Going to the Moon With Kan Gao

“To the Moon, Alice! To the Moon!”

The obligatory Honeymooners reference aside– a bit of humour which Doctor Neil Watts, one of the game’s protagonists, would truly appreciate–I would like to talk a bit about Kan Gao’s video game To the Moon.

Before  last Saturday, I’d heard of neither Kan Gao nor his creation. I actually saw him at the Writing for Video Games Workshop organized by Gamer Camp and the Toronto Public Library. I am interested in writing for video games and so I attended both that Workshop and the Journalism for Games Workshop as facilitated by Jamie Woo, Perry Jackson, and Emily Claire Afan: all writers for the online geeky magazine Dork Shelf.

Both Workshops were very important to me: if only to create this review. I’ve made a lot of ad hoc video game reviews–mostly with regards to Super Nintendo classics–but there was one comment that was made in the Journalism Workshop that really hit something home for me. I believe it was Jamie Woo that stated that whenever video games are written about or reviewed, a lot of the history behind the creation of them or the culture surrounding them is almost never mentioned.

I myself find that really unfortunate and makes me look at some of the reviews I’ve made as a result. I’m not going to claim that this review will be any different but, like my others, I will give you a bit of background: if only to my own introduction to this game.

I came to the Writing for Video Games Workshop thinking that Kan Gao would talk about script formats and precise ways to segment your world for potential game company evaluators. Instead, in a soft-spoken but very direct voice he talked about how to tell stories. More specifically, he talked about finding that balance between game-play–actual interaction–and a coherent story-line balancing serious emotional gravitas and the levity of humour. This preview is best symbolizes the spirit of this game.

And this is exactly what he did in To the Moon. He showed us some scenes from the game: where the 16-bit pixel characters and background immediately reminded me of Chrono Trigger: of the graphics in the last days of the Super Nintendo before the push to 3D. You’ll find that happened a lot. Older consoles would continue to coexist with newer ones and improve on the design of some of their game graphics. Look at Kirby’s Dreamland 2 on the original Nintendo Entertainment System and all the variety and sharply defined colourful sprites as another example. Gao’s work seems to borrow from that last bit of graphic grandeur and expand on it into something else and new. This, however, will be the extent of my tangential parallels and where To the Moon is completely different from even the 16-bit reference I used.

To the Moon is an interactive psychological adventure RPG story created by the Independent company Freebird Games. It is about two scientists, the empathic and grouchy Dr. Eva Rosalene and mischievous slacker Dr. Neil Watts, who enter the mind of a dying old man named Johnny to “grant his wish” before he dies. They attempt to do so through using an advanced technology that allows for altering memory from childhood. Essentially, altering memories this way is fatal and that is why it is only used on terminally-ill patients who want to have a wish granted: to do something in their life over again if only in their mind.

Johnny’s wish is to go to the moon: but he doesn’t remember why. A few days after the Workshops, I downloaded the game for Steam and played it all the way through. If I had to sum up this game, I would say it has 16-bit graphics reminiscent of the Super NES’ last days, a lot of mystery, puzzles, a very intricate pattern of linked objects and events, a whole lot of incredibly poignant tear-jerking moments, and occasional interludes of hilarity.

Kan Gao is a masterful storyteller and musician. He and Laura Shigihara–the lead composer of Plants Vs. Zombies–created a soundtrack of haunting melancholic and heart-warming musical themes that represent memory and the past. What I really like about Kan Gao’s work here is how he integrates all of it together: to find that balance that he was talking about in our Workshop. In addition to combining a fine mixture of pathos and comedy, he interlaces his narrative with a whole lot of popular cultural references from the mid-nineties and beyond, and then even goes as far as to parody aspects of the video game RPG medium. If you have played the game, I am only going to mention two words: squirrel battle.

Gao doesn’t stop there however. He also really loves meta-narrative: placing moments where you can tell the video game creator or writer is winking at you through the characters. Essentially, as far as I consider it, one of the main criteria of a classic or a masterpiece is something that comments on the medium that depicts it. In other words, there is a very self-aware element to the storytelling of this game and it is very poignant.

I will say that it took me a while to get the hang of the puzzles. Essentially, most of them were Mementos: physical representations of way-points to travel farther back into Johnny’s memories. You have to decode them and take blocks away from them. I did figure it out after decoding the first Memento. Then there was the latter part of the game where suddenly there was combat and it confused me to the point of being very uncoordinated. It felt a bit like a break in the spirit that Gao was trying to make, yet at the same time it makes sense.

If someone were to ask me what my favourite part in this game was, I would say it is the place where things started to become fragmented and cyclical. If you have played this game, you will understand. Another thing I liked was the various ways that Gao graphically depicted memory. Sometimes you would see sprites interacting, and other times you would see duplicates of them frozen in sequential order. In a way, this game is also reminiscent of Chrono Trigger in that there is “time-travel” of a sort, but you are travelling through one man’s memories and not actual time: whatever that is.

But my favourite thing about To the Moon is how it really makes you think. I know very little about Game Theory, but I am intrigued by the idea of perspective in a video game. What perspective is this story being told from? I know that I said that Drs. Rosalene and Watts were the protagonists of To the Moon, but you could also argue that Johnny is as well: or that his character becomes the mindscape they traverse. You can even say that the game is a third-person limited narrative: a kind of sustained consciousness where we don’t see into the Doctors’ intimate perspectives, but we do see and determine what they discover about Johnny. Looking at perspective in a video game narrative always an intriguing thing to consider.

