Fantasy Freaks and Gam..., Second Life Ethan Gilsdorf Fantasy Freaks and Gam..., Second Life Ethan Gilsdorf

A virtual world that breaks real barriers

Rose Springvale is the avatar of Georgiana Nelsen, who cofounded Al-Andalus, a virtual world patterned after medieval Andalus in Spain, where Christians, Jews, and Muslims coexisted harmoniously under Islamic rule. [Courtesy of Rita King and Joshua Fouts]In Second Life's Al-Andalus, a virtual world patterned after medieval Andalus in Spain, avatars of Muslims mix with avatars of Jews and Christians to strive for a more perfect union.

[from Ethan Gilsdorf's article in the Christian Science Monitor]

Thus far in the relatively short existence of online worlds and virtual communities, less than flattering stories typically float to the surface. The Internet is rife with tales of bad behavior: antisocial "trolls" posting inflammatory messages; players addicted to fantasy role-playing games; and marriages ruined by spouses staying up half the night to flirt in virtual spaces, even proposing marriage to people they've never met in the flesh.

Given the power of negative thinking, it's worth repeating: Not all that happens within the digital realms of monsters, quests, and virtual dollars is evil. Much of the zombie-shooting amounts to people having fun or finding an escape. But some online communities embrace a more lofty mission. They're forging new relationships across the chasms of nationality, religion, and language – long the unrealized dream of some who hoped the Internet could bring us closer.

One such place is Al-Andalus, named after a real nation that once existed in the Iberian Peninsula. From the 8th to the 15th centuries, the spirit of la convivencia, "coexistence," ruled Spain. Christians, Muslims, and Jews lived together mostly harmoniously, and created a vibrant artistic, scientific, and intellectual community.

The volunteers who "built" Al-Andalus in Second Life, the virtual world created by company Linden Lab, wanted to re-create that utopian place, particularly in the wake of the intercultural ill will brewing since 9/11. Only their Al-Andalus is made of pixels, not bricks, and peopled not by humans but their digital doppelgängers, or avatars.

"I'm a pacifist. I'm a mother," says cofounder Georgiana Nelsen, a business lawyer practicing in Houston who in Second Life (SL) goes by "Rose Springvale" (and, informally, the "Sultana"). "I want to always teach 'Use your words, not your hands.' And so this appealed to my personal desire to do something positive in the world rather than continue to foster things that are divisive."

After nine months of construction, Al-Andalus opened its virtual doors in July 2007, and now has 350 contributing members and receives thousands of day-trippers. The democratically run community (and recognized nonprofit) is roughly one-quarter Jewish, one-quarter Muslim, and the remainder Christian and atheist. The massive virtual grounds include a re-creation of the Alhambra and Alcázar fortresses and palaces and the Great Mosque of Córdoba, plus a caravan market, library (run by a Smithsonian librarian), theater, and art center. People can attend a flamenco concert; a meeting; or a religious service in a synagogue, church, or mosque – or even ride a magic carpet for an aerial tour (almost 180,000 have done so).

Read the rest here at the Christian Science Monitor
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Impulsive Traveler: Boston's Harbor Islands shelter a multitude of surprises

In the ominous opening of Martin Scorsese's movie "Shutter Island," Leonardo DiCaprio and Mark Ruffalo, playing federal agents, take a boat out to a craggy-cliffed island off the coast of Boston.

"My friends were watching the DVD and said, 'Wow! You have an island like that?' " said Phil Rahaim, a park ranger on the Boston Harbor Islands. He had to tell them, "Not exactly."

"Shutter Island" was partly shot on an island called Peddocks, but none of the 34 real harbor islands actually look much like the movie's CG-enhanced slab of rock. Nor have any of them ever housed an insane asylum conducting experiments with psychotropic drugs.

read the rest of my Washington Post story here

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Geek Out!

Like when the planets align, there are a few times each year when geeks can fly their freak flags high and proud, in vast numbers, and at the same time in different parts of the universe.

This coming Labor Day is one of those weekends.

On the west coast, we have Pax, in Seattle, a three-day game festival for tabletop, videogame, and PC gamers and a general celebration of gamer-geek culture. (And in the other corner, Atlanta, we have Dragon*Con. But more on that another time.)

In fact, Pax calls itself a festival and not a convention because in addition to dedicated tournaments and freeplay areas (The east coast version in Boston this spring had a very cool classic arcade game room, which was amazing! All your fave games like FroggerGalaga and my fave, Robotron 2084), they’ve got nerdcore concerts from awesome performers like MC Frontalot and Paul & Storm, panel discussions like “The Myth of the Gamer Girl,” the Omegathon event (A three-day elimination tournament in games from every category, from Pong toHalo to skeeball), and an exhibitor hall filled with booths displaying the latest from top game publishers and developers.

But I was thinking that probably the best part of PAX (and similar events like Dragon*Con, the other big fantasy/science fiction fandom event of the year) is this: You get to hang out with kindred folk who love their games and books and movies and costumes. They will argue and defend their fandom universes to the death. They will argue why Tom Bombadil should not have been cut from Peter Jackson’s Lord of the Rings. They will battle over Kirk vs. Picard. They will annoy and astound you with their detailed, persnickety knowledge.

In other words, a geek is less what someone loves as it is HOW they love that object of affection. Geeks are passionate about their thang before it became fashionable and long after it’s passed from the public eye. Perhaps that’s the best definition of a geek.

If you’re headed to Atlanta or Seattle this weekend, check here for how to win a free copy of my book Fantasy Freaks and Gaming Geeks, now out in paperback.


Ethan Gilsdorf is the author of the award-winning travel memoir-pop culture investigation Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms, now out in paperback. You can reach him and get more information at his website www.ethangilsdorf.com.

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When literary authors slum in genre

 

There’s a curious phenomenon happening out there in LiteraryLand: The territory of genre fiction is being invaded by the literary camp.

While it could be argued that literary writers have always borrowed from fantasy, science fiction and horror, even stolen genre's best ideas, I think there's a new and significant shift happening in the past few years.

Take Justin Cronin, writer of respectable stories, who recently leaped the chasm to the dystopian, undead-ridden realm of Twilight.  With The Passage, his post-apocalyptic, doorstopper of a saga, the author enters a new universe, seemingly snubbing his former life writing “serious books” like Mary and O’Neil and The Summer Guest, which won prizes like Pen/Hemingway Award, the Whiting Writer’s Award and the Stephen Crane Prize. Both books of fiction situate themselves solidly in the camp of literary fiction. They’re set on the planet Earth we know and love. Not so with The Passage, in which mutant vampire-like creatures ravage a post-apocalyptic U.S. of A. Think Cormac McCarthy’s The Road crossed with the movie The Road Warrior, with the psychological tonnage of John Fowles’ The Magus and the “huh?” ofThe Matrix.

Now comes Ricky Moody, whose ironic novels like The Ice Storm andPurple America were solidly in the literary camp, telling us about life in a more-or-less recognizable world. His latest novel, The Four Fingers of Death, is a big departure, blending a B-movie classic with a dark future world. The plot: A doomed U.S. space mission to Mars and a subsequent accidental release of deadly bacteria picked up on the Red Planet results in that astronaut’s severed arm surviving re-entry to earth, and reanimating to embark on a wanton rampage of strangulation.

And there’s probably other examples I’m forgetting at the moment.

So what’s all this forsaking of one’s literary pedigree about?

It began with the flipside of this equation. It used to be that genre writers had to claw their way up the ivory tower in order to be recognized by the literary tastemakers. Clearly, that’s shifted, as more and more fantasy, science fiction, and horror writers have been accepted by the mainstream and given their overdue lit cred. It’s been a hard row to hoe. J.R.R. Tolkien, C. S. Lewis, Philip Pullman and others helped blaze the trail to acceptance. Now these authors have been largely accepted into the canon. You can take university courses on fantasy literature and write dissertations on the homoerotic subtext simmering between Frodo and Sam. A whole generation, now of age and in college, grew up reading (or having read to them) the entire oeuvre of Harry Potter. That’s a sea change in the way fantasy will be seen in the future—not as some freaky subculture, but as widespread mass culture.

