Saturday Matinee: Quest

By Jonathan Crow

Source: Open Culture

Saul Bass was one of the greatest graphic designers who ever lived. He created the logos for such ubiquitous organizations as AT&T, United Airlines and the Girl Scouts of America. He revolutionized the art of movie titles in such films as The Man with the Golden Arm, Vertigo and West Side Story. He may or may not have designed the famous shower sequence in Alfred Hitchcock’s Psycho. His design work was always marked by a clean, highly graphic style that you can pick out a mile away.

Yet when Bass got a chance to actually direct, he didn’t make slick movies with simple plots and great visuals, as you might expect. Instead, he made profoundly trippy movies with great visuals. His one and only feature film, Phase IV (1974), is a deeply weird movie about evolution. Think of it as a low-budget 2001: A Space Odyssey. With ants. The movie was butchered by scared distributors and consequently, it bombed at the box office.

Almost a decade later, Bass, along with his second wife Elaine, made a short film called Quest, based on Ray Bradbury’s story “Frost and Fire.” You can watch it above.

The film centers on a tribe of robe-sporting people who live for only a mere eight days. If you’re an infant on a Monday, you will be elderly by the time the next Monday rolls around. At the opening, a nameless child is born as his elders ask in hushed tones, “Is this the one?” Of course he is. The reason he and his tribe have a shorter shelf life than grocery store sushi has something to do with a gate that blocks life sustaining light. “Beyond the great gate,” intones one elder, “people live 20,000 days or more.” The problem is that gate is five or so days away by foot.

So after a very brief training montage, the youth sets off across strange and fanciful landscapes that recall Yes album covers. Along the way, he faces down a beast that looks like a bear crossed with a lamprey, plays a video game with a Yeti on top of a ziggurat, and stumbles across a wizened old man who only the previous week was the tribe’s golden boy.

The movie is incredibly, hilariously dated, so much so that it goes right past kitsch into something close to sublime. If you remember watching, and loving, The Dark Crystal, Beast Master, Krull and Tron in your youth, you must check this out.

“One Long Discomfort”: The Legacy and Future of David Lindsay’s ‘A Voyage to Arcturus’

By Ben Schwartz

Source: We Are the Mutants

Ballantine “Adult Fantasy” edition, 1973, with cover art by Bob Pepper

David Lindsay’s masterpiece A Voyage to Arcturus was first published in London in 1920 by Methuen & Co. It came dressed in a simple red cloth cover; no dust jacket, just the title and author’s name debossed into the front. This first printing sold less than 600 copies, and so Arcturus didn’t come to the US until Macmillan brought it out in 1964. In 1968, Ballantine picked it up after the massive success of the publisher’s Lord of the Rings paperbacks, and, for the first time ever, the cover featured bespoke art, painted by Bob Pepper. The printing predated Ballantine’s influential Adult Fantasy series, edited by Lin Carter, but was eventually given honorary membership, with later printings carrying the unicorn stamp and benefiting from the cachet the series possessed.

With the late-1960s Lord of the Rings phenomenon leading the charge, speculative fiction, and Arcturus with it, rode into the public consciousness on about as high a tide as it has ever had. Lindsay’s biographer Bernard Sellin notes that Ballantine’s edition “[had]… overtaken all the accumulated efforts of forty years” in terms of circulating Lindsay’s first novel. But he’s quick to point out that Lindsay’s audience is still limited, and that “The average, sensual reader is in serious danger of being disappointed in Lindsay.” Sellin wrote this in 1981 and, with a weird choice of words, envisions a “‘superior race’ of readers, anxious to go beyond the plot” of Arcturus and grasp what it’s really about. Today, in 2018, Lindsay’s potential audience, superior or otherwise, struggles against a vanishing text.

In the UK, Gollancz brought out an Arcturus reissue in the ’40s (the “novel… is regarded by some of those who have read it as a work of genius,” the cover read), which was subsequently routed into their “Rare Works of Imaginative Fiction” reissues in the early ’60s. Today, the label keeps it alive in its “Fantasy Masterworks” series as an affordable paperback. A high quality limited edition from Savoy Books was the high point of its publication history, but that small batch is fifteen years gone now.

