Showing posts with label creativity. Show all posts
Showing posts with label creativity. Show all posts

Thursday, February 02, 2012

The film, not the holiday

From the first time I watched it when it hit the theaters back in '93, Groundhog Day has held a special place in my mind. It isn't that it's based on a clever idea (Bill Murray stuck in a time warp forced to relive one of America's silliest holidays over and over). Lots of movies have clever ideas. It isn't even that it executes this idea flawlessly from start to finish--which is almost unheard of for a high-concept comedy. It's that it does all that, and then manages to tell a smart, perceptive tale about the human condition.

It's one of those movies where you're not even sure the filmmakers understood how good it was, because it has the trappings of a more frivolous endeavor. It belongs to a tradition of farces I call Cursed Schlub movies, which revolve around a character who becomes victim to some otherworldly fate with its own bizarre rules. Examples include The Nutty Professor, All of Me, Liar Liar, and Shallow Hal. Typically they're not much more than comic exercises, with plots that function as clotheslines for a string of elaborate gags.

While just as funny as the best of those pictures, Groundhog Day transcends the genre, fleshing out the story and supplying character development that doesn't feel the least bit contrived. It was something of a transitional role for Murray, who up to that point had been known merely as a brilliant comedian. His performance, where he uses subtle facial mannerisms to great effect, paved the road for his more serious turn in movies like Rushmore and Lost in Translation.

Even its style of humor is uncommon for this type of film. It mostly avoids slapstick in favor of witty dialogue that showcases Murray's gift for understatement, as when he laconically remarks, "My years are not advancing as fast as you might think." Not only does his deadpanning make it easier for us to believe in the character of Phil, it enhances the laughs. (Part of the hilarity of the early scenes comes from seeing the mounting panic on a man who keeps his emotions so tightly bottled up.) I have my doubts that a broader approach, like one Jim Carrey might have given, would have worked as well on any level.

The film also wisely never reveals the cause of the time loop. It's customary in Cursed Schlub movies to invent some harebrained rationale for the central plot device (the birthday wish in Liar Liar, the hypnotic suggestion in Shallow Hal, the cartoon mysticism in countless body-swap comedies). An early version of the script did just that, explaining Phil's predicament as--I kid you not--a voodoo spell cast by a former lover. Viewers tend to assume it is something more along the lines of a trial from God, and the movie acquires a certain poetic and even spiritual quality normally absent from this sort of material.

Its biggest divergence from other movies in the genre lies in its plot construction. Instead of the usual strategy of cobbling together a series of comic sketches and gluing on a formula ending, the plot develops as the step-by-step process by which Phil comes to terms with his strange condition. There's a surprisingly smooth progression to the story that never gets thrown off course by the jokes. In the entire movie only the Jeopardy scene feels like a skit that could have appeared just about anywhere in the proceedings (though its placement in the section where Phil becomes lethargic and depressed makes sense). The rest of the time the events fit together like clockwork, the end flowing naturally from the beginning, all of it focused on Phil's growth as a person. Along the way, it does a splendid job exploring a universal human trait.

Everyone on the planet, I'm convinced, sometimes imagines redoing past experiences. This can range from thinking up a snappy retort hours after an argument ended to harboring deep regrets over a life decision. Yet if you were somehow given the ability to go back in time and alter past events until you got them exactly as you wanted, you'd eventually go mad, because you'd be depriving yourself of the unpredictability that makes life worthwhile.

That's one of the movie's insights. I think of the sequence where Phil uses trial-and-error to determine Rita's likes and dislikes so that after she's forgotten divulging all that information he'll present himself to her as Mr. Right. From his perspective the project could be taking weeks or months or longer (the movie never says), but to her it's always their first date, and he is never able to seduce her on what to him is a day with no end. She always feels he is pushing too hard on their relationship, and even though she doesn't know the supernatural part, she senses he's manipulating the situation and concealing his true self from her.

In one crucial bit of dialogue after he thinks he has gotten through with her, she tells him, "It's a perfect day. You couldn't plan a day like this." He replies, "Well, you can. It just takes an awful lot of work"--once again making an honest observation secure in the knowledge she won't possibly take it literally. Yet one of their most romantic moments, where they fall on the snow together, is unplanned. We see that he is unable to repeat that moment in later iterations of Groundhog Day: his words get increasingly stilted, his movements increasingly clumsy. Even for a man given thousands of do-overs, the moment is gone forever, and only he will remember it. Our lives are filled with moments like that, but some of us lose sight of their significance when we're overwhelmed by the things we almost got right.

Sunday, February 20, 2011

The headrooming of society


From my childhood to the present, I watched the world grow increasingly science fictiony. But it happened differently than most science fiction stories imagined. Intelligent androids and intergalactic space travel are, at the very least, a long way off, regardless of how many computerized Jeopardy contestants and Mars colonization plans we encounter. Yet the rise of the Internet and cellphones has made our society much more tech-centered than before. I enjoy looking back at old sci-fi that takes place now and seeing what it got right, what it got wrong, and what it didn't even consider.

I kept all this in mind as I viewed the DVD of Max Headroom, the 1987 TV show. Given my vivid memories of the show and its frequent references in popular culture at the time (remember Doonesbury's Reagan parody, Ron Headrest?), I was surprised to learn it ran for barely two seasons of just 14 episodes. The pilot, based on a 1985 British telefilm I still haven't seen, concerns a muckraking TV journalist named Edison Carter who gets into a motorcycle accident after uncovering a scandal at his own network. A young hacker named Bryce, hoping to find out what Edison knows, unloads Edison's mind into a computer, resulting in an artificial version of the reporter. The program's first words, "max headroom," the last words Edison saw before his head collided with a parking garage barrier, become the program's name.

After Edison regains consciousness, Max develops as an independent mind who can travel anywhere on the network at will and can even jump to other networks if given the opportunity. Both he and Edison are played by Matt Frewer, a tall skinny actor with a voice like Kermit the Frog. In his dual role he gives the sort of Jekyll-and-Hyde performance that later made Jim Carrey a star, playing both a withdrawn nerd and a manic, uninhibited personality. Watching the show as an adult, I discovered that I found Max's loud talk-show-host shtick rather grating. As a kid, I think I enjoyed the series mostly for its techno-thriller plots and paid little attention to its not-too-subtle anticorporate satire.

What is the show's vision of the early 21st century? (The time frame is never identified directly, but the pilot gives one big clue, when Bryce, played by an actor of about 16, is said to have been born in 1988--suggesting it takes place around 2004 or so.) It depicts a society literally run by TV networks. In place of an apparently absent government, the networks have their own politicians elected through online voting. Money is measured in "creds" rather than dollars. A subculture of "blanks," people who have escaped registration on the central database, has emerged.

As a single-minded pursuer of truth in a society buried under propaganda, Edison traverses the city carrying around a large wireless camera connected directly to his network, allowing him two-way conversations with operators who can tell him instantly about the dimensions of whatever building he's in and where people in it are located. When conventional technology fails, his electronic alter-ego pops up on computer screens around the city, ready to help out.


I'm always amused at how futuristic speculations turn out to overestimate technological advancement in certain areas and underestimate it in others. In 1989's Back to the Future Part II, for example, we learn that by 2015 we will have flying cars, hoverboards, self-fitting clothes, convincing holograms, etc., etc.--yet the characters still use fax machines. I've come across two early-'90s novels about advanced VR games--Piers Anthony's Killobyte and Vivian Vande Velde's User Unfriendly--in which the gamers still use telephone modems. There's a tendency for futurists to be overconfident about the most exciting developments while failing to predict the obsolescence of everyday objects.

Max Headroom has some of those qualities. The title character is an intelligent, sentient being whose creation depends on advances in A.I. and mind-reading way beyond anything we have today. Yet most of the computer technology on the show looks hopelessly primitive to any real resident of the 21st century. The characters still use floppy disks--no CD-ROMs or flash drives in sight. There are no computer mice and there's no Windows, despite the fact that both existed, if obscurely, in 1987. The hackers communicate with the computers using just a keyboard, hooked to a TV screen displaying block print on a black background. There are lots of vidphones but no cellphones.

Looking at the big picture, though, the series was pretty ahead of its time. Without ever using the word "Internet," it envisioned a society that has gone almost entirely online, with signals transported through air rather than just through wires, with instant communication over long distances even while outdoors, and with a total integration of TV, video, and computers. Topics covered on the show include identity theft, cyberterrorism, video editing, and medically harmful commercials--among other things. Then there is the aforementioned GPS-like navigation tool in buildings, and, perhaps most eerily, bar graphs that get updated in real time.


In its social vision, the show follows the cyberpunk tradition of extreme paranoia about loss of individual rights in a future dominated by big corporations. In one episode, a blank faces execution for a nonlethal computer prank, and he's linked to the crime based on statistical analysis without any direct evidence of his guilt. Another episode has one of the network "politicians" placing blanks in detention camps. Privacy in this universe is almost nonexistent because there are cameras everywhere, even inside people's homes. This all looks a tad less fantastical in today's world of satellite cams, increased surveillance, and "unlawful combatants."

For all its hyperbole, Max Headroom is one of the more realistic projections of the future I've seen. Part of its secret, I believe, is that it starts from a base of real knowledge about computing. I had the sense that the writers understood the subject and weren't faking it with meaningless technobabble. Even when the show dips into outlandish territory (as in one episode in which a network is literally stealing people's dreams), it stays grounded in a way that many other sci-fi productions do not. Its most important insight was that the talking-head approach to TV journalism, with its concern for ratings over truth, would naturally worsen as the technology grew more centralized.

