18.5.22

No Longer Human

No Longer HumanNo Longer Human by Junji Ito
My rating: 4 of 5 stars

Ito applies his signature phantasmagoric horror style to adapting a realistic work, with some success. Most of the psychological trauma is literalised in a succession of disturbing visions that haunt the protagonist, although Ito does add more blood (and sex) than there is in the original as well. This is a grim story of addiction and self-destruction, the relentless misfortune occasionally getting a bit too much for me. I did enjoy the clever storytelling trick used as a framing device for the adaptation, however, where Osamu Dazai is inserted as a character in his own story as a way of paying tribute to the original work, and the life that inspired it.

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11.5.22

Equinox (The Tides of Lust)

The Tides of Lust (Modern Erotic Classics)The Tides of Lust by Samuel R. Delany
My rating: 2 of 5 stars

A fantastically-written opening chapter devolves a bit as the book goes on. Pornography may be the last genre where you're allowed to leave scruples about consent, or racism, or sexism, at the door – and yet this is still pretty difficult to read. It feels like an indulgence rather than a treatise – and probably not to most people's tastes. Undeniable though that there are passages of striking imagery and description within.

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10.4.22

The Secret History

The Secret HistoryThe Secret History by Donna Tartt
My rating: 4 of 5 stars

Like if Harry Potter went to Slytherin. Tartt is undeniably a better writer than Rowling – every couple of pages of The Secret History has a dazzling bit of description. But Rowling does a better job of interweaving the mysteries in her plots, where episodes are returned to and reinterpreted in the light of new revelations. Tartt's approach is more linear – new information is introduced about characters and events to explain the latest twist, which feels clumsier. It's forgivable though, expecially as the narration is in first person and the character of Richard may not be as skilled a storyteller as he, or we, would like.

The book is long and as a result occasionally plodding. The sheer extent of it makes deducing its themes difficult – it's about what it's about. The lasting impression it left me with was that the youthful dyonisian urge towards dissolution is universal – and the disturbing rituals the coterie engage in are just a more sinister manifestation of the decadent student experience of parties, drugs and rock music the main characters are so dismissive of. There's just a seductive upper-class veneer applied to their activites– which Richard, an interloper ashamed of his working-class background, cannot but be enchanted by. Wealth and beauty are dazzling but ultimately disguise what is (to put it politely) extremly reprehensible behaviour.

Bunny's character is dwelt on so long partly to set up a contrast with our narrator and protagonist. Bunny cannot afford the trappings of his class, and sponges off the wealth of his friends. Richard almost dies rather than admit his poverty and ask for help. But despite his flaws, Bunny has the capacity to see through the allure of his sophisticated friends, and was on the cusp of exposing their crimes, whereas Richard does everything he can to protect them. The act of writing his secret history may be a form of atonement, a realisation on the part of Richard that Bunny had the right idea in the end, and Richard has to finally burn his bridges with the university friends he loved so much.

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22.3.22

Downfall

DownfallDownfall by Inio Asano
My rating: 4 of 5 stars

A portrait of a particularly unpleasant artist. Partly this is about the pressure sales and success can apply on creative endeavour (perhaps quite autobiographical given the recognition the author has received with books like Solanin). But Downfall goes a bit deeper than that – Fukazawa is so relentlessly focused on becoming a manga-ka that all his relationships burn up around him. The irony is that his manga is perceived by his audience to be very empathetic and moving, even though the creator of it is incapable of real human connection. Fukazawa is a master of emotional manipulation, in real life and in his work, but he's incapable of actual sympathy. The judgment of an almost mythical cat-eyed teenage girlfriend, that speaks in profundities and absurdities, is devastating, and very, very impactful.

