Showing posts with label entertainment. Show all posts
Showing posts with label entertainment. Show all posts

Saturday, 20 January 2024

Sci-fi of the hyperbolic present: Technicolor Ultra Mall, by Ryan Oakley

Technicolor Ultra Mall, by Ryan Oakley (EDGE Books, 2011), looks into the future and finds humanity conducting its daily affairs within the walls of city malls, the outdoors reserved for toxic air and garbage. Populations under a roof. For the lowest on the ladder, a dim and desperate basement. For the middle classes, shopping and distractions on their own bright, green level, and sometimes just distractions on the lower red level. For the highest, an unknown blue tier. Maybe they can see the sky there.

Technicolor is more William Gibson and Philip K. Dick than Isaac Asimov or Neal Stephenson, but it's not quite cyber-fiction, despite the highly connected setting, cy-fi vernacular, and video-game features. It's grim, dystopic, and all too close to reality. It doesn't romanticize a grand narrative. It is disjointed, frequently interrupted by fake advertisements and television and radio segments. It has subplots that collide in unexpected ways. It speculates on what happens when a society considers new ways to distract, amuse, pamper, and embellish oneself to be progress: better shopping, drugs, sex, television, and violence.

More than anything else, Technicolor is about violence—brutal violence—which is something I haven't come across much in my reading. I'm probably reading the wrong books. It shows its bloodied, scarred, disfigured, and senseless face right away. The characters, including the protagonists, are mainly members of a criminal gang. They're grotesque, self-serving, and proud brawlers and killers. They can also be obsequious, loyal, and wary of greed. These inner conflicts result in near constant taunts, threats, grandstanding, and frequent outbursts of intense and bloody brutality, usually by knife. It seems gratuitous, but that's the point. A central event finds a gang member volunteering to die under a guillotine, in the middle of a wake that is also a rave. The gang celebrates violence. It is creative performance; for some the only creative outlet they have.

Budgie is an adolescent gang member born and raised on the red levels of the mall. The reds are where the authorities send the undesirables in order to maintain peace on the upper levels. They are poorly policed ghettoes populated mainly by criminals, drug dealers, prostitutes, gamblers, and cheats. But the gangs profit from upper-level folk slumming it at red-level clubs on weekends, so despite frequent violence and general lawlessness, there is order.

Budgie's gang, the Vidicons, is ruthlessly expanding its territory, and Budgie has a change of heart after losing the closest thing he's ever had to a friend. Despite rising in the ranks, in the reds he sees only more dumb violence and a quick death. He devises a plan to decamp to the greens and start a new life. But he can't afford it right away. He's got to get a legitimate job, work his way up, before he can make the move permanent. In the meantime, he's got to face his comrades, who have no love for defectors.

Enter TeeVee, an alpha Vidicon hacker who scans the Info Dump, analyzing information to run criminal schemes and make dance music. (I should mention that Oakley displays a dry humour that corresponds to the setting, dark and raunchy.) TeeVee has caught wind of Budgie's plans. He wants a pair of eyes on the green levels to improve his data flow in preparation for a really big scheme. TeeVee doesn't want Budgie to spy; he wants to program Budgie so his eyes effectively become surveillance cameras, feeding information to TeeVee. Budgie accepts, without any real idea of what he's getting himself into, or any real choice in the matter. If he wants to avoid trouble with his peers, he's got to get out of the reds fast. He needs the money. Budgie also manages to woo Harmony, an independent-minded and equally disillusioned Vidicon who gives him hope for a normal life like he's only seen in old mashed-up movies.

A crooked jobs agent finds Budgie work outside the walls of the mall, maintaining the garbage sorting machines in the vast landfill surrounding. He allows his hope to grow, to reach for the horizon. Despite the drudgery of the work, the desolation of the outdoors, and the protective suit he wears against the deadly atmosphere, Budgie feels free like never before. He stares at the sky, awed and afraid. His supervisor warns him not to look at the sun.