Yes, Margaret Atwood and Doris Lessing have delved into genre, although their works (A Handmaid's Tale, for example) was always taken as highbrow. Perhaps a better example: Stephen King, considered a hack horror writer for years who began publishing in the New Yorker in 1990. One wonders why the New Yorker finally caved and let him in the doors --- is this an implicit acknowledgement of his popularity? Or had King's writing gotten better. In any case, it's was a shocker when he began racking up impressive literary kudos, like in 2003 when the National Book Awards handed over its annual medal for distinguished contribution to American letters to King. Recently in May, the Los Angeles Public Library gave its Literary Award for his monstrous contribution to literature.

Now, as muggles and Mordor have entered the popular lexicon, the glitterati of literary fiction find themselves “slumming” in the darker, fouler waters of genre. (One reason: It’s probably more fun to write.) But in the end, I think it’s all about call and response. Readers want richer, more complex and more imaginative and immersive stories. Writers want an audience, and that audience increasingly reads genre. Each side—literary and genre—leeches off the other. The two camps have more or less met in the middle.

One wonders who’s going to delve into the dark waters next—Philip Roth? Salman Rushdie? Toni Morrison? Actually, it turns they already (sort of) have --- Roth explores alternative history in The Plot Against America
Rushdie's "Magical Realism," of Midnight's Children, in which children have superpowers. You might even argue that Morrison's Beloved is a ghost story.

 

[thanks to readers at Tor.com, where this post originally appeared, for catching some errors and helping me revise this into a better essay]


Ethan Gilsdorf is the author of Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms, which comes out in paperback in September. Contact him through his website,www.ethangilsdorf.com

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Pixels of the Past

Pong, Space Invaders, Galaga, Pac-Man, Donkey Kong, Dig Dug, Joust, Centipede, Tron, Dragon's Lair, and my personal favorite, Robotron 2084.

If you're a 30- or 40-something geek like me, you probably played video games as a kid. Not on the personal computer, which in the 70s and 80s was only in its infancy. I mean the big, hulking, stand-up video arcade machines. The ones that ate your allowance (or cafeteria milk money).

As I write about in the my recent article for the Christian Science Monitor "Video game museum gives arcade classics extra lives" (print edition archived here), these games have had a powerful effect on an entire generation. And now that generation is all grown up, like with a lot of childhood or adolescent hobbies looked back on with the 20-20 hindsight of adulthood, these old school arcade games create nostalgia. We have money, we have desire, and we want our childhoods back. If you have kids of your own, that's another reason to dip into the days of 8-bit pixels and dim, humming, cave-like video arcades. The ones near my hometown were called The Space Center and The Dream Machine. Cool.

When generations reach middle age, there's a curious phenomenon: a nostalgia for the way things were kicks in. For me, the "way" was that pre-Mac, pre-iPhone, pre-iPod, pre-Internet world where people called each other on payphones and left notes in each other's lockers to communicate, made plans ahead of time, and had to meet in public, in person (gasp!) in order to play a video game. None of this hunkering down for hours at a time to immerse oneself in online games; these games of yore, like say Missile Command or cost a quarter or fifty cents, and for me anyway, they lasted about 10 minutes tops. The little Pac-Man or Space Invader was iconic, symbolic, crude. It was like a metaphor for a little you.

The draw of old video games, like old anything, is a desire feel closer to a unspoiled experience. As Henry Lowood says in my article, video game game nostalgia is about "stripping away the surface layers associated with modern games gives them the feeling of being closer to something we might call core game-play." Modern games are inordinately complex and require the mastery of bunches of buttons. The arcade game had maybe two or three buttons and a joystick. Sometimes just a joystick ---- a cave man bone tool compared to games like Gears of War or World of Warcraft. 

We want to be connected to that time when things were, yep, simpler. When we didn't have all these fancy 3D computer animation technologies that produced photorealistic environments. When you could register your initials on the top score list of your favorite game, and enjoy a moment of fame ... until the next person came along to knock you off the leader board.

 

Ethan Gilsdorf is the author of Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms, which comes out in paperback in September. Contact him through his website, www.ethangilsdorf.com.

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Real-Life Role-Playing

Real-Life Role-Playing

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Facing Facebook

Facebook has become, for many, home sweet home on the Web. It has nearly blasted My Space and other social networking sites into obsolescence. When last checked, Facebook was after, Google, the world’s second most visited website.

But more than just market share, Facebook has captured mind share. It’s astounding how, in the mere six years since its founding in February 2004, Facebook has become enmeshed in our daily routines. Get up, make coffee, check Facebook. Time for bed, but not before updating your status one last time. More than half of its 400 million users browse Facebook website each day, a jaw dropping visitor return rate. The average user now spends almost an hour per day there, scrolling news feeds, sending virtual gifts like flowers, and playing games like Farmville and Mafia Wars. Every leisure hour we spend on Facebook is one hour we’re not doing what we used to do with our downtime: reading a book, cooking a decent meal, consuming other media like TV, going for a walk in the woods (or at least to the 7-Eleven). If downtime even exists anymore.

As David Kirkpatrick writes in The Facebook Effect: The Inside Story of the Company That Is Connecting the World (Simon & Schuster, 372 pp., illustrated, $26), Facebook has led to ‘‘fundamentally new interpersonal and social effects.’’ That’s some understatement. Facebook has not only triggered semantic shifts like twisting the word “friend” into a verb and coining a new term, “unfriend.” (Personally, I think the friend rejection process should have been called “de-Face.”) It’s also redefined what we mean by friendship. As Kirkpatrick smartly notes, when Facebook was first dreamt up in a Harvard dorm room, it was envisioned as a tool to complement relationships with real world pals, not create ones with people you’d never met in the flesh. Now it’s used as much for self promotion and political activism — think of the Obama campaign’s mastery of the medium — as for networking and tracking down old flames. At last count I had 756 Facebook ‘‘friends,’’ and another 591 ‘‘fans’’ of my book. But how many of these friends or fans could I count on in a time of crisis? In cyberspace, no one can hear you cry (unless you’re Skyping).

The Facebook Effect is actually two books in one. One part is the exhaustively reported story of Facebook’s founding and meteoric rise to near ubiquity; the other is a thoughtful analysis of its impact. We first see Harvard roommates and fellow computer geeks Mark Zuckerberg, Eduardo Saverin, Dustin Moskovitz, and Chris Hughes transform two early projects into Thefacebook.com. One was called Course Match, a program that encouraged students to enroll in classes based on who else had signed up; ‘‘[i]f a cute girl sat next to you in Topology, you could look up next semester’s Differential Geometry course to see if she had enrolled in that as well.’’ The other was called Facemash, which took pairs of photos from Harvard’s online dorm facebooks and asked users to choose the ‘‘hotter’’ person. Both were essentially designed for hooking up, not Zuckerberg’s later and more lofty goal of making the world a more open place.

The narrative charts a nearly clichéd story of naive but idealistic college kids renting a house in Palo Alto in the summer of 2004 and immersing themselves in Red Bull-fueled, all-night programming binges. They incorporate their little project, at this point still called “Thefacebook.com” (the “the” gets dropped in 2005). The site experiences staggering membership growth: 5 percent per month. Facebook expands from Harvard to include other colleges, then by the fall of 2006, the rest of the world. Word gets out. Google, Microsoft, and Yahoo begin to drool at the incredible value of a community so willing to divulge its personal information. Being a senior editor at Fortune magazine, Kirkpatrick revels in recounting backroom negotiations with these tech companies and venture capitalists, each falling over the other to woo Facebook.

While the Machiavellian wheelings and dealings of Silicon Valley heavyweights might bore some readers, the interpersonal dirt shouldn’t. Kirkpatrick received full cooperation from Zuckerberg and many key players who sat for multiple interviews. We hear about personnel ousters, and lawsuits claiming Zuckerberg stole ideas from other social networking sites. While Kirkpatrick’s coziness with Facebook higher ups could have impaired his ability to be critical, we are thankfully given the occasional unflattering portrait of Zuckerberg. In one recreated scene, the newbie CEO is scolded by a colleague, ‘‘You’d better take CEO lessons, or this isn’t going to work out for you!’’