It also makes me wonder, if I were like Johnny–an old man on my deathbed–what kind of new memories I would like Rosalene and Watts to place in my mind and how I would feel if they had to go throughout my original memories to place that “seed” of a new one. If I really had to pick what my favourite element about Kan Gao’s storytelling in this game is, I would say that it is the characters and how he depicts human nature. I mean, he takes 16-bit sprites and he uses them as the litmus of human behaviour: as both flawed and incredibly beautiful. The relationship between Johnny and his late wife River–in how at times they don’t relate and yet at the same time actually do–and thinking about Johnny dying alone after a life of all these good, bad, awkward, regretful, joyful, and ultimately human choices he makes is just … humbling. I can’t think of any other word to describe that.

I will also add another comment that doesn’t make sense without context: Kan Gao is such a great storyteller that he made me cry over a platypus. A freaking platypus.

I will add a concluding note. In retrospect, I think it’s no coincidence that Kan Gao gave us the assignment he did in the Workshop. It was funny actually: here I was thinking the Workshop would be like a seminar with questions and references to new Indie games I had no idea about because I’m “out of the loop” (of which there were several references anyway) and that was it. Instead, Gao challenged us. He challenged us to take a memory of ours and make it into the last scene of a video game.

It was hard. I pride myself on being a writer and I had this challenge sprung at me. The trained perfectionist in me wanted it to be good. Gao also told us that when he created To the Moon, the last scene was the one that he wrote first and the rest of the story came from it. The Workshop and the game actually makes me want to do something. I’m not sure what yet–because I have a few projects already in the works–but we shall see.

To say that I would give this interactive story a five out of five is a foregone conclusion if you’ve read this article up to this point. Its atmosphere also makes for an excellent autumn game: something you can play on your desktop or laptop computer at home with a cup of tea at your side as the leaves change colour, the air outside turns cold, and the light of the sky becomes a faded gold. I would suggest that anyone that likes games with a powerful story-line should totally download this game: if only to play through Part One of what promises to be a transcendent epic story cycle.

So To the Moon, my friends. To the Moon.

When You Wish Upon a Star, Far, Far Away …

So this is an unplanned post. For the past couple of weeks I’ve been writing these posts in advance so that I could have a block of time to deal with my creative collaboration and other writings. But this is something that I feel I have to address in some way.

Anyway, a day or so ago I was in the middle of playing Kan Gao’s To the Moon–an excellent game which I will talk about in more detail at another time–about the day after Hurricane Sandy when my Dad starts talking to me about something. He had been listening to the news and he told me that not only did Disney buy out LucasFilm, but there are going to be three more Star Wars films starting in 2015 and onward.

At the time, I thought was some kind of joke. It just didn’t make sense. Then after I finished off To the Moon, I went online to see what was going on and I find out that George Lucas has retired, apparently made some script outlines for Episodes VII, VIII, and IX, and that Disney is going to help make these happen.

So. Here’s the thing.

What do I think about this?

The answer to this question, as of right now, but it may change as I continue writing this post is that I honestly don’t know.

You know, once, a long time ago in a galaxy far, far away that was the last dregs of my childhood, this would have made me fucking ecstatic. I always wanted to see what happened after Return of the Jedi. I wanted there to be more. In fact, I was so attached to the characters to the point of them feeling like friends to me that I really wanted to see them again. When I first heard that there would be more films, I thought this might be it and, hell, they might even incorporate things from the books: of which I am mainly talking about Timothy Zahn’s Thrawn Trilogy.

Instead, after buying those Special Edition video cassettes and listening to interviews with George Lucas, I found out that the new films would be Prequels: the story of how the Star Wars universe as we knew it became what it was. I was a little startled, but I was still very enthusiastic. Mainly, I was kind of scared to wonder what happened to Luke and Leia’s mother: which was a source of great mystery in those days.

Then the Prequels happened.

Yeah. I wrote a post on here which pretty much sums up what I think happened creatively with the Prequels, but I would just like to add that I think a few fanatics like myself were spoiled by two things: that we were no longer children and things like Ewoks (though I would never compare Jar Jar Binks to an Ewok, because Ewoks are awesome) just didn’t really relate to us anymore, and that what we saw in the films didn’t match up with the spirit of the Expanded Universe. I’m talking about the books, comics, and video games. Yes, I know it’s nerdy and also anal to focus on continuity and that it says something about  person when they wince–painfully wince–at every preconceived notion of a creative work becoming no longer … consistent.

But then I look at some aspects of the EU, and realize that there were inconsistencies and painful moments of chagrin even then, but I think I–for one–was so hungry for extra Star Wars then that I just didn’t care. I wanted to see my friends again. Nowadays, I still like seeing them but, wow, I would tell them to lay off the ridiculousness.

I think a lot of my own issues with the Prequels are due to my own idea of what I thought the Expanded Universe was like, and my own sense of continuity (I will not link to ItsJustSomeRandomGuy right now with his “Continuity song,” I will not), but at the same time sometimes you just need to take something as it is: right there, and right in front of you.

So when I hear that there will be more films … I really don’t know what to say. Oh, I will be watching them. I’m not even going to delude myself. I remember my friends and I were talking and some of them thought that a Star Wars “reboot” would do wonders for that universe. But this isn’t a complete reboot: this is a continuation. At the same time though, it’s a new film narrative that can be written and depicted differently. I’m not very familiar with legal and directing processes, or how a corporation manages creative property and, really, the creative process, but Disney bought Marvel and we have The Avengers film. I may be propagating some sort of logical fallacy by writing this, but I felt like I definitely had to mention that.

The truth is, when this is all said and done, I still don’t know what to think. But I guess if I absolutely had to say something, I would say that as long as I am entertained, I am willing to see just how far this can go if only to see more John Williams’ Star Wars music get created … and just to watch the Internet go insane.

And who knows: maybe we will finally know what Yoda is … or something.

