Tuesday, November 19, 2013
FROM VALCADIA TO NETHER YORK: AN ESCAPE MIX TAPE
01) Peter Davison - The Sage
02) Eno, Moebius, and Roedelius - Foreign Affairs
03) Zomes - Footpaths
04) Disasterpeace - Flow
05) Chris J. Hampton - Chrono Trigger New Zeal OC Remix
06) Mirror to Mirror - The Store
07) Claire Hamill - Icicle Rain
08) Akira Yamaoka - Nightmarish Waltz
09) Bluetech - First Came the Stars
10) Emancipator - Afterglow
11) Polysick - Loading...
12) Locust - I Became Overwhelmed
13) Mark Templeton - Sinking Heart
14) The Haxan Cloak - The Mirror Reflecting (part 2)
15) Roedelius - In Natura (Go Along)
16) Peter Broderick - Broken Patterns
17) Have a Nice Life - A Quick One Before the Eternal Worm Devours..
18) Implodes - Bottom of a Well
19) Labradford - El Lago
20) Peter Davison - Glide VI
DOWNLOAD
Monday, November 18, 2013
A rough foreword and some additional notes on the composition
So as not to be
misinterpreted, it may be best to begin with a preface and state explicitly
that: I am not inherently against video games. To be anti-video game
would also mean to be anti-literature, anti-film, anti-music, and anti-culture
as well. I feel that gaming is a budding (if not currently corporatized) art form that has a lot of potential to
produce beautiful and transformative experiences never before imagined. I even play and enjoy certain games from time to time,
though not as often or enthusiastically as in my youth. However, there is a
given order of importance where necessity takes logical precedence over novelty
– an order that today is commonly inverted.
Gaming is a form of entertainment and pleasure, and thus is no different
from any other indulgence done in excess or to serve palliative, therapeutic
purposes. This specifically is the problem I aim to elucidate.
Twisted Roots
In the spectrum of all conceivable relativity, I had a ‘happy’ childhood. It is safe to say that life was pretty dang alright until around the age of ten when my parents separated and things took an undesired change. I remained with my mother, while my dad, conveniently out of work, did not pay child support. Within a few years my mother had exhausted all of her savings paying off legal fees from the prolonged divorce, and we had to relocate to a small down just south of the Oklahoma border where I could be taken care of by my aunt on work days (my mom was a flight attendant for American Airlines out of DFW), and where the living expenses were substantially cheaper.
Before, when my parents were still together, I was never allowed to play video games at home. My dad referred to them as “brain cancer,” and though my dad was mostly a very clever idiot, he would, from time to time, drop proverbs and epithets such as this that became ironic to me down the road, and so held some merit of wisdom (if outside of the context employed at the time). While I did get to play games when visiting friends, it was permitted to have a console of my own, at least not until later on after the split.
The Christmas after we moved (I think it was in ‘96 or ’97) my mom bought me a Nintendo 64 that came packaged with Mario 64. When I saw what had been hidden under the wrapping paper, I nearly wept with joy, and hugged and thanked my mom profusely. It took us an hour to figure out how to hook it up to the bulky Panasonic family TV, but we finally did, I got to play for a couple hours that Christmas night and it was thoroughly magical. One week and 120 stars later, I was forever changed. All the games I’d experienced prior had been 2D: Super Mario World, Mega Man X, Mortal Kombat, a slew of Genesis side-scrollers. Naturally, this new dimension- which was just as fun and surprisingly easy to control - blew my eleven or twelve year old mind, as I'm sure it did for many. I remember renting game after game from Blockbuster, eager for new releases and heartbroken when a sought title was checked out. Occasionally I’d even use my allowance from chores to buy games of particular interest: Star Fox 64, Goldeneye, Mario Kart 64, Banzo Kazooie, and so on. In the end I had a collection of probably forty cartridges, and given the sparse library the 64 had, I like to think that was pretty impressive.
From there, I began collecting gaming magazines (Nintendo Power, EGM, Game Pro, Game Informer, and my favorite, GameFan), browsing gaming news sites and forums (thegia, planetgamecube, gaming-age), and more or less living inside game-related IRC chats. It was through this online subculture that I started gradually learning to separate what games were truly good ones - games with stirring atmospherics, compelling characters and stories, refined art and memorable music - from games that were, well, just kind of mediocre, fodder for entertainment. This conscientiousness of quality propelled my passion further and from that era on, I was officially a ‘hardcore’ gamer, as they are called.