It's fun, and it ends in disaster, but I don't want to give anything away.

I hardly need to point out the symbolism of the title, Technicolor Ultra Mall. The literal levels of the city-mall correspond to the figurative positions of their denizens. The poor and criminals live in the dim red basement levels, at the bottom of the social pyramid, where it is perpetually 2:00 a.m; where once overhead projections of stars shone, now interactive ads flickered, barely lurid enough to distract. It is out of sight, but just below the level of sanctioned activity. If they are chipped, red-dwellers are effectively prisoners in a jail city. Those without chips are just in hell, freedom within sight, but made near-impossible by social conditions. Above the reds, presumably at ground level, is "the lawn", the middle class green levels, bright and wide and tall, perfect for shopping and working, passable for entertainment. Every legal thing you want is available, but most things happen via television. Best not to think too much of the activities happening underfoot. Don't cause trouble, and you won't end up there.

Technicolor Ultra Mall is science fiction as the hyperbolic present. Its world is the delusion of a conspiracy theorist or an apocalyptician or the most extreme political commentator, a projection of the paranoid mind. Pollution may have made the outdoors unlivable, but finally, people are free from the stifling regulations of government (except harsh criminal law); commerce flows freely to its natural conclusion: the city as shopping centre. But despite the authorities' best attempts to eliminate the criminal element from polite society, racial and sectarian violence is out of control in expanding ghettoes that threaten the middle and upper classes! Look at how the de facto legalization of drugs and prostitution in the ghettoes has corrupted good citizens! Listen to the angry man on the radio! He argues like a champ and makes his guests sound crazy.

This is life inside a pulpy video game: competing gangs fight over territory, characters wear personal energy displays and carry strange weapons, they collect bonuses for tasks and reach distinct levels of achievement, and there is abundant graphic and cartoon violence.

The violence below the main floors exaggerates the violence that exists below the surface of our daily lives, directly or not—threats, pushes and shoves, looks, arguments, fights, assaults, gang violence, police violence, harassment and abuse, weapons, war, revolution—in person, on television, in the news, in sports and video games. Violence is everywhere, and we hardly notice it, we pretend not to, we acquiesce, or we participate, often without realizing it. There are people who can't ignore it, because it is integral to their life or livelihood. There are people who think some violence is acceptable, even necessary. They justify it. The rest of us pretend the world is safe: TV and video-game violence isn't real, only criminals are violent, war isn't violence, revolutions are for the unemployed, life doesn't end in violence. But it does, in fact, and Technicolor gives it to the reader in gory glory.

Beneath the violence of Technicolor are interesting, realistic, and sometimes exaggerated characters facing extreme conditions, on both the red and green levels. Communication is mediated by antisocial codes and television, but the characters manage to relate when they want to and when they try. They are still human, by turns repulsive and sympathetic, obnoxious and innocent. Without these conflicted characters, the violence they commit might be too much—too hard to take, too pointless, too blunt. Oakley makes it work and, as a result, the book is a strong first effort.

The central idea of Technicolor Ultra Mall is violence: how we can live with it, how some violence is better than other violence, how violence negates heroism. But it is full of sci-fi ideas, original and imminent. In the mall/world, shopping is the central act of citizenship; citizens, including red-levellers, undergo genetic/biological modifications (fur, wings, animal ears, etc.) as we might get tattoos; what is now on the fringe of science and society—pseudo-biological data storage, interactive TV upgraded with surveillance, transfer of mind between bodies, bio-digital computer programs, artificial intelligence, meme viruses and sicknesses, movie remixes/mash-ups, identification chips for criminals, animatronic fish, bio-digital pets, and on and on—is routine. Any one of these ideas could support a plot. Oakley presents all of them in a familiar but confusing world. Together with the well drawn characters, these ideas make the mall less blood red and more Technicolor.