So I am going to be evil and wrap this up with these closing statements. When these movies happen, all I can say is may the Force be with you … and let your conscience be your guide. 😉

Art Consumes Life: The Shadow of the Vampire

I wrote this review in 2009 or 2010 in another Journal while I still lived on campus. I’ll just warn you now that I liked to use big words then: especially back in those days. When I use the word intertexuality, what I’m referring to how different sources and references–like quotations and characters being mentioned in a film, or even how different media–can actually overlap in some really cool ways. I also really love meta-narratives and stories within stories. The metaphor of Achilles’ Shield and its little moving world comes to mind again. Also, it’s the season of Halloween and I feel evil. So enjoy, fellow horror-watchers and blood-drinkers. 🙂

So two days ago I watched the whole of Nosferatu for the very first time. Then yesterday night, I watched Shadow of the Vampire. And then I watched it again in the same night with the Director’s commentary.

There is a lot to be said about this film, and I’m still trying to absorb a lot of what I got out of it. First of all, the blending between Friedrich Wilhelm Murnau’s film and E. Elias Merhige’s creation is almost seamless. Certainly, the scene towards the end of the film where Max Schreck transitions from a black and white scene into the subdued glowing light of colour is nothing short of awesome. I also liked how when they were originally filming Greta Schroeder’s scene as Emma playing with her cat, they mentioned how they had to put it on laudanum to get it to be still in front of the camera.

But that in some ways misses the point of what I really do want to talk about. When I first saw the film without the commentary, I wondered why it was that they had the diagrams at the film’s introduction, and what they possibly meant. The images displayed there made very little sense to me, while at the same time there was a strange … familiarity about them and their arrangements as well. It was only really when Merhige gave his commentary that I started to understand what he meant by making the introduction like this, and what he was attempting to do with this film.

Basically, he explains that the illustrations in the beginning of the movie represent a hybridization of ancient and medieval art along with 1920s cubism. In this way, he attempts to show how humanity has depicted itself and the world around it throughout the millennia, incorporating time all the way to the point of the 1920s and its new expressive medium — namely, film. By the very end of the film, Merhige explains how we have always tried to capture what is around us, what is magical and timeless, on our “cave” — in our cave drawings. We are all mortal, and the materials that we have used to try to capture these moments and life itself are just as frail and brittle.

Enter the camera.

The camera, as Merhige explains, is the new “cave” — the new mechanized interior where we can record these moments for posterity. All moments. It sets a new tone in the world. At the very beginning of Shadow of the Vampire, you see first Murnau’s eye, then the dark lens of a 1920s camera recording Greta’s domestic scene with the cat, and then the crew in the very cool vintage white lab coats and film goggles of that time. From this point onward, this is the entire tone of the movie — this need to capture something in the gaze forever. Once, in a third year University class I watched part of a movie called Ulysses’ Gaze, which I barely even understood. But what I do remember was our professor explaining the idea that through the gaze one attempts to capture everything — to understand and preserve it, and to some extent even possess and control it.

It is, arguably, a visceral and in some ways very patriarchal need. Enter Murnau. As this film would have it, Murnau — played by John Malkovich — is a film pioneer in a medium that is not being taken quite seriously yet. It is still in many ways a novelty. But in his own obsessive and very tightly controlled way, Murnau sees the potential in film and what can be done with it.

Enter the 1920s, a time that I’ve been told I could have fit into rather well. It is 1922, and the first WWI is not that far behind the world, especially not Germany and its humiliating Treaty of Versailles verdict. However, at the same time a whole new decadence and vitality has filled this world, and in this case Berlin. From the culmination of twisted Victorian nationalisms, and the peak of the Industrial Age’s penultimate achievements in creating mechanized death come more advanced pain-numbing drugs, along with looser morals, and social inhibitions.

Society loosens up, but the shadow of death — of the figurative vampire, if you will still lingers. It is a demon that has to be exorcised from Europe and particularly Germany. This much is something you can understand without this film or the director’s guidance. But this is the backdrop of Murnau’s world, and Murnau himself (who was actually a fighter in WWI and needed his laudanum to deal with the physical and possibly psychological pain of his injuries). So there is already this dichotomy between innovation and a new pioneering spirit of the age, of new ideologies and ideas breaking out of social stratification and, at the same time, there is still the dark spirit of the chaos not long left behind. In all of this, a few films are being created to express both principles.

In the film, Greta Schroeder, very much more sassy and sultry than her character Emma Hutter tells Murnau about how much she dislikes film — that while Theatre gives her life, Film seems to steal it away from her. Like a vampire would. But as Murnau very ominously tells her, she will get her chance at fame, and immortality. This is something that can best be expressed from the words of Murnau himself when he says:

“Our battle, our struggle, is to create art. Our weapon is the moving picture. Because we have the moving picture, our paintings will grow and recede; our poetry will be shadows that lengthen and conceal; our light will play across living faces that laugh and agonize; and our music will linger and finally overwhelm, because it will have a context as certain as the grave. We are scientists engaged in the creation of memory… but our memory will neither blur nor fade.”

In essence, Malkovich’s Murnau wants to create an ever-present, something that all people can see happening forever and all be a part of. Of course, there is a price to be paid for this innovation — this enlightenment. The Industrial Age has already cost many lives, and the camera — this neutral dispassionate lens that can supposedly capture everything (including, as some societies would have it, the soul) is but a child of this process. As Merhige attempts to explain again, the old is always replaced or supplanted by the new. And what is the old? The old is nature. It is mystery and magic. It is power, and immortality. It is fear, and it is the unknown.

This is where, finally, the Vampire fits into this structure.