But far more interesting are the book’s efforts at social and behavioral commentary. Kirkpatrick raises the right questions, even if he doesn’t yet have all the answers. As the social network balloons --- Zuckerberg recently predicted he’d reach one billion worldwide users --- Kirkpatrick wonders if the site might make us not more global, but more tribal; not more individualistic but more conformist and vulnerable to marketing. The decentralization of information, relying on friends not institutions for news, seems like a positive democratic step. But in a world where, as The Facebook Effect observes, ‘‘everyone can be an editor, a content creator, a producer, and a distributor,’’ what is ‘‘news’’? Who are the gatekeepers? Users have already grumbled several times about Facebook’s disclosure of personal information to third parties. As recently as this May, Zuckerberg once again backpedaled for misusing user data, issuing more of an “oops” than an apology: “We just missed the mark,” he wrote. Facebook has since implemented new and clearer privacy settings.

If Facebook is warping our sense of privacy, at least it’s a community based on self-disclosure: You have to reveal the ‘‘real’’ you to join, and your identify is vetted by real friends. Most shenanigans found in anonymous online communities --- behaviors like flaming, griefing, and other anti-social quirks of online games and message boards ---aren’t tolerated. If someone becomes obnoxious, you can always defriend him. Not that there isn’t some degree of role-playing in all those clever status updates. For don't we all want to be seen as clever and ironic, witty and hip? To put our best online foot and face forward? Still, as Facebook increasingly melds with our selves, one can't help but question if it's become too easy to play the roles of voyeur, exhibitionist, and narcissist.

Ethan Gilsdorf is the author of Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms, which comes out in paperback in September. You can reach him and get more information at his website /.

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‘Extra Lives’ asks: What’s in a game?

Must video games remain mere entertainment. Could they provide narratives that books, movies, and other vehicles for story delivery can’t? Might they even aspire to art?

Tom Bissell's new book "Extra Lives: Why Video Games Matter" (Pantheon, 240 pp., $22.95) aims a tentative mortar shot at these targets. It comes at the right time. These are potent days for video gamers. The baby steps taken by Pong, Space Invaders, and Doom have become the thundering footfalls of Halo, Gears of War, and Mass Effect. 

Production budgets for big games like Grand Theft Auto and World of Warcraft rival those of movies.The industry rakes in billions, turning formerly closeted code monkeys and hackers into minor, Lamborghini-driving celebrities. Popular game sequel release dates have become events unto themselves, inspiring fans to line up at midnight outside their local Game Stops.  

The problem is, no one knows how to talk about gaming — these Xbox and PlayStation binges that nervous parents worry could turn their kids into hollow-faced, emotionally-stunted, Dorito-eating dorks.

I'm sort of joking. But it's true: folks worry about the long term effects of kids --- and adults --- who increasingly play these sorts of elaborate, visually-rich and hypnotically immersive games, and not old-school games. Monopoly anyone?

As with any mass movement accelerating into the passing lane of pop culture, gaming requires its own discourse. Yet, the language we use to discuss, evaluate, and dissect this new medium is largely monosyllabic: good, bad, like, no like.

Frustrated by the lack of serious video game criticism, Tom Bissell wrote his own geek-centric inquiry. In “Extra Lives: Why Video Games Matter,’’ Bissell sets out to establish his own aesthetics for the medium. 

Bissell, author of highbrow books like “God Lives in St. Petersburg and Other Stories’’ and “The Father of All Things: A Marine, His Son, and the Legacy of Vietnam,’’ makes two startling admissions. 1. He outs himself as a serious, addicted gamer. 2. He finds the pleasures of literature “leftover and familiar.’’ He’s bored with books. “I like fighting aliens and I like driving fast cars,’’ he writes.

His investigation is bedrocked upon personal experience, but “Extra Lives’’ mostly steers clear of memoir. We don’t learn much more about Bissell’s life, other than a few personal details (including a troublesome cocaine habit). But the author’s reflections infuse everything. He doesn’t tell a story; rather, he maps how his favorite games make him feel.

In his quest to elevate video game criticism, Bissell borrows terms from literary and film analysis. He grapples with ideas like “authored drama,’’ “formal constraints,’’ and “narrative progression.’’ Along the way, we also meet game developers at such megaliths as Epic Games, Bio Ware, and Ubisoft.

Thankfully, the book isn’t pure fanboy boosterism. It’s love/hate. Video games can be great, he says, but they can be “big, dumb, loud.’’ Some (like Bissell’s beloved Left 4 Dead) refuse to challenge their players; they merely “restore an unearned, vaguely loathsome form of innocence — an innocence derived of not knowing anything.’’ He calls Call of Duty 4 “war-porn.’’

A master prose stylist, the erudite Bissell is frequently insightful, if only occasionally too clever. (He’s mined needlessly dark corners of his thesaurus for words like “saurian’’ and “dipsomaniacally.’’) “Extra Lives’’ can also be funny. Bissell mockingly laments that he’s “saved’’ so many fictional worlds that he’s “felt a resentful Republicanism creep into my game-playing mind: Can’t these [expletive] people take care of themselves?’’

The aesthetics-in-progress of “Extra Lives’’ reveal a proclivity for games such as Fable II, which present players with tricky moral choices and tempt them to be bad. What’s more, Bissell deplores games that don’t make him feel anything. He even wonders whether first-person shooters “are not violent enough.’’

By book’s end, we’re left with this question for game developers: Now what? The industry has mastered gee-whiz realism, tasty eye-candy, and uber-believable game play. Gamers could demand the deeper emotional pleasures supplied by novels and movies. Or they might not. As indie game developer Jonathan Blow (of Braid fame) says, “We’re not really trying to have important things to say right now.’’

So don’t hold your breath. In the meantime, lock and load. We have plenty of zombies and aliens to blow away.

Ethan Gilsdorf is the author of Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms. More info at www.ethangilsdorf.com.  

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Not dead yet: Zombie movies are unalive and well

Not dead yet: Zombie movies are unalive and well

George Romero and Ethan GilsdorfGeorge Romero thinks the zombie genre is here to stay.

“I don’t think it will ever die,’’ said Romero, director of six zombie-themed films, including his latest, “Survival of the Dead,’’ which opens Friday. He was in Boston earlier this month to promote the film.

Of course, Romero is more than a little biased. Over the past 40-plus years, the director has brought us the landmark “Night of the Living Dead’’ (1968), “Dawn of the Dead’’ (1978), and “Day of the Dead’’ (1985), as well as “Creepshow’’ (1982). But ask the man why re-animated, flesh-starved corpses are stumbling and lumbering back into pop culture, hungry for our brains, and he draws a blank.

“Why zombie movies? In Budapest, 3,000 people dress up as zombies. What is that about? I don’t know,’’ said the gangly, avuncular, 70-year-old filmmaker who wears a gray ponytail and white beard. “I half expect a zombie to show up and hang out with the Count on ‘Sesame Street.’ ’’

Like other horror categories — vampire, werewolf, psycho-killer, demon — the zombie film once lay dormant in its grave. But the genre has made a significant comeback, and the uptick of zombie mania has benefited a host of filmmakers, authors, comic book artists, and video-game developers. Romero, who had to wait 20 years between making “Day’’ and 2005’s “Land of the Dead,’’ has churned out three zombie films in five years. (“Diary of the Dead’’ came out in 2007.)

Among the spate of zombie-themed books, there’s The New York Times bestseller “Zombie Survival Guide’’ and “World War Z,’’ and the recent “U.S. Army Zombie Combat Skills,’’ which teaches the techniques needed to take on armies of the undead. Naturally, the Jane Austen-zombie mash-up novel “Pride and Prejudice and Zombies’’ also helped drive the resurgence, as have impromptu flash-mob zombie walks, and hit video games like Resident Evil (“Zombies are good targets for first-person shooters,’’ Romero noted).

Last year’s “Zombieland’’ was a hit. With “Pride and Prejudice and Zombies’’ now in development as an A-list movie starring Natalie Portman, and with “E’gad, Zombies!,’’ a film short about 19th-century zombies premiering at Cannes this year (starring Ian McKellen, with plans to expand to feature length), perhaps the genre has finally come of age and gained mass respectability — albeit a tongue-through-cheek one. There’s even a new Ford Fiesta ad touting how the vehicle’s keyless door opener and push-button starter enable a hasty getaway from a zombie attack.