In the states, the novel languishes in Print on Demand Hell. Most readily available copies are ill-starred editions from nebulous outfits bearing names like CreateSpace and Wilder Publications, featuring non sequitur cover images that look like refugees from a Windows ME screensaver folder: a field of wheat, a macro of autumn leaves, an anonymous, slightly-out-of-focus Roman ruin. Even outside of PoD territory there are some seriously janky efforts, leprous with typos: the first printing of Arcturus from Bison Press misspelled the word “Commemorative” on its own cover, and newer printings still contain fistfuls of errors.

And this is a book that counts Clive Barker, Alan Moore, Michael Moorcock, and Jeff Vandermeer among its admirers. C.S. Lewis called it the “real father” of his Space Trilogy. Pathological anti-genre lit critic Harold Bloom’s sole piece of published fiction—ever—is a pseudo-sequel to Arcturus called A Voyage to Lucifer. Colin Wilson, who became a literary sensation with publication of his The Outsider in 1956, put it in his curriculum while teaching and wrote multiple essays about Lindsay. These and other enthusiasts have tended the flame over the years, keeping the book visible to the small cadre of readers that are likely to respond to it. But will Arcturus ever grow beyond that niche audience?

It may be helpful to explain what readers find when they pick up the novel. On a superficial level, A Voyage to Arcturus is a spacefaring adventure of a strong, competent hero, same as you’d find in any number of time-yellowed pulp paperbacks. After a few strange chapters spent on earth, our hero, Maskull, and his two companions, Nightspore and Krag, journey to Tormance, a planet orbiting Arcturus, which in the book is a binary star with two suns, Branchspell and Alppain. Maskull wakes alone in a fantastical desert on Tormance, and quickly becomes embroiled in this new world. There are rocket ships, tentacle arms, dreamlike landscapes—Tormance is prodigious when it comes to landscapes: like Ifdawn Marest, a place of crags and mountains that are constantly sinking and shooting up in fatal, vertiginous thousand-foot shifts; or Matterplay, a valley so replete with life energy that new beings literally pop into existence, fully formed; or the Sinking Sea, whose water varies in density from place to place and which Maskull navigates by riding a giant, semi-living treelike creature. The evocative names of places and people have a distinctly Amazing Stories vibe: Disscourn, Panawe, Corpang, the Lusion Plain.

Maskull sets out ostensibly looking for Nightspore and Krag. But as he proceeds, it becomes clear that his purpose on Tormance is tied to that of a being called Surtur, who draws Maskull northward with a slow, insistent drumbeat that only he can hear. Every chapter sees Maskull enter a new region of Tormance, each with its own particular landscape and specific philosophical culture—a sort of Gulliver’s Travels recast as a troubling, darkly symbolic dream. Ifdawn Marest lives violently, crudely, simply—its residents engage in contests of mind control to dominate, torture, and kill one another. The land of Sant houses vain ascetics who have renounced all the physical pleasures of the world. In Matterplay, Maskull encounters the last of the phaen, an ancient race composed not of men or women but a third, primordial gender. Names of other supreme beings are revealed: some mention Muspel, but many talk of Crystalman, possibly another god, or maybe just another name for Surtur—the Tormancians’ accounts vary. But when people die on Tormance, their faces twist into a nauseating smile known as Crystalman’s grin. The precise cosmology always remains just out of focus, however, and this refusal to resolve comes to drive Maskull forward more than the thought of finding his companions. And through this driving impetus, Maskull finds each place, each philosophy, exposed as limited, false, incomplete. This falseness usually results in an explosion of ugly violence, and Maskull, often as not, is perpetrating it.

