dozens more original creations based on the superhero concept (like Sky High, Hancock and the film version of the Green Hornet TV show).

Moreover, the profile of these films has gone far beyond the large number of movies made. One reason is their consistently high financial grosses.

Consider the list of top twenty all-time earners at the American box office. Of the fourteen that have come out in this century, six are superhero films--just shy of half the total.1

Naturally this has reflected and been reflected in their prominence at key moviegoing times of the year, Gitesh Pandya recently remarking that "This is the tenth straight year that Marvel super heroes dominated the first weekend of May." (Ten years of that strategic weekend dominated not just by superheroes, but by the Marvel brand specifically! Think about that.)

In fairness, no other trend of recent decades can really compare with this.

Inevitably I have wondered "Why?" audience interest has been so consistent, and the answer seems to me the genre's not just affording a basis for the kind of flashy, action-adventure spectacle that only science fiction and fantasy can offer, but one more accessible than high fantasy, space opera or even contemporary science fiction of a more intellectually rigorous type (like the recent trickle of movies dealing with artificial intelligence). The audience does not have to cope with sophisticated premises (even The Avengers a slightly plotted film with an astonishingly generic MacGuffin), or with elaborate world-building (everyone lives in New York City). It is required to process much less information, and cope with much less in the way of the "alienation effects" Darko Suvin recognized as a significant feature of the genre--especially given how familiar the superhero concept (and many of the characters appearing in these movies again and again) have become.

Part of its appeal would also seem to lie in the intensely individualistic aspect of the genre, again at odds with so much of the rest of science fiction. Our attention is fixed on a single character with a distinctive appearance and powers rather than an intricately connected cast of less visually distinct types in the manner of so many disaster films--and still less, the fate of the world, much more often referenced as a reason for the goings-on than explored. (And of course, that individualism carries over to superhero teams like the Avengers, X-Men and Justice League--typically agglomerations of spiky personalities rather than harmonious groups.) And if anything, this is reaffirmed by the record of those ambitious films that have been less well-received (like Watchmen, a much more demanding, estranging film).

In short, the films give audiences what they usually find most engaging about science fiction (flashy FX), minus the brain-work. And if anything, the fact that the more successful among them are so concept-light--that the concept is relatively marginal to their appeal--may be helping to make the inevitable repetition of the broader ideas more palatable than they otherwise would be.

1. This list is, of course, not adjusted for inflation--but this is perfectly appropriate in this case as this is all about how large they have loomed at the box office in recent years, rather than a discussion of their all-time standing.

Reconsidering Watchmen

I would not account myself a particular fan of Zak Snyder's work, but his film version of Watchmen has always struck me as grossly overcriticized.

Frankly, I thought it one of the best superhero movies ever made--perhaps the best of the "darker" superhero movies made so far.

Naturally I had occasion to think about why my response was so different from "everyone else's."

Early on it seemed to me that the film received the opprobrium that it did for its being more adult than the usual fare, and subversive of genre expectations, and its particular political edge--all of which made it a tougher sell to a mainstream which judged it by the old stereotypes about the genre that most of the films made to date have reinforced.1 Of course, devotees of the comic also seemed unsatisfied, many making much of the liberties the film took with the resolution of the story (which I thought minor, and in some ways an improvement)--but it seemed easy enough to chalk this up to an excess of purism.2

Perhaps more important, there is the kind of intellectual demand that Watchmen made on its audience--its concern with the "bigger picture," its associated sheer burden of information-processing, and in a deeper and subtler way what Darko Suvin, drawing on Viktor Shklovsky and Bertolt Brecht, called "cognitive estrangement." This is, after all, a movie that, true to the original comic, gives us an elaborately worked-out alternate historical timeline (brilliantly depicted in those opening credits) terminating not in the present but what is from today's vantage point the past (the 1980s). It is also explicit in putting at the center of its plot what it might mean to be a superhero not in Stan Lee's version of New York but in the actual world we have known, the differing philosophies of its various heroes, the posthumanity of Dr. Manhattan and the problems of domestic and international political life, not least energy scarcity and the threat of a third world war.