The first RPG I ever played was Chrono Trigger, admittedly on snes9x, a Super Nintendo emulator. I was 15 at that time and to say that this adventure had a very, very profound effect on me would be an understatement. No, it was an out of body, almost religious experience, and I still to this day consider it to be one of the best games, if not the very best game, of all time. Through Chrono Trigger, I discovered Squaresoft in their golden era, and with this new adoration for jRPGs, I was more hardcore about interactive fantasy than ever. The seriousness had become obsession and retrospectively, looking at the circumstances of my life at that juncture, it is obvious why. Gaming was the perfect form of distraction for someone my age with my problems at the time.
But then something happened in the early oughts, at the peak of my fanaticism. Over the course of a few years, around the demise of the Dreamcast, the industry changed and it seemed even my favorite companies had become concerned only with making a profit, as opposed to making magical transcendental experiences for those playing. Casual gamers began to outnumber the hardcore ones, and even in my sacred online communities, there was a noticeable conversion. People went from talking about games like ‘Oh, wow, that games great!’ to ‘Oh, wow, that game has great graphics.’ Even from a design standpoint, the visual appeal of newer games seemed bankrupt due to the rising popularity of the ‘filmified’ veneer of realism, which just looked silly then, and still looks silly today to some degree. Where once there was artistic stylization to account for hardware limitations, a majority of modern games brought to the 128bit table a splendidly dull array of explosions and polygonal breasts; booms and boobies with more sculpting and physics than whole environments within the same games. Structural composition had been substituted for superficial gloss, and any maven of the arts can tell you how wrong and arear such prioritizing is. Though I didn't know why for a few years, this devolution really saddened me and once these trends had become standard procedure, my interest in games started to wane.
Before, when my parents were still together, I was never allowed to play video games at home. My dad referred to them as “brain cancer,” and though my dad was mostly a very clever idiot, he would, from time to time, drop proverbs and epithets such as this that became ironic to me down the road, and so held some merit of wisdom (if outside of the context employed at the time). While I did get to play games when visiting friends, it was permitted to have a console of my own, at least not until later on after the split.
The Christmas after we moved (I think it was in ‘96 or ’97) my mom bought me a Nintendo 64 that came packaged with Mario 64. When I saw what had been hidden under the wrapping paper, I nearly wept with joy, and hugged and thanked my mom profusely. It took us an hour to figure out how to hook it up to the bulky Panasonic family TV, but we finally did, I got to play for a couple hours that Christmas night and it was thoroughly magical. One week and 120 stars later, I was forever changed. All the games I’d experienced prior had been 2D: Super Mario World, Mega Man X, Mortal Kombat, a slew of Genesis side-scrollers. Naturally, this new dimension- which was just as fun and surprisingly easy to control - blew my eleven or twelve year old mind, as I'm sure it did for many. I remember renting game after game from Blockbuster, eager for new releases and heartbroken when a sought title was checked out. Occasionally I’d even use my allowance from chores to buy games of particular interest: Star Fox 64, Goldeneye, Mario Kart 64, Banzo Kazooie, and so on. In the end I had a collection of probably forty cartridges, and given the sparse library the 64 had, I like to think that was pretty impressive.
From there, I began collecting gaming magazines (Nintendo Power, EGM, Game Pro, Game Informer, and my favorite, GameFan), browsing gaming news sites and forums (thegia, planetgamecube, gaming-age), and more or less living inside game-related IRC chats. It was through this online subculture that I started gradually learning to separate what games were truly good ones - games with stirring atmospherics, compelling characters and stories, refined art and memorable music - from games that were, well, just kind of mediocre, fodder for entertainment. This conscientiousness of quality propelled my passion further and from that era on, I was officially a ‘hardcore’ gamer, as they are called.
The first RPG I ever played was Chrono Trigger, admittedly on snes9x, a Super Nintendo emulator. I was 15 at that time and to say that this adventure had a very, very profound effect on me would be an understatement. No, it was an out of body, almost religious experience, and I still to this day consider it to be one of the best games, if not the very best game, of all time. Through Chrono Trigger, I discovered Squaresoft in their golden era, and with this new adoration for jRPGs, I was more hardcore about interactive fantasy than ever. The seriousness had become obsession and retrospectively, looking at the circumstances of my life at that juncture, it is obvious why. Gaming was the perfect form of distraction for someone my age with my problems at the time.