What the series most failed to anticipate was how the Internet would begin to replace traditional media. The fact that I'm writing all this on a blog, making my thoughts available to just about anyone on the planet, even though I'm not a journalist or politician or celebrity, illustrates how regular citizens today have the power to make their voice heard in ways that weren't possible twenty years ago. While the image of corporate takeover in Max Headroom and similar sci-fi works seems prescient in many ways, what they didn't foresee is the tool we'd have for exerting our personal identity against those who aim to suppress it.

Saturday, April 17, 2010

Take me to your leader

If there is one scientific topic that provokes strong opinions in the absence of any direct knowledge whatsoever, it is life on other planets. Some scientists feel certain Earth is the only place in the universe where life resides; others insist the question is not whether life exists in other places, but where. You will find sane, rational people with full command of the facts coming out on either side of this debate.

I lean toward the second possibility. The notion that in the entire universe, the only planet with living things just happens to be the only one we've ever seen up close, seems a stretch to me. But I admit I have no proof. It's just a hunch.

"Just a hunch" is the best we can do when it comes to these arguments, which never stand up to logical scrutiny. Some scientists point to evidence that life arose on Earth quite soon after the planet's initial formation (say, only several hundred million years), and if it can happen that quickly, it must have happened in other parts of the universe. The problem with this argument (aside from a rather fluid definition of "quickly") is that we still don't know how life arose here, or even whether it did--one theory holds that it came from Mars via meteorite. If we don't know what happened to cause life to exist, then we have no way of knowing whether it could have happened elsewhere.

Other scientists believe the origin of life on Earth was a rare, freakish occurrence in the universe's history, because it depended on a huge number of factors in combination, including Earth's exact composition, temperature, rotation, orbit, and so on. If any one of these factors had been slightly different, so the argument goes, life on Earth either would not have started or would have perished long before it had a chance to evolve into more complex creatures like ourselves.

The answer to this objection is twofold. First, extraterrestrial life could differ from Earth life in ways we have trouble imagining. Second, the universe is just really big. What scientists call the observable universe, or the portion we have the capacity to detect because the light has had enough time to reach us since the beginning, is estimated to have over one hundred billion galaxies. Our own galaxy alone, which remains virtually unexplored, contains hundreds of billions of stars. However unlikely the conditions necessary for life may seem, there is a great deal of space out there for those conditions to be repeated.

In the movie Contact, a scientist played by Jodie Foster argues that there must be life beyond Earth, for otherwise there would be "an awful waste of space." You could interpret this statement different ways. For religious believers, the question is why God would have created all those countless galaxies when only one planet of one star would be inhabited. Perhaps it is so that people in the future will have places to go after Earth is used up or on the brink of destruction. Still, that's an awful lot of space....

A more secular version of the same argument might go something like this: In the vastness of outer space, our solar system is a mere speck in a sea of galaxies that all look more or less like ours. Given the relative uniformity of everything from afar, our default assumption should be that the basic conditions of our vicinity are not unique. This reasoning might not convince those of us who suspect the origin of life was miraculous, but it ought to be good enough for those of a more secular mindset.

One comparison is instructive. Most people have long assumed that there are planets beyond our solar system. Yet until the 1990s, with the discovery of a star that wobbled (suggesting it was being orbited by a large object), there was no concrete evidence that any of these so-called extrasolar planets existed. For all scientists knew, our sun could have been the only star in the entire universe that harbored planets. That possibility runs contrary to intuition for much the same reason the idea that we are alone does. It proved to be incorrect, and I suspect the second idea will also.

Some people will say, "Okay, maybe there's life in other places. Perhaps things on the level of bacteria or even plants have sprouted elsewhere in the universe. But intelligent life? Advanced civilizations? How likely is that?" Skeptical scientists point to some discouraging facts. Although bacteria appear fairly early in the Earth's fossil record, there was nothing but bacteria for the next three billion years--complex, multicellular life doesn't appear until the last billion. Furthermore, current scientific consensus holds that an asteroid caused the extinction of the dinosaurs, and if not for that fortuitous event, brainy mammals would never have come to dominate the planet.

Science fiction movies always assume that alien life must look more or less similar to us. In the real world there are creatures as weird as sea anemones living right here on Earth, but movie aliens invariably have a more standard appearance. Take the recent Avatar. In that film, a crew of Earthlings is investigating the exotic life forms that we're supposed to believe evolved independently in an entirely different solar system. And just how exotic are these creatures? Other than their possessing tails, blue skin, a ten-foot stature, and a few other odd features, they basically look human, sound human, and act human, right down to the mating rituals. The movie's plot is sort of an amped-up Dances with Wolves, only instead of a white man becoming part of a tribe of Lakota Sioux Indians, it has a white man becoming part of a tribe of giant alien smurfs.

I shouldn't make fun. The director, James Cameron, has said he intended the film as "science fantasy" rather than science fiction, and that they'd first designed the aliens as less human-looking before worrying it would turn off audiences. At least the film is a touch more plausible than a lot of older sci-fi like Star Trek, where aliens are shown as humans with pointy ears or ridged skin. But it's striking that more recent flicks like Independence Day and Signs continue to fall back on the most worn cliches about extraterrestrials, depicting them all as green and warty and malevolent.

The most versatile aliens depicted on screen are still probably those in Star Wars. I never fully appreciated that fact until I read Jeanne Cavelos's The Science of Star Wars (1999). Herself an astrophysicist (who also wrote The Science of The X-Files), Cavelos makes a noble effort to find scientific basis for all the major components of the series, including the ships, the weapons, the planets, the aliens, the droids, and even the Force. She doesn't always succeed--but she does explore much of the current research on subjects ranging from A.I. to quantum mechanics. (For a broader discussion about how far along we are toward inventing the technologies of science fiction, I highly recommend the 2008 book Physics of the Impossible by Michio Kaku, one of my favorite science writers, and one of the scientists Cavelos interviews.) Her chapter on aliens begins with the following observation about the films: "Almost anywhere you go in 'a galaxy far, far away,' alien life is there. You'll either land in it, step on it, or get eaten by it.... Even in environments as inhospitable as Tatooine, Hoth, or an asteroid, life finds a way to survive."

Of course Star Wars has always been one of the more unabashedly unscientific sci-fi franchises. There are serious difficulties in explaining certain things such as how all the creatures breathe comfortably no matter what planet they're on, which seems unlikely unless they're using some sort of technological aid we never see. Cavelos points out that planetary atmospheres may be unique like fingerprints, which would mean that no life form from one planet can breathe naturally on another. Avatar gets this detail right, having the human explorers only able to breathe with gas masks or in air-tight buildings or inside their Avatar bodies.

Still, the sheer diversity of the aliens in Star Wars is impressive, especially compared to earlier films. As Dr. Kaku explains, "the aliens don't look like us anymore. They tried to have aliens with different architectures. In that sense, Star Wars is more realistic than some of the stuff I've seen." And yet many of these aliens are simply analogues of Earth animals: dogs (Wookiees), slugs (Hutts), pigs (Gamorreans), bats (mynocks), and buffalo (banthas). Some of the organisms even look identical to what's on Earth, as in Endor's redwoods or Dagobah's snakes. Most of the invented creatures are humanoid, and those that aren't, like Jabba, are still anthropomorphic. How likely is it that aliens would look that similar to what we see around us?

The book quotes one scientist who argues that most of the visible features that humans possess, such as five-digit hands, are intrinsically efficient characteristics that evolution would tend to produce even on other planets, similar to the way aquatic mammals like dolphins acquired a fish form. Most scientists disagree. As Dr. Jack Cohen puts it, "Finding another planet with our kind of dinosaurs or people is more unlikely than finding a remote Pacific island on which the natives speak perfect German."

Science fiction literature has had the opportunity to envision alien life more broadly than the movies do. Strange life forms appear in hard sci-fi novels such as Robert Forward's Dragon's Egg, which speculates about what the intelligent inhabitants of a neutron star would look like. Part of the reason why movies aren't as daring is budgetary constraints. Commercial films have the most resources for showing aliens. The problem, as James Cameron tells us, is that mass audiences aren't interested in seeing anything truly weird.

Life as we understand it can mean different things, from simple bacteria to advanced civilizations. But since our only frame of reference is what we see around us, we have trouble visualizing aliens without comparing them to familiar creatures. If aliens exist, they might be more bizarre than anything we've ever thought of, much less seen. We can't possibly be certain what lies beyond our immediate knowledge.

Monday, October 12, 2009

Harry Potter, the jock

I'm sure I'm not the first to have noticed, but quidditch, the imaginary sport from the Harry Potter books, probably wouldn't work very well in the real world even if you had all the technology needed to make the game physically possible--including flying broomsticks, and a ball with a mind of its own.

In this game, each team has a group of players called Chasers who try to get a ball through the other team's goalpost. Of course every team has a goalie. This would all sound like soccer on broomsticks were it not for a couple of really exotic elements. First, there's a heavy, enchanted object called a bludger which tries to knock players off their broomsticks. To protect the players, each team has special players called Beaters, armed with a club for batting away bludgers.

The trouble is, nothing the Chasers, the Beaters, or the goalies do has any effect in moving the game toward its conclusion. A team could go on scoring goals forever, and the game wouldn't end even if the score was 440-0. A team's ultimate fate rests entirely with one player, the Seeker, whose task is to catch a tiny enchanted object called the Golden Snitch which only appears on occasion and tries to elude the Seeker's grasp. Once the Seeker catches the Snitch, his or her team earns 150 extra points and the game ends. Usually his or her team then wins the game. Only if that team is more than 150 points behind at the moment the Snitch is caught does the team lose. One of the later Harry Potter books (I can't remember which) depicts such a game.