And so the book proceeds, like some dark, cosmic picaresque, until Maskull reaches Surtur’s Ocean, the northernmost ocean of Tormance. He reunites with Krag, who seems to be expecting him. Krag takes the physically failing Maskull on a raft out to sea, on a journey to Muspel, which Maskull learns is the name of the “true world,” the world outside the corruption of illusory things. As they sail along, Maskull, exhausted and spent, dies, which somehow releases Nightspore back into being. Then Krag lets Nightspore off at a lone edifice in the sea. As he ascends through it, Nightspore stops at a succession of windows that show him the nature of reality: there is Muspel, Surtur’s world, the impartial, pure, true world that most are prevented from seeing by the illusory world of Crystalman, who is not an aspect of Surtur but an embodiment of deceit and distraction. Violence, art, love, talk, work, play—all of these are tools Crystalman uses to ensnare the spark of Muspel contained in each living thing, preventing that life from returning to the world it came from. All the inhabitants of Tormance and their multifarious philosophies were blinded to this truth by Crystalman—and that’s why, when they died, their faces contorted into Crystalman’s Grin, the signature of his triumph over their souls.

Arcturus ends with the resurrected/transmogrified/newborn Nightspore descending the tower and meeting up with Krag again, who reveals that he is Surtur, and that his name on earth is Pain. Nightspore steps back onto the raft and the two sail away into the darkness, presumably to continue their struggle against Crystalman, on earth or elsewhere. It’s a powerful, striking, triumphless ending—a metaphysical cliffhanger that opens up long avenues of thought.

Anybody reading with their internal aerial up and receiving would have noticed something going on with Arcturus before the final chapters, but they are only the biggest among many clues that make it clear the novel is more than a weightless adventure yarn. Maskull is an off-putting protagonist. He’s animated less by personality and more by some psychic decree outside of his control (authorial or otherwise). He’s got the wrong proportions for a standard hero: Lindsay describes him as “a kind of giant, but of broader and more robust physique than most giants,” with a full beard, short bristling hair, and features that are “thick and heavy, coarsely modeled, like those of a wooden carving”—and yet with eyes sparkling with “intelligence and audacity.” He’s impulsive, driven, and violent—and key to the dark energy that propels Arcturus away from genre pulp into deeper, thornier territory.

Much early speculative fiction created vistas of longing; they showed better worlds, nobler peoples, purer ways of living. The Lord of the Rings set the standard in this regard but it was hardly alone, and not the first. The Worm Ouroboros, Lud-in-the-Mist, Time and the Gods are others—all committed to beauty and magic and bravery as antidotes to our own world. They didn’t deny their correlation to accepted reality, but they actively opposed aspects of that reality by showing us better versions. Arcturus, rather than look outward over the hills of faerie, turns inward, drills down until it exposes its fundamental vision of existence, and that vision is a searing one. Its aspect is fire, and whereas most speculative fiction is aspirational, Arcturus is agonized; reality is, like the unearthly wound Maskull receives from Krag, “one long discomfort,” a galaxy of damnation:

Millions of grotesque, vulgar, ridiculous, sweetened individuals – once Spirit – were calling out from their degradation and agony for salvation from Muspel…

Arcturus the planet isn’t meant to be “real” like Minas Tirith or Lud-in-the-Mist or Witchland are meant to be real. Instead of creating another world, Lindsay showed us our own; refracted through the alien metaphors of Tormance, yes, but nevertheless recognizable. As anthropologist Loren Eiseley notes in his introduction to the Ballantine edition, Arcturus is really “a long earth journey.” There’s a dystopia in Lindsay’s novel, though the dystopia is not political or societal, but metaphysical. It’s not a nightmare city, but a nightmare world; not a corrupt government, but a corrupt soul. Maskull’s vicious, driving nature allows him to open that final door for readers.

Naturally, this dark, anguished, philosophical heart impacted Arcturus’ initial sales. In 1920, science fiction seemed impossibly far from literary “respectability.” There was a strong undercurrent of literary speculative fiction at the time, but it wasn’t universally popular and certainly not accepted by the establishment. Arcturus came blazing fully-formed into the world, subverting tropes that had barely been established. And you can imagine potential readers either avoiding Arcturus because of those tropes, or dropping it because it didn’t thoroughly conform to nascent genre conventions. Arcturus did itself no commercial favors by tapping SF in the name of art. It made itself a black sheep among black sheep.