But then something happened in the early oughts, at the peak of my fanaticism. Over the course of a few years, around the demise of the Dreamcast, the industry changed and it seemed even my favorite companies had become concerned only with making a profit, as opposed to making magical transcendental experiences for those playing. Casual gamers began to outnumber the hardcore ones, and even in my sacred online communities, there was a noticeable conversion. People went from talking about games like ‘Oh, wow, that games great!’ to ‘Oh, wow, that game has great graphics.’ Even from a design standpoint, the visual appeal of newer games seemed bankrupt due to the rising popularity of the ‘filmified’ veneer of realism, which just looked silly then, and still looks silly today to some degree. Where once there was artistic stylization to account for hardware limitations, a majority of modern games brought to the 128bit table a splendidly dull array of explosions and polygonal breasts; booms and boobies with more sculpting and physics than whole environments within the same games. Structural composition had been substituted for superficial gloss, and any maven of the arts can tell you how wrong and arear such prioritizing is. Though I didn't know why for a few years, this devolution really saddened me and once these trends had become standard procedure, my interest in games started to wane.
Blinded by the Glow : Gamer Psychology (and the Absent Self-Awareness Of)
There’s many psychological-causal facets to consider about why people play games, why they enjoy them so much, or really just why there is such a gigantic user base for video games in general, but I don’t want to get into them in too much detail here. However, most of these attributors can be reduced to a lowest common denominator, and I’m sure every serious gamer plays games for at least one of two primary reasons. One, games offer experiences that aren’t possible in the mundane parameters of real life and two, they allow people to engage in a more preferable reality that is offered by the fantastic nature and simplicity of these created worlds. This is not revelatory. But whether it’s for the purpose of recreation or the purpose of escapism, the player is being distracted from his or her own life/self, and very few people actually realize how detrimental this can be given the framework of the modern world. We’ll get to that later.
Because of what is offered by the experience, I think anyone who is or has ever
been a hardcore game-enthusiast, has probably - at some point - fantasized
about how cool it would be to ‘live’ in a game world. Maybe only in the form of
a daydream while you were in school or on the toilet or whatever, but I imagine
a lot of people dealing with problems at home or just middle or high
school think, man, my life sucks, wouldn’t it be really great if I was in….
like, say… Hyrule or something, or were
Link from Zelda, instead of Johnny Doe, who is skinny and has acne and gets
stuffed into lockers [do kids even do that kind of thing anymore? Sadly, they did back in my school days]
When the “VR” “revolution” “happened,” it seemed like these kinds of fantasies might soon be possible. Though they never materialized, at least not as initially promised, the technology was always expanding and the possibility and demand remained present. Now it seems at long last that the VR movement is right around the corner, actually, not just out of wishful optimism. We are beginning to see tangible, functional augmented reality devices enter the market and similar systems offering complete virtual reality are in development. Assuming the civilization doesn’t collapse or self-destruct in the next few years, we will live to see it; virtual reality in the game-changing manifestation originally heralded way back when. Everyone is excited.
When the “VR” “revolution” “happened,” it seemed like these kinds of fantasies might soon be possible. Though they never materialized, at least not as initially promised, the technology was always expanding and the possibility and demand remained present. Now it seems at long last that the VR movement is right around the corner, actually, not just out of wishful optimism. We are beginning to see tangible, functional augmented reality devices enter the market and similar systems offering complete virtual reality are in development. Assuming the civilization doesn’t collapse or self-destruct in the next few years, we will live to see it; virtual reality in the game-changing manifestation originally heralded way back when. Everyone is excited.
But is this breakthrough a good
thing?
How
Escape Came to Be
In my late teens and early twenties, after losing the passion for gaming, I began reading and learning, and strangely found myself being more aware of how the world worked and how much that differed from what was ideal. I came to understand man’s paradoxical need for both security and heroism as it was: pretty much just as vital as food, air, or water. But knowing this didn’t really help my situation and kind of just made things worse. My own anxieties and depressions got pretty crazy, and that was around the time that I turned towards chemical escapism to get the solace of childhood that I could no longer derive from fictive imaginings. Essentially, I replaced rescuing digital damsels and saving the world from monstrous villains with cheap booze and a variety of narcotics, some legally prescribed, many not. I was amazed to find that drugs and alcohol were a highly effective 'solution' to my many, many problems....for a little bit. Half a decade passed by in a blur of desperation and bad decisions and in the end this lifestyle, as was portended by every voice of reason in my formative years, ruined my entire life. The person I once was was no more, and I spent the last three years rebuilding from the ground up. It was hell at first, but now I can look back and see it as an interesting transformation that has absolutely been for the better. Wisdom is indeed gained through folly.
