Showing posts with label JG Ballard. Show all posts
Showing posts with label JG Ballard. Show all posts

Wednesday, 17 April 2013

Ink stuff

It's been a while. Sorry about that.

There are a fair few pieces by me on newsstands at the moment, although I'm afraid not many of them are available online. One prominent exception is my second piece for the New York Times, published on 23 March, probing the idea that a perfect home is the key to happiness, and tracing it back to modernist ideas about housing, health and hygiene. You might, if you have been kind enough to read it, of course recognise this as being an underlying preoccupation of Care of Wooden Floors.

Speaking of COWF, the German edition - Die nachhaltige Pflege von Holzböden, published by Carl's Books - is now on sale. Buy buy buy!

"The Anxiety of Influence" in Frame magazine issue 91, looks at copying and plagiarism in contemporary design and asks if too much emphasis is placed on novelty. Has fear of plagiarism led to "amnesiac design" that denies its own history and is disingenuous about its influences?

In Disegno issue 4 (S/S 2013) there's an essay by me examining press trips, a fundamental but little-remarked aspect of architecture and design discourse. Do they warp the way we see architecture and design? Are they, in fact, fundamentally corrupt?

I can be found in two places in Icon 119 (May 2013) - in the News section I talk to Sou Fujimoto about his plans for the Serpentine Pavilion, and the role of landscape in his architecture, and in Review there are my very positive thoughts about David E Nye's fascinating history of the assembly line.

A labour of love in the current issue of Art Review (#66, March 2013): reviewing the superb Extreme Metaphors: Interviews with JG Ballard 1967-2008.

In the spring edition of Audi magazine I mark the 40th anniversary of the first mobile phone call by talk to the man who made it, Martin Cooper.

Also now on sale is Metahaven's excellent essay Can Jokes Bring Down Governments? (Strelka Press), which is did not write but helped edit. It looks at the potential for anarchic viral online humour to overturn the present neoliberal austerity consensus, and the role of design and designers can play. Also it's witty and provocative, so please do take a look. 

Sunday, 26 September 2010

The Image Accumulator


This is part of Tim Maly's 50 Posts About Cyborgs, a collaboration between blogs celebrating 50 years of the term "cyborg". Here, I'll be talking about David Cronenberg's film Videodrome, and there'll be some description of sadomasochism. Consider yourselves warned. It's also an imperfect effort to bring together thoughts on a number of subjects, and as such has a slightly unfinished feel. For that, my apologies.


What is the secret of the Videodrome signal? Not its origins or its meaning, which are the objects of James Woods' quest in David Cronenberg's film Videodrome (1983). I mean the secret of its shiver. We get the shiver when Max Renn, played by Woods, is introduced to the signal by his colleague Harlan. The signal was sniffed out by the pirate satellite dish operated by Renn's cable network - Videodrome is a brutal sadomasochistic television programme apparently emitting from Malaysia. Nothing but torture and snuff, filmed in a studio with walls of wet clay. Wet clay - absorbs sound, and it can be electrified. How's that for a deviant architectural detail? You have to love Cronenberg. An illicit television programme, operating beyond the reach of any risk of penalty and specialising in savagery, is a sinister enough premise. And then he goes and throws in a baroque, left-field detail like walls of wet clay. It just emphasises the otherness of the signal - the fact that it is a product of thought processes that are not like ours. We think.


Videodrome.

And there's the shiver. An illicit television programme. Something we aren't meant to be seeing. But it's right there, on the spectrum, just waiting for an ear cocked in its direction. It's inherently fascinating. Broadcast television is a rigid, hierarchical, top-down, hermetic system, a trumpeting modern edifice. Underneath a veneer of raucous diversity, it's monolithic and monopolistic. Breaches in that monopoly are at once unnerving and exotic - such as the sinister surrealism of the Max Headroom signal intrusion incident (video).

Finding this hotline to depravity, Renn does what any sensible person would - he pirates the programme and puts it on his own channel. He also becomes obsessed by it, and discovers that not only is it not faked, it is also being broadcast from no further away than Pittsburgh. As Renn gets closer to the source of the signal, he suffers from terrifying hallucinations. His television warps, swells, pulses and erotically reaches out towards him; his abdomen splits into a maw like a VCR cassette slot; he learns that the signal has a direct physiological effect, causing brain tumours. It's a product of the military-industrial complex: weaponised television, designed to destroy the minds and bodies of undesirables.