Romero finds the fascination both “ridiculous’’ and “unbelievable.’’ Too many zombies, even for Romero? Perhaps there’s a tinge of jealousy in his voice. After all, it was Romero who toiled for years in the indie movie trenches, struggled to get his projects financed, and more or less single-handedly reinvented the genre. He also tolerated remakes of his movies, like 2004’s “Dawn of the Dead,’’ which was made without his participation.

Romero deserves respect. After all, he codified the rules of the game. Namely, that to kill zombies, “You have to deactivate the brain: shoot it, stab it, stomp it, whatever you got — in the head,’’ said Romero’s working partner and “Survival of the Dead’’ producer Peter Grunwald. It was also Romero who rescued the undead from their quainter origins in such classics as 1932’s “White Zombie,’’ considered to be the first zombie movie. Bela Lugosi plays a voodoo priest who transforms a young woman into a zombie.

In those days, zombies were more like hypnotized puppets than flesh-eating ghouls. “The zombie was born out of Haitian zombie lore,’’ said Glenn Kay, author of “Zombie Movies: The Ultimate Guide,’’ in a telephone interview. “There was a huge element in the early movies of all these potions and powders, with a zombie master. It’s not so magical any more.’’

Later, in movies like “Plan 9 From Outer Space’’ (1959), zombies served as “muscle for the aliens,’’ Kay said; in “Invisible Invaders’’ (also released in 1959), they were alien occupiers of bodies of the recently deceased. But they had no personalities. “It was hard for filmmakers to figure out what to do with them.’’

That all changed in 1968 — a year of social upheaval on many fronts — with the black-and-white, bargain-basement “Night of the Living Dead.’’ Here radioactive contamination reanimates corpses, and Romero remade zombies — no longer mind-controlled dummies, but autonomous beings with a motivation to feast on flesh. That upped the genre’s dramatic ante. Since Romero, various filmmakers have offered zombie-like plots. “Re-Animator’’ (1985) is more like Frankenstein than Romero, but still features the walking dead. In “28 Days Later’’ (2002), a virus fills people with murderous rage. Fancy a zombie apocalypse comedy? See 2004’s “Shaun of the Dead.’’

The premise of “Survival of the Dead,’’ like all of Romero’s zombie films, pits a band of survivors against the undead. This time around, Sarge (Alan Van Sprang) and his small platoon (we first meet them in “Diary of the Dead’’) head to an island to escape the zombies, where they stumble into clan warfare between two Irish-American families (and more zombies). One, headed by O’Flynn (Kenneth Welsh), thinks the only good zombie is a dead zombie. The other, under Muldoon (Richard Fitzpatrick), hopes his zombie beloved might be cured, so he keeps them alive and chained up. Guess which is the better idea?

This wholesale rise of zombies suggests a metaphorical interpretation. Do they represent our fear of death and disease, or work as a way to accept death (minus the flesh-eating parts)? Are the undead actually proxies for illegal immigrants or terrorists? Or are the undead making fun of our mindless, consumerist, sheep-like tendencies?

Perhaps we identify with zombies because they’re the monsters we most resemble. “We can imagine ourselves as them,’’ said Grunwald. “They’re not giant CG [computer-generated] beasts. They’re like us, like our family, or loved ones.’’ They are us.

As Sarge narrates early on in “Survival,’’ “They were easy enough to kill, except when they were your buddies.’’

Romero refuses to analyze. Actually, he insists his films aren’t about zombies. They’re about the chaos zombies create. In “Survival’’ you will find disgustingly cool new ways to kill a zombie, i.e., fill its head with fire-extinguisher foam, or shoot it with a flare gun then cavalierly light your cigarette off its flaming body. But the subtext of biting social commentary that Romero fans have come to expect is buried not far below the surface.

“All six of them have always been about people, how they screw up,’’ he said. “How they can’t pull together to address the problem. Or they address the problem stupidly. Or they attack the symptom rather than the disease.’’

“Lousy times make lousy people,’’ says the teenage protagonist of “Survival.’’ With its “Lord of the Flies’’ scenario, “Survival’’ is really a disaster movie about human nature and another chapter in Romero’s bleak — yet paradoxically goofy — worldview. It’s not for everyone.

“I think they [his movies] really are an acquired taste,’’ Romero said. “If you have the stamina to acquire the taste.’’

Or the stomach. Take Romero’s iPhone “App of the Dead,’’ launching later this month. You’ll be able to add zombie makeup to snapshots of your friends, then shoot them in the head.

“It’s anchovies, baby.’’

Ethan Gilsdorf is the author of “Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms.’’ He can be reached at ethan@ethangilsdorf.com 

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Does Justin Cronin's "The Passage" live up to the hype?

Where the wild things are

In Justin Cronin’s blockbuster hybrid novel, the thriller elements wrestle with the literary, while super vampires maul fleeing humans

Weighing in at 766 pages and 2 pounds 6 ounces, “The Passage’’ is designed to be big. Big plot, big themes, big sweep. And the author, Justin Cronin, landed himself a big advance. After a knock-down, drag-out bidding war, Ballantine paid about $3.75 million for the book plus two sequels in the pipeline. Director Ridley Scott’s production company ponied up $1.75 million for the film rights. “The Passage’’ has become one of those media machine-generated blockbusters, feeding upon the weight of everyone’s expectations. Like a small financial entity unto itself, it’s too big to fail.

Still, “The Passage’’ is a gamble. With this post-apocalyptic, doorstopper of a saga, the author enters a new universe. In his former life, the New England native wrote works of literary fiction, “Mary and O’Neil’’ and “The Summer Guest,’’ which won prizes like the Pen/Hemingway Award. They’re set on the planet Earth we know and love. No undead in sight.

“The Passage’’ is different. It began as a storytelling game with Cronin’s then 9-year-old daughter. She wanted to spin a yarn about “a girl who saves the world.’’ After he started writing, Cronin, an English professor at Rice University in Houston, sensed that, like the virus the plot hinges on, the project was changing him. He noted in one interview, “I knew by the time I’d finished this I would be a different person — and a different kind of writer.’’ He’d given birth to a monster.

And “The Passage’’ is a bastard beast, a literary-thriller hybrid both portentous and predictable. Think Cormac McCarthy’s “The Road’’ crossed with the movie “The Road Warrior,’’ with the psychological tonnage of John Fowles’s “The Magus,’’ and the “huh?’’ of “The Matrix.’’ Mix in J.R.R. Tolkien’s fantasy of fellowships and quests and add Stephen King’s dark, virus-ridden vision in “The Stand.’’

Now comes the $5.5 million dollar question: Does Cronin pull it off?

First, know “The Passage’’ is no bedtime story. Suffice it to say, by the time we reach page 50, we’ve already been introduced to adultery, prostitution, and murder. The premise: A few, unspecified years in the future (where, thankfully, USA Today is still in print), a nasty virus unleashed in the Bolivian jungle gives its victims a kind of immortality. Naturally, this interests the US military, who could sure use this superpower in its endless fight against terrorists who strike at home and abroad.

So, a secret military project begins deep in the Colorado mountains. Those experiments go awry, and the 12 test subjects escape from their glass chambers — why does this always happen? — and begin their fearsome rampage across the nation. With every bite they spread the gift that keeps on giving. The victims become jacked-up killers themselves, glowing vampires on steroids known as “virals.’’

Before you know it, complex plotlines are bulldozed across the landscape and laid down like the Eisenhower Interstate Highway System — plotlines that are broad and clear and fast, and destined to run together. Cronin intercuts the stories of a death row inmate, a nun, a pair of FBI agents, and a desperate mother and her daughter named Amy. Familiar themes emerge: science and the military punished for their hubris; the man who turns on bureaucracy to do what’s right; the child prodigy whose secret powers might save us all. That’s just in part one. The story builds from there, following more than a dozen main characters and unfolding over decades.

Certainly Cronin has fun with his destroyed America, one in which Jenna Bush was governor of Texas, and, in an eerie parallel with today’s headlines, the oil industry is under federal protection. Later, some decades after the initial outbreak, we encounter a whole set of new characters, and they take us through the second half of “The Passage.’’ This ragtag colony survives in a Walden-like castle compound, fighting back the bloodthirsty devils. They also raid the ruined mall — REI, Footlocker, and the Gap — for supplies, stumble upon dusty relics like “Where the Wild Things Are’’ (get it?) and wonder whether anyone else has survived. “Grief was a place . . . where a person went alone,’’ Cronin writes. Life is “a series of mishaps and narrow escapes.’’ In these moments, “The Passage’’ surpasses genre fiction, and approaches existential meditation.