It took a few months, but once I got sober and recovered from the after-effects of my indulgence, the idea came to me to write a book. It was to be this exaggerated, allegorical fantasy of the last five years of my life. That book was Escape. But I also had a desire to write a memoir, and since I was still immediately dealing with a lot of painful things, it seemed more appropriate and real to me to begin working on the latter. This was in late summer of 2011 and I've been working on that project ever since. Up until only recently I was certain that that would be my first novel. But over the years my idea for Escape had grown too. I worked on it intermittently whenever I was inspired (or burnt out on detailing the chronological anatomy of my miseries), and the idea became a rough sketch. The ideas kept coming, and soon there was an outline and even chapters written, until a few months ago, when I realized that I had like half the damn book written and it would be a helluva lot easier to finish than the beastly tome which had previously been my primary focus. So I decided then to switch objectives and devote all my time and energy to finishing Escape. At present, the book is about 80% (4/5 of the chapters have been drafted) not including editing. I am very, very pleased with how it’s progressed and hopefully, a finished version should be available for people to read by early next year.
The title "Escape" is a reference to a few different things. It is indeed a nod to the Escape sequence, programming vernacular used to execute commands (analogous to Roy's digital determinism), as well as an ode to a number of works with titular similarities, both fictional and non-fictional, that have served the foundation for this book's conceptual and philosophical core, as well as my own. The most obvious allusion, however, is the central theme of escapism, or the practice of avoiding what is painful in reality. It is common defense mechanism that is done in a number of ways: by denying, rejecting, projecting, ignoring, obscuring the truth. It is something that has had a big influence on my life and something that I feel is the attributing cause for the social and political apathy possessed many young people today.
Roy, the novel's subject and central character, is a game enthusiast like myself and many of you. But the key difference between he and us peasants, is that Roy actually has the means to finance his own whims, however absurd or unaffordable as they may seem to the average person. So when he has the "wouldn't it be cool if..." moment of existing in a video game universe full time, instead of sighing and going about his day, decides to pay a bunch of really experienced industry people a lot of his newly-inherited money to make it this private and permanent excursion possible. His incentive isn’t really any different from the aforementioned reasons that anyone else plays video games or reads a fantasy novel, just a lot more radical and extreme. He too is dealing with existential ills stemming from issues of self-esteem. He too is subjected to the constant, rapid-fire bombardment of advertisements, persuaders, profiteers; their vanity, their veiled hatreds, the harassment, the deceit and the crippling burdens they impose. He too is victim to the innumerable oppressions at work and suffers the symptoms of this fascism – the hopeless, powerless, meaningless despair - broadcasted from innumerable external sources, big and small, material, corporeal, theoretical, from people, products, media, the multitude of forms of and faces of authority, all of it ambiguously layered like an infinitely coiled onion one tries in Sisyphean futility to peel, only to spend a lifetime in tears.
While certainly some of us are more sensitive and conscious to these conditions than others, and many are not affected at all, this is the current era, to which we and Roy belong. It’s an era that has seen a staggering rise in global unrest since the very moment the new millennium began. To a degree, there has always been unrest throughout human history, but because of the technological revolution the assimilation of psycho-social persuasion in the political arena, there are new anxieties, new restrictions, and new forms of alienation, which have never existed prior. Our era is distinct that the majority of the world participates in a kind of collective delusion, a capitalistic schizophrenia. Culture, once hallowed and fabulously diverse, has become a conglomerated Westernized monoculture, revolving around strips of paper. Even communities and families even seem to be disjointed and dividing, superseded by the larger telescopic national or global groups. Yet there is no camaraderie to be found there either, just an apparition of it. Many are too preoccupied to notice, but Roy, being isolated and without obligations, is susceptive and becomes compulsively aware. He feels not only alone, but also unable to subscribe to the conventional, orthodox routes for living that our world provides. Roy feels trapped. There is no role he can possibly play that will give him the value and meaning to his life promised to him in history, myth, and fiction, and this all-encompassing discontentedness is the catalyst for 'the game,' Roy's instrument for evacuation.
Money can do many miracles, it cannot quell a deficiency of the soul, nor can it solve the human condition. Roy acknowledges the limitations of his financial power, but intuitively discovers a means to bypass his crisis by willfully changing his environment in a very drastic way. The end goal is simple: to permanently leave the mundane drudgery of the real world in exchange for a world which is ideal, light-hearted, and simple; a plane of existence where there is beauty in everything – even sadness – and where people are either virtuous or vicious, not the involuted, unpredictably mortal amalgamations of emotion that they are in actuality. It is in this kind of world that he believes he can find an adequate heroic role to play - one not limited to making money or building a family or traveling the globe under the guise of leisure - but rather a celestial ambition that will secure his purpose beyond infinity.