Body horror is of course what Cronenberg is best known for. The director had previously shown the boundaries of the body collapsing (most memorably in 1975's Shivers) and mind control (in 1981's Scanners). But Videodrome is I think the first proper foray into cyborg transgression - the merging of flesh and technology, a catastrophic breakdown in the separation we take for granted.

Or do we take it for granted? It makes sense that the vector of this breakdown is a broadcast signal. We are, as a species, not entirely convinced that visual information has no power over us - photosensitive epilepsy is of course real, and Videodrome-like mind control has seeped into urban legends, always a good barometer of modern pathologies. (The arcade game Polybius is a particularly fine example of this line of mythmaking.) We feel sensitive to the non-visual electromagnetic spectrum around us, even where it doesn't affect us - witness the pseudoscientific health scares over mobile phones, phone masts, electricity pylons, "electrosmog". Television was the first electronic love-object, the focus of an extraordinarily widespread devotion. As a consumer item, it has consistently adopted different strategies to get closer to us - reproducing, breaking out of the living room and into different rooms in the house, and also attempting a more intimate connection. First it experimented with miniaturisation (portable TVs, pocket TVs, wearable TVs); now its preferred method is immersion, giant screens, clearer images and sound, refining the purity of the signal rather than its portability. The relationship of the 20th-century consumer to the television signal has always been a kind of romance - a ferociously close but off-balance, sadomasochistic romance. Renn is simply acting out the atavistic dream-journey of the 20th-century consumer - he is getting inside his television, letting it get inside him, finally breaching that air-gap and bathing in the electromagnetic spectrum. In an ecstatic climax within the film, when all the distinctions between reality, television programe and hallucination have disappeared, Renn finds himself inside the orange chamber with the wet clay walls. There, he whips a television; on the screen, Debbie Harry's lips moan and cry out approvingly.


Clear-eyed and unsentimental as always, JG Ballard was on top of this relationship. The Atrocity Exhibition (1970), contains the shadow of Videodrome - it's filled with giant screens, with broadcasts, with violence as entertainment. While the discourse around social change was mostly fogged with petty conservatism, Ballard saw deeper psychological instincts and pathologies being acted out in our relationship with consumer goods.

In fact, too few things are bad for us, and one fears an indefinite future of pious bourgeois certitudes. It's curious that these puritans strike such a chord - there is a deep underlying unease about the rate of social change, but little apparent change is actually taking place. ... Real change is largely invisible, as befits this age of invisible technology - and people have embraced VCRs, fax machines, word processors without a thought, along with the new social habits that have sprung up around them.

-- JG Ballard, notes to "Death Games (a) Conceptual", The Atrocity Exhibition


Ballard, one feels, would have approved of Renn's self-destructive line of enquiry - his advice in The Atrocity Exhibition is that we should "immerse ourselves in the most destructive element, ourselves, and swim"; he thought there should be more sex and violence on television, seeing it as a powerful catalyst for social change. Videodrome is a thoroughly Ballardian film. And Renn really does immerse himself in himself - his tool for becoming one with the Videodrome signal is the Image Accumulator, a kind of helmet; in this helmet, reality, television and hallucination are the same non-judgemental flow of electrons.


The Image Accumulator.

The Image Accumulator is profoundly reminiscent of works by the German artist Walter Pichler. Attempting a critique of television, Pichler combined the device with prosthesis and architecture, fashioning "rooms" that are in fact helmets with integrated televisions. Pichler exposes the dependence in the relationship with television, its total demand on the user - the helmets are not convenient or liberating, they are blinding and immobilising. He gives us the cyborg endgame of devotion to television. But the astonishing thing about his helmets is that they manage to be appealing - they have the finished surface of consumer products, and despite ourselves we're curious about what's inside, how the experience works. The risk of course is obvious - it's not that we'll find these absurd contraptions uncomfortable and debilitating, that's a given; the risk is that we'll find the payoff worth it for final oneness with the signal, the warm umbilical with the machine, and that we'll come to forget we're wearing the helmet.


"Portable Living Room", Walter Pichler, 1967



"Small Room Prototype", Walter Pichler, 1967

Sunday, 23 May 2010

PoBa


1111 Lincoln Road, by Herzog & de Meuron. Image taken from the Flickr stream of www.urbancityarch.com and used under a Creative Commons licence.