Enter the Vampire. It is difficult to describe all of this without talking about Nosferatu and the novel that loosely inspired it — Dracula. Nosferatu was an unauthorized version of Bram Stoker’s story that his widow did not grant the rights to. She, like many of that time believed that the Theatre was more professional and hallowed than film. This in fact cost Murnau’s company a lot of money in terms of lawsuits, and Nosferatu itself was very nearly destroyed. At the same time, even Dracula is the child of older, much older sources. This is one context of intertextuality that is very interesting to this regard.

In Dracula, the Count is portrayed as a foreign alien menace, something beyond England and “the civilized” world. He is powerful and seductive and almost “Orientalized.” Whereas in Nosferatu and Shadow of the Vampire, the less attractive figures of Count Orlock and Max Schreck respectively live much closer to Germany, and while they do embody something “primitive, ancient and horrible,” they are not so much a foreign terror as much as an old familiar horror just below the collective unconscious of the people living in, or close to the land that they come from. These narratives neither have the luxury of thinking that their monsters come completely from elsewhere, nor that they do not have any role in the human world.

The fact of the matter is that there have always been stories about vampires or things like them — about immortal creatures that feed off of the blood and energies of the living. The analogy between the vampire and the camera can be very apparently seen here. Both feed off of the present and life. Traditionally, a vampire can even preserve a life form in a parody or imitation of the life they once had.

Willem Dafoe’s Max Schreck cannot create other vampires. He is alone and awkward, and twisted. He barely remembers how he became what he is, or what he used to be. He is a monster that unapologetically and unrepentantly feeds off of blood. It is his nature and what he is. At the same time, he is sad, and lonely. This vampire has lived too long, misses the light of the sun, and he reads the poetry of Lord Alfred Tennyson about immortality at the price of always aging. He above everyone in this movie knows how beauty can truly fade and has paid the price for this knowledge just by existing. Of course, every thinks that Max Schreck is merely a character-actor and is always in his role for professional reasons.

To me, in this situation the vampire represents something dark and ugly, but also mystical and incredibly truthful. He does not lie about what he is, or how he feels about what he is. If anyone is the liar, it is Murnau who is willing to risk and throw away all life in order to use this actual vampire in his film — a truth that isn’t revealed until it is all too late. He is the power that Murnau wants to capture, to use a figure of actual immortality to make his film even more timeless. But as I said, there is a tradition to be followed here. Like Grimm’s fairy-tales, like the Germanic folktales before it there is a price for mortals to pay for achieving any form of immortality, for dealing with any kind of it.

A sacrifice. A human sacrifice.

I will not say anything more on that matter, save that despite the theme of the modern overtaking the ancient, there is still a sacrifice — and if anything the modern makes it more clinical, and even more chilling. And the camera lens captures it all. Even as mortal life fades, and immortality ends, and all sanity is lost, the camera continues to take everything in — cold, detached, dispassionate, and hungry. It creates a story for all people to experience for ages to come. Merhige tells us that originally he wasn’t even going to name this film after a vampire: that his film was not about a vampire at all. A vampire is in it, but so are a lot of other people and in many ways they are all equal in how they captured in this narrative. No one escapes it. Not even the vampire. Especially not him.

But after viewing both movies, I felt this deep calm that I haven’t felt in ages. Like it all made sense and something was now gone from me. Perhaps it was catharsis: a powerful combination of pity and fear that are both the essential components of awe. But I wonder — was this ever-present Shadow and all it represented really purged through pity and fear? Was it in fact exorcised or dealt with?

Somehow … I doubt it. Not in the 1920s. Not here. Not now. Perhaps it will never be. But maybe … just maybe, as Merhige stated, through understanding that such living stories could last generations, this is something that can be encountered both consciously and responsibly — through film or any other medium.

The Power of the Original, the Creativity of Change

In The Source and Its Creative Feelings, I wrote about the emotions and energy that can power inspiration and ideas. In this article, I’m talking about the material and the quality of it that can fuel that kind of inspiration.

So I was watching the classic 1963 film Jason and the Argonauts last night, and it occurred to me just how much it was tangentially in there in the culture of my childhood. It wasn’t so much the movie itself as it was the aesthetics and the attitude of it. In fact, the only film that really comes to my mind with that same spirit is Cecil B. DeMille’s The Ten Commandments.

Whenever I thought of the ancient past or mythology as a child, I used the imagery of these movies and others like them to inform myself of how both should have looked like. Then I fast-forward this concept of mine by a few years. I used to think that the fantasy genre were all stories like The Hobbit and Lord of the Rings, followed by Dragonlance and Forgotten Realms, and I tried to write exactly like them: especially the latter two series.

I thought that some of my more weirder story ideas–including an alternate storyline with The Ten Commandments–were silly and a waste of time, or at the very least beyond my means and personal faculties to create at the time.

This was before I realized that there was original source material.

Every story ever made is an echo of another story that exists before it, or coexists alongside of it in another form. But every story as a source: a prototype or “Ur-Text” (Ur being a term for the mythical first of something, such as the first ever human city-state) or place that is tapped into.

I believe that every creator taps into that source. However, I also think that the strength of a creator’s link to that source all depends on where and how they tap into it. Originally, I was going to say that a creation inspired by an original source–or the closest known or accessible thing–depends on one thing, but after thinking about it a bit more I realize there are two elements involved.

The first element is, like I said, finding the earliest myths or art-forms that you can read, understand, or learn to understand and take inspiration from them. They are the closest things to the source, or what the famous mythologist Joseph Campbell called “the mono-myth”: the supposed first story that all sentient human stories come from. I feel that once you learn to understand the spirit of the earliest story or source that you can find with regards to your work–and specifically use it to gain your own personal creative slant on it–then you have gained something powerful and you are more than on your way to augmenting or discovering your own creative voice.