But his reasoning is flawed and ostensible, missing critical factors. Most woes do stem from a destructive environment, yes. This is true. Given the resources he has, the obvious conjecture would be in line with Roy's approach : simply replace the destructive setting for a productive one. True as well. But it is important to remember the things Roy did not consider: that the shape of any social environment is merely a consequential effect of politics and culture, causes which are interchangeably dominant depending on whether you believe first in the chicken or the egg. Going deeper, the primary source for the formation of all social environments is anthropologically indisputable: these occur on the individual level. If enough individuals choose to avoidance and privatism over responsibility and cooperation, and there exist, simultaneously, vulturous types who are eager to exploit, to govern and to manipulate whole populations in whatever way deemed most efficient, we can see, speculatively, what will happen. In simpler terms: if you turn your back for long enough, you may very well come to find a knife in it.
We don’t need Orwell or Dick to imagine this type of scenario anymore, because it’s no longer speculative. It's been happening for decades, and if our eyes are open we can see with crystal clarity where it has taken us thus far. Escape deals with the era to come, the inevitable culmination of this neon, binary trajectory we are on, how the collision ahead will affect the future of humanity on an individual scale, and, how unimaginably terrifying this future might just be.
It took a few months, but once I got sober and recovered from the after-effects of my indulgence, the idea came to me to write a book. It was to be this exaggerated, allegorical fantasy of the last five years of my life. That book was Escape. But I also had a desire to write a memoir, and since I was still immediately dealing with a lot of painful things, it seemed more appropriate and real to me to begin working on the latter. This was in late summer of 2011 and I've been working on that project ever since. Up until only recently I was certain that that would be my first novel. But over the years my idea for Escape had grown too. I worked on it intermittently whenever I was inspired (or burnt out on detailing the chronological anatomy of my miseries), and the idea became a rough sketch. The ideas kept coming, and soon there was an outline and even chapters written, until a few months ago, when I realized that I had like half the damn book written and it would be a helluva lot easier to finish than the beastly tome which had previously been my primary focus. So I decided then to switch objectives and devote all my time and energy to finishing Escape. At present, the book is about 80% (4/5 of the chapters have been drafted) not including editing. I am very, very pleased with how it’s progressed and hopefully, a finished version should be available for people to read by early next year.
The title "Escape" is a reference to a few different things. It is indeed a nod to the Escape sequence, programming vernacular used to execute commands (analogous to Roy's digital determinism), as well as an ode to a number of works with titular similarities, both fictional and non-fictional, that have served the foundation for this book's conceptual and philosophical core, as well as my own. The most obvious allusion, however, is the central theme of escapism, or the practice of avoiding what is painful in reality. It is common defense mechanism that is done in a number of ways: by denying, rejecting, projecting, ignoring, obscuring the truth. It is something that has had a big influence on my life and something that I feel is the attributing cause for the social and political apathy possessed many young people today.
Roy, the novel's subject and central character, is a game enthusiast like myself and many of you. But the key difference between he and us peasants, is that Roy actually has the means to finance his own whims, however absurd or unaffordable as they may seem to the average person. So when he has the "wouldn't it be cool if..." moment of existing in a video game universe full time, instead of sighing and going about his day, decides to pay a bunch of really experienced industry people a lot of his newly-inherited money to make it this private and permanent excursion possible. His incentive isn’t really any different from the aforementioned reasons that anyone else plays video games or reads a fantasy novel, just a lot more radical and extreme. He too is dealing with existential ills stemming from issues of self-esteem. He too is subjected to the constant, rapid-fire bombardment of advertisements, persuaders, profiteers; their vanity, their veiled hatreds, the harassment, the deceit and the crippling burdens they impose. He too is victim to the innumerable oppressions at work and suffers the symptoms of this fascism – the hopeless, powerless, meaningless despair - broadcasted from innumerable external sources, big and small, material, corporeal, theoretical, from people, products, media, the multitude of forms of and faces of authority, all of it ambiguously layered like an infinitely coiled onion one tries in Sisyphean futility to peel, only to spend a lifetime in tears.