Quidditch therefore has one fundamental flaw: the Chasers, who make up the majority of the players and whose actions dominate most of what happens, have a very weak incentive for scoring goals. As long as they manage to remain within 150 points of the other team, they are in little danger of losing. The score could be 140-0, and the team that hasn't scored could still easily win. Most likely, a typical quidditch team would hardly score at all, focusing its energy simply on preventing the other team from scoring.

To compensate for this all-too-obvious flaw, teams get ranked according to points scored rather than number of games won. But that makes it heavily dependent on record-keeping between games. You'd have to commit yourself in advance to playing many games for it to have any impact. It's not the type of sport that lends itself to casual play in the backyard.

In our world, most team sports revolve around one very simple formula: one team tries to relocate a small object (a ball, a puck, etc.), and the other team tries to stop it. That's it. Right there you have the basic description of soccer, hockey, baseball, football, basketball, volleyball, and lacrosse. Soccer and hockey are almost moronically simple games. Baseball and American football have intricate rules of progression, and baseball (along with its cousins such as cricket) is slightly unconventional in that a team's ultimate objective involves the movement of players rather than the movement of the ball. None of these games, however, allow more than one ball on the field at a time, much less more than one type of ball. And a game where regular scoring doesn't count for anything more than a team's record is hard to imagine. In sports, complexity is not necessarily a virtue.

The Potter books, nonetheless, make quidditch out to be the most dazzlingly exciting sport in the history of mankind, far surpassing any of the familiar earth-bound ballgames. No other wizard sport ever gets mentioned, suggesting the wizarding world is quite satisfied with this one. Most readers consider it one of the charms of the series, an example of J.K. Rowling's enduring creativity. Somehow it's fun to read about, even if the rules are probably too unwieldy for it to work in the real world.

Whether it's fun to watch is less clear. Only the first two movies show the game in detail, and the fourth and fifth movie don't show the game at all. The novelty of seeing the magical sport on screen makes it interesting at first. After that, there's little suspense to be generated, apart from hoping Harry doesn't get hit by a bludger. As a Seeker, most of what he does during any game is sit around waiting for the Snitch to appear. As for the other players, since they do not determine the game's ultimate fate, what's the point in watching them play? (It's no wonder the films so often show cheating and other disturbances; they aren't confident the game will be interesting on its own terms.)

Had Rowling eliminated the business with the Seeker and the Snitch, quidditch would be more believable. It would be like soccer in three dimensions rather than two, similar to what Orson Scott Card envisioned in his novel Ender's Game, in which child soldiers conduct simulated space battles in a null-G environment. But the Golden Snitch is just enough to put quidditch over the top as something truly otherworldly. If all the game consisted of was players trying to score goals, it would quickly begin to sound mundane once the novelty of their flying on broomsticks wore off. The bludgers add a level of danger you don't associate with high school athletics, and the Snitch makes the game unlike anything you've heard of.

Quidditch is really part of the whole mystique of the Harry Potter series. In a world where magic dominates and where broken limbs can be mended within seconds, physical prowess is a lot less valued than in our "muggle" world. That's why a kid who looks to us like a class-A dork can get to be the star of his school's sports team. That's why girls can play along with the boys, without anyone turning their head. That's why even the school bully is a pint-sized kid. But considering that the magic in these books is a lot like advanced technology, one must ask: isn't this where our own society is headed?

Sunday, June 28, 2009

A nerdy examination of nerdiness

What, exactly, is a nerd? Roger Ebert once attempted to answer that question, in his review of one of the Revenge of the Nerds flicks:
These aren't nerds. They're a bunch of interesting guys, and that's the problem with [this film].... A nerd is not a nerd because he understands computers and wears a plastic pen protector in his shirt pocket. A nerd is a nerd because he brings a special lack of elegance to life. An absence of style. An inability to notice the feelings of other people. A nerd is a nerd from the inside out, which is something the nerds who made this movie will never understand.
I must confess that I find Ebert's definition rather strange, especially his contention that the protagonists of this film couldn't be nerds because they were "a bunch of interesting guys." I've always thought nerds were the interesting guys. It was the popular kids who were the bores, who went on to boring, regular jobs, while their nerdy classmates went on to become the inventors, the rocket scientists, the CEOs, the movie stars. (If you don't believe me about that last one, go read an interview with Harrison Ford or Ben Affleck about their high school days.) I presume Ebert doesn't include in his definition a tubby, bespectacled guy who analyzes movies for a living. He doesn't because he seems to define nerds as dysfunctional human beings rather than the people you learn to respect when you grow up.

Ebert is afflicted with a condition I like to call lexicitis, which is the desire to provide precise definitions for words that defy any. The word nerd is little more than a loose collection of stereotypes, rooted in the superficial world of teen cliques and in-crowds, but applied to adults without any consistent, universally accepted meaning.

I wouldn't even call it a character type, for it can encompass many character types. Rick Moranis's mad scientist in Honey I Shrunk the Kids is nerdier than Christopher Lloyd's mad scientist in Back to the Future, but then Moranis made a career out of putting a nerdy spin on characters who might not seem nerdy if played by other actors. In Parenthood he played a perfectionistic snob, but a nerdy perfectionistic snob.

Like Justice Potter Stewart's definition of pornography, you know 'em when you see 'em. I think of nerds as social oddballs, but not all social oddballs are nerds. Nerds are often thought to be intellectuals, but not all intellectuals are nerds, and not all nerds are intellectual.

Above all, the word evokes particular images: a guy who wears glasses with a piece of tape in the middle, a guy with pens in his shirt pockets, a guy who reads comic books and plays video games and likes science fiction movies and memorizes UNIX manuals.

Nerds are traditionally pictured as male. Girls and women have been described as nerds, but nobody's sure what that means. Women nerds defy a sexual stereotype almost as much as women football players do.

Nerds are, also, usually pictured as Caucasian. Of course blacks can be nerds too (think Urkel), and in black youth culture, nerdiness blends with the idea of "acting white." As for Asians, according to Hollywood in recent years, all Asian guys are nerds (this has apparently replaced the older stereotype that they all know martial arts). And all Jewish men are nerds, except for Israelis.

The commonest explanation for the word's origin is that it came from the name of a creature in a 1950 book by Dr. Seuss. How it acquired its current sense is unknown, but by the 1960s it was being used by teenagers to describe those they considered uncool.

The twin word geek has a different history, originally referring to a performer at a carnival sideshow who bit the head off a chicken. It later evolved into a synonym for nerd, a fact that hasn't stopped people from coming up with a distinction between the two. The filmmaker John Hughes once explained it in the following way: "A geek is a guy who has everything going for him, but he's just too young. By contrast, a nerd will be a nerd all his life."

Personally, I've never heard anyone else use that definition. But I agree that the two words are not always identical. It's one of those pairs like morality and ethics that seem interchangeable but upon closer inspection turn out to have a subtle difference in connotation. Geekiness usually suggests an element of the grotesque, whereas nerdiness is something you can find endearing. The heroes of most teenage comedies are nerds, not geeks, despite what John Hughes may think.

Still, it seems like both words don't mean quite what they used to. Early in the 2000s, Comedy Central had a game show called Beat the Geeks, in which contestants would try to match their knowledge against Star Wars geeks, horror geeks, James Bond geeks, Simpsons geeks, Playboy geeks, hip-hop geeks, wrestling geeks, and so on. What was striking was how many of these so-called geeks were immersed in pop culture, something you would not associate with the geeks of old.

Nerds were once thought to make up the computer-literate population, but now that we've entered an age of iPhones, Blackberrys, webcams, Facebook, Twitter, and text messaging, you're considered uncool if you aren't caught up on the latest computer or Internet development. It's not surprising that I haven't heard the phrase "computer nerd" in a long time.

This is what happens when you take a term invented by adolescent boys and try to apply it to adults, most of whom have long lost their sense of what's cool and what's nerdy. The word may shed light on some of the qualities of today's culture, but let's not take it too seriously, lest we become a living example of the word in its negative sense.

Wednesday, March 25, 2009

Different routes to the same destination

Back to the Future Part II has one of the more bewildering plots of any movie I count among my favorites, and a wild theory about it occurred to me a few years ago. I've never heard anyone else propose this theory, but it resolves several plot holes and makes sense on its own terms, once you think it through. My theory is that Doc's true motive in taking Marty to 2015 isn't to help Marty's son as he claims, but to teach Marty a lesson that will help prevent the accident that destroys Marty's musical aspirations.

The scene at the end of the first film, replayed at the beginning of the second, raises a number of questions. In this scene, Doc assures Marty that "you and Jennifer turn out fine," and that the problem is that "something has got to be done about your kids." After he takes Marty and Jennifer to visit the future, however, these statements don't match up with what we see. The middle-aged Marty from 2015 hasn't exactly turned out fine, and only one of Marty's kids needs help. Why did Doc mischaracterize the situation?

It should be noted that the filmmakers have stated in interviews that they created this final scene before they had any real plans for sequels. As such, Doc's statements were probably just throwaway lines they found amusing at the time. But that doesn't explain why, when working on the second and third film, they chose to contradict Doc's statements.

The entire scene was re-shot for the second film, ostensibly because the actress who played Jennifer in the first film--Claudia Wells--had been replaced by Elisabeth Shue. Somebody on a message board pointed out to me a subtle difference between the two versions of the scene, which are otherwise quite identical. In the Claudia Wells version, Doc's line "you and Jennifer turn out fine" is spoken smoothly and confidently. In the Elisabeth Shue version, Doc visibly hesitates before saying the line, and he utters it a bit too rapidly to sound convincing. (You can examine the difference with this video. Pay particular attention to 1:25-1:38.)