My only complaint with Technicolor is the editing, which probably only bothers me as an editor. There are typos and double words that are evidently out of place, and I believe I noticed a couple of minor inconsistencies that gave me pause. Initially, I tried to rationalize the errors as a stylistic, as though the book was published in the time it takes place and language is looser. But it's clear that the book really just needs a good edit. In any case, this is the publisher's fault, not the author's, and it didn't interfere with my enjoyment of the book.

In Toronto, you can buy Technicolor Ultra Mall at Bakka Phoenix Books on Harbord, near Spadina, and no doubt other fine literary establishments.

Online, you can find it at Amazon, of course, in both print and Kindle versions.
Read on..!

Friday, 19 February 2010

Medieval Times are some odd times

Before I can even begin, I have to add two warnings about the Medieval Times experience: one, if you suffer from asthma, allergies to dust or horses, or any other similar respiratory illness, make sure that you pre-medicate and take any necessary medication with you; two, avoid sitting in the first or second rows. I will explain.

But don't let me frighten you; in the right circumstances, Medieval Times make for some very good times. If you have young children who like this kind of thing—the knights, horses, princes, sword fights-type of thing—then you'll all have a great time. If you are a large group of open-minded folks looking for something different, then you'll have a good time. If you want to take your beau on a date, make sure she's into it first. Also, if you are a group, you'll pay a deep discount, which makes the experience much much better.

The thing was almost a complete surprise to me. I heard on Wednesday that my friend Jacqui Oakley was coming into town from Hamilton on Friday to take in Medieval Times for her birthday—short notice, but as a 9–5er and new homeowner, my Friday plans usually involve a distinct lack of activity, sometimes penetrated by yoga or a video; what I'm saying is I was free. I was also game, having wondered for many years what exactly went on inside the walls of that "castle" on the CNE grounds, formerly the Dominion Government building and the Arts, Crafts, and Hobbies building. (See it here, in the fourth and fifth pairs of pics.) You see, in my early teenage years, I was a Dungeons & Dragons fan, and Tolkien was long my very favourite author. This fascination with history and fantasy has stayed with me, and while I didn't expect Medieval Times to offer a precise reconstruction of the middle ages, I was curious as to precisely what they would offer.

My curiosity was not disappointed.

Here are a couple of immediate observations: Medieval Times is not a history lesson; it is entertainment—dinner theatre to be more precise. The company says that it is committed "to the accuracy of weapons and costumes", but I think I can say that it is not educational—particularly when it comes to the history that it purports to portray. As entertainment—dinner theatre—the audience is expected to participate, to cheer their knight (ours was the Yellow), respond to the unfolding narrative, and, if you like, to join the merriment during the pre-show, where the King's Chancellor will try to rally the crowd with subtle mocking, poor jokes, and a bad English accent.

Also, you will be gouged on drinks (with or without alcohol), and you will have your experience sold back to you in the form of pictures and collectibles.

Still, somehow I didn't have a bad time.

Here's how it goes. After you get your tickets, you receive a coloured crown that represents your knight (and seating area). Then you may have your picture taken with the princess on her throne. Then an usher will guide you into the medievally decorated common area, or "Knights' lounge", or "bar" where you can buy overpriced drinks in cups in the shape of horses' heads and sparkly goblets—if you can get the attention of a bar wench, that is. You can also meet the falconer and one of his birds here. You can visit "The Dungeon" for two dollars (none of us did, so I can't say any more about it). You can take a peek into the stables, and the aviary, which houses a couple more attractive and well behaved falcons. You can peruse the concession stands, "The King's Sale" one is called, and buy prince and princess costumes, child-sized wooden swords and shields, adult-sized replica steel swords and other assorted bits and bobs. I was half expecting to see bongs in the shape of dragons, but no, this is a family event after all. (However, I do recommend that you smuggle booze into the show. There are plenty of opportunities to mix it into a soft drink, in the lounge or at your table.)