While certainly some of us are more sensitive and conscious to these conditions than others, and many are not affected at all, this is the current era, to which we and Roy belong. It’s an era that has seen a staggering rise in global unrest since the very moment the new millennium began. To a degree, there has always been unrest throughout human history, but because of the technological revolution the assimilation of psycho-social persuasion in the political arena, there are new anxieties, new restrictions, and new forms of alienation, which have never existed prior. Our era is distinct that the majority of the world participates in a kind of collective delusion, a capitalistic schizophrenia. Culture, once hallowed and fabulously diverse, has become a conglomerated Westernized monoculture, revolving around strips of paper. Even communities and families even seem to be disjointed and dividing, superseded by the larger telescopic national or global groups. Yet there is no camaraderie to be found there either, just an apparition of it. Many are too preoccupied to notice, but Roy, being isolated and without obligations, is susceptive and becomes compulsively aware. He feels not only alone, but also unable to subscribe to the conventional, orthodox routes for living that our world provides. Roy feels trapped. There is no role he can possibly play that will give him the value and meaning to his life promised to him in history, myth, and fiction, and this all-encompassing discontentedness is the catalyst for 'the game,' Roy's instrument for evacuation.
Money can do many miracles, it cannot quell a deficiency of the soul, nor can it solve the human condition. Roy acknowledges the limitations of his financial power, but intuitively discovers a means to bypass his crisis by willfully changing his environment in a very drastic way. The end goal is simple: to permanently leave the mundane drudgery of the real world in exchange for a world which is ideal, light-hearted, and simple; a plane of existence where there is beauty in everything – even sadness – and where people are either virtuous or vicious, not the involuted, unpredictably mortal amalgamations of emotion that they are in actuality. It is in this kind of world that he believes he can find an adequate heroic role to play - one not limited to making money or building a family or traveling the globe under the guise of leisure - but rather a celestial ambition that will secure his purpose beyond infinity.
But his reasoning is flawed and ostensible, missing critical factors. Most woes do stem from a destructive environment, yes. This is true. Given the resources he has, the obvious conjecture would be in line with Roy's approach : simply replace the destructive setting for a productive one. True as well. But it is important to remember the things Roy did not consider: that the shape of any social environment is merely a consequential effect of politics and culture, causes which are interchangeably dominant depending on whether you believe first in the chicken or the egg. Going deeper, the primary source for the formation of all social environments is anthropologically indisputable: these occur on the individual level. If enough individuals choose to avoidance and privatism over responsibility and cooperation, and there exist, simultaneously, vulturous types who are eager to exploit, to govern and to manipulate whole populations in whatever way deemed most efficient, we can see, speculatively, what will happen. In simpler terms: if you turn your back for long enough, you may very well come to find a knife in it.
We don’t need Orwell or Dick to imagine this type of scenario anymore, because it’s no longer speculative. It's been happening for decades, and if our eyes are open we can see with crystal clarity where it has taken us thus far. Escape deals with the era to come, the inevitable culmination of this neon, binary trajectory we are on, how the collision ahead will affect the future of humanity on an individual scale, and, how unimaginably terrifying this future might just be.
Modus Operandi : On Clichés, Influences, and Theory
In his published
writings, composer and theorist, Theodore Adorno perceived and divided music
into two categories: serious and popular. This is a dualism that I feel can
be apt beyond the connoted medium, and with respect to literature, I’ve done my
best to bridge these two categories and make a work that is (hypothetically) profound
and insightful, and simultaneously compelling and entertaining. Were this book
to exist in its own pretentious, self-indulgent bubble, it would be accessible to
only a few and that would be counter-intuitive to its purpose. On the contrary,
the aim is to reach as many minds as possible, and this can only be done by
achieving a certain balance.
I’m sure some of you may have read
a summary or synopsis and experienced some déjà vu. That’s perfectly
understandable, and okay with me. From a
shallow perspective, there are indeed glaring commonalities with the narrative
and settings from a lot of popular dystopian fiction. For example, the name Escape
perpendicular to the location of New York City might evoke John Carpenter’s
classic, Escape From New York. But despite any likenesses to this or a mountain
of other books, movies, and games, all the contrivances are intended to be
ironic and superficial - there is no pretense of “originality.” Instead, the
narrative and setting will be the vehicle for the ideas presented, in a kind of
pastiche-manner not dissimilar to how the dime novel served as the model for
Wild at Heart.
With a final name drop,
I’d like to remind potential readers what Jim Jarmusch said about originality
in film, as I feel it’s a another maxim that applies to most contemporary art forms.
The quote I’m referring essentially says that just that nothing is original - everything’s
been done and it’s what you do with it these ideas, how you blend them together
to make something truly creative and unique. A lot of other great minds have
echoed these sentiments, that here are only a certain number of possible things
that can occur as drama. As Escape is meant to be hard science fiction, I
wanted to choose from all the available possible scenarios the one which could
be most empirically plausible, given the current sociopolitical situation. So instead
of playing ironically with the cheese-ball eighties post-apocalyptic futurism, par
for the course among genre kin, I wanted to construct a style is raw and
grounded, with multidimensional characters who have real motives, real fears,
and based on empirical psychology…. and that
is where I hope the basis of this book’s “originality” lies.