At a symposium on "Ballardian Architecture" at the Royal Academy a week ago, journalist and Ballard expert Chris Hall said something rather intiguing about Herzog & de Meuron's 1111 Lincoln Road. Lincoln Road is a multistorey car park in Miami - Edwin Heathcote covered it well for icon in issue 081. Hall suggested that Lincoln Road could be considered "the first post-Ballardian building in the sense that they've taken a liminal structure of a car park and made an art work out of it".

This remark was very striking, not least because it's an excellent description of Lincoln Road. Rather than decorating or attempting to hide the multistorey car park, Herzog & de Meuron have made it highly assertive and expressive. It is beautiful and dramatic; in the words of Herzog, it's pure Miami Beach, because it's "all muscle without cloth". "Modern. Fast. Adaptable. Sensual," promises the website (emphasis mine). Muscular, unclothed, sensual, it wants to be sexy.

A sexy concrete multi-storey car park! What could be more Ballardian, eh? Except, as Hall noticed, this isn't really a Ballardian building - it's a post-Ballardian building. It's not a subconcious expression of the kind of pathologies that Ballard explored - instead, there's something janglingly concious about it. It's a place that knows exactly what it's doing. Alongside the car park, the complex has boutiques (Nespresso, Taschen), offices, art installations, offices and apartments (including one belonging to the developer - shades of Anthony Royal, to borrow Hall's observation). These functions "activate" the car park space, stitching it back into the city, dragging it out of alienation and liminality. (Not a new or unique strategy, just an under-used one - Owen Luder included a rooftop restaurant in the Trinty car park in Gateshead). But this is not a mixed-use complex that includes a car park - the car park is to the fore, out in front, the building's centrepiece. As well as regenerating a run-down part of Miami, the ambition is to regenerate and rehabilitate the whole car-park typology. Lincoln Road confronts the architectural and cultural hang-ups about multi-storey car parks head on. It is unafraid of being "Ballardian". It is unafraid full stop. It is a bold, glamorous, 21st-century building.

This success is very heartening, and gives us a chance to look forward to what else might be achieved with "post-Ballardian" architecture. There is great value in revisiting a large number of highly useful but allegedly "discredited" typologies - multi-storey car parks, elevated motorways, streets in the sky, megastructures. We should be rescuing them from blanket dismissal and looking afresh at their advantages and their potential success; re-examining what was exciting, sexy, positive about them. If their built manifestations failed, we should be unpicking why they failed, rather than simply discarding the typology. My colleague Owen Hatherley's book Militant Modernism makes excellent progress in this direction, and is perhaps a post-Ballardian architect set text. I realise in retrospect that I was indulging in PoBa re-examination when I tried to describe what I like about Beech Street in an earlier post. The importance of this line of inquiry has also occurred to me in connection with a long-planned but still largely formless post on Steven Holl and megastructures. Proceeding typology by typology, a systematic look at the potential for post-Ballardian architecture could make for a stimulating series of posts - or even the basis of a book. It's certainly worth further thought.

Monday, 29 March 2010

YIELD


2m40 - Un Blog Impactant is a splendid enterprise. I first saw it on Metafilter a week or two ago, and on my recommendation we're including it in the online picks in the May Icon (083, out in a couple of weeks). It is focused, with pleasing specificity, on a single location: a particular tunnel near the Place de l'Etoile in Paris. This tunnel has a low clearance - 2m 40cm, funnily enough - and regularly scalps oversized vans that attempt to pass through it. 2m40.com simply posts photographs of the results (wreckage, emergency vehicles*, gawping crowds) along with fairly droll commentary in French.

This kind of accident clearly happens in this particular location a lot - presumably the blog's author saw it often before he came up with the idea of immortalising the comeuppance of careless van drivers. And it seems to exert a kind of hold over passers-by, who appear in many of the pictures to be thronging around the accident.


Image from 2m40.com.

The Metafilter thread about the site is also interesting, with contributors showing that there are other similar sites, such as this one from the USA. Mostly, of course, roads are designed to minimise the possibility of accidents. But some roads happen to create the perfect conditions for an accident. It's all geometry - trajectory, speed, momentum, lines of sight, incline, camber. To which we can add "human incaution", itself a vector.

