Thoughts on Paul Beatty’s latest, The Sellout:
- Beatty’s book feels a bit like George Saunders’s work – funny in a biting, oh-shit-that’s-so-fucked-up-but-so-true kind of way. The landscape he creates – a sort of agrarian, pastoral inner suburb that is almost entirely African-American – hints at the larger dysfunction surrounding it without revealing much.
- Yes, this is about race, and I’m still puzzling out several pieces. It also reminds me a bit of Their Eyes Were Watching God in the way it ends, with the narrator returning home after a landmark court case. It concerns itself with how minorities function in an absurdly racist society, and this narrator tries to turn contemporary cultural mores on their head by having a slave (not really, but the guy calls himself that and won’t let the narrator alone) and forcing a school to be segregated.
- There’s some complicated psychological stuff going on here – by forcing the school to keep out whites, whites want to go (resulting partially in the narrator ending up in the Supreme Court as a defendant). Hominy Jenkins, the guy who wants to go back to slavery, does so because he feels that he has a place and a role.
- Both, I think, show Beatty taking standard right-wing talking points and putting them in a petri dish…neither does what those folks think it would.
- I’m guessing RBG asks the question that this novel plays with – “what do we mean by ‘black’?” This isn’t what does it mean to be black, or how does being black affect one’s identity – Beatty’s question is more fundamental (and the narrator approves) – we pay lip service to the idea that race is a construction, but how does that improve the lives of people? Our narrator, who grew up as a social experiment in race, is a farmer who produces delicious fruit, is a surfer who loves surfing enough to consider making his farm a huge wave pool, challenges all kinds of status quos by turning buses back into vehicles of segregation, by convincing a middle school principal to segregate her school, and by having the aforementioned slave.
- Finally, the onslaught of pop culture references I think speak to the impossibility of knowing the origin of anything, especially since the strings that Beatty places them in can be wildly various.
- I have a feeling that this book is one I will return to…
I probably will not have time to finish Quadrilateral Cowboy, which makes me a bit sad, so I decided to post on it before my memories of the game fade. It was released in 2016 by Blendo Games, and feels like a beautiful blend of an alternate cyberpunk universe, the one that Gibson might have written post Pattern Recognition.
My thoughts on it follow:
- The game is 2D, sort of, and these screen shots show, and I have not played a game where my avatar looks so unusual. Blendo Games, which is really just Brendan Chung, has developed some off-the-wall shtuff, but this one has an aesthetic that is about as close to what I imagine the dataverse looked like to those of us who survived cyberpunk in the 1980s as is possible. The game goes out of his way to show the player-character when at least I was least suspecting it, through blocky shadows and sudden reflections in mirrors.
- The game’s landscape also felt very dataversian in its complete lack of other people, except for those in your hacker hangout. I robbed houses, stole courier packets from trains, and entered ventilation ducts, and all the time I saw no one. When I died, I was killed by a stationary sentry gun set in the ceiling, or by running out of air on one mission in space.
- Even the houses of the folks whose stuff I took were clean, corporately-sterile, with no sign of habitation aside from furniture that looked as if it could still be in its plastic wrap.
- Even though the player can die, there is no other violence. I was excited to get a gun, even if I couldn’t pick it up and shoot it like a hand cannon, only to find out that it shot bean bags that could be used to trip levers. Damn – no body count here.
- Chung has said in interviews (consult the wikipedia page for direct sources) that he wanted to make a game that helped people understand what it takes to be a hacker without having to code. I picked up on that, and I found that I had to think about the puzzles in very different ways than other games required me to think. I don’t usually enjoy puzzle solving games, but this one had me hooked because the puzzles were ingenious but somehow useful.
- Perhaps they felt useful because we as hackers got paid. By who was never made clear.
- I did feel a bit off put by the linearity of the narrative. The game is absolutely not a sandbox – there’s no place to go, a function I am guessing of both the lack of programmers to add more space and an adherence to the dataverse, full of heavily protected data in the cyberpunk ecosystem.
- This linearity reminded me a bit of the game I’m trying to finish now, What Remains of Edith Finch, which is just as linear from a narrative standpoint but restricted in different ways.
- At some point I will need to think about what these sorts of borderless boundaries mean for game worlds…
- As a fan of the Sprawl trilogy, I enjoyed how this game invoked the Gibsonian conception of cyberspace. It felt intensively machine-drawn, with clean shadows and no dirt whatsoever (even in the air ducts the player crawls around in).