But then there is the second element that I thought of very recently: which is that once you gain an idea of the original source material that created the story or story-type you are working on, you must make it timeless in a way that everyone can relate to, and therefore make it relevant. Take what you have learned or understood and apply it to your time and the issues and themes that are important to you as a creator, a person, or even both.

Think about it: before DeMille’s Ten Commandments, or Jason and the Argonauts, all there was to determine how the ancient world was, and how their myths functioned were books, broken sculptures and fragments of art. The creators of both films had to go through all of that material and decide what they were going to use or change. I won’t even go into Ten Commandments, because there have been many other films and stories created from that Biblical tale at different points in time, and even the ancient Greek myth of the Argonauts has changed throughout time and culture as well.

But what I am saying is that the creators of both looked at the original sources as much as they could and made something, and added character and motivations that audiences could relate to. Even J.R.R. Tolkien looked at ancient Nordic tales and history in the creation of his Middle-Earth: which in turn informed how a lot of the fantasy genre derived from it would be for a time.

Like I said, I do think that knowing the original source of something gives you a special insight into that thing and in making something that is either a homage to it, or a unique derivation. This is what I have adopted for a lot of my writing and creation process. It gives you more to work with and more to change should you choose to do. And that is the key here: knowing the closest source gives you more choices … especially with what you want to reveal what is important to you about them and other people.

When I was growing up, I took films like Jason and the Argonauts with its stop-motion clay animation less seriously than I did the developing CGI graphics coming around then. But now, looking back I realize just how much of that influenced the creation of CGI and what film-making could be: as well as storytelling. Maybe it’s because as a culture now almost everything that is “retro” or considered old is popular and new again. Of course, as some other popular cultural articles suggest this could be all be just part of a cycle that happens with every decade or era.

My era of the 80s and onward, as well as the things that inspired them in earlier years, has become a lot of my source material and now I am starting to realize that I can express it. This is a good thing. The possibility that some of the quirky weirdness in some of my stories may have been inspired by Joss Whedon’s irreverent flippant dialogue in Buffy and other shows is an added bonus: from my perspective anyway.

Really, I just like creatively messing around and reading and watching old, good things and good new things for universal and innovative storytelling ideas. I probably could have summarized this whole post into that one sentence, but there you go. 😉

Book Review: Brian Selznick’s The Invention of Hugo Cabret

One evening, when I was living downtown, I came across a book in a church-run thrift store. It was this big thick-paged book with a very luminously colourful ornate cover. I’d never ever heard of The Invention of Hugo Cabret before this point, but I saw that Scholastics had published it, and it was about five dollars or so. So I bought it and it sat in a cupboard for a while until I finished my initial draft of my Master’s Thesis. Then a day or so before leaving on a trip, I began and finished reading it.

Hugo Cabret is the story of an orphaned boy of the same name who finds himself operating and maintaining the clocks of a Paris train station while attempting to fix an old and broken clockwork automaton. It is when he attempts to steal some parts from an old man’s toy booth at the station that he reveals a far greater story and his life changes forever.

I really don’t want to spoil this book. I will tell you now, though, that it is excellent. Brian Selznick is not only an excellent writer that knows how to pace and flesh-out his characters, but he is a brilliant illustrator. Hugo Cabret is essentially an illustrated novel: with pages of text inter-dispersed with sequential pages of softly shaded drawings and stylistically-faded copies of sketches and photographs. It basically looks like a notebook or a journal: especially with the image of a lock on its cover. Given that there is a notebook that features somewhat heavily in the plot–once belonging to Hugo’s inventor father–the aesthetic follows the form well.

What I also like about Selznick’s aesthetic form is that it is on that border between an illustrated novel and a comic: in that while there are pages of words, and pages with pictures and words, there are also entirely silent panels that display interrelated sequences. It’s a nice borderline form and it adds to the content nicely.

In terms of content, this book is apparently labeled a work of historical fiction. This is an interesting designation because while there is definitely one central character that is real and historical, Selznick has taken some creative liberties. I also wonder in light of this if the other characters may be conceptions of this particular character’s work made into real personalities in a meta-narrative sort of manner. I love that kind of thing, in case you didn’t already get that, but even if it’s not true there are definitely moments where the concepts of the characters could very well fit into … other conceptual places.

But what really intrigues me about this book, aside from its liberties and ambiguities as “historical fiction,” is how it eventually focuses on the medium of film. In contemporary times, we often take moving film for granted. It had to develop from somewhere after all: both technologically and artistically. Even Hollywood itself was a small independent pioneering workshop studio at one time before it gained more resources and popularity.

While this story seems to take place in the 1920s, it refers after a while to the turn of the century when film was being developed: as well looking at the kinds of people who helped to create it. And who were these people? Some of them were magicians. I am not being figurative here. Some of them, including one of the characters in this book, were artificers, artists, and stage magicians before they became directors and creators. And it makes sense. After all, aside from the fact that vaudeville and its acts, along with theatre, and opera preceded a night at the movies in terms of prestige and guaranteed entertainment, film is kind of like watching a magician’s shadow-play on a thin skein of reality. It is a concept that reminds of Clive Barker’s short story “Celluloid”: where the silver screen is a more permeable layer of existence with our world than we would be comfortable to believe.

I love the image of the magician as film-maker and inventor, and if you read this book I assure you, you will understand what I mean. A friend of mine once said to me that if I embodied any kind of film, it would be the black and white 1902 A Trip to the Moon: something that is extremely symbolic, experimental, even comic, but also parodies and is self-reflexive and aware enough to know that by consciously parodying things, it reveals its opinions on what these things are. I mention this film for a reason that has to do specifically with one aspect of the book. What’s also interesting is that not long after I read this strange and awesome artifact, a film was released based off of it: one I’ve still have yet to see.

