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Tuesday, October 19, 2010

How can text "show" us anything?

One of my pet-preoccupations is the debate within the horror community whether a monster is scarier if it's shown or merely suggested.

It's clear enough what this distinction amounts to in visual media like film and comics. Showing means the explicit depiction, on-screen or in-panel, of a relatively complete image of the monster. Suggesting means offering just enough hints of what a monster looks like--partial or unclear glimpses, sound effects, claw-marks or carnage or other traces of activity--for audiences to form their own mental images of the monster.

Does this distinction have any application when it comes to prose fiction like novels or short stories? Does it even makes sense in that context? Prose is not a visual medium, and therefore can't literally show us anything, the way movies or comics can. With unillustrated text, there are no external images; the only images are the mental ones readers imagine. In this literal sense, words can only ever suggest an image. But is there any sense in which they can also be said to show it?

I think so. Here's one way to think about imagination, art, and language that supports the use of this distinction where prose fiction is concerned:

We have evolved impressive visual and memory systems to take in and store information from the world around us. Impressive as these systems are, they aren't magic. There are no limits to the information available out there, but our visual systems have limited bandwidth and our memory systems have limited capacity. Our visual systems have grown uncannily efficient at recognizing and extracting only the most essential information and converting that into the rich experience of a visual field we enjoy. Our memory systems have grown just as efficient at further extracting only the very, very most essential information, breaking it down into components, and storing those units in the form of "dispositional representations" that allow us to reconstruct rough, incomplete, but usually good enough mental images of things we've previously perceived. What happens when we remember something visual is, the information stored in these dispositional representations gets sent "downstream" to the visual cortex--the same one that processes visual perception--and from that information, it generates the experience of a mental image (see this post for a much more detailed discussion of all this).

Of course, even very vivid memories are much fainter than perception. That's why people carry around photographs of loved ones. No matter how well they remember the loved one's face, there's no substitute for being able to actually look at it. The reasons for this discrepancy should be obvious: the visual cortex receives vastly more and better input from perception than it does from memory. Visual perception is supported by all kinds of dedicated anatomy (binocular arrangement of the eyes for depth perception, cone photoreceptors for color perception, etc.) and early-visual pathways and processing systems (for functions like edge-detection, various Gestalt effects, etc.) that have been fine-tuned by long evolution to make best use of as much of the highest quality information as possible, and what's more, they can continuously extract further information from whatever is being looked at. Memory has a finite store of information to offer, and that information has undergone processes of selection, refinement, and specialized coding which leave it more abstract, attenuated, and even degraded, compared to what perception takes in; what's more, when this information serves as input for mental imagery, it doesn't benefit from the early-visual structures or systems downstream of the visual cortex--those channels are all tuned to the outside world, and play no role in introspection.

Now, when we form mental images in imagination, we don't generate them by magic. The visual cortex does that work, too, and it needs input from somewhere. Where it gets that input from is memory. Once we've stored information in dispositional representations, we can reactivate it in patterns previously perceived, but we don't necessarily have to. We can also activate it in new patterns to generate new mental images. That's a wonderful ability! The problem is, these new imagined images are as faint and sketchy as remembered images, because they're formed from the same low quality and quantity of input.

One important function of visual art is to help make up for these limits of imagination. Visual art can serve as an extension, or prosthetic, of visual imagination, by putting a mental image out where we can see it. By committing a mental image to paper, canvas, clay, or whatever, an artist is first and foremost making it available to perception. Even if the artist only sketches a rough equivalent of the mental image, that still improves his access to it, because now it exists in a stable form that can be inspected with the full cognitive power and sensitivity of the visual system, rather than as a fleeting internal image that must be maintained through concentration. An image realized in art can also be added to and improved upon, in ways that would exceed our mental capacities if we tried to do them in imagination without the art as an external aid. That's why sketching is such an important part of the artistic process. In Natural-Born Cyborgs, Andy Clark (to whom I owe this idea of art-as-prosthetic) asks, "Why not simply imagine the final artwork 'in the mind's eye' and then execute it directly on the canvas? The answer," he goes on to explain, "is that human thought is constrained, in mental imagery, in some very specific ways in which it is not constrained during online perception." He then describes "a kind of looping process" in which "the artist first sketches and then perceptually, not merely imaginatively, re-encounters visual forms, which she can then inspect, tweak, and re-sketch so as to create a final product."