The result is that Watchmen is concept-rich, concept-dense and genuinely wide in scope--far, far more so than we normally get in superhero movies, science fiction movies and our movies in general. Even if they have not read the comic, a really hardcore genre fan may be able to take all this in stride, and even enjoy it (certainly this was one of the things I liked about it), but to the mainstream this was unfamiliar and generally unpalatable, and even those who may be used to such things in print are, understandably, less accustomed to getting them on the big screen. The poor response was therefore as predictable as it was unreasonable.

1. Movies are less often forgiven for being political in something other than a clearly right-wing way when they are of the big, popular type.
2. Connecting the faked threat to the world with Dr. Manhattan rather than space squid, for example, made for a tighter story--while avoiding elements that would have looked very hoky on the big screen.

Friday, May 13, 2016

The Spy Fiction of Edward Phillips Oppenheim

The career of E. Phillips Oppenheim can seem an object lesson is how hugely popular writers can fade into utter obscurity, while relatively little-read auteurs come to enjoy an enduring fame. In his day Oppenheim was a titan of the publishing industry—enough so as to get away with immodestly dubbing himself "the prince of novelists."

Yet today he is so little known that, apart from seeing him mentioned in Moonraker (and just as quickly forgetting him that first time I read the book) I never heard of him until I started digging into the history of the thriller genre--and even after that I wound up having to work out how he fits into it for myself. Not only is it the case that one can roam the Internet for a very long time without finding a really worthwhile review of even his least obscure books, but (as David Stafford pointed out) even scholars whose business it is to know about people like him generally don't seem to have done their job here.1

That said, just how did he fit into the genre's history? Fleming's mention of him in Moonraker affords a clue. The reference occurs as Gala Brand (the one Bond girl Bond doesn't get to bed) considers the book's hero:
Well, at any rate she had put [Bond] in his place and shown him that she wasn't impressed by dashing young men from the Secret Service, however romantic they might look. There were just as goodlooking men in the Special Branch, and they were real detectives, not just people that Phillips Oppenheim had dreamed up with fast cars and special cigarettes with gold bands on them and shoulder-holsters.
Phillips Oppenheim, one of the first writers to take up the modern spy story in its formative years at the start of the twentieth century, can safely be credited with having brought to the genre the glamour with which it is associated. Rudyard Kipling's story of Kimball O'Hara's wanderings through India in the company of a Tibetan holy man has color and charm, and Erskine Childers' The Riddle of the Sands gave us our first "clubland" heroes in Carruthers and Davies . . . but neither is exactly a tale of high living. By contrast, in a book like The Double Four (1911) the international intrigue is thoroughly set within a world of Edwardian luxury--of well-staffed mansions and chauffeured motor-cars, of fine dining and nights at the opera, where it seems everyone is wealthy, titled or a celebrity, and often all three, and there is about the whole a sense of his offering the reader a glimpse of those high and seductive places virtually certain to be forever beyond their reach. Likewise, he afforded the reader a style of conflict characteristic of this kind of glamorous tale, in which hero and villain dance around each other in recurring meetings mixing murderousness and gentility (quite apparent in that novel's duel between Peter Ruff and Bernadine).

All of this, reminiscent of the sorts of adventure that had usually been set in safely distant historical periods (like Dumas' The Three Musketeers), carried through the genre tradition to Fleming's distillation of it in the '50s when he created his stories.

Striking, too, is Oppenheim's affinity for Gothic touches, on full display in what is perhaps his best known book, The Great Impersonation (1920). We get a protagonist given up for dead who has curiously and belatedly returned from the tropics, and may be someone other than whom he claims to be; we get a mansion with a mad woman in it, and haunted woods outside it. (And this, too, seems to have carried through the British spy novel tradition to a greater degree than appreciated, all the way up to Fleming's novels, which can appear surprisingly saturated with it, particularly in You Only Live Twice.)

Of course, all this sort of thing is more of interest from the standpoint of the genre's history than as an indication of his books' value as an actual reading experience--and it has to be admitted they have their limits there. It is not for nothing that the spy novels by writers like Kipling, or Joseph Conrad, or W. Somerset Maugham, have been so much more enduring. The books were conceived as shallow entertainments, and were not always well put together on that level. (The plot twists are often laughably hokey--as with the final reveal of who the protagonist is and how he came to be where he is at the end of Impersonation.)

