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Showing posts with label architecture. Show all posts
Showing posts with label architecture. Show all posts

Tuesday, September 29, 2015

[Bort Sept. 2015] The Impossible Scaffold


M.C. Escher: Ascending-and-Descending
Maps make no sense. Many people know this, yet we keep making them to organize our sense of space. Jorge Luis Borges’ flash fiction reminds us that the perfect map is useless and instead cartographers must find balance between abstraction and representation to produce maps that can guide us from location to location. A discussion about maps within digital games threatens to fall into the same analogy of a “real” landscape being turned into textual and symbolic representation. This comparison seems flawed since all digital architecture is first and foremost an abstract map-state before ever being realized as a two or three-dimensional terrain filled with visual landmarks. Unlike an explorer who wants sails to uncharted coasts then meticulously sketches what she sees a as video game designer first writes “Here be monsters,” and them the artists and programmers make the dragon appears.
What we might call the “reverse construction” of digital maps means that all digital space has a narrative foundation to its architecture. From the lowliest iPhone app interface to the campaign of the next Call of Duty game, there is always a way the designers want us to navigate the spaces they create. The 2008 game, Gravity Bone, shows us how the subjective experience of narrative can complicate our traditional understanding of maps and literal space. As a short spy-adventure game that requires fewer than fifteen minutes, Blendo Studio’s experimental storytelling stands at the threshold of the post-WASD generation of indie titles. (It can be downloaded here and I recommend a quick playthrough if you want to avoid the spoilers below). Heralded by many as a novel and witty arts game, Gravity Bone plays on the tropes of adventure games only to cut short and kill the player in the second level.
I still remember the surprising gunshot, theft, and broken window that diverted the game’s narrative into a blurred and frantic first-person chase sequence. The jump from the hotel window led me into a neon noir where layers of highways, tramways, and catwalks cling to a concrete canyon while below a glowing and polluted river threatens on the verge of coagulation. The woman jumped down a hole and I followed and flowed effortlessly through chute after chute until we landed upon a table surrounded with masquerading diners. The party goers watched as we unexpected guests dodge and double back through the room only to leave a cloud of shattered champagne flutes in their wake. The door led the woman back into the smoggy darkness where her feet pattered over the metal grating of a dangling catwalk. When I finally caught up to her around the corner she drew her weapon and fired until my body toppled over the railing. My first person view falls slowly like an elevator stopping at each floor to welcome forgotten memories. The flashbacks of past heists and danger inter cut on the screen as I gaze out on the cityscape. Finally, moments before my body lands on the highway, my visions settle on the image of a woman winning a footrace.
The falling death sequence mirrors the first image of the game where the player begins by descending in an elevator. This visual cues point us to an idea of “verticality” which has often been ignored by the game’s commentators. Much of the progress through the earlier portions of the game subsists on descending into the “furnace rooms” where the player find useful items and then emerges back into the hotel sequences to solve minor puzzles. These chthonic spaces promise at some seedy mechanical dystopia that lurks under the cocktail party elegance. Ultimately, the protagonist, Citizen Abel, fails to be a successful spy who can rise and fall between these two spaces and instead falls one last time to his death. What we have in this narrative is an acute awareness of the z-axis, a space that is often ignored for the more popular length and width, “x,y” coordinates, of cartographic space.
Not surprisingly, Gravity Bone is also the kind of action game where maps seem unnecessary. Unlike a sandbox game or RPG, adventure games assume linearity and are often celebrated for elegantly designing a world that guides the player the way a backlot studio tour might lead movie-goers from set piece to set piece of their favorite summer blockbusters. We don’t want a map because we never need to back track or find alternate routes to these locations. Once we experience a specific location we move on forever. In light of this illusion, I propose that action games deserve the most critical cartographic examination. Their mesmerizing, blockbuster pacing too often persuades us to forget the journey and instead revel in the chain of destinations. The notion of “gravity” in Gravity Bone promises this sense of natural acceleration towards the final contact with asphalt but, the moment I take a step back and analyze the passage through space, the illusion collapses.
When I reached the final catwalk and the woman shot me my vertical elevation was actually above the hotel window where the chase began. You can see it in the picture below; it’s the little window in the bottom left. 
This is physically impossible since throughout the entire chase both characters only moved downward. The chutes streamlined the entire chase sequence and forced me to move only one direction. The M.C. Escher lithograph gracing the top of my post provides a visual depiction of Gravity Bone’s vertical chicanery. Known as the penrose stair illusion, this image depicts the physically impossible yet visually conceivable infinite staircase. Gravity Bone’s chase is a virtual realization of the penrose star. What’s curious about this realization is that it did not disorient my experience during my first playthrough. I only noticed the discrepancy in height after several replays-- the narrative actually masks the architectural impossibility of the situation.