In the UK, roads that generate a unusually high number of accidents are referred to as "accident blackspots"; in the film Withnail & I, there's a scene when the protagonists pass a sign warning of an accident blackspot. Signs like this are erected in the knowledge that driver inattention in a key component of these accidents; they're intended to spark a greater awareness of the urban, to jolt drivers out of complacency, to change the vector of incaution, inattention. They say: This landscape is not as it appears.

Look at that. "Accident Blackspot"? These aren't accidents. They're throwing themselves into the road gladly. Throwing themselves into the road to escape all this hideousness.

- Withnail & I.

The accident-ready landscape has other visual cues as well: a layer of burned rubber left by many tires on the road, scraped barriers, forlorn bunches of polythene-wrapped petrol station flowers attached to railings and signposts with zip ties, ghost bikes. In his essay "Third World Driving Hints and Tips", PJ O'Rourke comments on the custom in some countries of indicating a crash fatality with a roadside cross - if you round a corner at speed and find yourself confronted by a sea of crosses, he writes, you're done for.

This site offers aerial views of some UK accident blackspots - intriguing little images, inscrutable in their banality, with their hidden pattern of death and destruction. Complicated junctions, bringing together traffic of different speeds from different and unexpected directions, seem to be the rule.

The Integrated and Permanent Accident

I recently finished reading David Nye's book When the Lights Went Out: A History of Blackouts in America (my review will appear in Icon 084). Central to Nye's history is the idea of the "integrated accident" (a la Paul Virilio): the invention of the plane was also the invention of the plane crash. A blackout presupposes the existence of a power grid. As a parallel track to this worthwhile bit of reading, I have also been playing quite a lot of a video game called Burnout - specifically, Burnout 3: Takedown and its successor Burnout: Revenge.

Burnout is an astonishing amount of fun to play. It is ostensibly a driving/racing game, pursuing sports cars around beautifully rendered urban and mountain scenery. But as opposed to a game like Gran Turismo - which is all about precision and a nerdish delight in mastering the physics of driving - Burnout rewards recklessness. To earn speed boosts and rank increases, you have to take absurd risks in traffic and at the same time attempt to smash your rivals off the road. The atavistic joy that comes with slamming a rival into a concrete bridge support cannot be demurely stated. And if one of your rivals manages to splat you, you still have options - holding down R1 triggers "impact time", which slows down time and allows you to steer your flaming wreck into the other competitors. Crashing is the most important element of gameplay - accordingly, the crashes are rendered in extraordinary detail; not so much realism as blockbuster-hyperrealism. With this in mind, you begin to see how the different landscapes have been built to facilitate spectacular accidents with conveniently placed ramps, barriers and pillars. This is clearest on the "crash mode" levels, which involve nothing more than accelerating into a busy intersection and trying to involve as many vehicles as possible in a spectacular pile-up.

The "crash mode" levels thus take on a feeling similar to the opening scenes of the dismal UK medical drama Casualty, in which there is some fun to be had trying to guess the nature of the accident that will land the unfortunate bit-players in hospital. The innocuous intersection, with your car idling in a side-street, contains all the elements of the "perfect" crash - over that ramp, bounce off the bus, across both lanes of the freeway and into that big rig. Kaplooie. The accident is all there, it just takes the human vector, the player, to tie it all together. Across the rest of the game, individual crashes run into each other in chains of destruction. Discrete "crashes" run together into a vast, continuous, permanent accident in which every vehicle and every inch of road is somehow involved. Living near a main road strewn with the fragments of shattered brake lights, as I do, sometimes real life looks a lot like that as well.

Of course all this relates to JG Ballard's Crash, and Vaughan's accident-reenactments. It would make an interesting exercise, I thought, to appriase Burnout from a Ballardian perspective - but sadly Matt Bittanti got there first , and with far more style than I could muster [download "crash.pdf" for the results].

Thanks to Simon for drawing my attention to Bittanti.

* The French for those revolving lights on top of police cars is "gyrophares". Isn't that great?

Monday, 15 February 2010

Islands of Flickering Light


"Night Flight", taken from AMD5150's Flickr stream and used under a Creative Commons licence.