Still, Doc's behavior in either version doesn't make much sense. Why is he interrupting Marty's life only hours after Marty returned from the first adventure just so they can rectify something decades in the future? Why doesn't he let days, or weeks, or months pass before asking Marty to come with him? Since they have a time machine, what's the rush? If my theory is correct, Doc is trying to keep Marty away from the present. That makes sense given what we learn in the third film: the pivotal car accident is supposed to occur later the same day.

You might ask why Doc doesn't just tell Marty straight out about the accident. He could say, "You know, Marty, later today you'll be involved in a car accident that permanently injures your hand and destroys your musical aspirations, all because you took a guy's dare." The reason for Doc's silence is explained during a brief exchange in the third film, when Doc blurts out the truth:
Doc: Marty, you can't go losing your judgment every time someone calls you a name! That's exactly what causes you to get into that accident in the future.

Marty: [Suddenly stops and turns toward Doc.] What? What about my future?

Doc: [Realizes what he just said.] I can't tell you. It might make things worse.

Marty: Wait a minute, Doc...what is wrong with my future?!

Doc: Marty...we all have to make decisions that affect the course of our lives. You've gotta do what you've gotta do. And I've gotta do what I've gotta do.
Doc realizes that if he interferes directly with Marty's future by warning him about the accident, Marty might manage to avoid that particular catastrophe, but he'd retain his habit of acting foolishly whenever somebody calls him "chicken." Then, with his future thrown into flux, something even worse might one day occur as a result of that habit. The only safe way for Doc to improve Marty's future is by inspiring him to grow out of the habit. And what better way to do that than to show him the consequences of his son's acquiescence to peer pressure?

In other words, taking Marty to 2015 to help Marty's son was basically a ruse. Ordinarily, Doc wouldn't concern himself with a matter so remote from their current lives. He hopes that Marty, by seeing what happens to his son, will begin to reflect on his own weaknesses.

Of course, Doc thinks they'll go straight home after dealing with the son. He doesn't anticipate the chain of events that lead them to 1885. But by the time Marty gets back home at the end of the third film, he has in fact matured enough to avoid the accident on his own, as Doc had hoped, though influenced by different experiences than what Doc originally had in mind--a different route to the same destination.

Sunday, December 21, 2008

Religion and influence

There is a school of thought suggesting that atheistic Jews like Marx and Freud were creating essentially surrogate forms of Judaism. I was intrigued to learn that James Joyce's novel Portrait of the Artist as a Young Man suggests a similar thing about lapsed Catholics. The protagonist Stephen Daedalus rejects the Catholicism of his upbringing, yet as he is explaining his philosophy of art to a friend, the friend coyly observes, "It is a curious thing...how your mind is supersaturated with the religion in which you say you disbelieve."

When I had to do a paper on the novel in college, I seized on this idea. I posed the question of why Stephen abandoned his Catholicism, and my answer was that he found in art what he had been seeking in religion, namely a way to transcend the temptations of the flesh. Stephen's philosophy is that when examining art, a person should separate his impression of a piece from any physical or emotional reaction it may provoke. Superior art, according to Stephen, is created through a detachment between the artist and his work, whereby the artist's personality "refines itself out of existence, impersonalizes itself."

I traced the development of Stephen's philosophy throughout the novel. As a child and teenager, Stephen reacts to artistic pieces---books, poems, and the like--by letting himself be overcome by them. Conflict arises one day when he wanders into a bad part of town where he has his first sexual encounters. He knows he faces eternal torment for his actions, but at first he feels "a cold lucid indifference." Then his school has him attend a three-day retreat by a priest who gives a harrowing description of what Hell is like. Here is a brief excerpt from the priest's vivid speech:
In earthly prisons the poor captive has at least some liberty of movement, were it only within the four walls of his cell or in the gloomy yard of his prison. Not so in hell. There, by reason of the great number of the damned, the prisoners are heaped together in their awful prison, the walls of which are said to be four thousand miles thick: and the damned are so utterly bound and helpless that, as a blessed saint, Saint Anselm, writes in his book on Similitudes, they are not even able to remove from the eye a worm that gnaws it....

The horror of this strait and dark prison is increased by its awful stench.... Imagine some foul and putrid corpse that has lain rotting and decomposing in the grave, a jellylike mass of liquid corruption. Imagine such a corpse a prey to flames, devoured by the fire of burning brimstone and giving off dense choking fumes of nauseous loathsome decomposition. And then imagine this sickening stench, multiplied a millionfold and a millionfold again from the millions upon millions of fetid carcasses massed together in the reeking darkness, a huge and rotting human fungus. Imagine all this, and you will have some idea of the horror of the stench of hell.
For all its raw emotional power, the speech has an important limitation. The priest describes the speech as being about "death, judgment, hell and heaven," but it is almost entirely about Hell, with scarcely a word about what Heaven will be like. Stephen becomes a fervent worshipper, but soon doubts begin to surface, and he wonders if his new devoutness is driven more by fear than by sincere belief. He has trouble finding a more positive basis for his faith.

What he gains most from that period of atonement is considerable practice at inhibiting his physical reactions. He walks with eyes to the ground; avoids eye contact with women; subjects himself to loud noises and unpleasant smells; and refuses to make himself comfortable in bed. By quelling his receptiveness to sensory experience, however, he undermines the very quality that allowed the priest's speech to influence him in the first place. He ultimately leaves his Catholicism behind when he satisfies his need for a chaste vantage point from which to observe life, without the "chill and order" of the priesthood that first attracted him. And he achieves that purpose through his newfound appreciation of art.

When I looked back on my essay later, I noticed a curious irony. Stephen's philosophy of art was almost the polar opposite of mine. Whenever I'm examining a work of fiction, or film, or music, the first question I ask myself is, "What effect did it have on me?" That question leads me to the most sincere and, hence, authentic, answers. Depersonalizing the process only leads to an artificial response, in my view.

In fact, that's exactly how I approached Joyce's novel. I wasn't sure what my paper was going to be about. But the point in the novel that had the most immediate impact on me was the priest's description of Hell. I knew I had to pivot my reaction to that scene into a larger thesis, and that's exactly what I did.

I wonder if my approach to art has something to do with my Jewish background, just as Stephen's has to do with his Catholic background. Judaism emphasizes the idea of a person being transformed through his actions. That's why Jewish thought is relatively weak on theology. Even Torah study is viewed in this light: you're encouraged more or less to lose yourself in it and then see how it affects you.

Then again, I could be totally off about this theory. I'm generalizing based on two limited examples, my own personal philosophy and that of a fictional character (albeit one based on Joyce himself). But I do believe that it is hard for people to escape their initial influences in life.

Saturday, December 06, 2008

The cartoon that made science cool

Stephen King and Stephen Jay Gould each wrote a foreword to a Far Side gallery, and they had such opposite perspectives on a comic they both praised that it illustrated different approaches people can take toward humor.

King, in his foreword to The Far Side Gallery 2, refused to explain what made Larson's cartoons funny. He wrote that The Far Side was a "uniquely unique" comic that "will make you laugh your butt off," but "I can't tell you why," because "There's no way to explain humor any more than there is a way to explain horror."

Gould, introducing The Far Side Gallery 3, apparently disagreed. His essay, which was twice as long as King's, examined various Larson cartoons to give a sense of why The Far Side was especially popular among scientists. According to Gould, Larson (who never worked as a scientist) understands "the intimate details of our lives and practices." As an example, Gould points to a Far Side cartoon showing astronomers fighting over a telescope, and the caption says "All day long, a tough gang of astrophysicists would monopolize the telescope and intimidate other researchers." Gould claims that this cartoon resonates with scientists because "telescopes are in desperately short supply, and...scientists (particularly Ph.D. students low on the totem pole) often wait months for a few hours of evening viewing (tough darts, and back to 'go,' if it's cloudy)."

Another cartoon showed an "average size" American family consisting of two parents, a whole child, and, literally, a half-child sitting in front of a TV set (alluding to studies that say things like that the average American family has 1.5 children). To Gould this illustrates that "language is not a neutral medium of optimal communication, but also a reservoir of illogic, cultural chauvinism, and literally senseless cliché."

Gould also talks about how Larson "places animals into human situations--using the differences to show how less than logical or universal our unquestioned practices can be." One recurring theme he sees in Larson's cartoons is the idea that "Animals have intelligence different from ours; they are not just primitive models of our achievements."

I prefer Gould's perspective to King's. Of course King is right that you can't rationalize humor. Either you laugh, or you don't, and nobody can persuade you to laugh at something you don't find funny. But Larson's cartoons are more than silly diversions. They have a point of view that resonates with people.

Larson's own thoughts on the matter can be found in his 1989 book PreHistory of the Far Side, a behind-the-scenes look at the process he goes through as a cartoonist. Among other things, he shows the doodled cartoons in his sketchbook alongside the final published versions. For example, a sketch of "If dogs drove," in which dogs are seen driving cars while hanging their heads out the window, was made into a cartoon called "When dogs go to work," in which dogs are sitting on a bus hanging their heads out the window, and the driver is also a dog doing the same thing.

Larson claims that he doesn't know where he gets his ideas: "Some cartoons spring forth from just staring stupidly at a blank sheet of paper and thinking about aardvarks or toaster ovens or cemeteries or just about anything" (p. 42). But in the process of developing an idea, he can be pretty analytical. He deals at length with how the subtle features of his cartoons--a character's facial expression or clothing, or something in the background--can have an effect on the humor.