Gravity Bone’s narrative arc and ultimate catharsis demanded that the city rearrange itself to let the protagonist fall farther than what ought to be possible. The discrepancy between altitude offers an example of architectural metaphor unique to videogames. What other spatial inconsistencies have I walked right by in video games? What steps do designers take to hide space and distance from our digital eyes? More importantly, how can we add these fantastic virtual leaps to our growing arsenal of hyperlinks and Twine games to build a more powerful nexus for self-expression and storytelling? I suspect Borges and Escher still have much more to tell us about the rules and rule-breaking potentials of those atlases that arrange our world.  

Monday, June 15, 2015

Jurassic World

It's that time of the year again. Summer Sci-Fi block busters and all their intense theoretical systems of post-structural baggage.

This time I watched Jurassic World on Sunday evening. There is something about monster movies that allow them to tap into the world of meta cinema. It starts with Voyage Dans La Lune where the ant-like monsters are able to appear and disappear. The director figured out he could stop the camera and the actors could move off the set then start the camera back up on an empty set. Movie magic reminds us about the literal manipulation of cellulose to create still images that flash before our eyes. Then king kong stunned the world with stop motion animation. The premise of finding a secret lost world that can only be transferred by the cinematic screen means that some monsters only ever exist through the lens of a camera.

Peter Jackson's king kong was even more meta cinema with the director, Jack Black, taking the role of lead supporting actor next to Kong. That was an adventure to make cinema and re-stage scenes of the original film while also re-expanding on that lost world and the magic of CG dinosaurs.

Thus Jurassic World evolves from such a genetic lineage as the fourth installment of the Jurassic Franchise. The plot is that the park is up and running and the wealthy with small children travel across the world to see live dinosaurs. There are ingenious kid-friendly dinosaur experiences like the triceratops petting zoo which made me laugh. Many a dig at the Disney's Amusement emporium. One wonders how the park supports so many side personnel to run the hibachi restaurants, copious gift stores, as well as custodians for the monolithic hotels connected by monorail. There should have been a side story about some cleaning person who tries to escape the chaos of pterosaurs when they descend upon the guests. (That scene also needed a flight of the Valkyries, but I digress) I want more moments of individual bravery, of course the ex-Navy marine will be tough as guts. But everyone else... meh. Otherwise, I can't figure out if these workers also live on the island or if they take the ferry to work every day. The theme park bureaucracy might be the real monster of the film.

No, that's a mistake, Capitalism is the obvious monster. It seeps deep into the fossilized bones of the plot. The move is self-aware that we all go to watch these films with the expectation that a dinosaur will break loose and kill people. The movie is about making a bigger, better, scarier dinosaur through genetic manipulation to attract new audiences. The movie itself hinges on computer graphics artists and focus groups making a bigger, better, scarier dinosaur through digital manipulation. We are the guests of Jurassic World. (On a side note I wonder how Michael Crichton would feel about the continued return to his techno-thriller world?)

The funny thing is that trans genetics of this scale requires more money than the park can generate. They need investors. So Verizon offers to fund the newly created "Indomitus Rex." One of the comic lackeys in the control room starts joking: "what's next, Doritosaurus?" Haha, product placement, the movie seems to sigh sarcastically. But then the monster escapes and everyone seems to be driving everywhere in Mercedes Benz SUVs. Every scene starts with a shot of a car pulling up to a research or containment building. The camera follows the chrome grill, un-bespeckled by Central American mud, and the famous inverted Y symbol shines in our eyes before diegesis continues. Jurassic World needed corporate investors to design it's overthetop dino romp.

I don't mean to be too negative. They needed the money to include both CG and robotic scenes. Yes Robots. It seems to be a badge of honor among the new age of directors to still employ robots in their movies. The common eye doesn't look for these transitions but the two obvious ones were a heart wrenching scene where an apatasaurus dies from blood loss after the frenzied Indomintus Rex slaughters everything in the large herbivore exhibit. The humans hold its head in their lap and the minute twitches and eye blinks where beautiful to behold.

In addition, the velociraptors have great moments of robotic animation. It turns out as a side project the ex-Navy guy is training them like dogs of war. They respond to his commands and he pets them to build affection. But they would still eat them. So they have special walls where the raptors stick in their dino-muzzles and hydraulics lock in their heads. Now just the snout and eyes show while the rest of the dinosaur is behind a steel wall. Really ingenious trickery to use a robot but not have to animate the whole beast. Again, the quiver of lips and flaring nostrils make the proto-birds more engaging than the humans.

When I dump on the human components, I specifically want to call out the railroading of character motivation. Each character archetype needs to exist: the optimistic CEO, the realistic second in command, the greedy pro-military shadow branch of the corporation, the teenage kids getting stuck in wild dinosaur situations, the evil scientist who says he's not evil but just following the money, and the non-scientist who treats dinosaurs like animals that deserve respect. Each of these need to exist to have a full Jurassic experience yet when they reveal themselves individually it is so mind-numbingly obvious who's going to get eaten and who will survive. The genetics of the screenplay feel exposed. These movies cannot escape the original heirloom summer blockbuster established by Spielberg.

