Regarding the Pain of Others is a long-form essay by Susan Sontag, examining the representation of suffering (and notably warfare) through the display of photographs. Published in 2003, in many ways, it is a follow up to some of the ideas examined in her earlier On Photography.

On Photography is one of my favourite books on the subject; it made a deep impact at university, and I’ve been meaning to reread it for a while. Regarding the Pain of Others is interesting if only because (as later illustrated) Sontag revisits some of her arguments in that set of essays and questions them again, even disagreeing with her younger self – something that I’ve rarely seen a critic do.

It’s a slim book – around 100 pages – but it’s written very densely, with long, unbroken sentences and many subordinate clauses. At times, it feels like the book as a whole could have done with its screws being tightened, but Sontag’s language is clear and efficient; it was hard to quote short passages simply due to the number of themes being rammed together in single constructions. It clearly also took me time to get into it – most of my dog-eared pages are in the latter half of the book, even though there’s almost as much I could quote from the first half.

A worthwhile read, anyhow; lots of thought about the current media landscape, especially in America, even if at times Sontag is somewhat pessimistic about Western society as a whole. Despite it not being the easiest – or clearest – book to read on the train to work, it had a lot to say that resonated, and it provided much-needed historical context for the media of today.

On to the quotations:

p.60, on the similarity of “shooting a subject” and “shooting a human being:

“War-making and picture-taking are congruent activities: ‘It is the same intelligence, whose weapons of annihilation can locate the enemy to the exact second a meeter.’ wrote [Ernst] Jünger, ‘that labors to preserve the great historical event in fine detail.'”

p.67, on the contradictory nature of photography-as-reportage and photography-as-beautiful-artefact:

“The concern is that the images to be devised won’t be sufficiently upsetting: not concrete, not detailed enough. Pity can entail a moral judgment if, as Aristotle maintains, pity is considered to be the emotion that we owe only to those enduring undeserved misfortune. But pity, far from being the natural twin of fear in the dramas of catastrophic misfortune, seems dilute – distracted – by fear, while fear (dread, terror) usually manages to swamp pity. Leonardo is suggesting that the artist’s gaze be, literally, pitiless. The image should appall, and in that terribilità likes a challenging kind of beauty.”

p.70, on Sebastião Salgado’s portraits:

“It is significant that the powerless are not named in the captions. A portrait that declines to name its subject becomes complicit, if inadvertently, in the cult of celebrity that has fueled an insatiable appetite for the opposite sort of phootgraph: to grant only the famous their names demotes the rest to representative instances of their occupations, their ethnicities, their plights.”

p.76, on the familiarity of certain photographs as cultural artifacts:

“…photographs help construct – and revise – our sense of a more distant past, with the posthumous shocks engineered by the circulation of hitherto unknown photographs. Photographs that everyone recognizes are now a constituent part of what a society chooses to think about, or declares that it has chosen to think about. It calls these ideas ‘memories’, and that is, over the long run, a fiction. Strictly speaking, there is no such thing as collective memory – part of the same family of spurious notions as collective guilt. But there is collective instruction.”

p.79, on the nature of memory (and with an awkward opening line, to say the least):

“Even in the era of cybermodels, what the mind feels like is still, as the ancients imagined it, an inner space – like a theatre – in which we picture, and it is these pictures that allow us to remember. The problem is not that people remember through photographs, but that they remember only the photographs. This remembering through photographs eclipses other forms of understanding, and remembering.”

p.94

“In the first of the six essays in On Photography (1977), I argued that while an event known through photographs certainly becomes more real than it would have been had one never seen the photographs, after repeated exposure it also becomes less real. As much as they create sympathy, I wrote, photographs shrivel sympathy. Is this true? I thought it was when I wrote it. I’m not so sure now. What is the evidence that photographs have a diminishing impact, that our culture of spectatorship neutralizes the moral force of photographs of atroicities?”

p.100, on the danger of juxtaposing images of suffering:

“…the Sarajevans did want their plight to be recorded in photographs: victims are interested in the representation of their own sufferings. But they want the suffering to be seen as unique. In early 1994, the English photojournalist Paul Lowe, who had been living for more than a year in the besieged city, mounted an exhibit at a partly wrecked art gallery of the photographs he had been taking, along with photographs he’d taken a few years earlier in Somalia; the Sarajevans, though eager to see new pictures of the ongoing destruction of their city, were offended by the inclusion of the Somalia pictures. Lowe had thought the matter was a simple one. He was a professional photographer, and these were two bodies of work of which he was proud. For the Sarajevans, it was also simple. To set their sufferings alongside the sufferings of another people was to compare them (which hell was worse?), demoting Sarajevo’s martyrdom to a mere instance […] is intolerable to have one’s own sufferings twinned with anybody else’s.”

p.103, on the problem that photographs suggest that as a society, we should “never forget”:

“…history gives contradictory signals about the value of remembering in the much longer span of a collective history. There is simply too much injustice in the world. And too much remembering (of ancient grievances: Serbs, Irish) embitters. To make peace is to forget. To reconcile, it is necessary that memory be faulty and limited.”

p.105, on the frustration of viewing images of suffering throughout the media:

“The frustration of not being able to do anything about what the images show may be translated into an accusation of the indecency of regarding such images, or the indecencies of the way such images are disseminated – flanked, as they may well be, by advertising for emollients, pain relievers and SUVs. If we could do something about what the images show, we might not care as much about these issues.”

p.108, on attempting to display photographs:

“Much of the current skepticism about the work of certain photographers of conscience seems to amount to little more than displeasure at the fact that photographs are circulated so diversely; that there is no way to guarantee reverential conditions in which to look at these pictures and be fully responsive to them. Indeed, apart from the settings where patriotic deference to leaders is exercised, there seems no way to guarantee contemplative or inhibiting space for anything noww.

I acquired Reading the Everyday from work several years ago, and only recently got around to reading it, in part after Alex’s hugely enthusiastic feedback. It turned out to be a wonderful read. I’m not particularly well-versed in cultural studies, so much of the French work Moran refers to is somewhat new to me. It is, however, fascinating to see such a uniquely British study of the everyday; just as the French ideals of le quotidien are very much rooted in 50s France – and the Parisian suburbs especially – so Moran focuses on a Britain that developed in the 60s, 70s, and 80s, through the booming newtowns into Thatcherism.

The book gets especially good as it moves out of criticism of theory and into more focused case-studies, on everything from bus-shelter advertising and queuing to the M25 and traffic lights. Anyhow, enough rambling. On with the quotations, from dog-eared pages, or (more often) just stuff I underlined. It’s been a while since I read a book with a pencil so vigorously in hand!

p.3:

“It is hard to stand at a bus stop, as the single-occupant cars stream by, without feeling somehow denied full membership of society”

p.7:

“Henri Lefebvre suggests that everyday life is increasingly made up of this ‘compulsive time’, a kind of limbo between work and leisure in which no explicit demands are made on us but we are still trapped by the necessity of waiting.”

p.47, on the final episode of The Office:

“It is about the forgetfulness of office life, the way that its impersonal procedures do not acknowledge the finite trajectory of individual lives, despite the leaving dos and retirement parties that lamely suggest otherwise.”

p,65, in a wonderful section all about the Westway:

“In truth, the Westway provokes conflicted emotions, commensurate with our cultural confusion about the relationship between the individual freedom of driving and the collective horror of traffic congestion.”

p.86, on how we read images from CCTV cameras:

“The telltale digits in the corner of the screen revealing the date and time convey not the reality of round-the-clock surveillance but the specific moment at which an extraordinary event happened or was about to happen.”

p.98, on motorways as an example of what Marc Augé called “non-places”:

“The importance of the road sign in the non-place, for Augé, is that it allows places to be cursorily acknowledged without actually being passed through or even formally identified.”

p.101, quoting Chris Petit’s commentary on his film “London Orbital”:

“[the M25 is] mainline boredom, a quest for transcendental boredom, a state that offers nothing except itself, resisting any promise of breakthrough or story. The road becomes a tunnelled landscape, a perfect kind of amnesia.”

and later in that page, on Iain Sinclair’s book of the same name:

“Sinclair notes that in the nineteenth century, the area now occupied by the M25 housed mental hospitals and sanatoriums, and represented the safe distance to which Victorians would remove contaminated parts of the city.”

p.108, in a section on service stations:

“When they first opened, young people would drive to the service stations at high speeds to play pinball, drink coffee and eat ice cream, as a more alluring alternative to the only other all-night venue, the launderette.”

I never thought of that – launderettes as the only mainstream 24-hour venue in the provinces. Like so much of the book – a great wake-up call.

p.132, in the chapter on “Living Space”, Judy Attfield offers commentary on home makeover shows like Changing Rooms:

“…such shows elevate a notion of design, which she defines as ‘things with attitude’, over the banal reality of material culture, which she calls ‘design in the lower case’.”