- Again, it felt all very intentionally machine-drawn, a beautiful contrast to the nastiness of the outside world in Gibson’s Sprawl. It almost felt as if the machines that drew it were trying to either make humans feel comfortable or ignoring them completely.
- The only messy spaces were ones players share with their fellow hackers, all of whom look vaguely Japanese and none of whom really interacted with the player-character.
- And the player-character is definitely in the machine – you simply appear and disappear as if you hooked a ride in a Star Trek transporter.
- Unfortunately, there were no malevolent AIs. Even the corporations we rob didn’t seem evil, just sort of negligent for leaving all these holes in their security. I’m not sure what styles of security the game is designed to present for circumvention – it’s clearly set in 1980, as a banner tells us early on, but there are space stations that we have to hack as well.
- The aesthetic also felt vaguely as if I was an analog remnant of an increasingly digital world, but that might be other work of mine bleeding into this one.
Musings on the prevalence of dystopia in young adult fiction…
- Obvious thought #1: dystopias offer readers a chance to remake their world, even if the ways in which this happens are not all that pleasant or even desirable. From my subject position the stakes seem higher: connections with the natural world are harder to come by, the destruction of the planet looms, older folks keep threatening (and succeeding) with getting them into an ever-increasingly vague and confused series of wars from which they may or may not come back whole, things that seem clear to the majority of their generation (race and gender are constructs, capitalism has limits, consumerism is destructive, the poor are just like those who are not) are sources of anger and bad arguments by those older.
- The problem with dystopias, though, is that there are still residues from the old world. That may not be a problem, especially if dystopias are canvases that we can draw our own desires on. What are those desires?
- Fewer other people, perhaps, and a world where everyone is joined in a common purpose *because* of the dystopic threat that all simultaneously face…
- Complications about good and evil disappear, as with the vast majority of folks gone sides are easily determined.
There are many more, of course…
Assassin’s Creed (dir. Justin Kurzel, 2016) felt like a film trapped by its desire to stay close to its game origins. At times the film tries to take its time-travel-through-blood-connections theme seriously, while at other times it sticks to its theme that the Knight Templars are an evil organization dedicated to wiping out the human ability to have free will. I’m not sure that either would work, but the back-and-forth is tough to explain in a film (and I didn’t play the game, but I can’t imagine that the expository sections of the game devoted to making these connections clear were among game-players favorites).
- This film features the assassins in full-on game mode at times, as we see the characters running through the streets and doing parkour on the sides of buildings and off wagons and all other kinds of obstacles. The Assassins can kill dozens? hundreds? of soldiers without many of them dying. I almost felt like the game was in god mode.
- And yet Jeremy Irons is in this thing, playing the kind of guy who wants to rule the world.
- The other piece of this film that kept me wondering is the costuming. The hooded assassins look really cool, and the armor and weapons look real (heavy, real weapons that a soldier would carry). The combat, though, comes straight from the game – there are no shield walls or lances forward or standing as a group, just lots of meat for the assassins to practice their cool combo moves on. In that sense, I think, the film never pretends to be more than it is…
I finished the second book in the Inheritance Trilogy by N.K. Jemisin, The Broken Kingdoms. I’ll try to sort out my reactions below…
- Jemisin has created a world that feels absolutely alien and inhuman, despite all the characters being either human or divine in human form. This world feels like it should be recognizable, but the powers that all of these characters have are so dramatic and always in conflict, with mortals stealing from gods and gods trying to contain mortal power.
- She borrows characters, or archetypes, from all sorts of mythological traditions, but nothing feels immediately recognizable. I find that sort of uncanniness compelling, because the sort of approach where a character appears and I as the reader can immediately say, of course, that’s Thor, feels lazy and uninspired to me.
- It’s more than just compelling, somehow, and that’s why I’m struggling so much with analyzing a novel that I enjoyed, a lot.
- I can’t find a typical lens to read it through – it’s clearly about power, and energy, and identity, but those are not the typical fantasy lenses, and thus my struggle.
- I get a bit of a feel of the Malazan series, but without the endless deaths and cannon fodder. This book only has one major character die, but there are no minor characters – everyone in here is dangerous in some way that they might not even comprehend.
- I can’t wait for the third book to come up in rotation.