Cronin’s prose is thick and meaty and at times elegant. Texas is described as a “state-sized porkchop of misery’’; 9/11 is called “the money shot of the new millennium.’’ In another passage, Wolgast, the FBI agent with the heart of gold whose fate is tied to Amy’s, takes a nap, and enters “sleep’s antechamber, the place where dreams and memories mingled, telling their strange stories.’’ Indeed, much of “The Passage’’ takes place in the murky minds of its protagonists.

Cronin has a literary novelist’s eye for detail and local color, and an eagerness to create believable characters with feelings. However, this impulse collides with the necessities of the supernatural, sci-fi horror thriller. The collision is not always pretty.

For one thing, Cronin has a lot of ground to cover. That means passages of exposition, some of them lengthy and rammed down the throats of characters. An inventive mix of e-mails, diaries, and documents partially alleviates this need for our heroes to spout off too much. But just as often, the interior voice mumbo-jumbo — nightmares and telepathic messages — leaves the reader scratching her head.

The other trouble is emotional gravitas. Cronin’s roving narrator enters the heads of each character. They’re compelling folk, to be sure, desperate to hope, and afraid to love in the face of their bleak condition. But we’re asked to juggle the detailed back stories and desires of so many characters, it’s hard to know on whom to hang our heart strings. Thankfully, the connective tissue across space and time is Amy, the “Girl from Nowhere,’’ the one we meet on page one who we can guess has a role in the story’s conclusion.

Still, some readers deep into “The Passage’’ will be spellbound. They’ll want to know how it turns out. And they’ll also wonder who will play whom in the movie version. How the stunt people will stage the battles and chases. And how cool it will be for the set designers to build malls and casinos, then blow them up.

Ethan Gilsdorf, author of “Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms,’’ can be reached at ethan@ethangilsdorf.com 

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The Robin Hood we deserve, and desire, most

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Dreams Die Hard

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Are you a compulsive hoarder?

 

So you save stuff. You like reuse. Be frugal. No problem, right?

Well ... maybe it is.

Collecting Beanie Babies or swizzle sticks is one thing. Amassing piles of, say, old newspapers, yogurt containers, and rusty buckets is another. If you’re unable to discard mountains of what most people would consider random clutter, your collecting bug has crossed into the realm of obsession. You can literally drown in stuff.

Take the case of the Collyer brothers, which kicks off the new book “Stuff: Compulsive Hoarding and the Meaning of Things’’ (Houghton Mifflin Harcourt, 304 pp., $27.00). Langley and Homer Collyer, two well-heeled brothers living in New York City, packed their mansion over decades with more than 170 tons of debris, including an X-ray machine, a Model T Ford, 14 grand pianos, and thousands more mundane items. In 1947, police received a tip that something was amiss at the home, but they found the door blocked by clutter when they came to investigate. They finally entered the home via a second-floor window and found Homer’s body. It took them three weeks to find the other brother, who had died from suffocation after a tower of baled newspapers crushed him.

A highly readable account of this perplexing impulse that affects as many as 6 million Americans, “Stuff’’ offers a peek into the lives of compulsive shoppers, cat ladies, junk scavengers, even children who hoard things. The authors, Randy O. Frost, a Smith College psychology professor, and Gail Steketee, dean of Boston University’s School of Social Work, have been investigating hoarding for a decade. They’ve developed long-term relationships with hundreds of hoarders whom they’ve treated.

“Stuff’’ isn’t exactly a narrative; it’s a series of case studies. We experience the “awe, the excitement of discovery, and empathy for those caught in the web of hoarding.’’ We accompany the authors as they navigate the “goat paths’’ through the home of one woman, Irene, who is trapped by “a sea of boxes, bags, ski poles, tools, everything imaginable all in a jumble, chest-high.’’ We see Colin, collector of hundreds of articles of free designer clothing. For him, dressing each day is a nearly paralyzing act. We meet Madeline, whose penchant for hoarding drove her husband away, and we watch her grown daughter, Ashley, struggle with her own relationship to material possessions.

The most gripping chapter, “You Haven’t Got a Clue,’’ offers the pleasures of “you are there’’ immersion journalism. The authors arrive with a social worker and cleaning crew to empty a Manhattan condo whose rooms are, effectively, “a solid wall of trash 20 feet deep’’ and infested with cockroaches. Amazingly, a family lives amid the squalor. The account of trying to clean up the health hazard while the hoarder, a man named Daniel, refuses to see any problem, makes for stupefying reading.

The profiles of people save “Stuff’’ from reading like a dry academic conference paper. By turns fascinating and heartbreaking, the hoarders explain their rationales. For some, piles of clutter contain endless possibility. Others make nests or private worlds of potential knowledge. Some may be fearful of waste. Some see stories and find meanings in every item. “This outdated coupon seems as important as my grandmother’s picture,’’ Irene says at one point. Later: “If I throw too much away, there’ll be nothing left of me.’’

The irresistible fascination with a book like “Stuff’’ has already been proven by reality TV shows featuring makeovers and weight-loss quests: It’s the lure of oddballs trying to clean up their lives. But the book succeeds beyond mere voyeurism, because “Stuff’’ invites readers to reevaluate their desire for things. Which, as far as things go, is not a bad thing at all.

Ethan Gilsdorf is the author of “Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms.’’ 

 

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Harry Potter to the rescue

Geeks have hearts of gold.

I wrote some time ago about an effort to aid Haiti relief, spearheaded by an organization called the Harry Potter Alliance, which has long inspired Harry Potter fans to take action on real-world social issues like global warming and Darfur. Recently, it launched its largest fandom action, called Help Haiti Heal, to raise money for the victims of the Haiti earthquake.

Of course, the point was to raise a bunch of money in a time of need. But, on the sly, I think the effort helped show that so-called escapist pursuits like reading fantasy novels like Harry Potter, watching fantasy movies like Lord of the Rings, or participating in role-playing games can actually connect to the real world, too.

Heroic acts and derring-do involving wielding wands and swords and smiting evil-doers are all well and good in a book or movie. What makes this success so sweet is that the forces of gaming and fantasy and fandom can be wielded, too. And fans and gamers can be a powerful body indeed.

The effort is also a reminder that one reason we need fantasy is to remind us how to act in the real world. Perhaps society’s lack of a coming-of-age ritual explains the appeal. We have a driver’s license, and a drinking age, and we get married. But not much else. Fantasy genre fills this void, framing the hero’s journey in right and wrong, good and evil. 

Moreover, books give hope in hopeless times --- like when calamity strikes. Fantasy is a genre people can read and retreat to and gather strength to face the real world. Refuge from oppression, personal or political, or wars or natural disasters like earthquakes all lay in the fairy world and the possibility of imagination. Fantasy keeps the spirit alive and kicking, and provides a blueprint for good behavior.

So thank you! Fans of all kinds have come together and raised over $110,000 for Partners In Health in Haiti... We’re chartering three cargo planes packed with 75,000 pounds of critical, life-saving supplies to thousands of people in Haiti.

The planes are going to be named Harry, Ron, and Hermione.

You can still donate here: http://www.thehpalliance.org/haiti/

Thank you!

 

Ethan Gilsdorf is the author of the travel memoir-pop culture investigation Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms.

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The Game Loft fosters risk-taking, leadership, and camaraderie.

I think it's easy to forget about "healthy" aspects of gaming and fantasy because (as I have written before) the media loves sensational stories about people taking games and other fantasy experiences "too far." Much of this has been exaggerated, and its roots delve back to the 1980s and Pat Pulling's Bothered About Dungeons and Dragons (BADD) campaign to ban D&D (because, in her estimation, D&D was responsible for her son's suicide). In another so-called gaming tragedy, the famous "steam tunnel incident" supposedly led to James Dallas Egbert III's disappearance from Michigan State University in 1979, after getting lost in the campus's tunnels while playing a live-action role-playing game. Rumor was, this led to his death. (In fact, Egbert had simply fled campus, and sadly killed himself a year later.) The death was unconnected to D&D: the kid was depressed, suffered from pressure about school performance from his parents, and had a drug habit. Nonetheless, a movie was made starring Tom Hanks, called Mazes and Monsters (based on these events, itself adapted from a quickie novel of the same name). Forever after, D&D and its ilk was linked to abnormal behavior.