Totally. I loved this distinction – the idea that things with attitude, so valued at the temporary level (a cool thing in a shop, the first five minutes of staring at a made-over room) are not necessarily the things we want to spend long periods of time with.

p.145, quoting Paul Barker on ‘Barratt’s transformation of Britain’s vernacular landscape’:

“When the social history of our times comes to be written, he [Lawrie Barratt, the company’s founder] will get more space than Norman Foster. You can search out Foster masterpieces here and there. But Barratt houses are everywhere. Foster buildings are the Concordes of architecture. Barratt houses fly charter.”

p.157, on Moran’s trip to Chafford Hundred, a new housing-estate-cum-new-village in Essex:

“Walking around Chafford Hundred, it is not long before I am completely lost – partly because the sameness of the houses provides no landmark, and partly because the curvilinear streets are disorientating. Invented in American tract developments to close off the vista and protect the viewer from the unwelcome sight of an endless row of subdivisions, the curvilinear street has the unfortunate side effect of destroying any sense of direction… getting lost in Chafford Hundred seems like a metaphor for housebuilding as a political black hole.”

p.161:

“In a note to its clients, [investment bank] Durlacher observed: ‘Probably the best indication of difficulties in the market will be when Property Ladder is no longer commissioned”

p.164, on the design of the Trabant:

“Its accelerator pedal even had a point of resistance part of the way down to discourage excessive fuel consumption.”

Moran points out that everything about the Trabi was counter to the traditional “counternarratives of speed, status and freedom” that cars espouse in the Western world, but I love the idea of the values of a society and culture being literally built into the products it produces; the socially-responsible accelerator pedal feels like a very good example of that.

p.167, on the problematic aspects of “mourning and coping narratives” in a post-9/11 world:

“…they confront us with and ‘ordinary life’ whose normality is never questioned. It is more difficult to make a similar imaginative connection with Iraqis or Afghans killed by bombs dropped from fighter planes, because their daily lives are not so easily recognizable or represented.”

Moran talks a lot about the dangerous ideals of “ordinary life” and “ordinary people” in his books – concepts we know are very dangerous in the concept of design. The idea that their are specifivites in our understand of the everyday that do not map elsewhere is a very important one, and a reminder that if anything is presented of foreign culture in the media – especially the news media – it is rarely the truly “everyday”.

More on that further down the page:

“Richard Johnson points out that the term ‘way of life’, which has a particular resonance in cultural studies and was constantly reiterated by politicians such as Tony Blair and George Bush in the months after September 11, ‘resists instant and “fundamentalist” moral (or aesthetic) claims to superiority without letting go of evaluation entirely’. It conflates ‘the necessary sustaining practices of daily living and the more particularly “cultural” features – systems of meaning, forms of identity and psycho-social processes – through which a world is subjectively produced as meaningful'”

p.169 – the final page, and a wonderful quotation from Henri Lefebvre to conclude these notes:

“Man must be everyday, or he will not be at all.”

A great book, then. There’s masses in it about ideas of mundanity and the everyday, and I got a lot out of it from a design perspective, particularly. It also looks like it will overlap with Adam Greenfield’s “The City Is Here For You To Use” quite nicely. Highly recommended!

Okami

All of it.

Seriously. I’m seven hours in, and it’s just magical. Not just the vellum-drawn graphics – which are sumptuous – but the whole thing. Charming, challenging, well-paced, epic-but-never-overfacing, it’s the best Zelda Nintendo never wrote.

It barely dented the charts, but it’s one of the finest games the PS2 will see. Hell, it’s better than most next-gen titles right now. Criminally, Clover Studios, who only release Okami, God Hand, and Killer7, have now been closed. In their memory, and in the sake of all that is good and true, shun Little Britain: the Game (number two in the charts last week, for goodness’ sake!), and buy this. It’s stunning.

There’s nothing else to say, really.

Crackdown screenshot

Crackdown seems so unremarkable to begin with. A large city; free-roaming run, gun, and drive action; roughly-stereotyped gangs that need taking down. That hint of cel-shading isn’t enough to lift it in your opinions.

And then you start to level up, and the game unveils its true majesty. When that comes, it’s hard to say: perhaps it’s when you turn to face a carful of Los Muertos thugs and just pick the car up, with them in it, and hurl it off a bridge. Perhaps when you leap from one ten-storey building to another, raining death from above on casual gang members. Perhaps when you stop “playing” the game, and take the time to go for a run.

Like San Andreas before it, Crackdown allows your character to level up abilities; but unlike San Andreas, Crackdown takes the physical limits of your character well into superhero territory. And when that happens, the city that is the game’s playscape transforms.

From street-level, it seems perhaps bland, stereotyped; it doesn’t have the instantly familiar locations (as Dan Hill points out in a marvelous City of Sound post) that Rockstar is so capable at creating, and is perhaps harder to navigate as a result. But as your agility increases, the streets fade away as you spend more of your time on the rooftops. From above, everything makes so much sense; it’s a much higher-rise environment, full of windowledges and awnings, offering handholds to reach you to the skies. And then the traditional structure of the city falls apart. No longer is it delineated by roads and pavements, and obstructed by buildings; the buildings themselves become the fabric, as you leap from roof to roof, impervious to the regimented town planning below. In so many ways, it’s Grand Theft Parkour : like the traceur, your agent deconstructs the urban environment, remaking it in a shape he prefers.