Unlike the slightly conceited Bill Watterson in his annotated Calvin and Hobbes book, Larson is charmingly self-effacing. He kids himself a lot and never seems fully aware that he rules the field when it comes to single-panel cartoons. If you think what he does is easy, I'd like you to name another nationally syndicated single-panel cartoonist who even begins to approach Larson's mastery of the genre. I've seen plenty of comics try, but come up short.

One such comic is Mother Goose and Grimm. What struck me about Larson's sketchbook was how many of his initial ideas were at about the level of published Grimm cartoons, then he'd improve them. In one of his doodles, for example, two spiders are standing by a web and one of them says, "Nice threads." That's the sort of dumb pun I've seen in Grimm many times. But the final version is almost unrecognizably different. Four spiders are sitting around a little table next to a web that appears to have flowers stitched into it. The caption goes, "You and Fred have such a lovely web, Edna--and I love what you've done with those fly wings."

While he often starts with a simple gag, the cartoons he develops are usually more complex. They typically tell a little story that we are expected to unravel. I think of the one in the pet shop, where we see a piranha on display, and at the far end of the shop is a cat with wooden forelegs. This cartoon has no caption; it doesn't need any. The picture speaks for itself.

As Gould discerned, Larson's most frequent conceit is putting animals into human situations in order to comment on human behavior. In one cartoon, we see a mother chicken feeding a bedridden chicken a bowl of soup and saying, "Quit complaining and eat it!... Number one, chicken soup is good for the flu--and number two, it's nobody we know." The absurdity of the situation is what creates the humor, but we also end up thinking a little about human morality.

Larson admits to being flattered by his popularity among scientists, but he says it has its downside: every time he makes a scientific error, he receives a flurry of letters correcting it. For example, in one cartoon a husband mosquito walks into his house and sighs that he has been "spreading malaria" across the country. Numerous readers pointed out to Larson that only female mosquitos bite. Larson's response: "Of course, it's perfectly acceptable that these creatures wear clothes, live in houses, speak English, etc." (p. 124).

One often overlooked point is that The Far Side appealed not just to scientists but to scientifically informed laymen. Gould's favorite Far Side features a group of Protozoa watching a slide show, when one says, "No, wait! That's not Uncle Floyd! Who is that? Criminy, I think it's just an air bubble!" Scientists get the joke, but so does anyone who has ever operated a microscope.

In many cases, Larson takes a familiar biological fact and mixes it up with a stereotypical human situation. In one cartoon, an insect couple are sitting on a sofa in their house. Dad is reading the newspaper, and Mom is yelling to their daughter, who is walking out the door: "Hold it right there, young lady! Before you go out, you take off some of that makeup and wash off that gallon of pheromones!"

Larson did for cartoons what Douglas Adams did for fiction: take scientific ideas and derive humor from them that general audiences could understand. Even nonscientists appreciate Larson's attention to detail. His drawing ability is underrated, perhaps because of the crude, broad style of his faces and bodies. But when he draws animals, even highly anthropomorphized ones, the details are far more authentic than you'd expect from a syndicated cartoonist.

Larson also explains how he came up with some of his worst cartoons. A notorious example is "Cow tools," which features a cow standing by a table on which rest four oddly shaped objects, one of which looks like a saw. He admits the cartoon simply didn't work, but he explains what he intended it to mean, and while his explanation doesn't make the cartoon funny, we do get a sense of his thought processes that usually lead to better cartoons.

I've never thought of The Far Side as subversive, but a few of his cartoons have provoked controversy. Some readers are put off when he shows animals being hurt. None of these cartoons ever bothered me in the least, and I'm an animal lover. I love cats, but I was always amused by the cartoon where two dogs are playing "tethercat." As Larson points out, dogs beating up on cats is just an old cartoon convention: "I could understand the problem if these were kids batting an animal around a pole, but the natural animosity between dogs and cats has always provided fodder for humor in various forms" (p. 158).

On the other hand, when he shows some cartoons of his that his editors refused to publish, I admit he did push the boundaries of good taste. In one of them, a snake is crawling through a baby's crib and has a lump in the middle of its body at exactly the place in the crib where the baby should be. According to Larson, "editors, I'm convinced, have saved my career many times by their decision not to publish certain cartoons" (p. 176).

Other aspects of the book include the somewhat inspirational story of how he got into cartooning; examples of his first comic, Nature's Way; cartoons he based on personal experiences or short stories he wrote; some of the embarrassing mistakes he and his publishers made; and a lengthy gallery of his own favorite Far Sides.

Lastly, I should mention my own personal favorite, which happens to appear in the book. A dinosaur is standing behind a podium, speaking before an audience of dinosaurs. He says, "The picture's pretty bleak, gentlemen.... The world's climates are changing, the mammals are taking over, and we all have a brain about the size of a walnut."

I won't try to analyze it for you.

Wednesday, August 27, 2008

Why I love color (but not colorization)

Somebody recently created an online version of Raiders of the Lost Ark divided into fourteen chapters and made to resemble those old serials that were a big influence on the film. I'm unsurprised how good it looks in black-and-white. The movie's visual style has always struck me as owing a great debt to black-and-white movies. I think of that moment when a man's shadow appears behind Marion in the bar, and we know it's Indy because of the outline of the fedora.

I thought back to the 1980s when Ted Turner began colorizing numerous classics, causing an uproar among filmmakers and critics alike--including Siskel and Ebert, who described the process as "cultural butchery." Though the technical aspects of colorization improved over time, I agree that the process inherently detracts from a film. But Ebert went further and argued in an essay (titled "Why I Love Black and White" in his Movie Home Companion) that there was something special about black-and-white that color films could never capture.
Black and white movies present the deliberate absence of color. This makes them less realistic than color movies (for the real world is in color). They are more dreamlike, more pure, composed of shapes and forms and movements and light and shadow. Color films can simply be illuminated. Black and white films have to be lighted. With color, you can throw light in everywhere, and the colors will help the viewer determine one shape from another, and the foreground from the background. With black and white, everything would tend toward a shapeless blur if it were not for meticulous attention to light and shadow, which can actually create a world in which the lighting indicates a hierarchy of moral values.
Ebert stopped short of arguing that black-and-white was intrinsically superior. As he put it, "On a properly controlled palate, a color movie can be a thing of wonder." I think his point was simply that black-and-white pays special attention to elements that color ignores, and hence colorization inevitably mars a picture. But he never paused to ask why some viewers prefer color, other than force of habit.

Unlike Ebert, I grew up in the color era, though I watched many black-and-white movies as a kid. I appreciate black-and-white cinematography for all the reasons he mentions, and I agree that black-and-white films ideally should stay black-and-white. Yet on some level I find color more pleasing to the eye.

I know I'm not alone in this. For most people, I think, the beauty of the world involves the many colors our eyes can perceive. Think of flowers in a garden, or a deep blue sky on a sunny day, or a spectacular display of fireworks at night. Black-and-white objects can also have a simple beauty to them, but I thank God I am not colorblind.

I like color for much the same reason I prefer light over darkness, day over night. In fact, one of the striking things about the black-and-white Raiders was the difficulty in distinguishing night from day. A blue sky would end up looking overcast, and everything just seemed a lot darker than it did in the original film. Granted, it was an amateur's transformation of a color film, but black-and-white movies always make me feel like I'm entering a darker world than the one I inhabit. That's not necessarily a bad thing, but it begins to explain why many viewers today are turned off by black-and-white movies, thus stimulating the need for colorization.

It's a little like the dubbing of foreign films: it does hurt their quality, but it also makes them accessible to people who would otherwise not be inclined to watch them. I personally cringe at both dubbing and colorization, but I understand why others feel differently. It's the alteration that ruins it for me; I do not object to the fact that most films since the late 1960s have been shot in color. What the shift signifies, in my view, is not so much technological advancement as social change that has made the symbolism of color resonate more strongly than it did in the past.

Most black-and-white films in the modern period fall into one of the following categories: (1) experimental indie flicks, like Darren Aronofsky's Pi (2) period pieces, like The Man Who Wasn't There (3) films seeking to evoke older cinema, like Young Frankenstein.

Mixing black-and-white with color usually comes off as pretentious, though a few films through the ages have made great use of this effect. The most famous is, of course, Wizard of Oz. A recent example is the ultra-violent, noirish Sin City, where the black-and-white and color blend together so seamlessly you truly feel you've entered a bizarre alternate universe.

The convention of filming flashbacks in black-and-white was put to great use in 1998's American History X, where the protagonist's days as a racist skinhead are shown in black-and-white, and his life after he reforms is shown in color. The symbolism here is relevant, because the film suggests not only that he stops seeing the world in black and white, but even more that he stops seeing the world as divided into blacks and whites.

Earlier that same year, Pleasantville also used black-and-white to suggest both simplicity and racism. The film depicts two teens from the 1990s who get magically transported into a 1950s sitcom, and their modern behavior gradually causes other characters to acquire color. The town is scandalized by this development, and pretty soon we see a shop with the sign "No coloreds allowed." Color here represents all the aspects of modernity that '50s television tried to suppress, from racial integration to sexual liberation.

Despite Ebert's praise of the "dreamlike" qualities of black-and-white, it cannot show the full range of our dreams. A skilled filmmaker can exploit this limitation to great effect, but it's still a limitation, one that can never quite contain the nuances of our modern age. Black-and-white movies will always have their place, but for the most part they are the mark of an earlier, simpler era.