I heard there was a court jester about the grounds, but I didn't see him. Eventually, the Chancellor climbs to the stage and offers something in the way of explanation of how the evening's festivities will unfold, and tries to raise a few rallying cries from the audience. Attention at this point is not mandatory, although the Chancellor will act disdainful if you ignore him. I thought a couple of fair-style games of skill and chance would have enhanced the medieval experience. At last, the Chancellor announces that it's time for dinner and the games, and the crowd is ushered into the heart of the castle to the arena.

You sit at arena-style tables, and the metal bowl with handle in front of you gives you an idea of how you will eat your dinner—without utensils. Soon, the games begin! I won't divulge the narrative, partly since I don't think I could reconstruct it accurately and partly because I wouldn't want to spoil it for anyone. But what follows are several acts of horsemanship, jousting, grandstanding, flag-carrying, hand-to-hand combat with a wide assortment of weapons—including swords, axes, morning stars, pike axes, and more, for you nerds out there—falconing, "Hollywood caliber" light shows, and overall, quite a bit of excitement. Sparks fly, knights jump, horses run, people cheer, dust rises, and good wins over evil. (That's not really a spoiler, is it?)

And dinner, well, it's a simple and tasty meal, built around two meat courses—half a roasted chicken and a barbecued rib. (There is a vegetarian option, but I didn't experience it.) The dinner is almost certainly very wasteful, though. I can't imagine that more than one-third of the people there ate the whole thing. There's also the issue of the dust. The games take place on sand, and the action stirs up that sand from the very start. I guarantee that no matter where you sit, your food acquires a fine or not-so-fine layer of dust, but the closer you are to the action, the more dust your food will have. It's possible that the very rear row of seat/tables might avoid this fate, since that row is behind the powerful fans that are supposed to keep the dust down and in the centre of the room, but that row was closed for the show I attended. I can only assume that the city's health department has determined that the amount and quality of dust that gets into the food is not harmful, and frankly, I didn't worry about it that much. (I guess if you eat quickly, you'll get less dust, too ;) There is also the curious experience of eating in the dark

The dust is also the reason I mention asthma and allergy sufferers, like myself. About half an hour into the show, I started to experience the laboured breathing that indicates the charming condition of asthma. Since I've never experienced a full-on asthma attack, and in the last 15 years, I've very seldom had significant trouble breathing, I often do not carry my asthma inhaler with me—as in this case. Perhaps I should have known, but I find no indication on the website that anyone should avoid the show for health reasons. Very unfortunately, this case was more serious than I'd experienced in 20 years! I left the arena for five or ten minutes to calm myself down, and when I returned, I managed to maintain control over my breathing, with difficulty. Naturally, this condition prevented me from focusing on and enjoying the rest of the show. At any rate, I got through it, although the after-effects lasted for a couple of days.

After the show, you can meet the knights in the lounge and continue your souvenir shopping, but all I wanted to do was get out of there.

Overall, my impression of the event is that it fills a strange void in Toronto's entertainment scene. I figure besides the families with children, the seats are filled with either enthusiasts or the curious. The former just love the show and the latter want to know what it's all about. And I guess Toronto has enough of them all to maintain the business. The entertainment is pretty good, but seems aimed at children more than adults. This is fine, since I assume young people and their families constitute the greater part of the audience. But I thought there were several relatively simple ways in which the show could be improved to make it more entertaining for adults, such as the fair games I mentioned, improved choreography, reduced dust clouds, a simpler, but more engaging story. The thing I found most interesting about Medieval Times was the spectacle itself: the fact that it exists at all and people go, the chintzy decorations and lack of atmosphere, the theme park feeling, the limited service and amusements, the people, the cast and staff... It all just seemed so weird.

Finally, unless you are in the enthusiast category, I simply don't recommend paying full price for a ticket (adult $63; under 12 $40; plus taxes). I don't think it's worth it. You're better of looking for or waiting for promotions. (For example, until the end of February 2010, there's a group promotion: four can go for $30 each.)

Have you experienced Medieval Times? Was it as interesting for you as it was for me?
Read on..!
 
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The New Dilettantes by Adam Gorley is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 2.5 Canada License.