Correlative Quotations
"Perhaps all we present-day people are
something like slaves, ruled by an angry, whip-wielding, unrefined idea of the
world."
The world and society [] looked like this: life
is completely confined and shackled. A kind of economic fatalism prevails; each
individual, whether he resists or not, is assigned a specific role and with it
his interests and his character. It makes no difference how this situation came
about; it exists and no one can escape from it. [] Standardization is the end
of the world. Somewhere perhaps, there is a little island in the pacific ocean
that is still untouched, that has not been invaded by our anxiety. How
long could that last? Then that to would be a thing of the past.”
“Significant changes in psychological atmosphere
accompanied the economic development of capitalism. A spirit of restlessness
began to pervade life toward the end of the middle ages. The concept of time in
the modern sense began to develop. Minutes became valuable; a symptom of this
new sense of time is the fact that in Nuremberg the clocks have been striking
the quarter hours since the sixteen century.”
“If the cause of the trouble were force, to ‘expropriate the expropriators’
would be enough. But if force did not establish domination of the master, then
perhaps the slave is somehow in love with his own chains....a deeper
psychological malady."
“In bureaucratically
organized and centralized industrialism, tastes are manipulated so that people
consume maximally and in predictable and profitable directions. Their
intelligence and character become standardized by the ever increasing role of
tests which select the mediocre and unadventurous in preference to the original
and daring.”
“An increasing number
of people are feeling confused about everything - work, politics, and morals -
and, what is worse, they believe this very confusion to be a normal state of
mind. They feel isolated, bewildered, and powerless; they do not experience
life in terms of their own thoughts, emotions, and sense perceptions, but in
terms of the experiences they are supposed to have. [So] there is an increasing number of people to whom everything they are
doing seems futile. They are still under the spell of the slogans which preach
faith in the secular paradise of success and glamour. But doubt, the fertile
condition of all progress, has begun to beset them and has made them ready to
ask what their real self-interest as human beings is.”
“The most effective method
for weakening the child’s will is to arouse his sense of guilt. Once the will
of the child has been broken, his sense of guilt is reinforced in still another
way. He is dimly aware of his submission and defeat, and he must make sense of
it. He cannot accept a puzzling and painful experience without trying to
explain it. [] The child’s natural reaction to the pressure of parental
authority is rebellion, which is the essence of Freud’s ‘Oedipus complex.’ []
The scars left from the child’s defeat in the fight against irrational
authority are to be found at the bottom of every neurosis. They form a syndrome
the most important features of which are the weakening of the self in which the
feeling of “I am” is dulled and replaced by the experience of self as the sum
total of others’ expectations.”
-Erich Fromm, The Heart of Man
“Once the primary bonds
which gave security to the individual are severed, once the individual faces
the world outside himself as a completely separate entity, two courses are open
to him since he has to overcome the unbearable state of powerlessness and
aloneness. By one course he can progress to ‘positive freedom’; he can relate
himself spontaneously to the world in love and work, in the genuine expression
of his emotional, sensuous, and intellectual capacities; he can thus become one
again with man, nature, and himself, without giving up the independence and
integrity of his individual self. The other course open to him is to fall back,
to give up his freedom, and to try to overcome his aloneness by eliminating the
gap that has arisen between his individual self and the world. This second
course never reunites him with the world in the way he was related to it
before…”
-Ernest Becker, Escape From
Evil
“What guarantees the
objectivity of the world in which we live is that this world is common to us
with other thinking beings. Through the communications that we have with other
men we receive from them ready-made harmonious reasonings. We know that these
reasonings do not come from us and at the same time we recognize in them,
because of their harmony, the work of reasonable beings like ourselves. And as
these reasonings appear to fit the world of our sensations, we think we may
infer that these reasonable beings have seen the same thing as we; thus it is
that we know we haven’t been dreaming. It is this harmony, this quality, if you
will, that is the sole basis for the only reality we can ever know.”
-Robert Pirzig, Zen & The Art of Motorcycle Maintenance
“Remove yourself as far as possible from the
times in order to assess them. But do not lean so far out of the window that
you fall out.”
-Hugo Ball, Flight Out of Time
Wednesday, November 13, 2013
Concerning all chapters and excerpts within
First of all, thank you for visiting. If you have
found yourself here, it means that you have a mite of
interest in this project and that alone is worth something to me as the
author. So, thank you.