Thursday, July 24, 2008

Apt author

A woman once told Stephen King that she enjoyed his anthology Skeleton Crew but skipped the section where he explained how he came up with the stories. "I'm one of those people," she said, "who don't want to know how the magician does his tricks." Recalling the experience later, King remarked, "I am not a magician and these are not tricks." (Nightmares and Dreamscapes, p. 675)

I suspect many authors would disagree. But it speaks volumes about King's outlook, a key reason he's one of my favorite writers. I went through a phase reading rival fear-meister Dean Koontz before I realized he was all technique and no soul. With King, I'm barely conscious of technique even though his books are more powerful than Koontz's.

These thoughts came back to me recently as I read "Apt Pupil" from Different Seasons, a collection of novellas with a more serious bent than his horror fiction. Three of the novellas have been made into movies, two of them quite excellent: Stand By Me and The Shawshank Redemption. But I never got around to reading "Apt Pupil," partly because of the unfavorable reviews the movie received, and partly because I doubted King could handle a subject as weighty as the Holocaust.

I am pleased to report that "Apt Pupil" brought into focus all the things I admire about King: his vivid imagination, his sharp attention to detail, his perverse sense of humor, and his mastery at crafting a battle of wills between two characters. But I was also impressed that he tackled material this challenging. He not only had to present a believable Nazi, he also had to confront the question of what makes people evil, all the while telling a compelling story about two unsympathetic characters surrounded by idiots.

The story is set in the 1970s. A pampered suburban youth named Todd Bowden discovers that an elderly neighbor of his is an escaped Nazi commandant named Kurt Dussander. Instead of turning him in, Todd blackmails him into recounting his hideous crimes. Todd once did a research paper on the camps and greatly impressed his teachers, who don't realize he is fascinated by the subject for all the wrong reasons.

The story tempts us to ask which character is more evil. Though Dussander has done worse things than almost any human being alive, Todd has ghastly potential. King depicts both characters as lacking in guilt but filled with fear, haunted by the threat of exposure. Dussander, unlike Todd, rationalizes his actions, giving the standard line about having been just following orders. Todd is simply a sneaky bully who puts on a public face of being a nice, well-adjusted kid.

Even I, a grandson of Holocaust survivors, almost found myself rooting for Dussander. He's smarter and more charming than the boy, and since he begins the story as victim, I had to marvel at the way he maneuvers the situation and turns it to his advantage. It is easy to forget that his cold rationality is in many ways more frightening than Todd's sick perversion. King exploits this deceptive quality of fiction by not letting us get to know any of Dussander's victims until late in the story.

Another question left unanswered is how much Todd's descent into violence is influenced by Dussander. He might have become that way on his own, but we can't be sure. His most obvious internal change surfaces when he privately rationalizes his lack of attraction to his girlfriend by thinking she must be secretly Jewish. (The real reason is that he has violent homoerotic fantasies which take the place of ordinary sexual feelings.) Did he get his anti-Semitism from Dussander, or was it there to begin with? His liberal parents show no signs of prejudice but are trapped in a world of empty platitudes that keep them from seeing what's in front of them. Joseph Reino's book Stephen King (Boston: G.K. Hall & Co., 1988) explains:
King is not saying that benign and "liberating" clichés are inherently wrong or that they cause Todd's inclination toward social misbehavior. Rather, his gothic perspective is that benevolent philosophies, reduced to thoughtless aphorisms and innocuous clichés, are utterly powerless against the boy's adamantine malevolence. (p. 123)
There are political overtones to the story, set at the end of the Vietnam War. Dussander defends himself by accusing America of hypocrisy: "The GI soldiers who kill the innocent are decorated by Presidents, welcomed home from the bayoneting of children and the burning of hospitals with parades and bunting.... Only those who lose are tried as war criminals for following orders and directives" (p. 130). Here and elsewhere, King hints at the idea that Americans tend to have a sense of incomprehension at evils committed by other countries yet fail to see the parallels when the evil is homegrown.

The introspective nature of the story may help explain why the movie (set in the 1980s) didn't work. Ian McKellen gives a fine performance as the aging Nazi, and some of the early scenes are very effective. But the movie quickly becomes artificial, contrived, and tasteless--all the qualities I worried the novella would exhibit.

The problems are various. The process of abridging the plot for screen time makes certain elements seem arbitrary. The racial aspects of Nazism are largely ignored. Most significantly, the film softens the character of Todd, depicting him more as a confused kid who gets in over his head than as an unrelenting psychopath. This change leads the movie to have a very different ending than in the novella.

I suppose the producers felt that audiences needed to be able to relate to the young protagonist, but it creates an imbalance that obscures the story's message about the nature of evil. The film can't even decide what exactly Todd and Dussander are guilty of doing. There are several confusing scenes that leave us unsure whether the two have been murdering animals or simply imagining doing so.

I had the feeling the filmmakers were interpreting the novella as a typical horror story because it was written by Stephen King. They underestimated the source material, a thoughtful fable with something valuable to say about the world. King applied his talents as an entertainer to a subject requiring more depth, and he would not have succeeded if he were merely a magician doing tricks.

Friday, May 23, 2008

My reading preferences

Around the time The Da Vinci Code came out, people kept telling me, "The writing isn't very good, but it's got a great plot!" That is not an effective selling point for someone like me. It's like saying, "The singer has a bad voice, and the instruments are out of tune, but the song is catchy as hell!" I'd rather read a book with vibrant prose and a boring plot than the other way around.

I don't claim my outlook is the only valid one. It's just a personal prejudice. You may feel differently. I have always been drawn to books with vivid sensory prose that pulls me right into the page. One of my favorite authors as a teenager was Ray Bradbury, whose prose sparkled with possibilities. Here is a quote from The Martian Chronicles:
A man squatted alone in darkness. Out of his mouth issued a blue flame which turned into the round shape of a small naked woman. It flourished on the air softly in vapors of cobalt light, whispering and sighing.
In this story, explorers from Earth enter a Martian colony, whose inhabitants proceed to lock them in a Martian asylum. Since Martians are telepathic, the hallucinations of the mad and deranged are visible to everyone. Therefore, the fact that the Earthlings have a spaceship doesn't convince the Martians that the men come from Earth. The Martians simply assume that the spaceship in front of them is a figment of the men's diseased minds. The problem, of course, comes when one of the Martians touches the ship and discovers that it is a bit more substantial than vapor.
The psychologist emerged from the ship after half an hour of prowling, tapping, listening, smelling, tasting.

"Now do you believe!" shouted the captain, as if he were deaf.

The psychologist shut his eyes and scratched his nose. "This is the most incredible example of sensual hallucination and hypnotic suggestion I've ever encountered. I went through your 'rocket,' as you call it." He tapped the hull. "I hear it. Auditory fantasy." He drew a breath. "I smell it. Olfactory hallucination, induced by sensual telepathy." He kissed the ship. "I taste it. Labial fantasy!"

He shook the captain's hand. "May I congratulate you? You are a psychotic genius! You have done a most complete job! The task of projecting your psychotic image life into the mind of another via telepathy and keeping the hallucinations from becoming sensually weaker is almost impossible. Those people in the House usually concentrate on visuals or, at the most, visuals and auditory fantasies combined. You have balanced the whole conglomeration! Your insanity is beautifully complete!"
You'd think fiction this clever would work on screen. But so far I've never seen a movie do justice to any of Bradbury's works. Even when the ideas are there, there's something missing, and that something is the prose. Taking the prose out of Bradbury is like taking the dough out of bread.

I had a somewhat different experience recently as I read Elsewhere, a 1991 novel by Will Shetterly. It is part of a series by several authors about a place called Bordertown, existing between the human world and the land of Faerie. The extreme prose minimalism of this book surprised me, because I associate the urban fantasy genre with Charles De Lint, whose prose swirls and engulfs the reader.

Elsewhere is told in first person, for reasons that escape me. The narrator does little more than describe what happens, with only occasional entries into his inner thoughts. His attitudes, his feelings, his personality are seen mostly through his actions. A third-person approach would have worked better, but even then, I would have trouble picturing the events. The story concerns a teenage runaway who flees to Bordertown. After being thrown off the train, he is met by two half-elves, who are described as follows:
Two people in dusty black leather straddled dustier black bikes on a road maybe two hundred feet uphill. In the shadow of an ancient oak tree, they'd been invisible until one of them clapped. Their skin was almost as dark as their hair, which rose from their heads like raven's wings. Their ears came to perfect points.... A small difference in pitch and attitude told me that she was female, and the other, male. From where I stood, they looked identical.... They were both lean and strong and bigger than me.
It isn't until well into the story that the narrator hints that he's attracted to the female. I found this rather odd, considering her initial description. There was nothing that made me picture her as a beautiful woman, though she is finally described that way--on p. 183! As I read the book, I repeatedly felt I was getting a less-than-complete picture of what was happening.

Though I have a clear preference for lavish prose, I am able to appreciate other styles. I have no problem with Hemingway's famously terse prose. It's still good writing. It still gives a complete picture of what's happening. (It reminds me of Einstein's remark, "Everything should be made as simple as possible, but not one bit simpler.") What I don't like is bad writing, whatever the style, and even if the work has other good qualities.

Friday, March 28, 2008

Limited interpretations

I occasionally listen to a college radio station in my area. Whenever I turn to it, I expect to hear songs I've never heard before. It plays music from different genres and eras, with an emphasis on indie or obscure or up-and-coming artists--things that fall below the radar of the mainstream.

