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Showing posts with label Grim Fandango. Show all posts
Showing posts with label Grim Fandango. Show all posts

Friday, 17 July 2020

Stories that resonate



The film director Brian De Palma once gave a vivid description of how resonance works in storytelling. He likened different elements of the story to charged rods. When they get to just the right separation – CRACK! – you get a spark that illuminates the narrative. Too far apart and the discharge doesn’t happen. Too near and you get a closed circuit that never charges up in the first place.


One of the best uses of resonance in games is in Grim Fandango. The 1930s style of the setting allows a pseudo-Art Deco motif in the office block where the hero works, which is the headquarters of the Department of Death. Real-world Art Deco was influenced by Egyptian art, making it an excellent metaphor for the afterlife which is the setting of the game. In Grim Fandango, that Art Deco style comes with a spin, though, in that the decorative images used are not Egyptian but Aztec – which pulls us back to the origins of the Day of the Dead festival in pre-Columbian myth.

The 1930s trope also works well with Grim Fandango’s noirish private-eye slant and the slightly shabby elegance familiar to anyone who has ever visited a Mexican town like Morelia or Oaxaca. The game begins in the city of El Marrow, which looks like a sleepy burg that time has passed by. Indeed, this impression is accentuated by styling the world of the living, which the hero briefly visits, on Richard Hamilton's brashly colourful Pop Art paintings of the 1950s. (Life is to afterlife as the urban USA is to rural Mexico? That's resonance.)

Resonance can be used with varying degrees of subtlety. The least overt involves repeated images that defy instant critical analysis and so work on a very deep level. Examples of this kind of resonance – which we may call motifs – are hats in Miller's Crossing, water and the lack of it in Chinatown, and the use of discordant sounds and background noise in Touch of Evil.

More obvious are symbols that visually express the subtext. Hitchcock's thrillers often embody a sense of inevitability or danger by using shadows that seem to form a web or the bars of a cage. Orson Welles' Touch of Evil is set on the border between the USA and Mexico, and the story concerns a moral border: the grey area between the two lead characters, played by Welles and Charlton Heston. Those are more overt forms of resonance because they operate at the mind's liminal threshold.


Least subtle of all is resonance that simply swipes its whole scenario from another story or from the real world. I haven’t seen the new Picard series and know nothing about it apart from the screenshot that suggests Jean-Luc is now hanging out with Elrond. But a review mentioned that it deals with the refugees displaced by the destruction of the planet Romulus (what is it with Star Trek writers and blowing up planets?) and the notion that a less progressive administration at Starfleet is shirking their responsibility to help them.

Now, I have no quarrel with Star Trek being political. It always was; that was the whole point of it. The question here is whether it’s the kind of Roddenberrian allegorical scenario that fires us up with interesting ideas about timeless philosophical or political issues, or whether you’ll watch it and say, “Oh, so it’s a story about Trump.” The former is one of Mr De Palma’s lightning flashes: it’s alive! The latter fizzles out, its energy draining away in worthy obviousness.

I’m not sure if I’ll ever find out. There’s way too much TV these days to keep track of, and after seven seasons of TNG and Grabthar knows how many movies I don’t really feel the need for yet more Picard. But if you liked the show and can convince me it’s not from Western Union – well, okay then. Make it so.


Monday, 27 October 2014

The time of year for fear


Halloween is nearly here. Tell my next-door neighbours - they've had plaster pumpkins and a big witch's-hat display on their porch for weeks. If you get yourself all worked up that early, I think the actual day loses its spooky shine. Premature horripilation, Dr Freud would've called it. But if you're not sick of ghosts and goblins yet, here are some suggestions for an enjoyable shudder:

The image above is from "Wrong Turning", a comic strip in the Creepy style that I wrote for Martin McKenna after a fog-shrouded week at Shute Gatehouse. You can read the story here for free, but if you want to see the works of real genius that inspired it, Steve Ditko's collected Creepy and Eerie strips are here.