My recent post about Jonathan Littell's book The Kindly Ones was long enough, and yet I still don't feel that I quite did justice to the Stalingrad sequence. The chapter stays on my mind, particularly its unrelenting opening. The Kindly Ones is full of powerful, regularly horrific and surreal, imagery – a lengthy blog post could be written about its treatment of underground (excuse me, U-bahn) stations, but it would be spoiler-heavy – so what was it that made Maximilien Aue's flight into Stalingrad so haunting? This post won't return to The Kindly Ones in depth. What I want to do instead is tie together the Stalingrad sequence with a number of other scenes from books and films, and with any luck compose some general conclusions about technology, civilisation, infrastructure, power and what might be called islands or pockets.

So what follows is a kind of chain of connected phenomena.

1. In my previous post, I talked about the encirclement of the German armies at Stalingrad as a sick technological joke. What kept the “kessel” alive for the brief time it held out was not resupply from the air – which never even approached adequacy – but the promise of resupply from the air, specifically Goering's vain boast that the Luftwaffe was up to the job, pending eventual relief on the ground. The hope is that normal service will shortly be resumed. And when Aue arrives we're treated to a picture of 1940s high-tech in a state of advanced stress: the airfield, surrounded by wreckage, under constant bombardment, the Wehrmacht radio trucks clustered together, aerials maintaining an electronic link with the outside world, the HQ in snow-covered rail cars. These details are unusually memorable and moving, and I think that the reason is their precarity. These technological sinews keeping the kessel alive are extremely precarious and vulnerable.


Sketch of the "Kessel", the pocket of surrounded German troops at Stalingrad.


But the situation in the kessel is also evocative because the place is a world in its own - a microstate struggling to keep alive, with its own self-contained hierarchies and infrastructure, albeit starving and in a state of terminal collapse.


2. In James Cameron's film Titanic (discussed recently over on Fantastic Journal), some of the most moving shots are when we see the crippled ship from a distance, surrounded by dark, empty, freezing ocean. It is an ember on a sheet of black ice. As it sinks, there's a moment when we see the desperate situation in the electricity generating plant - men frantically throwing circuit breakers amid total chaos as the rising water consumes and shorts the ship's electrics. They are trying, in the face of inevitable failure, to keep the lights on. We have not hitherto seen the ship's power plant, and of course we don't see it again. Up until that moment, the lights are just background - they're a given, implicit, or as Peter Sloterdijk would say, they are latent. Then we see the desperate men in the power plant, and they suddenly become explicit - we see the precarity of the ship's lights. And then the lights go out. The ember goes dark.

It's a critical moment in the death of the ship – in some ways as important as the moment when it breaks in half, or the moment when it finally disappears beneath the waves.

Again, here, the ship is microcosmic, a high-tech product of Edwardian civilisation, and a self-contained world. Its sinking can be seen as a period when the denizen of that microcosmos attempt to keep it running – power, lights, class system – in ever-harsher conditions, until the moment of disappearance.

3. In High Rise, JG Ballard presents us with a giant tower block that is designed as a self-contained city for its residents, complete with shops, banks, swimming pools, schools, health clubs and so on. (Le Corbusier aimed in this direction with the Unite d'Habitation, and to connect it with the previous item, it 's worth remembering that he was drawing on the design of Edwardian ocean-going liners.) Following the logic of their building, the tower's residents reject the outside world and set about pursuing arcane tribal wars. As conditions in the tower deteriorate, the power fails on many floors - patterns of blackness across the facade of the building, and flickering lights, are recurrent motifs in the book. The air-handling, garbage and water infrastructures also decline, or are weaponised by one floor against another. The habitable pockets inside the building break apart and shrink. At the end of the book, it becomes clear that the disintegration that swept through the tower has started in another building in the same complex - its lights are going out.

Of course, the news that visitors were stranded on the 124th floor of the Burj Khalifa recently by a lift breakdown brought this story to mind.


"City Afire", taken from BWJones' Flickr stream and used under a Creative Commons licence.

4. The George Romero film Land of the Dead isn't great, but it has its good points. In it, civilisation has been wiped out by a zombie apocalypse, but some survivors have managed to form a basic society in the middle of the city of Pittsburgh, protected on three sides by rivers and on the fourth by an electric fence. And there's a fortress within this fortress, a gated community housing the elite. Again, a precarious island of light in an ocean of dangerous darkness. Of course Romero's earlier Dawn(s) of the Dead have a similar premise, with survivors holed up in a shopping mall - a perverse island of consumerism, with power and light, surrounded by savagery. In the 2004 remake of Dawn, this isolation is driven home by the survivors' communication (by whiteboard) with a man trapped in a nearby gun store. He's only a street away, but might as well be on the moon.