One day, I heard on this station an odd song with striking, evocative lyrics that I assumed were directed at President Bush. The genre was hard to place: it sounded like folk, but had a certain jazzy quality. Featuring a synth riff and a sort of pop-gospel chorus, it was sung by a man with a very low, raspy voice that might have become annoying if not for the infectiously catchy melody and complex chord arrangement.

I learned that the song was Leonard Cohen's "Everybody Knows," and that it was recorded in 1988, kind of early to be talking about Dubya. What made me think it was an anti-Bush anthem? Well, read the first two verses:
Everybody knows that the dice are loaded
Everybody rolls with their fingers crossed
Everybody knows the war is over
Everybody knows the good guys lost
Everybody knows the fight was fixed
The poor stay poor, the rich get rich
That's how it goes
Everybody knows

Everybody knows that the boat is leaking
Everybody knows the captain lied
Everybody got this broken feeling
Like their father or their dog just died
Everybody talking to their pockets
Everybody wants a box of chocolates
And a long stem rose
Everybody knows
If this song were part of the current Bush-bashing bandwagon, it would probably be the best thing along those lines ever written. Most such music today just sounds cranky and self-righteous. (Green Day is the worst offender in that area.) This is surprising when you consider the many great protest songs from the Vietnam era. Those were better in part because their grievances had less to do with a specific U.S. president, in part because the threat of censorship encouraged more subtlety.

I'm not the only person to have interpreted Cohen's song this way. The only Youtube video currently playing the studio version consists of slides attacking the Bush Administration. Whether Cohen would approve of his song being used for that purpose, I have no idea.

If the song isn't about Bush, what is it about? Commenters on Youtube said it was about the AIDS virus. While I do agree that the song alludes to AIDS (especially in the fifth verse), I don't think that's the whole picture. The pivotal line "Everybody knows the war is over / Everybody knows the good guys lost" would seem to encompass more than the battle against a disease. At least I like to think so. Listen for yourself if you want. (It is five-and-a-half minutes long.)



A popular cover version by alternative rock band Concrete Blonde, done for the 1990 movie Pump Up the Volume (which I have not seen), provides a somewhat different take on the music and lyrics. I go back and forth on whether I prefer this version. On the one hand, the female lead, Johnette Napolitano, is a far more polished and expressive singer than Cohen (who sounds like he has laryngitis, and not in a charming Louis Armstrong sort of way). On the other hand, the cover omits two of the six verses and rearranges the remaining ones so that it ends with the one about infidelity, which almost makes the song sound like a failed-relationship ballad. (Here is the official video, which is four-and-a-half minutes long.)



I don't think the song can be reduced to one topic. It's more of a general meditation on the endless cycle of suffering and betrayal in the world. (I suspect it was partly inspired by the old black spiritual "Nobody Knows the Trouble I've Seen.") In limiting its scope to war or infidelity or AIDS, listeners overlook the poetry. They ought to sit back and lose themselves in the words and imagery before intellectualizing the experience.

Friday, March 07, 2008

More is less

Is it just me, or does the special effects in movies from thirty years ago often look more convincing than in films today? The technology has progressed by leaps and bounds. The question is how efficiently it's being used.

One of the issues is CGI. No matter how sophisticated it gets, it doesn't look as real as physical models. You can see the difference by comparing Jabba the Hutt in Return of the Jedi to the CGI Jabba in Phantom Menace.

The catch is that CGI seems to get better with each passing year. Will it ever achieve photo-realism? The tentacled Captain Davy Jones in Pirates of the Caribbean comes close. Yet just this year, the third Pirates movie curiously lost a Visual Effects Oscar to The Golden Compass, which created a CGI bear that, to my eyes, looked like it came right out of a Pixar cartoon.

Another issue is changing actor's heights. By manipulating the angle of the camera, you can make someone look substantially taller than someone else, even if the two aren't far apart in height. It's an old trick: I remember seeing it in the Faerie Tale Theatre version of "Jack and the Beanstalk" when I was a kid. It wasn't convincing back then, and it still isn't today.

But today they seem to do it a lot more. In the past, when they wanted a giant, they got a giant: Lock Martin as Gort in The Day the Earth Stood Still, Peter Mayhew as Chewbacca in Star Wars, Andre the Giant as Fezzik in The Princess Bride. Nowadays they get an actor of relatively normal size and try to make him seem much taller.

Hence the Harry Potter films have 6'1" Robbie Coltrane play seven-foot Hagrid. Sometimes they use the old camera-angle trick, as in the scene where Hagrid enters the bar. Sometimes they play around with the props, as when Hagrid has to duck through a doorway (which may simply not be that high). Sometimes they have him loom above the camera as if to suggest that the other characters are craning their necks upwards to see his face. But most of the time they just avoid shots of Coltrane standing next to the other actors, especially the adults. To fully appreciate how unconvincing this is, you need only look back at The Princess Bride, which featured many ordinary shots of Andre the Giant towering above Cary Elwes and Mandy Patinkin, both reasonably tall men.

Lord of the Rings went in the other direction, casting ordinary-sized men as hobbits. Why they felt the need to do so is curious, since there are many talented dwarves in Hollywood. But one way or another, they did it, and while they used more sophisticated techniques than in Harry Potter, in no way does it look real.

The films seem to assume that we can't estimate an actor's height unless we already know the height of someone standing next to him. Therefore, they use no special effects at all when the hobbits are seen only with each other, which is most of the time. In those shots, the hobbits have normal, proportionate bodies like any average adult male in our world. But when allegedly tall characters like Gandalf or Aragorn appear, suddenly children or dwarves are used as body doubles for the hobbits, and I suspected the filmmakers of occasionally resorting to the technique popularized in Forrest Gump, where an actor gets superimposed over separate footage.

What past filmmakers had that the current filmmakers don't can be summed up in one word: restraint.

Steven Spielberg famously agreed to direct Jaws only on the condition that he wouldn't show the shark at all in the first hour. Even by the second hour, we only see fleeting glimpses of the shark at first, and it isn't until the climax that we get a really good shot of the thing. The mechanical shark they created was spectacular, but Spielberg took his time in getting to it.

Similarly, the original Alien features very few shots of the creature. Even in the famous scene where the alien eats its way out of John Hurt's body, we see it for no more than a split second. If we had seen it any longer, we might have started to notice it was an effect.

Undoubtedly, the effects wizards today can make better-looking sharks and aliens than they could thirty years ago. But the filmmakers have lost a sense of when to stop, to leave things to the audience's imagination. They shoot for too much and end up with too little.

Saturday, March 01, 2008

Entertainment about entertainment

Vivian Vande Velde's science fiction novels User Unfriendly and Heir Apparent brought back memories of the computer adventure games I used to play as a kid. I enjoyed even pure text adventures better than arcade-style action games, because of the unique mixture of creativity and logic required to win them. I will briefly discuss these games before reviewing Vande Velde's two books.

When I first began playing Infocom's text adventures at age nine, I felt hopeless without the clue books that came with the software. In Hitchhiker's Guide to the Galaxy, for example, Mr. Prosser would have his bulldozer in front of my house, and no matter what I typed into the command prompt, he would demolish the house. So I consulted the clue book, which told me the solution: "Lie down in front of the bulldozer." It makes sense, if you think about it. Prosser won't kill to get his job done. But I simply didn't consider that possibility--partly because I lacked experience or cleverness, partly because I had never read the Douglas Adams novel on which the game was based.

Beyond Infocom, most text adventures did not come with clue books. But they helped prepare me for games like The Legend of Zelda that are part arcade-style action, part strategic adventure. With or without graphics, computer adventures all have the same basic setup. They can have any storyline, though they are traditionally magic tales featuring kings and castles and wizards and dragons. You always make your way through some kind of complex setting and collect various objects in your path. Figuring out the solutions to problems usually involves trial and error. Find a piece of cotton? Try throwing it, or eating it, or sticking it in your ear.

How well do science fiction books fare in portraying these sorts of games? A few weeks ago, I discussed Killobyte, Piers Anthony's 1993 novel about characters who become trapped in a role-playing VR game. I decided to dig up a particular young adult book with a similar plot, Vivian Vande Velde's User Unfriendly, which I first read in 1992. I remembered very little about it other than that I enjoyed it.

The gaming machine in this novel actually places you into REM sleep and hooks directly to your brain to make you think you're in the virtual setting. The session lasts no longer than an hour, but feels like five days. You can see, hear, smell, feel, and taste your surroundings. You're able to experience pain, and you must eat and sleep in the course of your journey. You are provided with new memories and skills, corresponding to the character you occupy.

That almost makes the technology in Killobyte sound primitive by comparison. It brings to mind Orson Scott Card's warning to novice sci-fi writers about presenting an extraordinary invention without considering other uses it might have. If one hour can be made to seem like five days, then (doing the math) three days can be made to seem like an entire year. Such a device could in effect greatly prolong a person's life--or at least provide a little extra time for reflection.

As for the implanted memories, if a computer can do that, what need is there for school (much less Jeopardy)? Just hook your brain to a machine, which will feed you all the information you need to know.

Needless to say, the book does not deal with any of those possibilities.

The narrator is Arvin, an eighth-grader who enters the game along with several of his friends. One of his challenges is figuring out which of his friends appear as which characters. His mom is also playing, much to his chagrin. I may have missed it, but I didn't catch what she thought of the fact that they're using a pirated version of the software.

Vande Velde's greatest strength is her attention to detail. She has plotted out the game in great depth. She structures the book in numerous short chapters that end in cliffhangers, as the characters encounter wizards, elves, trolls, orcs, goblins, and dragons, not to mention enchanted boots, sand hands, and giant rat zombies. The book kept me reading, with its fun blend of excitement and humor. (One example of the latter involves a dwarf who feels compelled to recite his entire genealogy any time someone asks his name.)