And of course, Oppenheim's books have dated, in style and content. They are slight in their handling of the organizational and technical detail that for many is an integral part of the spy story's appeal, and those who have felt Fleming's books were disappointingly short on action (as I did when first coming to them) would find these even less impressive on that score. There is, too, the steeping of the tales in the headlines and prejudices of the day--standard to the genre, of course, but managed with differing levels of aplomb, and clumsier here than in many another tale. In The Double Four, for example, one episode's big reveal concerns what really caused the sinking of the Maine, which cannot but have a different and lesser impact on today's reader (with the event more distant and the mystery more or less cleared up), while the tales are replete with the cliche of the Edwardian version of right-wing hysteria. Time and time again we get a scheming and bestially aggressive Germany, a decadent and perhaps unreliable France, pacifists and socialists as foreign-controlled traitors poisoning the body politic with their creed, and an England saved in the end by its amateur gentleman-adventurers (material a contemporary reader is apt to find either grating or ridiculous).2

Still, if Oppenheim is trashy, he does not waste our time pretending to be anything else, and he is not without his measure of skill. His knack for atmosphere makes his evocations of high life and Gothic absurdities far more effective than they would be otherwise, while his ability to keep us turning the pages puts that of most of today's bestselling writers to shame (admittedly, a reflection of the fact that writers in his day were allowed to be brief). The result was that while I looked at his books for research reasons, I ended up enjoying them a good deal more than I had expected.

1. This was in his 1981 Victorian Studies article "Spies and Gentlemen." As far as I can tell, however, things haven't changed much since, Oppenheim (and the others to whom Stafford referred) not much more likely to get acknowledged.
2. Admittedly, this is one case where things haven't changed very much.

Monday, May 2, 2016

The End of the Action Movie?

Looking at Hollywood's run of product recently I find myself wondering if the action film genre has not seen its best years already--and is in terminal decline. I mean, of course, not movies with action, but movies that are structured around a multiplicity of elaborate set pieces which provide their principal interest.

This may sound like a very odd thing to say given their extreme predominance at the box office, greater than ever before. (Compare any list of the highest-grossing films of the past decade with that of, say, the '90s or the '80s.) But it is worth remembering that that kind of ubiquity often comes only very late in the life of an art form.

Let's trot out that same three-generation genre life cycle theory John Barnes offered up way back in his Helix article I've cited so many times just one more time. (You can find the quickie version here.)

I think it can be said that the action movie as we know it started with the Bond films of the '60s. They established the essential pacing and structure for such films (give people a bit of action even before the story gets started, make sure they get another something every few minutes, etc.), the basic range of types of set pieces (frogmen fighting it out underwater, ski chases with the bullets flying, even ninjas) and the manner in which it has since been standard to photograph and edit them (the heavy use of short takes, close shots, jump cuts, exaggerated sound effects and the rest).

Successful as the Bond films were, early imitation of them tended to focus on their most superficial features (secret agents, gadgets, never mind how all this was put together). Filmmakers were rather slower to adopt the deeper techniques. However, the field had definitely arrived by the late '70s, and was a Hollywood mainstay by the '80s--which, naturally, led to a much more intensive exploitation of its possibilities.1 In the course of this some territory was exhausted (the silly finale of Rambo III spoke volumes about this), and the genre moved on to other, more fertile soil. Over the course of the '90s the "mundane" cops and commandos and paramilitary plots that epitomized the field during that decade (Rambo, Die Hard) gave way to science fiction and fantasy characters and themes (and practical effects to computer generated imagery) not simply because of changing tastes (important as these were), but because this was the only way to provide something new, and certainly the only way to provide something bigger than what had come before--super powers, alien creatures, fantastic vehicles.

A generation on it seems plausible that we have arrived at certain, intrinsic limits. The tendency to keep scaling action movies up has already mooted the whole idea of the disaster movie, because every action movie (the typical superhero movie, for instance--Avengers, Man of Steel, Thor: The Dark World) is for all practical purposes a disaster movie by the time the final, city-wrecking showdown is underway. Meanwhile, the continued intensification of action sequences through ever-quicker editing has produced increasing incoherence. (Remember when Michael Bay movies were actually novel enough to warrant reviewers noting this?)