That brings us, at last, to the question of prose fiction. Language, it turns out, can also serve as a prosthetic aid to visual imagination. Whereas visual art can make a mental image accessible to perception, our ability to to select and combine words to convey precise details tremendously enhances the quality and quantity of information that can be retrieved from memory for the generation of mental imagery. It greatly increases our control over not only the content of a mental image, but also formal features like perspective, framing, figure-ground relations, "scene cuts" and transitions, etc. All that early-visual stuff that imagination can't access on its own?--the right description can direct us to visualize something in a way that simulates those effects. Formulating a mental image as a description also makes it more stable, which permits us to devote fewer resources to maintaining it and more to experiencing it. The ability to revise, substitute words, tinker with phrases, etc. lets writers employ the powerful internal/external looping process that artists employ in sketching, to add to and improve upon a mental image in a way that wouldn't be possible if the imagery weren't directed by the choice and arrangement of particular words. Used in this way, language makes our mental images virtually external enough to confer some degree of all these advantages of a literally external canvas or screen.

Admittedly, all of that still leaves us a far cry from perception. Prose fiction just can't compete with visual art in that regard. That isn't what it does best. Nevertheless, language serves this prosthetic function effectively enough that it makes sense to distinguish between times when it does so and times when it doesn't, and to call the former "showing" and the latter "suggesting."

Monday, October 18, 2010

Hey Kid, Comics!

BERJAYAI just pulled out my original issues of Detective Comics 475 and 476---the Joker fish issues!--and read (well, leafed through) them with my four-year-old nephew. He loved them. I have the Strange Apparitions trade that collects them, and I may buy another copy for him, but for some reason I just wanted him to see and feel the original comics. Call me sentimental, but I almost teared up at his delight. Is it so wrong to wish kids today could interact with comics the way I did when I was their age?

P.S.--thanks to Sean for cluing me in to this. We read it every time the nephew comes over!

Sunday, October 17, 2010

THE WALKING DEAD: Compendium 1 by Robert Kirkman, Charlie Adlard, et al. (Image)

BERJAYASo we're two weeks away from the premiere of AMC's Walking Dead, and for once I'm determined to get in on one of these big everyone's-talking-about-it serial teevee shows from the beginning. I've never felt very tempted to check out the comic, because no amount of buzz or acclaim has ever overcome my suspicion that it's just a particularly well-done but still by-the-numbers zombie apocalypse tale. The extremely generic title, the covers, and a casual flip-through glance at the inside art are all it's ever taken to reassure myself I'm not missing anything special. When someone tries to explain that it's "really about the survivors," I'd shrug and think, Whatever. But I know there's going to be some cross-blog discussion when the show gets rolling, and I'd like to be part of it, and so in preparation, I broke down and bought this hefty (1000+ page!) tome, which collects 48 issues/8 trades.

BERJAYAI'm glad I went big. This whole thing makes for one hugely satisfying slab of story, but I simply can't imagine following it in floppies, and although I was always happy to keep turning pages as long as there were pages to turn, I don't think any of these trades would have motivated me to keep going if I actually had to run out and buy the next one.

Ironically, that's partly a tribute to Kirkman's success in evoking a sense of life just going on because that's what life does, even in the wake of something so game-breaking as a zombie apocalypse. This simulated sense of watching life unfold, rather than a story, removes any expectation of closure. Even the longest-lived superhero series, and those that promise to continue on as long as there are comics, remain fundamentally story-shaped, meaning that despite the neverending continuity, they're punctuated at intervals with the "sense of an ending" as story arcs resolve. In Kirkman's world, crises arise and are handled (or not!), but strictly speaking, nothing resolves or provides any closure. Where another story would begin in a superhero comic, in Walking Dead, the traumatized survivors can only moan, "What the fuck is it now?"