In the past couple of years, more sensationalized stories have appeared about addicted gamers in Korea and China, about cold-turkey boot camps to cure Internet addicts, and about a gamer who died from exhaustion at his keyboard. Stories of flirting and affairs (often in character, in role-playing game worlds) have also bopped around the blogosphere. A recent movement sees the Harry Potter phenomenon as dangerous and satanic; in the words of Chick Publications and its comic book tract "The Nervous Witch," "the Potter books open a doorway that will put untold millions of kids into hell." It's exactly what D&D faced as a pop culture fad when I was a teen in the 1980s. D&D was going to corrupt the minds of teenagers or turn them into Satan worshippers. Remember Jack Chick's "Dark Dungeons"? Hilarious, if it wasn't so sad and misinformed.

All these fears  --- D&D as dangerous --- all seem quaint today. No one takes that threat seriously anymore, except perhaps the fundamentalist wingnuts.

Still, stereotypes and prejudices against gaming and fantasy persist. Most people don't realize that for 99% of players and fans, these activities are integrated in healthy ways into the lives or normal people, and they provide an essential community, rites of passage, ethics and values, just like other clubs and hobbies.

But funny thing: gaming does even more. It lets us try out new roles. There's personality development that arises in a role-playing situation. And if you're a geeky shy kid like I was back in the day, role-playing games can be a necessary tool for socialization. 

I recently discovered a teen center --- the only one like it in the nation --- that uses table-top (not video) games to teach these exact life skills. Based in the small town of Belfast, Maine, The Game Loft fosters risk-taking, leadership, and camaraderie. Especially for kids who find the football gridiron to be a foreign world, The Game Loft immerses them in a different sort of team sport, where they can find achievement and connectedness.

As I wrote in a recent article for the Christian Science Monitor ("Role-playing games pull reluctant school kids into a supportive crowd"), Game Loft members play characters armed not with football padding and hockey sticks but chain mail, broadswords, light sabers, and magic spells. Working together, they charge onto battlefields and explore underground dungeons, seeking valor in these imaginary realms. Re-enactment games that let kids inhabit other selves from local history give them a stake in their own community. For those at risk of dropping out of high school, The Game Loft can provide empowerment, accountability, and a way back in.

As founders Patricia and Ray Estabrook put it, "At the Loft we know that good things happen to kids through games and The Loft kids can identify these good outcomes with ease. Our games program is designed to encourage these good outcomes."

Too bad the Game Loft hadn't existed back in the days of Mazes and Monsters, and James Dallas Egbert III. 

 

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Top 10 Science Fiction Movie Quotes

Top 10 Science Fiction Movie Quotes

 

By Ethan Gilsdorf

 

Science fiction movies voice our fear of what may come to pass if we don't clean up our act (death, destruction, apocalypse), and express our hope for a good life here on planet earth (or other planets) should we choose the right path. In other words, SF can inspire strong opinions about the future of the human race. It can even and create belief systems as powerful as religion. Just look at L. Ron Hubbard.

 

When I was a kid, instead of quoting Bible passages for spiritual guidance, sometimes my family quoted Star Wars. Imagine the scene in my chaotic house: sink overflowing with dishes, something burning on the stove, dogs tearing apart a trash bag, cats pooping in the basement. The only logical response was to shout, "3PO! 3PO! Shut down all the garbage mashers on the detention level!" (Hence my paranoia about technology, too.) Reciting lines from Episode IV didn't necessary solve my family problems, but it did provide comic counterpoint.

 

Plus, the Force seemed as plausible an explanation for how the universe hung together as other ideologies and philosophies that had reached the backwoods of rural New Hampshire. In fact, fictional characters like Yoda, Darth Vader, Hal 9000, E.T. felt as real to me as anything else. Raised on monster movies and cineplex fare, I happily let their words infect my brain. I know they've corrupted yours.

 

But which lines of SF movie dialogue have reached mythic status? Which ones that truly made a permanent stain on our cultural fabric? In my search for the best, most indelible SF movie quotes ever, here was my criteria. 1) They had to be memorable. 2) They had to show staying power over the years. 3) And they had to lines you and I use in everyday life to punctuate our humdrum lives with irony, drama, and humor. (Oh, and number 4: they had to appear in a SF movie, not TV show or book.)

 

In my humble opinion, here are the ten best. I expect you might quibble with my picks, but heck, that's what these lists are all about. To paraphrase one famous movie line, the more I tighten my grip on this top ten list, the more quotes will slip through my fingers.

 

(Tune in for my next post, my choices for the Top 10 Fantasy Movie Quotes)

 

10) "Klaatu barada nikto" --- The Day the Earth Stood Still

 

In the 1951 SF classic The Day the Earth Stood Still, "Klaatu barada nikto" are the secret words Klaatu (Michael Rennie) passes on to Helen Benson (Patricia Neal). One of the most famous commands in all of SF, the three words are a kind of failsafe code that keeps the robot Gort from destroying the Earth. Good to know. Memorization of this should be required along with the Pledge of Allegiance, your mommy's and daddy's address, and the Lord's Prayer --- just in case.

 

9) "I'm sorry, Dave. I'm afraid I can't do that." --- 2001: A Space Odyssey

 

In the 1968 Stanley Kubrick film (based on the novel by Arthur C. Clarke), there's a mission to Jupiter, and the super-smart HAL 9000 computer, seeing that the humans might blow it, begins to off the crew members one by one. Dave Bowman heads out for a spacewalk to rescue his buddy, but HAL locks him out.  Bowman: "Open the pod bay doors, HAL." HAL: "I'm sorry, Dave. I'm afraid I can't do that." HAL's passive monotone makes me wonder if there was ever a creepier line said by a computer.

 

8) "I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time... like tears in rain... Time to die." --- Blade Runner

 

 

Replicant Roy Batty (Rutger Hauer) waxes poetic to Decker (Harrison "Am I a replicant, too?" Ford), to the dreamy score by Vagelis in one of most bittersweet lines from SF. Then a pigeon or dove flies off into the rare blue sky of rainy cyber-punk Los Angeles, circa 2019 and, I swear, nary a geek in the house can escape with dry eyes.

 

7) "Doo-Do-DOO-Do-DUMMM" --- Close Encounters of the Third Kind

 

 

This isn't technically a line of dialogue, it's a few bars of music (I'm stretching the category here), but heck, when I saw Close Encounters of the Third Kind in the theater back in 1977 and that big mother ship landed on Devil's Tower and began to play "Name that Tune" with the scientists, the musical orgasm blew my mind. I was 11 at the time and I never looked at the night sky the same.

 

6) "Get away from her, you bitch!” – Aliens 

 

Yes, James Cameron has a mother complex. In the ultimate fem-smack-down, Ellen Ripley makes her grand re-entrance to protect the little feral girl Newt, clomping in the hydraulic crab forklift walker thing to take on the baddest momma alien of all. Aliens (1986) was either a giant leap forward (or backward?) for feminism and science fiction.

 

5) "Take your stinking paws off me, you damned dirty ape!"  --- Planet of the Apes

 

As George Taylor, Heston gets to utter this, the first words ever spoken by a human to the apes. It may be 1968 in the real world (sexual revolution, student protests, that sort of thing), but in Charlton Heston's world, the poor guy's trapped on an f-ed up planet run by apes. Now, wait a minute --- either this is way, way in the future ... or way, way in the past. Are the apes hippies? Do they belong to the NRA? Either way, don't mess with Heston.

 

4) "The needs of the many outweigh ... the needs of the few... Or the one." --- Star Trek II: The Wrath of Khan

 (sorry, can't find a video clip; can anyone find it?)

 

 

I know you wanted me to pick Kirk's line, "KHAAANNNN!" But when Spock sacrifices himself (by entering the irradiated zone that's part of the Enterprise's warp drive system and fixing the main reactor just in time), another great SF line was born. The quote is actually tag-teamed by Shattner and Nimoy, each on one side of a transparent barrier. Spock says, "Do not grieve, Admiral. It is logical. The needs of the many outweigh ..." to Kirk adds, "the needs of the few," and Spock ends with: "Or the one ... " Sniff! (Don't worry, Spock won't be dead for long.)