Three years ago I wrote that
It strikes me that this sort of action film may be approaching a technical plateau as Hollywood bombast bumps up against the limits of human nervous systems, and of filmmakers' creativity . . . that one simply cannot go bigger, faster, flashier or more intense to any effect worth achieving, while the inventiveness of the application may be running into diminishing returns.
Nothing I have seen since then has made me revise that opinion--while the level of inventiveness within this limits has waned. For all the giant budgets and all the frenetic technical activity it has been quite a few years since the last time a major action movie offered anything really new--a fact only partially concealed by the tendency to show the same old thing in 3-D and I-MAX formats so important to Hollywood profits this past decade.

I think, for example, of the major genre events of recent years. Watching Skyfall it struck me that while the film was full of competently staged, entertaining action, in contrast with not just the classics of the '60s but those predecessors announcing the series' return after a longer-than-usual absence, it failed to deliver a sure-to-be-classic set piece of the kind that befit the occasion. (Even Casino Royale had that parkour bit!)

I seem to have been virtually alone in that opinion--but this was not the case with Episode VII. This was, after all, a follow-up to two trilogies which had each revolutionized the special effects field, made with the expectation that this would launch a whole new mega-franchise for its new owners, and perhaps also be the highest-grossing film of all time. However, as John David Ebert noted in his review, the earlier "sense of visual innovation" as it stands. (Indeed, this even drove him to say nice things of the prequels--and Lucas' own, alternative ideas for Episode VII.)

Meanwhile, the prospect of innovation originating in the more narrative aspects of these stories seems dim due not just to the film industry's attachment to the same old IPs, but the rooting of action-adventure in genres which appear thoroughly played out after as much as a century of use (like the spy story or the comic book superhero genre), an issue that goes far, far beyond Hollywood. The sorts of trailblazing works that open up new territory to exploitation by artists--to put it bluntly, those works that found new genres (or even subgenres) for writers to work in--have been very scarce as of late all across the media spectrum.

1. Prior to that point what we got were apt to be crime dramas with an occasional set piece--like The French Connection (1971).

Defining the Novel: The First Few Pages of Daniel Defoe's Robinson Crusoe

Those who offer a straight answer about just "What is a Novel?"--beyond its being a "book-length" work of prose fiction--are (as previously pointed out here) apt to point to three qualities distinguishing the modern novel in the narrow sense from other kinds of long prose fiction, not totally unprecedented, but previously relatively rare, and much less likely to appear together in combination:

1. Its centering on the life of everyday, middle class persons, who had in pre-modern times received much less attention of this kind from storytellers, much more inclined to offer chivalric epics, royal tragedies and comedies of low-life.
2. What we might term a pseudo-documentary quality to the proceedings, which are supposed to appear realistically detailed in a straightforward fashion rather than conspicuously embellished and ornamented in the fashion of a romance or a picaresque.
3. An individualistic and indeed intimate approach to the tale, peering into an individual's private life, and even their innermost thoughts--which may not be limited in the manner of an occasional Shakespearian aside to the audience, but part of the "normal" way of telling the story.

You can find all these in the brief preface to Daniel Defoe's Robinson Crusoe, the first two in particular specifically referenced. As he remarks, it is "the story of . . . [a] Private Man's Adventures in the World," while "The Story is told with Modesty, with Seriousness . . . The Editor believes the thing to be a just History of Fact; neither is there any Appearance of Fiction in it." The third is implicit in these, but becomes apparent soon enough when we turn the first page and hear the protagonist relate his upbringing, his aspiration to go to sea, his dialogues with his parents about this idea--in the course of which dialogue Robinson's dad also gives him a long lecture about the great virtues of "the middle state," into which he was born, for which he seemed destined, and which his father also thought most likely to make him happy.

Of course, the tale takes a more exotic turn than Robinson's settling down to the cozy bourgeois existence his father intended for him, but these fundamentals of the story define what follows nonetheless.

Thursday, April 28, 2016

Two Definitions of Science Fiction

Is science fiction flourishing, or is it dying? Some vehemently insist on the former, many insist with equal vehemence on the latter--and both in their ways right, but neither seeing it because, after all, they are parallel talking. The reason is that each is using a different definition of the genre, and accordingly a different standard for it.