I can’t help but call to mind this Frieze article about the Israeli Defence Force, describing the process by which they (literally) deconstruct the city in order to move through it, ignoring existing paths to create their own. Through that, the soldiers gain…

a conception of the city as not just the site but also the very medium of warfare – a flexible, almost liquid medium that is forever contingent and in flux.

And, of course, that’s exactly the sensation Crackdown generates – the feeling that you are no longer moving through the city, but that you are moving the city around you.

It’s then that the other subtleties of Crackdown rear their heads. The fact there’s no traditional meet-a-guy-and-get-a-mission-structure – it’s all radioed in to you, meaning you can ignore it from the get-go; whilst completing the missions will earn you experience on the way, the city is truly free-roaming from the start. The mini-map, initially perhaps too small, too clumsy, pales into insignificance as you become more agile; a far better perspective on your destination can be had from scaling the nearest tower block.

And, of course, there’s no better way of playing about in an unfamiliar city than with a friend. Crackdown supports a co-operative mode, and it’s a real treat: almost entirely lag-free, with the whole city to roam in, it captures the joy of playing with someone else perfectly. Alex and I spent a good hour of the demo charging around the city to absolutely no end, taking it in turns to set up piles of cars to perform ludicrous stunts, and charging about over the rooftops looking for fun “lines” and new challenges. Like I said: fun.

Crackdown will shift a lot of copies when it’s released later this month, because it includes a free invite to the Halo 3 beta. Hopefully, Halo fans will take the time to play the game they shelled out for, because it’s shaping up to be very fine in its own right. Whilst perhaps not as polished or slick a game as Rockstar’s classics, it refines the urban-sandbox genre – mixing in the athleticism and playfulness of Spiderman 2 and Hulk: Ultimate Destruction – and stands strong in its own right. Crackdown encourages – and, to be honest, demands – to be played. And isn’t that what games should be about?

Guitar Hero II screengrab

This is the first an (hopefully) recurring series on Infovore, in which I write about, well, great gaming moments in whatever I’m playing at the time – current or otherwise. Let’s hope I can keep it up…

Guitar Hero was my favourite game of 2006. No question of that. A wonderful, empowering, hugely satisfying experience that cried out to be played for the sake of it. The sequel, released at the end of last year, is at least as good. It suffers by not being the first, not having the wonderful new-ness the first game brought to the market, but it’s more attractive, more polished, has much better note-detection, and a swathe of new features.

And, finishing it for the first time this morning, it brought my first “great gaming moment” of this year.

Before we go on, a note on the slightly altered structure of GHII. To progress through the game, you play gigs of songs; complete a whole gig and you can move on to the next set of songs at the next venue. Obviously, they get progressively harder. In GH, it was only necessary to complete either four or five (out of five) in the set, dependent on difficulty level, in order to progress.

GHII roughly sticks to that, but with a twist: it only lists four songs in the group. When you complete the final song necessary to progress, the camera lingers on your gig, and the audience start chanting, demanding an encore. And the game ask you if you want to give them one. Of course, you click yes, and wait for the game to load a song that’ll be a complete surprise to you.

It doesn’t really affect how the game plays, but it adds to the experience – of being a rock god – so much. So: to return to my story.

The greatest moment in the game is the final encore. It’s the final gig. You’ve shredded your way through four hellish solo-heavy songs, playing a special gig at Stonehenge. And the crowd start clamouring for an encore. But this time around, they’re not chanting indecipherable words, oh no.

It’s quite clear what they’re yelling.

“Freebird! Freebird!”

They want you to play Freebird.

And up pops the game. “The audience are demanding Freebird! Will you give it to them?”.

You hit Yes.

“You’re really going to play Freebird?”

Yes.

“You’re definitely sure about this?”

Yes. Got to love the game’s sense of humour.

Practice mode, Guitar Solo i is what you’re looking for, says the loading screen. It turns out that it’s not lying.

If I leave here tomorrow…“. I stand in my living room, tapping out that wonderful acoustic first section, as hundreds of little computer people wave their lighters in the air. Crudely rendered they may be, but it’s a magical moment.

And then the tempo picks up, and the shredding begins.

It’s all over only a few minutes later. The grin is still on my face; it’s a hectic, exciting series of solos that rattle your wrists. As I write this, that grin is returning to my face, honestly.

It’s the most majestic pay-off. Two games, and seventy-odd songs later, the audience inside my PS2 are clamouring for one last song. They know exactly what song they want to hear. And finally, I can play it for them. That one moment – that’s Guitar Hero II in a nutshell: charming, exhilirating, a masterpiece of challenge-and-reward.

I have to go now. I can hear the crowd calling again.

Maoschuticon

15 February 2006

Masochuticon. It becomes easier and easier to type.

New collaborative creative-writing site, again from Matt, and much like Upsideclown before it. New line-up, though, which is exciting, and love the heavy-type (or is that type-heavy?) design.