5. The remade Battlestar Galactica exemplifies the sort of mood I'm talking about. Battlestar concerns a ragged fleet of ships housing the few tens of thousands of people left alive after a devastating attack by the robot Cylons. From the very first moment, everything in the fleet is on the brink of running out - water, power, fuel, ammo, fighter ships, pilots. Scarcity is a more pressing menace than the pursuing Cylons, and much of the drama in the series comes from the fleet's internal political difficulties as it implements rationing and a kind of war-socialism while attempting to keep up internal democracy. It is fabulously claustrophobic and tense - at times it's Das Boot with spaceships.

6. In the new Stephen King novel Under the Dome - which I haven't read - a community in New England is cut off from the outside world by a myterious dome, and swiftly reverts to barbarism. The plot is strangely similar to the fate of Springfield in The Simpsons Movie; indeed, Springfield's steady decline is one of the stranger things about that film, being uncharacteristically dark for The Simpsons - a haggard Kent Brockman informs the populace of rolling blackouts. (Similarly, I sometimes find myself idly wondering what would happen if my apartment building, or the train carriage I'm in, were suddenly cut off from civilisation. This - on the scale of an apartment building and a single house respectively - is what happens in the films REC and Right At Your Door, but they don't quite fit into this post. Will Self has written entertainingly about this, in an essay in which he imagines that he is trapped in the Eden Project on a day trip by an ecological catastrophe and he and his fellow day-trippers have to organise a feudal society - a lottery-funded Battlestar Galactica.) (Actually, there's another Stephen King datapoint: The novella The Mist, in which New England townsfolk are trapped in a supermarket by a dense fog containing horrible creatures. The generator that is providing the supermarket's electricity become highly important.)

7. I recently flew over the Isle of Man at night. The whole island was visible from the plane window, towns and roads lit up. That whole place could be powered by a single generating station, I thought, a closed system - but a precarious one. Then I considered my only situation, in a plane thousands of feet up, warm and comfy but only foot away from the screaming breathless nothing. Precarious.

So what does all this amount to? I've long had an interest in end-of-the-world dramas and tales of besieged cities; I think what it might amount to is an interest in seeing technological civilisation under stress, or to see technological civilisation pared back to the barest possible minimum. This kind of situation exposes the workings of the machine, the sinews holding it together; the "threads" that gave Mick Jackson's nuclear war drama its name. Seeing a microcosmic part working (or failing to work) exposes the workings and the vulnerabilities of the whole. It also exposes those "givens" or "latencies" at work in our society: we expect the lights to stay on, we expect water to come out of the taps, we expect there to be food in the shops - we expect these things so totally that we don't even think about them.

Tuesday, 2 February 2010

Two Very Short Stories


Houses in Ixtapaluca, Mexico. Image taken from the Flickr photostream of jmb1977 and used under a CC Licence.

[These are two stories written for the Ballardian/Savoy Books microfiction competition, the results of which have now been announced. Stories written for the contest had to explore Ballardian or Savoyard themes. "Live-Work" got an honourable mention. The second story, "Unruins", was inspired by the above image, first seen on this Things post some months ago. It's now the basis of a longer, more elaborate project, to be announced at a later date.]

Live-Work

“After the crash, all the money went out of urban renewal,” said the property developer, Maxinalon. “This warehouse conversion was slumming itself anyway, so ...”

He had moved in the dealers and the people-traffickers. The live-work units were now meth labs, and the niche coffee outlet was a burned-out husk. The redundant creatives had adapted marvellously, because the hours were flexible.

To the sound of the exhausted police beating down the period-feature, iron-braced doors (wires trailed from the smashed entryphone), Maxinalon smiled a smile that was all percentages. “We’ve exhausted the potential of regeneration; the future is obviously degeneration.”