BERJAYAThe upshot of this is that, for the first seven volumes, any jumping-off point seems as good as any other. An overarching climax exerts a kind of gravitational pull to keep readers reading, and its absence is felt here, even when the action rushes on with the most breathless forward momentum.

[hidden spoiler--click to expand]


What people mean when they say this series is "really about the survivors" is that the main conflicts take place between the survivors, and often within them. Mind you, the zombies are never irrelevant!--their horrifying, threatening, demoralizing presence obtrusively exerts a constant pressure on everything that happens--but they recede fairly quickly to complicating factors in (living) human conflicts that more immediately dominate the foreground. As for those human conflicts, you really just need to read them to appreciate them. They come across as very natural and inevitable, and certainly earned. They're heartfelt, and often heartbreaking. Kirkman's writing really shines here, in a way that a review simply can't convey, because engagement with the well-paced rhythms of emotional fluctuation must be experienced firsthand, and serves as its own reward.

BERJAYAThe one exception--the one really big misstep, in my judgment--is the character of the Governor. When he first emerged as a principal antagonist in volume five, I thought he held a lot of promise as a cautionary example and gut-check for Rick, whose increasingly vertiginous moral/psychological tailspin was reaching crisis proportions as the central story-problem. That whole angle is compromised, and pretty much all the suffering the Governor goes on to inflict is cheapened, when his collection of still-"living" zombie heads and his incestuous necrophiliac pedophilia reduce him to a broad caricature of a sadistic weirdo. Granted, a zombie apocalypse would certainly bring out the worst in many people, and that "worst" would in some cases undoubtedly include unconscionable cruelty, revolting expressions of sexual violence, and/or bizarre trophy fetishes. If Kirkman had taken his typical care in establishing the tragic unleashing of these psychodynamics in the Governor, I could have bought it. That doesn't happen, though, and so the Governor sticks out from all the substantial, textured, hard-won characters as an incongruously simplistic Villain. (For the tv show, I can imagine Gary Oldman in the role, chewing the scenery to splinters.)

BERJAYAIf I haven't said much about the art to this point, that's because it's so functional here as to almost be transparent (odd as that may sound). It tells the story, without ever being good or bad enough to call attention to itself. I never wished for a better artist, but I also never lingered over a panel or marveled at a composition or layout. If that sounds like faint praise, I can't imagine a better style for this particular comic. Although in a technical and literal sense, this comes from Image, the flashy Image style I gushed over for Blackest Night would be sorely out of place here, in undermining tension with the down-to-earth milieu, characters, and events.

BERJAYASo would I recommend it? Well, I would definitely recommend this Compendium. What I mention in the hidden spoiler above is what really brings this whole volume together as a rock-solid, jaw-dropping, great-comics-reading experience. If you're interested in Walking Dead, don't fuck around with floppies or even trades; just take the plunge and grab this thing. At thirty-eight bucks from amazon (which qualifies it for free shipping), it comes more cheaply than four combined trades, let alone the eight it collects. Still two weeks out from Halloween, you can still get this in time for the show, and then join me here as I discuss it, hopefully engaging with other horror and comics bloggers.