That digression aside, I give Brian Selznick’s The Invention of Hugo Cabret an unambiguous five out of five. Until next time, au revoir. I seem have something in my eye.

A Thank You to More Followers, and How We Need to Wander When We Learn

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First of all, I just have to step back and take note of a few things. I’ve gotten many “Likes” on some of my posts. I have many more views on my entries as well, and I enjoy looking at the different places that they come from and guessing to myself who is looking at what. I also now have 53 followers.

Fifty-three.

That may not seem like a lot compared to other Blogs and Journals I’ve seen, but bear in mind that I’m still remembering the summer time when I barely had any Followers in the single digits and–as far as I am concerned–the fact that there are even a few of you is still awesome.

Also, I’ve noticed that some people are specifically typing in matthewkirshenblatt.wordpress.com+the article they’re interested in. It is definitely really flattering and inspiring for me to see that. I honestly don’t know where all of you are coming from, but I think it’s safe to say that you are all awesome and that I feel honoured that you like what I have to say: or at the very least what I write.

Adjusting to this new habit of posting every Monday and Thursday–along with finding what images I can use with every post–was a bit of a challenge at first. Sometimes it still is. I used to write a post here every day and then it became every two days and now I give myself more room. I need to in order to work on some of my other creative pursuits. Still, I do get a tremendous amount of satisfaction in pushing the “Publish” button myself these days, instead of regulating each post to the scheduled automation option. that and I like the quotes of inspiration that come up after I do them. I guess I’m a bit of a sucker for those. But that said, I know I’m going to have more things to say and I want to maintain my place to say them.

One thing that this Blog does encourage me to do is to not only keep creating, but also keep exploring and recording my explorations as well. In many ways, whatever I learn adds to the world that I created inside of me. I search for things that interest me and I try to understand them. Sometimes I will mess around with things and make something I didn’t intend to. A lot of the time I use this as a forum to challenge myself to find or make something new.

I take basic research skills and my own interests–and things that I have picked up over the years that fit into both or were passed on to me–and I go into tangents with them. I always have.

If I were, or ever become a teacher, I would be the kind of person that would try to important basic skills like research and some questions of writing. But I think the kind of people I would meet would be those that already have those skills and ones that I can occasionally throw certain books or works at, or talk about things that I love, and basically let them “have at it.” I would “teach them in increments.” I’d mostly be a guide and I’d really step in if someone had a question or wanted my opinion on something.

Other than that I’d most talk a bit, and throw challenges at people while offering constructive criticism and suggestions where needed. I think I would just like to be that person that can work with a person’s skills and interests: honing them further and expanding on them … especially if they coincide with mine.

But I think I’d be a mostly tangential guide: much like I am whenever I write on here or talk to people in general. Your Following and reading encourages me to keep doing this and I hope that we can continue to view some interesting things together: or, like I always say, be entertained. Take care my friends.

What Nostalgia is Made From

It was in the winter of 2008-2009 that I came up with Nostalgia. It was my first winter living on my own and as such I was spending a lot of time in my apartment. This was the point where I was training myself to write something each day–publicly–to put my writing out there and alleviate some of the isolation and loneliness that I was feeling at that time.

Spending a lot of time in such a relatively small space–in a room of my own–gave me time to think. I thought back to the woods behind my old high school of Thornhill Secondary and how a friend of mine and I used to walk through them talking about different things. I had a few key lines of “Nostalgia” written down already at that point, but I needed a context for them.

Originally, I imagined a scenario with two childhood friends–two boys–who meet in the forest. One of them leaves and goes on with his life, while the other one stays in the woods and never ages a day. Then one day, the friend that left returns as a much older adult–having been worn down by time and experience–while the other is still young but in many ways much, much older than the other. I was also inspired by the times when my class in elementary school would go on overnight trips to places like Montreal or Paris, and I’d stay behind in the “skeleton-crew” class. At one point I’m pretty sure I was the only student of my grade in one class.

Sitting in my apartment made me think about a lot of those feelings, and the past, and that essence of it that I wanted to capture in a very precise way: an eternal and universal moment. I’m not sure what made me change the story to what it is, and making it only one central protagonist: one little girl. If I ever knew, I’ve forgotten, but it worked out well.

It is the best vignette I’ve ever made and I am proud of it. It cuts like an icicle into a human heart, and drifts away as transitory as a snowflake … or a shriveled balloon into the distance. It deserves to be seen, and have more company again. One day. Soon.

Seriously, Story? Get Out of My Head! And Then Writing With That

So this was me a few days ago.

I already know that I need to work on my collaboration, but I have this story idea. It was supposed to be a minor one: one of my old usual one-off post stories I’ve made in another forum but something happened.

It’s not an unfamiliar feeling. I found myself staring at a blank screen. The story was there–mostly clear in my head–and I was looking at this screen and became very aware of the fact that I needed to move my hands to write the thing into existence. If I didn’t move my hands, or find the energy, this story would not exist at all.

So I switched away from my writing screen because I got tired of looking at it and vowed to go back and do something with it later. I was in the mindset of that I needed to get this story done so I could do my other work. So I sat at the screen again and condensed what I knew of the events into a post. I had a lot of details that I also needed to keep track of and I didn’t write them down because this was supposed to be a one-off story and it was also supposed to be one bloody post.

This occurred on and off for three days or so: with fits of procrastination and writing some posts for this Blog. The story sat in my head: sagging under this heavy weight that was beginning to put me into a very autistic or at least one-track mentality. I guess some would consider it borderline obsession, but the fact was I couldn’t ignore it and it was too big to warrant one post.