Unruins

The machines were still moving somewhere on the surface of the mutilated planet. They still extruded the epoxycrete frames of suburban houses, open at both ends, windows gaping. In some places, the land was eight deep in rapid-rendered family homes, jumbled in the upper levels as walls intersected with pitched roofs and the detritus of civilisation. Pictures from the ocean floor were discouraging. The hunting party had found a pocket of stale air in a second level subdivision. A car radio was embedded in the wall, and snarled the signals of new lifeforms emerging in the unruins.

Wednesday, 9 December 2009

Bunkerlust


Robert Kusmirowski's Bunker at the Barbican Centre.

More ruins, and a touch more retro-future. Here's a review by me of Robert Kusmirowski's Bunker installation at the Barbican. It was in Icon 078, and went online on Friday. Bunker is more subtle than it first appears - as I say in the piece, it's a highly ambiguous work. Emergency or wartime bunkers are symbols of catastrophe - the last resort, the futility of the Sheffield bureaucrats in Threads, the impotent rage and nihilism of Hitler's last hours. But as well as being a bunker, it's a ruin - another pessimistic environment, tied up with (stop me if you've heard this before) melancholy and the shadow of mortality.

Put those two negatives together, and what do you get? Well, an interesting installation for a start. But do they cancel each other out, or compound the darkness? A ruined bunker could suggest that the danger has passed and the bunker is no longer needed - or it could suggest that the war has gone badly, that the crisis is terminal, that the last refuge has been breached?


Robert Kusmirowski's Bunker at the Barbican Centre.

Or a third alternative. The text accompanying Bunker stresses Kusmirowski's obsession with the past and the nostalgia that characterises his work - so the bunker may be obsolete, and one kind of danger might have passed, but it could have been replaced with other dangers that call for different responses. A quote from Paul Virilio's Bunker Archaeology is reproduced in the texts that come with the installation: "The essence of the new fortress is elsewhere, underfoot, invisible from here on in." Perhaps we can't even imagine a planned response to the dangers of the new world - we can't build bunkers, long-range rader networks and DARPAnets to anticipate it, so we dream of bunkers. Or perhaps we're already holed up in the fortress - a worrying thought as Virilio saw stepping into the bunker to be the first step towards the death that the bunker was ostensibly built to prevent. Whatever the cause, bunkerlust - or bunkernostalgia - certainly seems to be widespread right now.

Ruins, the future becoming the past, the disintegration of expectations of progress - these thoughts point in the direction of JG Ballard. This is from High Rise:

Even the run-down nature of the high-rise was a model of the world into which the future was carrying them, a landscape beyond technology where everything was either derelict or, more ambiguously, recombined in unexpected but more meaningful ways. Laing pondered this - sometimes he found it difficult not to believe that they were living in a future that had already taken place, and was now exhausted.


Robert Kusmirowski's Bunker at the Barbican Centre.

Another stray thought from Bunker. I was wandering around the installation, nodding thoughtfully, stroking my chin and trying hard to look like I was thinking about Paul Virilio and the nature of melancholy and the horror of war and all that. But in fact, more often than I would care to admit, I was thinking: "Wow, this is very like Resident Evil/The Suffering/Silent Hill."

Those are all computer games in the "survival horror" genre. In a typical survival-horror game, the protagonist - that is, you, the player - stumbles around in dimly lit and poorly maintained spaces being pursued by monsters or zombies. You can generally speaking fight back, but the mood of the genre relies on a strong and persistent feeling of intense peril - there's never quite enough ammo, or you might as well be flicking rubber bands at the armour-plated drooling thingy coming towards you down a gloomy hospital/prison/insane asylum corridor. (The lighting is key. In "survival horror" games, the dimmer is always down, or the energy-saving bulbs never quite warm up.)


Silent Hill.

I've been thinking about these games a lot lately - I recently wrote a review of Christopher Payne's beautiful book Asylum and its photographs of 19th-century mental hospitals and long corridors in advancing desuetude also led to reflections on the genre. The review is still unpublished - I might return to the architecture of survival horror when it goes live in the New Year, since this blog post is long enough already.

Wednesday, 19 August 2009

Hydroponics and Parasites


Issues 071 to 073 of Icon have gone online, completing our mammoth archiving effort and bringing the website pretty much up to date.