 

3) "E.T. phone home" --- E.T.

 

You've said it. I've said it. Say no more. Enough said.

 

2) "I'll be back" --- The Terminator

 

 

Before the Governator was in charge of California, he had another deadly mission: to travel back in time to 1984  to kill Sarah Connor (maybe he could have killed Huey Lewis and the News instead?). Of course, in later Terminator movies, Schwarzenegger got all warm and fuzzy and was on the side of good. This is SF movie quote that is probably repeated (to the annoyance of girlfriends and wives everywhere) more than any other.

 

 

1) " Do... or do not. There is no try." – The Empire Strikes Back

 

 

 

Many of us who originally saw the 1980 film fondly remember this scene in the swamps of Dagobah featuring the grumpy and whiny student, Luke Skywalker, and his impatient, diminutive, Kermit the Frog-like teacher, Yoda. Whiny Luke can't get it up (no, not that – the  "it" is an X-wing  sunken in the). Yoda, the Zen master, Luke: "All right, I'll give it a try." Yoda: "No. Try not. Do... or do not. There is no try." And with such few words, a green rubber puppet inspired an entire generation, and made us believe in forces we can't see or understand.

 

 

Ethan Gilsdorf is the author of the travel memoir / pop culture investigation Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms. More information at http://www.ethangilsdorf.com

 

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Avatar-bashing

 

Avatar-bashing

It's up to us how fantastic our lives can be.

(originally published on Psychologytoday.com, on January 14, 2010

A couple of stories have been bouncing around the Internet this past week about the dangers of the movie Avatar. And a fellow psychologytoday.com blogger Elana Premack Sandler, has also weighed in on the topic in a post called "Avatar Blues."

The buzz is for good reason: The place where pop culture, the media and psychology intersect is fascinating, and ripe for investigation.

The hubbub began with this story on CNN.com, "Audiences experience 'Avatar' blues," about how some avid Avatar fans are so enthralled by the movie's lush landscapes of Pandora, the imaginary world where the movie takes place, and the nature-loving ethos of the Na'vi race, that their own lives pale in comparison. Go off the deep end  --- i.e. suicidal thoughts --- and this is a disturbing phenomenon, to be sure.

The other story is how various groups --- right-wing Christian, Catholics, Republicans, Liberals, the military --- have all found something in Avatar to complain about. It's racist, it's sexist, it bad-mouths the military, it's anti-American and anti-capitalist, it promotes turning ecology into a religion (the latter being a pretty old complaint: hasn't the church been worried about nature worship since the days of Druids?). Some of these arguments are summarized in this article "Avatar under attack from Vatican, U.S. military, liberals."

The whole reality-fantasy divide is one we all must be careful not to fall into. Anything can be taken too far. Sex, drugs, gambling, pornography, eating, shopping --- all of these activities, when taken to the extreme, can be dangerous and blot out the self. No one, in their right mind, should use any one experience, like a movie, to find meaning and attribute so much meaning to it that it looms large to the exclusion of other influences. We all need balanced lives. 

The fear about Avatar is, in the end, I think unfounded, but it's understandable. It stems from this perennial worry that any pop culture phenomenon could overhwlem our senses, our good judgement, and cause some careful balance in the universe to veer wildly one way or the other.

In this case, Avatar --- on its way to becoming the most popular movie of all time, in terms of box office, eclipsing Titanic --- has become the latest fear magnet. Some think it's so powerful a vision, so able to shape public opinion or show the public some potentially radical and mind-altering way of life, that it threatens to usurp the power of traditional institutions which usually have the job of making meaning and creating structure in our society --- for example, political parties, the military, religion, to name a few. Or in the case of our so-called Avatar addicts, the fear is how a single experience like a movie can warp a mind into thinking "real life" is hardly worth our effort.

In other words, no way are we going to let an immoral, money-mongering individual like James Cameron, the movie's director, wield all this power to mold the public consciousness.

But remember: we've seen these alarmist concerns before. The minute something new hits these shores --- the telephone, comic books, Elvis Presley, The Beatles, the Internet, video games, drugs, heavy metal music --- we get all worried about brains being rotted and souls being seduced by Satan and the end of civilization as we know it.

But of course we carry on. We always have. Only to be sucked in, become fearful of, the next faddish flavor of the month.

That said, whenever a single event like Avatar commands so much air space, it's not a bad time to reflect, take stock, and wonder if perhaps we are talking our entertainments too seriously. I like very much what movie critic Ty Burr said in an Avatar commentary in the Boston Globe. He wrote in response to a comment from a reader who felt his life was "normal" and "unsatisfying" compared to the fantasies of Avatar. In Burr's words, "Who said our lives had to be normal or unsatisfying ...? Why not transform it into something that satisfies you, not the bottom line of an entertainment corporation?... Why not take off the glasses and have a look around? It’s real 3-D out there and it’s amazing."

In other words, it's up to us how fantastic our lives can be.

 

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Avatar is about transformation

Avatar is about transformation

ETHAN GILSDORF
(originally posted on Tor.com, SUNDAY JANUARY 10, 2010 10:43AM EST)
Like many action-adventure, science fiction and fantasy movies of recent years—Lord of the Rings, Star Wars, Batman, Transformers, to name only a few—James Cameron’s Avatar taps into our primal selves. That pick-up-your-battle-ax and kill mentality, long suppressed by so-called society, still courses in our veins. Movies let us “just do it.” We travel to richly-imagined parallel worlds and watch a hero like Aragorn kick major orc butt. We cheer, and secretly wish that we were him.
What distinguishes Avatar from its vicarious derring-do ilk is that the plot touches directly on this craving for transformation.
Jake Sully, the protagonist, is a paraplegic trapped by his body. Controlling his blue-skinned, feline Na’vi avatar on the jungle planet Pandora, he springs to life. Sully becomes a stand-in for all of us—the post-industrial, post-blue collar office worker stuck in our civilized ways. We are effectively paralyzed too, chained to our desks and DSL lines, far from Eden, far from nature, far from the magical thinking of yore.
The appeal may be about something larger, too. There’s a spiritual and communal emptiness that Avatar speaks to. Is it odd to look to a movie for moral guidance or a life philosophy? Not really. Here’s why: our technology-driven ways don't include sage advice, only how to connect, transmit, download, upload (and, you might argue, make us feel awfully anxious and scattered in the process). Chaos, not harmony. Besides, organized religion is corrupt, scandal-ridden, archaic (or so many think). The material world is mundane, despoiled, an ecological mess. No wonder that our jaded Jake is lured by the Na’vi belief in a vast bio-spiritual neural network, like the Star Wars universe’s “the Force,” that connects all Pandoran organisms like a warm-and-fuzzy fiber optic cable.
Sitting in the multiplex, 3D glasses draped on our faces, we’re asked to fantasize like Sully. Isn’t this how we were meant to live, and might live again? Hunting the forest, leaping through the canopy, killing beasts, taming others, enacting meaningful rituals? It’s the same dream offered by Tolkien’s Middle-earth—to be peaceful, nature-bonded hobbits, quietly growing crops, smoking pipes, drinking ale and laughing. An alluring fantasy life to be sure. And one perhaps worth fighting for.
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Ethan Gilsdorf Ethan Gilsdorf

“Geek” Is No Longer a Four-Letter Word

 

“Geek” Is No Longer a Four-Letter Word

(originally posted on Tor.com,  FRIDAY JANUARY 15, 2010 01:22PM EST)

ETHAN GILSDORF

Here’s the truth: No matter how hard you try to suppress some jagged part of your past, it invariably comes screaming back. Especially when you label that subterranean aspect of your previous life “unfinished business” and sweep it under the rug.

Such was the case with my Dungeons and Dragons obsession. The last time I played was senior year in high school, 25 years ago. I thought I had put my gamer days behind me. But what I had simply done was quit playing. My desire to inhabit some fantasy world remained, haunted me throughout my adulthood, and kept beckoning me with its crooked, wiggling finger.