The first, narrower definition of science fiction is that it is a genre which has scientific speculation--extrapolations, thought-experiments, call them what you will--as its raison d'etre, and its primary source of interest and appeal. Those who use the definition judge the quality of an individual work according to the originality and rigor with which it performs this task, and the health and fecundity of the genre by the extent to which its output is made up of stories working in this manner. Put another way, from their standpoint science fiction is above all idea fiction, and it is on the strength of its ideas that a story, and the genre, lives or dies. (One may speak of this as the standard implicitly adopted by John Campbell in his tenure as editor of Astounding.)

The second, broader definition is that it is literature which just so happens to utilize elements of the fantastic, perhaps with not much fuss made over whether those elements are extrapolations from science of even a superficial kind, or a utilization of elements out of ancient mythology or latter-day superstition. Setting far less store by originality and rigor, or even the use of science of any kind, this makes more conventionally literary assessments of the quality of science fiction the standard. (Anthony Boucher and J. Francis McComas explicitly adopted this standard as editors of the Magazine of Fantasy and Science Fiction.)

One may consider Murray Leinster's "A Logic Named Joe" of work epitomizing the first, idea fiction-centered ideal, and William Gibson's Sprawl stories, particularly his novel Neuromancer, as epitomizing the second, more conventionally literary ideal, in their very different ways of treating the Internet.

"A Logic Named Joe," which was published in 1946, rigorously extrapolates from the idea of ubiquitous, massively networked computers, and the result is staggering in the originality, range and accuracy of its technological foresight about how the Internet would be structured, the ways in which people would use it, and the problems and complications this would raise--which is, of course, a testament to just how good a job Leinster did of developing his concept.1 By contrast Neuromancer, despite its much later, 'eighties-era authorship when the shape the Internet was likely to have was a far easier thing to guess at, is in its actual depiction of the Net (how it works, the ways it develops and actually impacts our lives), superficial, and unsurprisingly much further off as a prediction, but by postmodernist lights it is far more impressive as literature than the "old-fashioned," "unstylish" story in which he wrapped up his speculation--which is what adherents of this standard really care about.

Today Leinster's story has become relatively obscure, while it is Gibson who, despite "getting it wrong" (as he freely admits in interviews), is confusedly and confusingly celebrated as the prophet of cyberspace--a reflection of the fact that adherents of the second definition (from McComas, through Ballard and Moorcock and polemicists for postmodernist science fiction like David Pringle and Colin Greenland, Rudy Rucker and Bruce Sterling to today) have prevailed as the fashionable taste-makers and opinion-leaders.2 Indeed, when critics and others tell us that science fiction has never been better, it is the more literary standard that they have in mind, not whether we are getting lots and lots of really original, impressive idea fiction. By contrast, fans of good old-fashioned idea fiction are apt to be less sanguine about the situation--less enthusiastic about all the literary stuff we are getting, and pointing to the comparative scarcity of what they wish we had more of.3

It is rare that this is flatly stated--but it seems to me that acknowledging this properly would clear up a good deal of confusion.

1. In Leinster's story a computer looks "like a vision-receiver used to, only it's got keys instead of dials and you punch the keys for what you want." The device integrates the functions of many earlier technologies and services into a single unit, at once "typewriter, radio, telephone, teletypewriter, newspaper," while also usable for "telecastin'," "a vision-phone connection" and a tool for general information searches on "everything you wanna know or see or hear," be it "the weather forecast or who won today's race at Hialeah or who was mistress of the White House durin' Garfield's administration."

Leinster also considered the issues of dependence, privacy and censorship with which society has grappled since the Internet's invention, from the intolerability of even a temporary Internet shutdown ("If we shut off Logics, we go back to a kind of civilization we have forgotten how to run!"), to the risk that others will easily be able to find out one's most compromising secrets (people racing to dig up dirt on acquaintances when they realize the safeguards against it are down), to the worry that children will be exposed to inappropriate content and adults find helpful advice on committing criminal acts while "online" (like how to get away with murder).

2. Indeed, reading the essays of J.G. Ballard and Michael Moorcock in New Worlds, I have been struck by the lack of any positive reference in their pieces to anything that distinguishes science fiction as a genre--the exaltation saved entirely for more conventional literary ideas (and in Ballard's case, generally hardcore literary ideas). The pattern continues today, with the sort of extrapolation Leinster did so well in his story overlooked or, if acknowledged, slighted as unimportant.