Sellin ends his ’81 overview of Linday’s life and work as all essays on Arcturus and Lindsay end: with hope for a wider readership in the future. But I predict Arcturus will continue to be preserved by a small but vocal readership—no more. I think it has already assumed the strange, somewhat sour mantle of an “influential” classic, one whose most visible legacy will always be the way it presaged so much that came after. Once you read Arcturus, you’re always finding chunks of it here and there, like burning fragments of an exploded spaceship smoldering in a field. Its Mariana Trench pessimism turns up in Harlan Ellison and, with a paranoiac twist, in Philip K. Dick. Its deep exploration of reality through violence and sexuality bring to mind A Clockwork Orange, Dhalgren; and Maskull’s surrender into a metaphysical system vaster than himself hits on core conceits in much of Pynchon. And most obviously, science fiction as metaphor for our own world, our own souls, was a shocking and (to some) ugly experiment in Arcturus—but today it’s as common as grass.

I think the novel’s admirers want recognition for Arcturus because Lindsay’s life is always painted as one of frustration, where recognition for his accomplishments was continually withheld. And that’s true. But he also created a masterwork, and it seems weird to quibble with immortality, no matter how it comes. Even today, Lindsay’s first novel stands out in any literary landscape, casting a long shadow: an architecture phased in from a parallel dimension both alien and familiar.

Saturday Matinee: Momo

“Momo” (1986) is an Italian/German fantasy film directed by Johannes Schaaf and based on the 1973 novel of the same name by Michael Ende (The Neverending Story). The plot explores the concept of time through the journey of Momo, a girl whose extraordinary personality puts her at odds with the Men in Grey, shady representatives of the Timesavings Bank who steal the time of all her neighbors in the village. Momo features the final performance of writer/director/actor John Huston.

 

Weaponized Hyperreality: Social Engineering Through Corporate State Propaganda and Religion

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By Luther Blissett and J. F. Sebastian of Arkesoul

Perhaps no philosophical concept more aptly describes the current cultural milieu than hyperreality, characterized by wikipedia as “an inability of consciousness to distinguish reality from a simulation of reality, especially in technologically advanced postmodern societies.” The predominance of hyperreality comes at a time when people in power have never had more to conceal, distort and distract the population from while there’s never been more people who have more means and motives to stay distracted. This is evident in many aspects of contemporary life from corporate news narratives shaped by sponsors and “official sources”, increasingly absurd denials of the true state of the economy from (mis)leaders, widespread dependence on pharmaceuticals worsened by direct-to-consumer advertising and a sham drug war, fanatical worship of celebrities, to slavish acquiescence to fads and fashion. But most obvious is the increasing amount of time spent in front of screens whether for work, shopping, social media, education, self-expression, games, web content, or the exponentially growing volume of video entertainment. Though video games and web series are catching up, the primary narrative formats for cultural expression and transmission today are still television and film.

Struggling to retain their cultural/economic status in the face of increased competition while appeasing shareholders of their monolithic multinational corporate owners, large film and television studios are increasingly risk averse. This is glaringly apparent in the output of major studios which are for the most part the media equivalent of comfort food; familiar (formulaic), satisfying (crowd pleasing), full of empty calories (lacking intellectual/emotional complexity or challenging ideas) and generally bland in terms of content and presentation. On television this is commonly displayed through clichéd tropes, characters and situations while films are now more than ever driven by CGI enhanced spectacle. Both rely on repeating what has worked in the past and (for viewers of a certain age) appealing to nostalgia while pandering to current cultural trends.

Of course such strategies overlap, as there’s more than a few television programs that offer Hollywood style spectacle and big budget movies which imitate successful formulas in the form of adaptations, sequels, prequels, reboots, spin-offs, and mockbusters. In fact the majority of Hollywood’s summer blockbuster output is now comprised of such derivative and safe content predominantly in the form of fantasy and science fiction films.

The ideological motives and functions of cinema and other pop culture are manifold, but a major one is control and influence of mass audiences. We now know the US government has been doing it at least since the 1950s. According to a Church Committee investigation detailing Operation Mockingbird in 1976:

“The CIA currently maintains a network of several hundred foreign individuals around the world who provide intelligence for the CIA and at times attempt to influence opinion through the use of covert propaganda. These individuals provide the CIA with direct access to a large number of newspapers and periodicals, scores of press services and news agencies, radio and television stations, commercial book publishers, and other foreign media outlets.”