I had played D&D, that oft-maligned fantasy role-playing game, for six hours every Friday night (not to mention the hours I spent scheming and dreaming my next D&D adventure), from the summer before my eighth-grade year until my last year of high school. Week after week, for five years straight, I sat at a table of pimply-faced boys, surrounded by bags of cheese doodles, bottles of Mountain Dew, and mounds of polyhedral dice. In and around those mundane trappings of 20th-century rural New Hampshire life, my D&D gang and I conjured a more fantastic reality, one filled with magic swords, blistering fireballs, and heroic leaps from castle parapets onto the backs of giant rats, goblins, and umber hulks.

Yes, I was introverted and anxious. Many players were. Yes, I had a troubled childhood (briefly: my mother suffered a brain aneurysm when she 38 and I was 12; she survived, but was a massively changed woman). Not so with all of us players did. But D&D was always a great time, and sometimes I think it saved me.

I gave up D&D when I saw college as a chance to remake myself as social and beer-swilling. Fantasy was kids’ play, I said to myself, and my relationship to fantasy felt like a hindrance to becoming the “me” I fantasized about becoming. I forgot the game, and I thought it forgot me.

But then, just shy of my 40th birthday, that old friend returned. By “friend,” I mean “unexpected guest.” I mean, erstwhile “addiction.” By which I mean—and this is what I felt that day I discovered the musty box of D&D rulebooks in my parents’ basement—“Oh, old nemesis. You have come back into my life.”

I got sucked into “the hobby” in the late 1970s, back when D&D was merely a fad—misunderstood, marginalized, and (amusingly) a scourge to Satan-fearing evangelists. Nowadays, our relationship to fantasy has changed. The latest Harry Potter film, Harry Potter and the Half-Blood Prince, ruled the box office all last summer (along with other science fiction, fantasy, and comic-book hero tales like District 9 and G.I. Joe: The Rise of Cobra). Peter Jackson’s Lord of the Rings movies have made writers like Tolkien safe for the entire family. Adult men and women buy Xbox and PlayStation consoles, and not just for their children. Average office workers arrange Star Wars and Halo action figures on their computer monitors. Online worlds like Second Life have made role-playing second nature, and massively multiplayer online games (MMOs) like World of Warcraft (WoW) are now more or less OK worlds to fall into.

Wearing our +3 Eyeglasses of Exceptional Hindsight, we can see that D&D and other fantasy pop-culture phenoms begat a whole sub-industry of Tolkien-esque fantasy entertainments: book series, swords-and-sorcery movies, quarter-devouring video games, home computer online games, and fandom-driven fantasy conventions. Being a fantasy freak is acceptable. “Geek” is no longer a four-letter word.

And it seems to me, the past year of 2009 was particularly a big year for geekdom, both for me personally and for the culture. I graduated high school 25 years ago. D&D celebrated its 35th anniversary. The Warcraft universe and franchise was launched 15 years ago, and the game WoW appeared five years ago. And the second of the two D&D co-founders, Dave Arneson, died (E. Gary Gygax, the other, passed away in 2008).

Discovering that old box of D&D maps, dice, and notebooks sparked the quest that became my book Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms. I had complex reasons why imaginary worlds had lured me, and why I still heard their siren song. I suspected the same of others. Hence, my world-girdling journey and the dozens of fantasy and gaming fans we meet in Fantasy Freaks and Gaming Geeks. I wanted to hear, in their own words, how they had integrated fantasy experiences into their adult lives. I wanted to find out how the worlds of fantasy in all their incarnations had morphed and expanded. And I wanted to find out how much I had morphed and expanded. I hoped I had.

On my quest, I learned the mind works in circuitous ways. Yes, I had put D&D aside, but it was not yet done with me. And, above all, this: the past may be stored in a box, but it does not forget us.

 

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Ethan Gilsdorf Ethan Gilsdorf

"Avatar" takes the gamer dream a step further

Avatar has been compared to a video game for good reason: it wouldn't exist without role-playing games (RPGs) having blazed the jungle trail first.

The film's visual design alone echoes what game developers have achieved in creating believable digital worlds. Devoted gamers already accept that pixels are as palpable as a Hollywood set. Increasingly, as more directors marry actual and digital performances and landscapes, the look and feel of the pixel will also feel real to the average moviegoer.

Both games and movies must be believed to work their magic. Seen in 3-D, "Avatar'' feels immersive --- more so than most films --- and provides the same high excitement, danger, and adventure of a game. It might be the most "game-like'' movie yet.

But no movie, no matter how richly textured, offers the same immersion as a video game. An RPG or first-person shooter (FPS) isn't passive escapism. Players are participants, choosing their own adventures, telling their own stories, and tapping into that pick-up-your-battle-ax-and-kill mentality that still courses in 21st-century veins. The rush that paraplegic Jake Sully feels in his Na'vi skin is the same World of Warcraft players sense, controlling the actions of level-60 night elf hunters.

Role-playing lets players safely try out aspects of their personalities --- heroic and dark, extroverted and flirtatious --- that they can't explore in "real life.'' Gamers get to trash-talk, boast, and celebrate their victories. RPGs also provide accomplishment and belonging, and in some cases rites of passage and codes of honor. Movie audiences can talk back to the screen, but that's about as far as the interactivity goes at your local cineplex.

Avatar --- like Lord of the Rings and Star Wars --- also exists as a tie-in Xbox 360, PlayStation, and Wii video game experience. Why? The savvy franchise holders want to make money. But they also want to sate movie viewers' thirsts to explore Pandora themselves.

Avatar takes this gamer dream a step further. It doesn't stop at the vicarious heroics or gloss-over this desire to be the hero. The wish to transcend the limitations of the self, the idea that hovers at the edge of gaming culture, is utterly explicit in the plot. The movie's very title speaks to the desire to be uber-powerful; an avatar, literally, is the manifestation of a deity or released soul in bodily form on earth.

Indeed, who doesn't want to be superhero-shaped (if not blue-skinned); better, faster, and more instinctual; lithe and running low to the ground one moment, jumping from vine to fantastic vine the next; riding six-legged horses and flying pterodactyl-like beasts.

Of course, we can't do these things. And the "real life" of living in the jungles of Pandora would be a slog. The reality of that fantasy life would be brutal. We'd be dead in a second, eaten by some jaguar-Trex hybrid or poisoned by a cute looking lemur dart frog. We'd never actually survive on Pandora --- or if we did, we'd have to be willing live with half of our children never making it to adulthood. As 21st century humans, we would never make it without modern technology that, of course, is an irony of the film: Cameron had to use a arsenal of whiz-bang gadgets and digital effects to craft his tree-hugging, environmental message.

The point is not we all should become Luddites. But there's a reason why that tribal, Stone Age way of life seems superficially attractive. The alluring fantasy life presented by Avatar would not be feasible in "real life." Yet it remains attractive because it IS fantasy --- unobtainable as Unobtanium. We can pretend, make believe, project ourselves in our imaginations. We can escape there for a couple hours, knowing that our warm beds and fast food await back home.

Still, sitting in the multiplex, 3D glasses draped on our faces, we're asked to role-play a little, to fantasize like Sully about how we were meant to live, hunting the forest, enacting meaningful rituals, taking charge of our destinies. Forget our selves as post-industrial, post-blue collar office workers stuck in our civilized ways. For, like Sully, we are effectively paralyzed as well, chained to our desks and DSL lines, far from Eden, far from nature, far from the magical thinking of yore. We yearn to break free. If only in our minds.

It's a similar dream offered by Tolkien's Middle-earth --- to be peaceful, nature-bonded hobbits, quietly growing crops, smoking pipes, drinking ale and laughing. An alluring fantasy life to be sure. And one perhaps worth fighting for, and to defend from the marauding hordes of orcs or bulldozers.

But here's another irony. Sully says he feels more alive as his avatar, while his real self lies supine on a bed, stuck in a trance state. "Everything is backwards now,'' he says, "like out there is the true world and in here is the dream.'' The self is split, and it haunts him.

As role-playing games cross new frontiers and become more integrated into our leisure lives, and as movies become more like games (and vice-versa), the question becomes: When is it time to hit the pause button?

World of Warcrack players, not to mention mere Facebookers, beware your various selves aren't spread too thinly across cyberspace.

 

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