3. In reply they are often unkindly characterized in the genre's more respectable quarters as nostalgic for fiction not really all that good, or unsophisticated in their literary tastes, or simply "haters" in the asinine sense in which the word has been tossed about this past decade--the cranky, cantankerous, curmudgeonly coots of the field.

Tuesday, March 22, 2016

Crystalis: A Review

It seems appropriate to spell out my viewpoint at the very start of this. I not only look at this game with a certain nostalgia, but as a player old enough for their formative gaming experiences to have been 8-bit, and that includes having played Crystalis when it first came out.

Still, in contrast with other old games to which I returned only to find memory overly kind (picking up the original Dragon Warrior again, I was annoyed to find that I had to select "STAIRS" from a menu when I wanted to go up or down a floor), Crystalis held up very well a long time afterward, on multiple levels.

One of these was its world-building and storyline--arguably, more appealingly and lavishly developed than in any other 8-bit game of the type. Not only did the graphics make the most of that era's capacities in presenting a colorful, varied world. The main thread of the game takes place within a bigger, more dynamic narrative--a larger struggle against the Draygonia Empire. This facilitates the presentation of an array of engaging NPCs (developed enough to be capable of different responses depending on the situation, and even to display a measure of humor), mini-quests well-integrated into the larger drama (like the rescue of the villagers from Leaf), and dramatic plot twists (our hero is not the only one on a quest here), while more broadly imbuing the adventure with the feel of an epic, accentuated by a memorable musical score. It also has an abundance of appealing features, not least in the battery of magic spells the hero acquires (which permit everything from telepathic connections, to the power to disguise himself with an enchantment--both of which are essential to his successfully completing his missions).

It helps, too, that the gameplay is relatively smooth. This is most obviously the case in the quality of the controls, particularly where the management of a large and diverse stock of weapons, items and spells are concerned, and also the navigation of that world the game provides. (Using a pair of cheap warp boots, or teleportation magic, one can easily zip about the world map rather than having to walk all the way.) However, this is also the case with the unfolding of the larger quest. On those few occasions when I found myself getting stuck in Crystalis, it was a matter of the more cerebral challenges--as with unmasking the identity of a certain monarch through the use of a certain magic spell.

Of course, some have said that the game goes too far in that respect. The need to switch between different swords to defeat particular enemies apart, one can get through the fighting on the strength of button-mashing. Perhaps a bigger issue is that it is not a particularly lengthy game, even by 8-bit standards. Even while playing at a leisurely pace, leveling up well past where I needed to be at any one point, and preferring to chat with every villager, try every possible way through every maze, and puzzle things out when I got stuck rather than rush to the guides, I played through in about fifteen hours (a fraction of what the original Final Fantasy promised). A player less committed to such an approach to the game (or simply more skillful) could easily shave some hours off of that.

Still, button-mashing can be just the thing when one is looking to relax, and if there are longer games, this one was certainly fun to play through again--and, while the game does not seem likely to get much better known any time soon, thoroughly earns the esteem in which it is held by most of those fortunate enough to have encountered it.

Sunday, March 20, 2016

Remembering Crystalis

SNK's 1990 video game Crystalis has some standing as a cult game, very fondly remembered by some, but by others not really remembered at all.

Arguably one disadvantage the game faced was in the timing of its release. It came after the 16-bit era had not only dawned, but got well underway. By April 1990, not only were the NEC-Hudson Soft Turbo Grafx 16 and Sega Genesis out for quite some time, but that very same month Crystalis' own maker, SNK, was breaking into the console market with its own 16-bit entry, the Neo Geo--and the release of the Super Nintendo was mere months away.

This was not a market conducive to even the most advanced use of 8-bit technology making a splash.

Another was, apparently, the tendency to see Crystalis as a Zelda clone, apparently still alive and well, and perhaps reinforced by the development of gaming since then. After all, not only was the Zelda series one of the icons of the 8-bit era, so much so that it was easy for it to overshadow the rest of what was still a new and small action RPG market, but the series has gone from strength to strength to remain as current as ever. By contrast, there was little in the way of follow-ups or remakes to the original Crystalis, limited to a Game Boy Color port back in 2000, with no edition ever released even for the Virtual Console (apparently on account of the idiot wrangles specialized in by holders of law degrees).