On the craze for urban farming (as mentioned here): "Something unbelievable has happened - farming has become fashionable", Icon 072, June 2009

"Parasite products aren't products themselves - they only become useful when they save something from becoming waste, or extend the life of something that might otherwise be thrown away. As a typology, parasite products form the central part of a new way of thinking about design, which we could call 'guilty design' - design that tries not to add an unnecessary new product." - "Guilty Design", Icon 073, July 2009

Some reviews: Sophie Lovell's timely Limited Edition, Zack Snyder's bombastic Watchmen, Owen Hatherley's refreshing Militant Modernism, Franco Clivio's eccentric Hidden Forms.

Some Icons of the Month: Muzak, JG Ballard. I consider the Muzak piece to be a companion to my earlier IOTM on Holiday Inn, continuing an interest in non-places. While I was writing it, I heard that Ballard had died.

Thursday, 23 July 2009

A Stress-Test for the Human Spirit


The following is the short "icon of the month" article I wrote about JG Ballard in the wake of the author's death in April. This article appeared in Icon 073 (July 2009), which you can buy online. In common with many of my peers, Ballard's writing had an enormous effect on me. As I wrote in a paragraph that was eventually cut from this piece: "Everywhere one turns, the 21st century matches up to what Ballard sketched out in his work: televised cosmetic surgery, dogging, youths filming assaults on mobile phones, public space submerged by CCTV-covered 'retail experiences', and the omnipresent whiff of imminent collapse."

I'm grateful to Simon Sellars, who saw a version of this article and fed back a couple of useful comments. Also, references have been included where appropriate. Image via Sit Down Man.


With the death of JG Ballard in April, modern architecture lost one of its strangest and most powerful advocates. Strange, because many of his novels look like attacks on built modernity. The Atrocity Exhibition, the 1969 book that established Ballard’s literary reputation, is a vivid, harrowing collage in which freeways, concrete towers and multistorey car parks are intercut with flashes of sexual violence and popular culture. This imagery was returned to in depth and force in the infamous 1973 follow-up Crash. The modern cityscape is at the centre of subsequent novels. In High-Rise, inhabitants of a luxury tower block devolve into warring tribes. In Concrete Island, a man is stranded on a reservation between motorways and turns savage. Running Wild, Cocaine Nights and Super-Cannes explore the darkness that ferments inside gated communities, and in Kingdom Come, the controlled environment of an out-of-town shopping centre becomes an incubator for fascism.

But Ballard loved modern architecture. His favourite building in London was Michael Manser’s 1992 Hilton hotel at Heathrow airport – a slab of international style with a dizzying glass atrium. “Sitting in its atrium one becomes, briefly, a more advanced kind of human being,” he told Hans Ulrich Obrist in 2003, echoing Marc Augé’s message that antiseptic non-places, in particular hotels and airports, give us a glimpse of an anonymous future city-world. By contrast, Ballard dismissed the rest of London as a stucco-choked instrument of political control and class repression, possibly the only world capital “that has gone from the 19th century to the 21st without experiencing all the possibilities and excitements of the 20th in any meaningful way”.

It was the modernist attempt to dispose of all this baggage of class, history, received wisdom and social prejudice that Ballard admired. In in-between spaces and non-places, Ballard saw an architecture that appealed to the immediate here and now, the instant, as opposed to bowing towards some abstract posterity or an idea of taste. We are at our most free in the non-place, the atrium, the departure lounge, on the motorway. There, it doesn’t matter who you are – the only thing that matters is where you’re going. And that’s precisely why the authorities are so desperate to monitor us in those places.

Being able to leave behind who we are also means that we are freer to indulge psychosis and sexual outrage – but that was no argument to remain unfree. Writing about architecture in 2006, Ballard mentioned the demolition of the Pruitt-Igoe housing project in St Louis in 1972, an event often cited as heralding the death of modernism. The estate had been condemned as a “social catastrophe”: “However, I sometimes think that social catastrophe was what the dirt-poor residents secretly longed for.”

Our inner urge towards destruction is Ballard’s stock in trade. The architectural criticism in Ballard’s novels amounts to a stress-test for the human spirit, just as an engineer might test a steel frame to destruction. He shows that what we think of as “normal” activities and environments are anything but – that we are constantly pioneers in our own relentlessly strange world. Our surroundings define us, and in turn our neuroses shape our surroundings. He probed, more intimately than any other writer, a fundamental question: how can we be free when we cannot escape our containers – that is, our bodies and places?