All right, fine. You win story. I’ll give you more room. So finally I started writing it and once I had that first line, I thought, “Okay, now I know you will get on the page.” I even changed one of the main character’s names as I wrote it and it worked. I had everything figured out more or less. So you think that it was smooth sailing from there, right? Right?

The answer is no. Hell no.

Then I found myself making more names. The next thing I know I am calling up back-stories and keeping them in front of my eyes like translucent membranes while writing character dialogue and interaction. After I made my first post, each one came slowly and methodically with many pauses in-between as I had to keep my concentration and self-discipline in line.

Before I know it, my one-off story has a whole ton of world-building behind it for something that was supposed to be a somewhat intelligent parody of a genre. I mean, I was prepared for the fact that I was layering my story and the nuances of my characters, but this was getting ridiculous: fucking ridiculous. I used to be able to write several pages of interactions in a day and I was getting bogged down because I wanted it done and out of the way so I could move onto other things.

I had to fight with some depression: with the possibility that no one was going to read it, with asking myself if I was just trying to impress people, with the fact that it wasn’t going to be any good, and the fact that I was spending way too much time and effort on something that should have been a one-off and very few people are going to see anyway. But I was also asking myself why I wanted to make this story. What was so important about making it and placing it where I did? And that was when I realized something: that sometimes when I create, it’s not a river rushing through the structure of me, but it’s me fighting against myself.

Basically, I was fighting against myself: trying to overcome myself to finish this story because I knew that once the damned thing was done, I would feel a lot better. I don’t think it’s any coincidence that sculptors sometimes beat the shit out of their clay to make what they want. It is just as much frustration as it is a need to create.

And I’m using profanity for a reason here. Creating can be tedious but also an ugly, messy business that tears into the blackest, dirtiest, filthiest parts of your psyche to express something from inside your mind into words. Sometimes, as I wrote this thing, I thought maybe I’m old. Like I said, I used to write several pages a day of things but my brain also likes to keep making things intricate and build-up a conflict to the boiling point.

Now, once that build-up was finished and I got to the action, I actually moved pretty fast and was caught up in the moment. It was so strange. Before this, it was like I was boring holes into a blank screen with my eyes–willing something into existence–and actually feeling my head get congested and feeling heat radiate off of my body as I sweated. It was like that energy kept ebbing and waxing–like I was visualizing something inside me consuming itself–until, finally, I found that rhythm and I just felt that creativity blaze inside of me again.

At one point, I had to eat voraciously because I had burnt that much heat moving and squirming around. But by that point, I was almost done the entire story. And when I did, I felt this tremendous sense of relief. I overcame myself. I’ll tell you, I don’t always succeed in overcoming myself but it is always feels like a success when I do.

Of course, I still feel like writing more things. I also have to remember to pace myself and not rush matters. There are other things going on with my life that also contributed to my sense of needing to do my primary work, but I know that I can’t put all creative and personal facets of me on hold to work on one thing, and I shouldn’t. I put pressure on myself. But at least, even though it may have been an engineered battle in my head, it was–this time–a battle that I didn’t lose.

What’s That Sound? It is the Sound of A Song of Ice and Fire … Singing

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I admit that last week I was not meeting my quota of a post on Monday and Thursday. But in my defense, I had a very good excuse: namely, finishing off reading George R.R. Martin’s A Song of Ice and Fire.

I’ll tell you now: I didn’t originally anticipate writing an article on this series. In fact, it’s ironic because I never planned on reading the series in the first place. I know: that’s blasphemy and all that. So here I was at the turning point of finishing my Master’s Program, typing up and haphazardly organizing my notes on mythic world-building when my friend Noah messages me and asks me essentially where I’ve been for about a year now. I tell him I’ve been writing my paper for that time and more and as well going a little bit crazy.

So he tells me about A Song of Ice and Fire. Now, I only knew about it peripherally. I had friends who were–and are–still complaining that Martin is taking too long writing the books and they spend that time speculating about what happens next. You have to understand, I went through my epic fantasy reading phase where each book is a tome and a half long a while ago at this point. Not too long ago, I was reading and rereading books and articles for my Master’s Thesis. I’d also attempted to slog through all of Robert Jordan’s Wheel of Time series and failed from lack of attention. In addition and I know this is really going to sound snobby, I sometimes have this inherent distrust for something that is that popular: though I’ve ignored that distrust multiple times in the past and this was no except.

But it was also more than that. I didn’t want to start reading something and investing myself into it. Because those kinds of books–if they are good ones which A Song of Ice and Fire is–they will do it to you and I was already becoming a master of procrastination. Moreover, I was afraid of letting more imaginary characters into my head space and investing in them if that makes any sense at all.

It turns out, though, it was exactly what I needed.

It was also very fitting. The irony that I had originally avoided reading a series of mythic world-building because of my mythic world-building project did not escape me and it was a problem that was rectified after letting myself table-top role-play again and hearing in tangent things about Westeros and that world in snippets. You know what I mean: your friends telling you little things about green men and fire priests and politics but not wanting to spoil anything for you because they believe that it is a crime that you of all people aren’t reading this story? Yeah, those kinds of snippets and previews that you read online as well.

So I will try not to go into any spoilers and just make a few writing observations about Martin’s ongoing masterpiece. The best way to start this is to talk about something that seemingly doesn’t relate to anything here but ultimately will.

I’m going to talk about Achilles’ shield.

When I was in Undergrad, I took a course called Interpretations of Homeric Epic where our professor told us about the shield of the Myrmidon hero Achilles in Homer’s Iliad. What is so special about this shield? Well, it is a shield that encapsulates the sun and moon, the world, the people farming it, warring in it, and serves as a microcosm of an entire world: the same world that Homer depicts in his narrative that he applies to our world when he writes or tells it. One possible literary term for the metaphor of the Shield, if you’d like to see it, is ekphrasis: which is essentially a method of describing and bring an experience to a reader or listener through the use of immense and multi-layered detail.