More recently, in 1991 the Task Force Report on Greater CIA Openness revealed the CIA “now has relationships with reporters from every major wire service, newspaper, news weekly, and television network in the nation,” which enables them to “turn some ‘intelligence failure’ stories into ‘intelligence success’ stories, and has contributed to the accuracy of countless others.” It also revealed that the CIA has “persuaded reporters to postpone, change, hold, or even scrap stories that could have adversely affected national security interests…” (Global Research, Lights, Camera… Covert Action: The Deep Politics of Hollywood)

Government influence of culture factories such as Hollywood through covert infiltration or embedded advisors ensures that the end product reflects the values and behaviors they wish to promote (ie. xenophobia, deference to authority, nationalism, parochialism, narcissism, anti-intellectualism, consumerism, rapaciousness, etc). In some cases, most notably Zero Dark Thirty and United 93,  the goal is to cement an official narrative into the collective consciousness. A more sophisticated method of social engineering via Hollywood is predictive programming; presenting through media societal changes to be implemented by leaders in order to gradually condition the public and reduce resistance to such changes.

Manipulation of public sentiment through mass media also makes sense from a purely corporate perspective. Why wouldn’t media owners gear the ideological content of their products to support the systems they benefit from while screening out more critical messages? Occasional subversive content may get past the gatekeepers if it’s immediately profitable (which it sometimes can be if particularly resonant), can be co-opted in some way that serves the status quo, or if the creative minds behind it are particularly lucky, talented, and/or well connected. Regardless, one could argue uncritical media consumption is a form of pacification through distraction and escapism and all corporate media content are a result of calculating the highest return on investment, which more often than not reflects the culture’s most deeply ingrained values and myths.

This is particularly true for fantasy/sci film films, which have become ubiquitous for a number of reasons including cultural tastes of global demographics, aesthetic trends (eg. hyperreal CG effects for evermore spectacular imagery), impact of changing media technology on the economics of production and distribution, growing awareness of the value of properties belonging to rich fictional universes which can be mined by worldbuilding studio screenwriters, and in many cases, resonance with our increasingly dystopian world. Most fundamental is profitability, especially as sfx technology becomes more advanced and affordable, licensing opportunities increase, and film franchises that come with large and passionate built-in fan bases reduce the need for marketing and practically sell themselves.

Many who grow up immersed in geek culture already have a hyperreal relationship with fantasy and science fiction realms which heightens the nostalgia evoked by the stream of multimedia incarnations and product tie-ins (bolstered by cult-like fan communities). Is it any surprise that fans who’ve extrapolated on the “Jedi” concept from the Star Wars films turned it into a religion? The Jedi cosmology (and similar ones from countless sci-fi/fantasy films) are modeled on mysticism, a philosophical framework which could fill a void for spiritually deprived materialist cultures. For many people, comic book fandom is another safe and entertaining way to explore concepts that might otherwise be too “out there” (perhaps especially among those who share an equally strong interest in materialist science). At the same time, because of the influence of marketing, the greater role of technology in society and changing cultural trends, geek culture has become a larger part of mainstream culture. Combined with celebrity worship, the lure of technology (both on-screen and off), and increasingly omnipotent powers of multinational corporations, modern big budget sci-fi/fantasy films represent a confluence of potent socioreligious crosscurrents.

Recent works such as Christopher Knowles’s Our Gods Wear Spandex and Grant Morrison’s Supergods examine to an extent superheroes as modern mythological archetypes. Bill Moyer’s The Power of Myth explored how Joseph Campbell’s theory of the monomyth (or hero’s journey) influenced and shaped the Star Wars films (which itself has influenced myriad blockbusters since). In The Hero With a Thousand Faces, Campbell identified a story template used in almost all pre-modern cultures across the globe which goes something like this:

A reluctant “chosen one” in an ordinary world receives a call to adventure and warning of a danger that must be confronted. With the training and wisdom of a mentor the hero crosses the threshold into the unknown. Companions acquired along the way assist in overcoming a series of challenges and temptations until reaching the depth of their fears and resultant apotheosis or rebirth. This empowers them to achieve their goal and return triumphant to an admiring family/community/nation etc.