And of course the massive increase in the sophistication of gaming, the action RPG genre in particular, makes it harder for someone whose standard is set by newer gaming to take a nuanced view of the differences among games of a much earlier generation, made within rather narrower technical limits than those with which today's designers work. It would seem that for many one 8-bit game of this type is pretty much the same as another--reinforcing the "clone" charge.

For my part, however, I would say that Crystalis was the best action RPG of the 8-bit era, deserving of much greater recognition than it has received.

Why Crystalis is Not a Zelda Clone

I have often seen Crystalis called a Zelda II clone.

While The Adventure of Link remains a favorite of mine from the NES era, the claim strikes me as simplistic.

The player's experience of the worlds of these two games seems a logical place to begin the comparison. Where Zelda shifted between an overworld map and side-scrolling gameplay, Crystalis uses a 3-D overhead view throughout.

This is reinforced by the range of movement throughout the game's world. Where in Zelda the player always starts from the North Castle, in Crystalis one can save their location at any settlement--and with the purchase of a pair of inexpensive warp boots or the expenditure of a small amount of magic, instantly teleport to any one of them that they have previously visited, even if lost in the deepest dungeon. The ability to navigate the sea on a dolphin's back, and later, to overfly obstacles, also make the experience of navigating the game's version of post-apocalyptic Earth far more varied.

One should note, too, that the RPG elements are considerably more advanced. The game affords a more complex system for managing a larger inventory of weapons and other items (not just found, but purchased), and incorporates a number of charmingly innovative features, like the telepathic connection that the protagonist enjoys with the various teachers he encounters in his adventure. Non-player characters often display touches of humanity and humor (some of the villagers you rescue from Mt. Sabre proving real ingrates, and dealing with Kensu often a trial), while helping to make the storyline much more elaborate. And the miniature quests one undertakes are not just considerably more dramatic (mere water-fetching will not suffice to make a basement-lurking wizard teach you a spell), but more closely integrated with the larger adventure, which achieves something of an epic quality (most pronounced in the events at Shyron). Naturally the gameplay is far, far less repetitive than the conquest of Gannon's palaces.

All of this gives the game rather a deeply different feel--in many ways, a more attractive one, given our fuller immersion in a better-developed and more freely navigated world, and more fully fleshed-out story, superior to what any other 8-bit game offers us.

Saturday, March 5, 2016

The Cult of Ian Fleming

When one looks at the history of the spy genre from the standpoint of significant innovation and precedent, Ian Fleming's claim to a place in it would seem to rest above all on two things. One is his successful synthesis of past important influences as diverse as Sax Rohmer and Somerset Maugham in thoroughly updating the "clubland"-type adventure for the post-war world. The other is his pioneering work in Moonraker and Thunderball on the structure and style of the techno-thriller that Frederick Forsyth, Craig Thomas and Tom Clancy were later to make careers from.

It is, perhaps, a narrower basis than one might imagine from the status of James Bond as fiction's most famous spy. Moreover, a place in literary history of this kind, even one more central than that, is not the same thing as artistic accomplishment of more enduring kinds--and being of interest to the hardcore student of a literary form not the same thing as having an enduring wide appeal such as would go on making for bestsellers generations later. Quite the contrary--a writer who was important for their ideas or style often ceases to interesting in that way when the ideas have become commonplace, or the style dated, and what they have to offer less than obviously transcendent in that way likely to impress the casual book buyer just looking for a good read.

It may be argued that Fleming falls into this category. By today's standards, the books' relatively slow pace and "literary" narrative style, as well as their tendency to lavish attention on their mundane aspects while treating the sensational briefly--in brief, the technique of the "aimless glance"--makes what is often a light serving of action to begin with still less satisfying. Additionally his Bond is not only a less glamorous and exciting figure than the movies present, but often a weary, grouchy, bad-tempered and bigoted middle-aged man who seems even older than his years--at times a mouthpiece for a creator who was in many ways out of date in his own period (and worse now), and at other times a butt of his author's jokes in tales with much more parody than one might expect. (Indeed, I've already written quite a bit about that first shock I experienced on picking up Thunderball.)