I will freely admit that I took some dilettante-like and potentially inaccurate liberties in defining ekphrasis as a literary device–which Achilles’ Shield represents–but I also think it really describes the intricate details inherent in A Song of Ice and Fire‘s narrative. The books themselves are a source of ekphrasis: along with the weirwood trees and other beings that find themselves becoming more immanent and saturated into their world.

Through a few perspectives, you will find yourself awash in a sea of beauty, sex, cruelty, filth, banality, mystery, hints, poetry, laughter, politicking, battle, subtle magic and death: lots and lots of death. And not just figurative character deaths, but brutal and literal character deaths. Through each chapter from a different person’s perspective, you will watch them interact with this finely woven world-tapestry of things right in front of them and inches away and either watch them change in the process … or wink out entirely. That is what A Song of Ice and Fire is: at least from my own understanding.

What amazes me, however, is not only how Martin can turn a phrase but also how he is able to keep so many details straight–large and small–and make his narrative more intricate, interlocking, and flexible than a Maester’s chain. I sometimes feel like I have to go to a Citadel of my own to get everything straight but his world stretches out so beautifully even with all the horror: and this is not counting the terrifying supernatural menace here either. It does make me despair of the humans in Westeros and that whole world sometimes: just as it sometimes intimidates me as a reader and especially as a writer. I wonder just how Martin is going to resolve all of this.

I could go on somewhat off-tangent to talk about the shamanic element in Daenerys Targaryen and Bran Stark’s journeys, but I might save that for another post. I will however say one thing. The real reason it took me so long to create another post on here was because I was reading George R.R. Martin’s Dunk and Egg novellas: stories that take place approximately a hundred years before his main saga.

I didn’t know if I would like them, but I did. A Song of Ice and Fire is full of intrigue, manipulation, treachery, and politicking–known fondly as “the game of thrones”–but the Dunk and Egg stories look at a hedge knight and his strange squire wandering Martin’s multi-layered world and bringing almost a … purity or simple wonderment to another otherwise dark yet beautiful place.

Now I think I will end this long post with a quote from one of the books. It encompasses everything I feel when I read good literature: especially from a genius like George R.R. Martin.

Martin states, “A reader lives a thousand lives before he dies … The man who never reads lives only once.” If you want to know the context of this quote or indeed of a lot of the things I just said, read the series. You will not be disappointed. I’ve already lived quite a few lives in various forms in the saga of Ice and Fire. I expect there will be more before this is all said and done.

My Best Friend Was a Sith Lord: Tony Pacitti’s My Best Friend Is a Wookiee

I found out on Facebook today that Tony Pacitti’s book My Best Friend Is a Wookiee: One Boy’s Journey to Find His Place in the Galaxy is going out of print. Now, I wrote a review of it on Amazon, but now I feel like I have to say something more about it.

Tony Pacitti himself has said that the Star Wars galaxy and culture has changed so much that his role is smaller in it now. Some of the Amazon commentators themselves have written that Pacitti talks about his own life more than Star Wars and that at the very worst, his reminisces are very self-indulgent and have no value.

I think it’s safe to say that I disagree with all of the above. Pacitti talks about a period of history: from the 1980s to the 2000s where the cultural impact of Star Wars and geekery is seen on people growing up. He uses himself as a prime example obviously, since his work is a memoir, yet what I find really striking is just how much his childhood and experiences have in common with my own. Pacitti talks about television shows and games that existed during the same period I grew up in: from Saved by the Bell to Magic Cards. But more than that, he captures that feeling many people had after the Original Star Wars Trilogy ended: that need to see more. It was the need to see and experience more of that universe.

So I too delved into the Star Wars Expanded Universe. I too bought as many books that described that universe in more detail. I role-played in that universe and so did my friends: so do we still in fact. My friends and I watched the Old Trilogy long after the 70s where we hadn’t been born yet and we had similar reactions to the Prequel Trilogy: reactions that have great sympathy with Pacitti’s own.

I’ve written about Star Wars on here before with regards to what my actual issues with were and what I think George Lucas had been trying to do in an ideological way. I won’t rehash them except to say that Lucas too had been influenced by his own childhood and young adulthood to create what he did. Pacitti was definitely informed by what Star Wars represents. Star Wars is a space opera: an epic fantasy with a backdrop of space, a setting with technology, droids, and aliens alongside human beings. It begins “Long, long ago in a galaxy far, far away,” but it is closer than you think.

Star Wars contains archetypes that we can all relate to: facets of different kinds of sentient existence. These characters are accompanied by powerful leitmotifs–by thematic music created by John Williams–to bring out the terror and wonder in us. Is it that inconceivable that a film series like Star Wars, having ingrained itself into the popular consciousness and playing our collective unconsciousness, could have informed our time period after the 70s? I know there are many other films that have done something similar, that this element is what people look for when they want to call a creative work a classic or something seminal: a seed of an idea that leads to something else.

Shouldn’t a classic also be judged by how it influences not just a large amount of lives, but one life? Tony Pacitti manages through a caustic wit to identify himself, and himself in relation to a culture that has not changed at all: in that it is only still growing. So I agree that the culture around Star Wars is changing, but it is still Star Wars and I think that Pacitti’s role in Star Wars–at least with regards to what he wrote in this book–is still relevant and important. I for one am really glad that he wrote it and that I bought the thing when I did two years ago.

We all want to identify ourselves with the things we love because we adopt them or feel sympathy with them as a part of us. So once again Tony, thank you for writing this book and thank you for reminding me who my best friend is.