It’s not hard to see the attraction of narratives such as this which tap into primal emotional needs and can be found in a wide range of religious narratives such as the lives of Buddha, Christ, Muhammad and Rama among others. It also serves as a metaphor for spiritual/psychological journeys through life.

In a recent post on his Secret Sun blog, Christopher Knowles states “Myths grow out of times of crisis and upheaval, in one way or another. The current vogue for superheroes is a symptom of the powerlessness felt by a populace under assault by the realities of Globalist social engineering, war-making and economic redundancy.” I would add that myths can also be exploited to function as part of a cultural assault to perpetuate Globalist agendas. Authoritarians are all too eager to depict themselves as monomythic demigod saviors and/or those serving them as self-sacrificing rugged individualist heroes fulfilling their grand destinies.

In the same piece, Knowles concludes: “But myths do die. They aren’t immortal. The next war or wars may in fact sweep away the myths of the 20th Century entirely. The wars may send people reaching back to far older myths as civil wars can rekindle the bonfires of identity, sending people back to the myths of ancestors. This has always emerged in times of close conflict, particularly in conflicts seen as struggles against occupying powers.”

If he’s correct, there may be some hope for our culture to reclaim myths as a means of understanding reality rather than serve as a trapdoor to fabricated hyperreality. The problem is that there is a gap that needs “filling in” between reality and hyperreality. One of the many consequences of postmodernism is the complete blurring of the line between what is real and what is not. A sort of apathy has kicked in within the human psyche given that crushing truths, not easily discernable in the past, are all out there in the raw. Religious and scientific truths once held sacred can be easily discarded. Morality is a rare hobby in a generation both cynical and powerless to discern reality. This is as well due to globalism and technology, which serve as hubs for information retrieval that wasn’t readily available. Humanity has developed thicker skin, while at the same time widened the existential void left by a reality that is less and less objectifiable. Opinion makers are everywhere, information is ubiquitous, and the species is obsessed with being entertained while answers are readily manufactured in the shape of capital fetishes, all the while ideology that purportedly made a call for a “better and different” world, such as Marxism and psychoanalysis, has become both a haunting spectre and an empty promise.

In the past these formulae failed. In the future they seem more and more unlikely. Capitalism has adapted itself to revolutionary ideology. It has generated even more power from it, defusing the motivation for change and twisting the definition of revolution, all the while turning such concepts into brands. The irony. There is call for a “new objectivism”, however. A bet for a system reboot, in which categorical truths can be retrieved and argued from. The analogy is this: keeping what works and dismissing what doesn’t. Sounds like a simple and logical plan. The problem is that those who get to define what works and what doesn’t will be the powerful, uncanny minority. This is their game, and we have cynically accepted it. It is the way it is. Unless we can evolve from reality to hyperreality, and from hyperreality back into reality, as a species that learns, adapts, understands how high the stakes really are, and moves forward as a collective that is conscious and responsible of its flaws, it appears we are doomed. Three scenarios: first, the narrative will continue as is: the majority will continue to be repressed, and will perpetually seek escape by the hand that feeds until lost completely in hyperreality. Technology moves forward, religion condenses into inconvenient myth: we completely “plug in”. Then what? Well, you just have to see Her to see into this future. The second, war extinguishes civilization and winds back the evolutionary clock, think Mad Max, until we reach the first scenario, as if in a loop. The third and most bleak, nuclear war. The species ends.

What we learn from this exercise is that we are at the apex. This is it. The crushing truth of existence is firmly on our shoulders. War is unravelling. An ever-shrinking number of brands dominate the world. And an even smaller number of people call the shots. In between reality and hyperreality there is confusion. There is no longer a basis to discern between the two. We are as it were, lost. We need to fill in this gap. We need to dig deeper than ever before for a reason to dissolve our differences. Somehow the dilemma is set: surrender or die. But the crux of the problem can be overridden if we use the knowledge and tools we have to fight for a better, and more responsible alternative.