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10.3.22

The Line of Beauty

The Line of BeautyThe Line of Beauty by Alan Hollinghurst
My rating: 4 of 5 stars

The final tragic parts of the book were the most thrilling to me – when the various secrets and hypocrisies that have built up over the first two languid sections, wrapped up in the twin seductions of love and money, burst out into the open. The protagonist – from an undistinguished middle class background, and gay – ingratiates himself with the well-to-do family of an ambitious Conservative politician, as a lodger and then as a friend. And while Nick Guest (ominous name) is supremely capable of averting the inherent tensions of such an arrangement, eventually it blows up in everyone's faces. The MP, charismatic but vain, is undone by his own sexual and financial profligacy, which contrasts with Nick's own prudent behaviour. Nevertheless, the underlying homophobia of the times (amplified by the press) asserts itself, and Nick finds that his surrogate family will not stand up for him in a time of crisis. Hollinghurst's talents lie in the delicate depiction of the interactions between people, and the evasions and ironies used to sustain relationships, up until the pressures of the outside world break them apart. He's a great writer, and this is a great book.

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8.3.22

The Loneliness of the Long-Distance Cartoonist

The Loneliness of the Long-Distance CartoonistThe Loneliness of the Long-Distance Cartoonist by Adrian Tomine
My rating: 5 of 5 stars

My favourite of the things I've read by Tomine, although I also have two young daughters so that may say more about me than about the work. Much of this volume is taken up with short sketches of the various (sometimes imagined) humiliations Tomine has gone through as a comics obsessive and increasingly successful cartoonist – which are wry and funny and easily digestible. The final section is a bit longer, and documents a typically ridiculous brush with death that nevertheless leads Tomine to write a very moving letter to his children, as well as reflect on the ways his workaholism takes him away from his family and the things that really make him happy. Other readers may find that a trite and obvious endpoint, although as someone very much in the trenches of fatherhood with Tomine it struck particularly true. The final irony of the piece is that the cartooning urge cannot be suppressed – Tomine channels his insight about the importance of a life outside work into yet more work. Perhaps the format of the book – a square-ruled notebook rather than a typical trade paperback – suggests an artist more at ease with his craft, jotting things down as they come rather than locking himself away from the wife and kids to slave over another critically-acclaimed tome. I hope so, for his sake and mine.

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27.2.22

Disco Elysium

I want another 50 games like Disco Elysium. This takes the writing-first approach of Planescape: Torment and removes all the combat elements so that everything is about your character's interactions with the world, and the different bits of it you can unlock with your skills and choices. At times it feels like an adventure game, where you are collecting items and asking questions until you tick your tasks off the list. That may sound linear and boring, but thankfully the game's story, characters and universe are so rich that I was compelled to explore as much as possible, sinking a glorious 50+ hours following every lead I could find.

Even if the gameplay is limited, there is enough of it to be satisfying when your build allows you to pass a check. Die-rolls govern your every interaction, modified by your skills and prior actions. There's always a chance to succeed or fail – at the first big climax of the game, where your amnesiac detective examines a dead body, I managed to pass a 3% chance perception check which massively upends your assumptions about the cause of death, and I felt a huge surge of elation even though it was just a piece of (amost literally) blind luck.

There's a pleasing ludo-narrative consonance to developing your skills. You wake up not knowing anything and are tasked with investigating a murder. But as you tick off bits and bobs in pursuing the case, you gain experience points, which allow you to level up your skills and slowly learn, or re-learn, how to be a cop.

Even better, your skills can talk to you – giving you tips and dialogue options that can push you in the right direction. But not always – sometimes their advice works against your interests. This was the second revelatory moment in the game for me. In a conversation with a femme fatale character I passed a volition check which made me realise that all my other skills, particularly the one helping me detect lies, were being hoodwinked. My character was being seduced, almost mesmerised, by the figure he was talking to, to the point where my thoughts and impulses were betraying me.

If skills are a bit like companions, chipping in here and there with advice, the game adapts the standard RPG alignment system to give you options to explore and subscribe to different cop personalities (sorry cop, superstar cop, honour cop) and political philosophies. The latter are more well developed, and in the final cut version of the game include specific 'vision quests' revealing the implications of your political allegiances. In my playthrough I picked the boring moralist (or centrist) option, which I thought went furthest to minimise harm. But in this world, the moralintern are the ascendent power, and the game makes clear the damage caused by keeping things as they are.