Moreover, it might be said that the place the original Bond novels occupy in the history of the form pales next to that of the Bond movies in the history of cinema. Far more responsible for James Bond's fame, this was due to, above all:

1. Intensified cinematic pacing. (The structuring of a film around "thirty-nine bumps" as Richard Maibaum called it, giving the audience a surprise, a twist, a bit of action--some kind of shock--every three minutes or so.)
2. Their use of the set piece, and particularly the frequency, variety and scale of the set pieces. (Think of it this way. From car chases to ski chases, underwater fights to aerial fights, is there any basic type of action scene they didn't use in those first half dozen '60s-era films? And already by the decade's end, they'd reached a point where it was just about impossible to go bigger.)
3. Their editing and photography--again, most evident in those set pieces. (The close shots and long takes and jump cuts and undercranking and exaggerated sound effects are what give the fights their punch.)

Along with the marketing of Goldfinger and Thunderball in particular (which pioneered the wide, big opening-weekend type of release, and ruthless merchandising), these were what set the pattern for the big action blockbuster that, with the success of Star Wars, which thoroughly assimilated the lessons of the Bond movies, became Hollywood's bread and butter.

These are specifically cinematic accomplishments, which have relatively little to do with the material Fleming contributed--as Maibaum pointedly declared in a 1964 New York Times article, when he recounted paying the author the "left-handed compliment" of saying that his work had "an untrans­ferable literary quality," and then telling the reader more bluntly that as bumps went, he simply did not have "nearly enough for the kind of films [they were] trying to make."

Indeed, it can be said that the films made it harder for us to enjoy Fleming's novels, and not only because they have created such a different image for the character (enduring a decade and four films into the "back-to-the-original" Daniel Craig era, and perhaps even enjoying a revival), but because they changed the thriller genre as a whole. The swifter, more action-packed Bond movies and swifter, more action-packed movies to which they led in general, have not only changed our expectations regarding film, but print fiction as well, which responded to that cinematic influence. Reading Clive Cussler's Sahara, for example, I felt that for the first time I'd had the experience of reading a book that felt like a summer blockbuster, and since then later writers like Matthew Reilly have only striven to realize this more completely, as the films have themselves become faster and more crowded.

The upshot is that, apart from the rather limited coterie of people who actually know and like the original Fleming novels on their distinctive terms, the evocation of the Ian Fleming brand name in its all authority means something quite different from what most people think it means.

Still, in fairness, I suppose one can say the same of just about all of the aged IPs lumbering zombie-fashion across the pop cultural landscape.

Sunday, February 7, 2016

Review: Trigger Mortis, by Anthony Horowitz

With Original Material by Ian Fleming

New York: HarperCollins, 2015, pp. 320.

It is not easy to make judgments about the James Bond continuation novels because just working out the criteria is a job in itself. For instance, are we just looking to be entertained, or are we expecting faithfulness to the original Ian Fleming books? If that is the case, are we more concerned with faithfulness to the content, or to the form? For example, are we looking for the Fleming prose style--its technique of the "indirect" glance, its penchant for the evocative over the encyclopedic--or are we content to just get the formula?

The character . . . how many of the rough edges do we expect the new book to retain? Do we insist on a Bond endlessly excreting the reactionary gripes of the Edwardian Etonian who created him, and going to seed when too long without a mission--or would we be happier without such details?

Some metafictional elements, some self-parody, are inevitable--they were already an increasingly conspicuous presence in the later Fleming--and if history is any guide, likely to be profuse. How much are we okay with, and exactly what parts of the whole set-up are we okay with seeing mocked?

One can go on, but I suspect you get the idea by this point.

Evaluating Trigger Mortis is a little trickier because the concept is different this time. Rather than straining to update 007, or just picking up the tales where Fleming left off back in the mid-'60s, this one attempts to insert an original story within his series, mere weeks after the events of Goldfinger. The approach is necessarily more restrictive, any inconsistency the more jarring--as with the character's attitude. Perhaps the '60s would have changed Bond a little, so that he might take some amusement in the scandals of Mick Jagger rather than tut-tut at these kids today . . . but here we get Bond before even his time at Shrublands, when any liberty of the sort is much more glaring.

Moreover, in writing this novel Horowitz prominently used a story Fleming created for that television series that never happened . . .

And I have to admit that this has helped leave me of two minds about the book. And in the end it seemed simpler to just write two different reviews--one more sympathetic, one more critical.

You can find the more sympathetic review here.

You can find the more critical one here.

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