But the book compares poorly with Killobyte, which spent many pages in the real world, fleshing out its two main characters. User Unfriendly begins in the game itself and stays there until the very last few pages, without any flashbacks along the way. There are more than a half-dozen characters, all vaguely drawn. Arvin comes off as a typical teenager, embarrassed in front of his mom, eager to prove himself before his peers.

In Killobyte, the characters weren't just trying to win the game but were literally fighting for their lives. The stakes are lower in User Unfriendly. Because the game is pirated, some bugs and glitches appear, and the kids cannot exit the game prematurely. But the book bases a great deal of its plot around our vicarious experience of the game rather than anything more urgent.

The game itself is lacking in the qualities of computer adventures I mentioned before. Most of the time, the kids seem to be winging it, and their successes feel arbitrary. Again, Killobyte does a better job on this front, which is doubly impressive since Piers Anthony admits to having very little gaming experience.

In 2002, Vande Velde published Heir Apparent, about another game from the same company. It is narrated by a fourteen-year old girl named Giannine, who was a relatively minor character in the first book. It makes no mention of the events in User Unfriendly, and it may take place earlier. The front, inside, and back cover do not mention the older book at all.

Vande Velde writes on her website that she does not consider Heir Apparent a sequel, just a story taking place in the same universe. I have another theory. I think she was attempting to do User Unfriendly over again, but better. If so, she has succeeded. It improves on User Unfriendly in all the areas I mentioned.

For the first time, we get to see the world these kids occupy when they remove their VR helmets. In the first chapter, we encounter a robotic bus driver and a tiny, genetically engineered dragon. The setting can't be too far in the future, however, for we also see conventional-looking email, Windows Freecell, and a $50.00 gift certificate enabling Giannine to play a VR game of her choice. (By the time all this advanced technology exists, wouldn't fifty bucks be pocket change? Never mind.) She chooses a medieval fantasy about a peasant girl who becomes king. The session will last thirty minutes but will feel like three days. The catch is that any time her character dies, she will have to start over from the beginning, which she can do indefinitely.

That reminds me of the old Atari game Pitfall II. Possibly compensating for the fact that the original Pitfall was almost unwinnable, Pitfall II was made literally unlosable. Any time you'd get hit by an enemy, you'd merely be transported back to the last red cross you touched. The only way to end the game without winning was by turning off the computer. In the VR game depicted in Heir Apparent, however, you cannot just turn off the machine, or leave it sitting and come back to it later. You're stuck until you win the game or a technician pulls you out. That's practically asking for trouble.

The trouble comes in the form of an activist group called Citizens to Protect Our Children, or CPOC (pronounced "sea pock"), who feel that VR games are corrupting the youth. To show just how concerned they are for the children's welfare, they break into the arcade and sabotage the equipment. The problem is, Giannine is already hooked up to the game.

A technician briefly enters the virtual world to inform her that if they detach the equipment, she may suffer brain damage. But if she stays hooked up for too long, her brain will surely fry. All she has to do is win the damn game--and avoid getting killed too many times.

Easier said than done. The game is set up so that that there are many ways to succeed, and a lot more ways to fail. At first, it seems that every time she stumbles, a character pulls out a knife and slaughters her. Then she finds herself back on the sheep farm at the beginning, where she has to do the whole game over again. This aspect of the novel has an intriguing Groundhog Day vibe to it, as she meets the same characters in a host of different situations that change depending on all the little choices she makes.

There is, for example, a boy caught by guards who claim he stole a deer. The evidence is lacking, and Giannine has no desire to sanction the boy's execution, even though he is only computer-generated. But if she simply frees him, more problems will occur.

The technician gives her only two clues on how to win the game: find a magic ring, and keep a weird, mystic nun away from Kenric, one of Giannine's three half-brothers vying for the throne. (The nun, who seems to worship Oneness rather than God, is made nondenominational by the game's manufacturer so as "not to offend anyone.") Among the many challenges she faces is a knight who will chop her head off if she does not create a poem he likes. The poem can be absolutely inane, so long as it's original.

Unlike User Unfriendly, she is the only real person in the game--the rest of the characters are computer-generated. But they all have personalities, and they seem able to carry on nuanced, naturalistic conversations. I presume they're simply responding to cues in her speech, but the effect is quite convincing.

One way or another, I enjoyed the book much more than User Unfriendly. The game is still not much like the computer adventures I remember as a kid. It's ten times better! Maybe that's the point of books like these, to depict games we wish we could play, but which exist only in the author's wildest imagination.

Tuesday, February 19, 2008

Return to the source

I have a habit of reading the same books over and over instead of moving on to new ones. Last week I wrote a post on Piers Anthony's Killobyte, which I reread recently and enjoyed as much as the first time I read it 13 years ago. In that post, I offhandedly mentioned Jack, the Giant Killer, the first Charles De Lint book I ever read, back in fifth grade. Over the years I've gone on to several other books and stories of his, but this one stayed in my memory as his greatest work. Rereading it now, I'm rethinking that judgment. It isn't as good as I remember.

The book was his contribution to a series of modernized fairy tales by various fantasy writers. The classic tale he chose to update was "Jack the Giant Killer," but he threw in elements of various other stories (including the related and better known "Jack and the Beanstalk") as well as some folkloric material.

De Lint was ideal for this project, since his specialty is incorporating traditional fantasy into a contemporary urban setting. He could easily write mainstream fiction if he wanted. His books always begin in the real world, and he has a reputation for drawing believable female characters. But he also has a lifelong interest in mythology and folklore. His passion for the subject always comes through in his fiction.

The "Jack" of the book's title turns out to be a young woman named Jacky, who lives in modern-day Canada and has no belief in fairies, elves, or sorcerers. Depressed after her boyfriend walks out on her, she is walking down the street drunk one night when she witnesses a bizarre sight. A biker gang chase down and kill a strange little man by shooting lightning at him through a staff. The dwarf's corpse soon disappears, as does a mysterious man who was watching from a nearby house.

Naturally, she thinks she hallucinated the incident, but one item from the scene remains: the dwarf's red cap. When she returns to the spot a few days later, she discovers that donning the cap allows her to see into the land of Faerie, a world of gnomes, giants, and other mythical races. They all live right in the modern world, occupying the same space and traveling on the same roads. They've always been there, and always will be there, but most mortals are unable to see them.

This intriguing premise is part of what I remember loving about the book. I especially enjoyed the names of the creatures, which include the Gruagagh, the hobs, and the bogans, a race of pirate-like ghouls with a penchant for the phrase "Hot damn!"

The book also has an element of female empowerment, as a tiny woman from the contemporary world becomes a fighter and learns to kick Giant butt. (I have a theory that this book, published in 1987, inspired Buffy, the Vampire Slayer.)

Unfortunately, the novel soon gets bogged down in plot details that aren't quite as compelling as the early scenes promise. Jacky is called upon to rescue some enchanted princess (or something) and restore order to the land. There's a lot of names and places to remember, and my eyes soon glazed over.

De Lint wrote in the introduction that what attracted him to the character of Jack, who shows up in at least three classic fairy tales, was his mixture of luck and pluck; he is, according to De Lint, "both foolish and clever."

But it isn't until a while into the novel that we get a sense of this character in Jacky. The book doesn't feel much like a fairy tale. It seems to owe more to Tolkien than to Grimm. There is even an enchanted object that corrupts the one who wields it, just like in Lord of the Rings.

This weekend, I read the 1990 sequel Drink Down the Moon for the first time. In some ways, I enjoyed it more than the first book, even though it departs even farther from its fairy tale origin, with scarcely any giants in the plot. It is more of a typical De Lint novel.

It continues the adventures of Jacky, now a permanent resident of Faerie. She's forced to confront a powerful villain called the droichan, who is considerably smarter and scarier than the rather witless giants and bogans from the first novel.

The book contains much joy and humor, but the scene I will probably remember for the longest is riveting. The droichan captures Jacky and uses magic to torture her. I will end this post with an excerpt from this scene. Do not read further if you aren't interested in getting nightmares.
"When my kind dies," the droichan said, "truly dies, this is where we go."

One by one, Jacky's senses deserted her. Sight went first--from a gauzy veil to nothingness. Her other senses compensated, becoming more acute.

She heard her own raspy breathing, the droichan's light breaths. In the Tower itself, the cries of the bogans and other creatures readying for war....

Then her hearing went.

Now she could smell the sharpness of her own fear, the earthy smell of the droichan. The open window of the Tower brought in the scents of autumn with a bog-reek of sluagh and bogans.

Smell went.

She could taste her fear now--a raw vomit sour in her throat. The salty sweat that beaded her lips.

Taste went.

There was nothing left but touch. The hard wall at her back. The vague kiss of a breeze on her skin. Then her nerve ends began to tingle and go numb. Limb by limb, feeling withdrew until she was devoid of all sensation.

No outside stimuli entered her. She might as well have been immersed in a sensory-deprivation tank. But there was no peace to be found in this. No rest. No solace. She hadn't chosen to withdraw from the world to capture some inner harmony. She'd had her senses stolen from her by a monster and been cast adrift in a bleak void of his making.

There was no way to measure time.

A moment could have passed and it could have been forever. An eternity slipped by in a scurry of seconds. Blank, utter panic came gibbering up from the back of her mind and flooded her brain....

She was here forever.

She might already have been here forever.

Escape was impossible. Without the droichan's help, she couldn't return to the world.