In fact, to continue with the meta aspect of the movie, the film digs up its own fossils. As the kids run away from Indomitus rex in the restricted part of the island they run into the old park headquarters. That's right, they rebuild the set of the original movie and cover it with ivy and dust. The movie seems obsessed with discovering its own bones and understanding where it came from.

As you can see I don't quite have a grasp of the meta just yet. It seems too aware that the joke is sickening, but it keeps going and it gets fresh again, but then it gets sickening, but then in the final scene when the realize they need the T. Rex to fight Indomitus Rex the female protagonist runs to the cage entrance and lights a red flare. In that moment they summon the iconic moment in the first movie when the paleontologist guides the T. Rex away from the children in the jeep. That is true American movie bravery. That burning red flare carries so much history and emotion that millions who grew up in the 90s hold the scene dearly in their minds. I fell in love with movies yet again.

Appendix:

If there was ever a small amount of original satire, it is at a moment when the two leads find the smashed gyroball where the kids were last known before the monster tried to eat them. Around the broken glass and metal the woman finds a smashed samsung phone and starts to whimper that her nephews are dead. Then the male lead says, "look foot prints, they escaped." In the instant before, the woman assumed that no teenager would ever go anywhere without their phone and if it was left behind then he must be dead. That's commentary on the state of American youth.

Sunday, November 18, 2012

Horror Literacy: Let the Right One In (2008)


In preparing for this short response, I browsed other internet articles on Tomas Alfredson's Let the Right One In. Most commentators and reviewers state how LtROI stands out from the pack of 2000s vampire revival culture. I can honestly say I feel removed from that discussion (I know nothing about Twilight and Ann Rice). Instead, this short response considers LtROI's spatial positioning of the vampire in comparison to Murnau's  Nosferatu (1920). Both European vampire films, they rely on the vampire living close to the protagonist's window (Figures 1&2).

Figure 1: http://www.silentsaregolden.com/featurefolder4/nosferatu18.jpg

Figure 2: https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwN4grBHLfSBZ3gXpKUBYE0Nf6vclPifdJW6BPcks7gS2ztWc2mZCEWWZYLP0T5FTuNvdosTETB3aTHP0DFYxB6XeB5PB0hTikA0kvQN-LJO_8-WfJ8Bc6qeLzqoOleTWNNcB97PA37fo/s1600/windows.jpg
Nosferatu takes us residence in an abandoned wearhouse that looks directly into the bedroom of the protagonist's girl. LtROI places Eli's apartment adjacent to Oskar's apartment. Axial vs Adjacent. This is the core reason so many critics are quick to claim LtROI is a refreshing escape from other vampire cinema.

The rat-like Count Orlock in Nosferatu defines his existence by lusting over his female victim. His voyeuristic gaze seeks to hypnotize the young maiden to leave her defenseless. As a result, the vampire lives as a horrific abomination in opposition to society. LtROI opens with Oskar looking out the window. He sees his partial reflection and fixates on a bully that harasses him at school. There is not vampiric "other" that gazes back at Oskar, he is all alone in his muted and dreary apartment complex.

I enjoy that the first segment of the film is actually two parallel narratives: Oskar's isolated school life, and Hakan's task to harvest blood as an unexplained guardian for Eli. Compounding the divisive nature of the film is the elderly circle of friends who also live in the apartment complex. The few murderous junctions that propel the plot are the only times they overlap with the young leads. Oskar's school is another isolated narrative that only connects to the vampire plot during the ice skating scene and the final slaughter of the bullies. This division speaks to the vampire's role in an alienated society.

Oskar wants to connect with Eli to remedy his isolation. Morse code through the apartment walls and an failed "blood pact" are two examples of his courage to reach out and befriend Eli in spite of her folklore status as a demonic entity.

Looking at the title, both Oskar and Count Orlock's victim had to let the vampire in, by verbal acknowledgement or physically opening the window. In Nosferatu, the woman believes that only through her sacrifice can she trap the vampire to die by sunlight. She "lets in" the vampire to destroy it. Oskar however lets Eli in to help himself find meaning and love. His undergoes an empowering, stunning transformation by being around Eli. Bopping around his living room, rocking to some tunes while waiting for Eli to finish her shower, he looks five years older in style and motivation. His vampire next door is the gateway into puberty.

No longer does such the blood sucker plague society by existing in opposition to European communities. Instead, the vampire lives at the fringes of our lives, whose monstrosity is secondary to draining self alienation and despair that already infects the population. Instead, her monstrous instincts empower Oskar, the runt of society.