If that lights your turnip lantern, the comics connection gives me a segue to "A Dying Trade", a story I originally cooked up for a ghost-written Clive Barker book that didn't happen. I tried turning it into a comic with the help of Russ Nicholson, but that didn't get off the ground either. But eventually Dermot Bolton produced it as a short movie directed by Dan Turner, and you can watch that here.


Talking of movies, The Book of Life is out now and has to be worth a watch, because if two Mexican maestros like Guillermo del Toro and Jorge Gutierrez don't know their Day of the Dead, who does? As del Toro says:
“[What is it with Mexicans and death?] Ultimately you walk life side-by-side with death, and the Day of the Dead, curiously enough, is about life. It’s an impulse that’s intrinsic to the Mexican character. And when people ask me, what is so Mexican about your films, I say me. Because I’m not a guy that hides the monster: I show it to you with the absolute conviction that it exists. And that’s the way I think we view death. We don’t view it as the end of end all. You say 'carpe diem' in Dead Poets Society; we have that in a much more tequila-infused, mariachi-soundtrack kind of way.”
That whole vibe of wild partying and the flowering of life in death resonates with me, maybe because I got married in Mexico (just after the Day of the Dead, in fact). I like the fabulist notion of death teeming with all these passions and possibilities, which probably accounts for me being such a big fan of Tim Schafer's adventure game Grim Fandango. Boy, I wish somebody would turn that into a movie. Or a kids' TV show. Or a comic or a series of novels. (Well, maybe somebody did the last of those, kind of, only without Manny Calavera's decent-little-guy charm.)


The thing about Halloween is the fairground fun side of it. It's the ghost train version of scariness, a chill to enjoy by the fireside on a dark and stormy night. That's why I love John Whitbourn's classic series Binscombe Tales - not exclusively horror stories as such, but all of them open a window on an unsettling world of weird. They've been anthologized more widely, and won more awards, than any eerie English yarns this side of Algernon Blackwood, and the main reason for that is the storytelling warmth that accompanies the grave-deep chill and feverish fizz of Mr Whitbourn's imagination.

A more serious take on a tale of dread is to be found in Frankenstein, which (I'm sure you know) I turned into an interactive novel a couple of years back. There's no comfort to be found there, no cosy shiver before bedtime. This isn't the Universal horror movie version to be taken with popcorn and a pinch of salt, it's Mary Shelley's bleakly brilliant work of SF - only with more humour and characterization and fewer descriptions of mountain walks and river journeys. Oh, and I added a solution to the knotty problem of how the monster got the corpse of Frankenstein's murdered friend to Ireland, which otherwise makes no plot sense whatsoever. (Sorry, Mrs Shelley.) Read Dr Dale Townshend discussing the story with me here, or go and grab a copy (for iOS or Android) here.

More exploration of nightmarish unease was supposed to happen in Wrong, the online magazine I launched with Peter Richardson. Unfortunately the creators involved were all too busy trying to make a crust to throw in their time for free - myself included. But I still stand by our manifesto:
The most unsettling fears are the ones you can’t quite put your finger on. It needn't be anything as cosy as werewolves or vampires; nothing so comfortingly concrete as a madman with a knife. The supernatural, when it appears, can be a catalyst evoking the real horror that comes from within. ...Dreams are also a kind of truth, and bad things are more sinister when they happen to the blameless. Not everything is always explained and neatly tied up. There are often loose ends that will leave you uneasy. Rod Serling would be at home here. 

To round off, let's go back to Mexico. As well as getting hitched, I was there researching Maya mythology for my gamebook Necklace of Skulls. Eldritch encounters abound with skeletal noblemen who invite you to join them for a chat, threshold guardians on the way into Xibalba, disembodied heads, and the like. You can buy that in its new Fabled Lands Publishing edition, and if you get the paperback then the Kindle version is free, but I recommend waiting a week or two for Cubus Games's all-new app version. The full gleeful ghoulishness of the Day of the Dead has rarely been so vibrantly evoked as by Xavier Mula's artwork.