The game's reflections on politics are commendably nuanced. The representative of the libertarian faction (a negotiator for a shipping conglomerate) is personable and helpful, but the organisation she works for is sinister and dangerous. The representative of the dockers union is unpleasant, slippery and corrupt, treating you as a means to advance his own ends. But ultimately those ends are more noble than they at first appear. Generally, the game is ambiguous about whether the sacrifices required for liberation are worth the price in blood, sweat and tears. A moralist abandons dreams of a better world for the crushing, unfair reality of today. But realising those dreams risks unleashing horrors that are far worse than the status quo.

The game's final comment on these alignment options might lie in the character of the killer – an old revolutionary that remains committed to a dead cause, with a psyche so poisoned and curdled by ideology that it starts unleashing random death on the neighbourhood. Committment to a grand project is suspect, the game appears to suggest. A better avenue for your energies is the limited good you can do in your interactions with people.

The one discordant note for me came towards the end, where the game inserts a kind of deus ex machina in the form of an alien creature imparting wisdom on our player character, whose bender is at root inspired by a break-up he never got over. The Insulidian Phasmid urges you to let her go: "Turn and go forward. Do it for the working class". The implication is that being hung up on a lost love is preventing you from reconnecting with the world and the downtrodden people in it (it's not for nothing that the only essential skill check to pass in the game is a Shivers one – it's the skill that plugs you into the rhythms of the city). But the following line puts a sour twist on that laudible sentiment: "She was middle class. It doesn't take a three-metre stick insect to tell you that". The tone is resentful, and implies that any inter-class relationship is inherently tainted and unworkable, which is a gross idea to latch onto one of the final climaxes of the game.

That's a small exception that proves the general rule, which is that Disco Elysium is written with great thoughtfullness and tenderness for its large cast of characters. It is also very funny, and has a knowing sense of its own inherent ridiculousness. But even in a playthrough committed to exploring its most farcical elements, the creators ultimately pull the player towards the great sadness haunting the setting – the threat of existential nothingness that warps every attempt at progress. The poetry of the game is inescapable, and is its most impressive and unique feature. It's a great novel disguised as a roleplaying game, a new milestone in interactive narrative. And I want a lot more of it.

21.1.22

Outline

OutlineOutline by Rachel Cusk
My rating: 4 of 5 stars

A kind of experiment in the erasure of the conventional trappings of fiction – plot, suspense, character, identity. Cusk has thought hard about the building blocks of the novel and has tried to pull most of them out. What’s left are outlines of people’s lives, observed and recorded by a narrator whose life and personality are outlined by those other lives and their stories. The book is upfront about its method, and its themes emerge naturally from it – the comparison and contrast between the people in the novel suggest the relational way we think about ourselves, as well as the difficulty of bridging the fundamental difference between individuals (particularly women and men in heterosexual relationships). The book sums this up in its very last lines, where a character confuses “solitude” for “solicitude”, capturing the twin fates we face when trying to understand each other.

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8.1.22

On Writing: A Memoir of the Craft

On Writing: A Memoir of the CraftOn Writing: A Memoir of the Craft by Stephen King
My rating: 4 of 5 stars

Not as compact as the author makes out (he is a storyteller after all), but still very useful not just to aspiring writers but those who wish to understand how novels are put together. King's practices are not universal, but it's still interesting to see the way he approaches the craft – starting with characters and a situation and letting that play out, and not being fixed on the way his stories will resolve. The plots of his books are not overdetermined, but unfold naturally, keeping the author (and he hopes, his readers) guessing. The themes of the book also emerge naturally once the first draft is complete – King steps away from the manuscript, comes back to it with fresh eyes and then tugs the loose ends together to form a satisfying whole. His books are not novels of ideas, in other words. The story always comes first. Then again, King doesn't claim to have a monopoly of wisdom on the subject of writing, and there's an endearing sense of humility to this project. It's a plain-spoken, personal and honest account of the job.

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