BERJAYA

Saturday, October 16, 2010

LIFESTYLE ILLUSTRATION OF THE 60s, Ed. by Rian Hughes (Fiell 2010)

BERJAYAMany thanks again to Bish for turning me on to this, and to Parka for selling me on it. The sixties was a glorious era of lush, painted illustration, for everything from paperback covers (even the most disreputable fare) to movie posters. This book collects over a thousand groovy-age illustrations that accompanied stories and features in British women's and girls' magazines. At 576 glossy pages of generous proportions (10"x7.7"), this thing weighs in at over four pounds, and it's worth its weight in gold. As you may have worked out, the illustration-to-page ratio is pretty sweet. The pages are big enough to show off four pieces to good effect, and more commonly display three or two. The layouts are almost kaleidoscopic in their variety, thanks to the varied shapes of the illustrations. The many full-page pieces and two-page spreads are well-chosen and just fucking spectacular.

BERJAYARian Hughes's Foreword amounts to two thin, pointless columns, but David Roach's two-page Introduction economically conveys a fair amount of history, context, and behind-the-scenes information. I might have liked a little more in the way of that, but not at the expense of the pictures.

BERJAYAWhere I would really have liked more information is in the minimal text accompanying the illustrations. We get the artist credit (where possible--quite often not) and magazine title. I would also have liked specific issue information. Anyone curious to track these down in their original form and perhaps check out the stories would have a hard go of it. The illustrations are organized by year, but many of these magazines were weekly. Sadly, a quick check on ebay.uk turned up almost nothing in the way of the magazines represented here, and it's possible very little of this ephemera survives outside of bound library volumes (and probably precious few of those). That's why it would also have been nice if the authors and titles were given for the stories these illustrated. Such stories are sometimes excerpts or digest versions of new-release novels, or at least some of the authors might have written novels in a similar vein.

BERJAYAI'd love to read groovy-era British popular fiction set in London (preferably horror, but hell, I'll take romance, mystery, "mainstream," whatever), but I'm having a ridiculously hard time finding any. So when I see illustrations like the following, I really wish I could track the stories down:

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BERJAYAOh well!

Bottom line--this book is a gem. At $30 from amazon (free shipping, natch!), it's a steal. More art at that Parka link above, and also this jaw-dropping video:

Tuesday, October 12, 2010

Oltretomba N. 262: Fascino sepolcrale (Sepulchral Appeal), Published in 1983

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Austria, year 1905. A nice day for some graverobbing.

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Oswald and Erna steal nothing more than one skull, though, because Oswald is a ventriquolist and needs it for his act.

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Unfortunately the skull fucks up Oswald's every show by speaking ugly truths all by itself.

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It turns out the haunted bonehead is just lonely and wants to be loved.

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Jealous Erna decides to throw her new rival into the sewers...

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...but that only makes Oswald snap.

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He gets chased through the city, and when he tries to hide in the sewers, rats attack...

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...and the poetic ending is poetic.

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As fumetti afficionados have probably already realized, this is another masterpiece by the divine artist Lorenzo Lepori. He did some of his best work for Oltretomba, so stay tuned for more.

Monday, October 11, 2010

Fucking Columbus Day

It seems like every time I'm waiting for mail or a package, some random bullshit "holiday" pops up to keep me waiting one goddamn day longer. I'm not talking about the big ones like Thanksgiving or Christmas, which I expect and understand; I mean those stupid, seemingly once-a-month Mondays that make me wonder, "Where the fuck's my mail?!?", until I realize, "Oh, it's fucking Columbus Day," or whatever.

Friday, October 08, 2010

Boding worse

So I'm driving home tonight, and what do you know--another goddamn owl swoops across the road at windshield-level. A very near miss. It's getting scary.

What's a "slasher"?

And Now the Screaming Starts wants to know how you define it. Go take your best shot at enumerating the necessary and sufficient conventions of the genre!

I'm afraid I went a little too broad with:

1) Multiple kill scenes
2) most of which involve hand-held bladed and/or pointed weapons.
3) A human (though not necessarily living) "killer figure" (who may turn out to be more than one person)

Obviously, that's no good for separating slashers from gialli, if that's important to you. Then, we can imagine a Rambo movie where his only weapon is a knife or something. Oh well! Let's see you do better. (By the way, I'm closing comments for this post, to make sure you leave them at ANtSS.)