Hemingway once commented, in his quintessential blunt brevity, that "the first draft of anything is shit.” Every day since I began seriously writing fiction, I come to find out more and more just how true this statement is and I would like to remind anyone reading that all excerpts and chapters posted here are from a very fundamental rough draft. Once the initial draft has been completed for every chapter, the editing process will begin. I will be doing several proofreads myself in order to clean, organize and make coherent this draft before hiring a professional editor to help this fledgling fly. In the meantime pardon any grammatical or structural errors. If you happen to notice one, or two, or fifty, and feel so inclined, I would be very grateful to receive an email pointing them out to me.
Hemingway once commented, in his quintessential blunt brevity, that "the first draft of anything is shit.” Every day since I began seriously writing fiction, I come to find out more and more just how true this statement is and I would like to remind anyone reading that all excerpts and chapters posted here are from a very fundamental rough draft. Once the initial draft has been completed for every chapter, the editing process will begin. I will be doing several proofreads myself in order to clean, organize and make coherent this draft before hiring a professional editor to help this fledgling fly. In the meantime pardon any grammatical or structural errors. If you happen to notice one, or two, or fifty, and feel so inclined, I would be very grateful to receive an email pointing them out to me.
-MF
Chapter One : The Origin of The User
Note: If
you have not already, please read the very first post concerning the
progress of this and all coming chapters that I will be posting. Also, worth
noting is that this first chapter is exposition, and to put it mildly,
exposition is not my strong point. I wanted to get it all out of the way,
so the action and present narrative from the second chapter until the last will
not be bogged down. I may very well change my mind.
++++++++++++
The Origin of The User
The spoiled baby grows into…
The escapist teenager who’s…
The adult alcoholic who’s…
The middle-aged suicide
Oi!
The Valcadian sky was beaming with a pale golden luminosity as The User peered out onto the vast open field of Syanica to the north east. The grass danced furlike in the breeze; each swaying blade tall and fluid, randomly yet uniquely rendered, and boasting a fertile spectrum of green that contained only a hint of digitalized color that had long since become invisible to his eyes. Even the sunlight was synthetic, but unlike the dense plumage which had to be downscaled due to memory limitations, made use of high dynamic range and various filters, and thus its craftsmanship was so polished that it was wholly impossible to differentiate from real sunlight, even to an outsider. This and many other changes to the system were made possible only recently, after the latest anti-fragment and blending updates had been incorporated. It now truly was as they had said it would be : a vista so rich and majestic, that not even mother nature herself could compete. Such were the capabilities of modern technological artifice.
Though seemingly impossible, things devolved.
At first the suicidal thoughts manifested in subtle and vague forms: daydreams and ironic ‘what if?’ musings. But over time they increased in frequency and transformed into practical and plausible scenarios: real, available choices that occupied his minute-to-minute existence and seemed more and more like logical, good ones to make. By sweet seventeen, he had become clinically agoraphobic. After half a year in hermitude, the increasing ideation with his own death taunted him to such a degree that there was a genuine concern he would not live to be considered a legal adult. Something had to be done. Indeed, a desire for death can be quite rational in some cases, but only for those who have no control over things, and furthermore are not creative enough to wade around the proverbial shit bog. One can say what they will about roots and evil, but the truth is that with enough money you could buy just about anything, and Roy would soon be in full possession of just shy of sixty billion dollars.
Oi!
The Valcadian sky was beaming with a pale golden luminosity as The User peered out onto the vast open field of Syanica to the north east. The grass danced furlike in the breeze; each swaying blade tall and fluid, randomly yet uniquely rendered, and boasting a fertile spectrum of green that contained only a hint of digitalized color that had long since become invisible to his eyes. Even the sunlight was synthetic, but unlike the dense plumage which had to be downscaled due to memory limitations, made use of high dynamic range and various filters, and thus its craftsmanship was so polished that it was wholly impossible to differentiate from real sunlight, even to an outsider. This and many other changes to the system were made possible only recently, after the latest anti-fragment and blending updates had been incorporated. It now truly was as they had said it would be : a vista so rich and majestic, that not even mother nature herself could compete. Such were the capabilities of modern technological artifice.
Of course, the technology had come a long way since the game first launched. In
the early days the presentation was shabby at best : a heap of bloom effects,
comparatively low-poly counts with contours of jagged linears. Back then there
was less attention to graphical reproduction and more focus on manipulation of
the psychophysics of The User himself.
The biggest deterrent as far as
graphics was the project’s own limitations to apply and integrate advancements
as quickly as they were developed. Normal industry leaps were often substantial
and this would not do. Above all else, equilibrium
was the number one priority, and so in order to maintain the illusion of
constancy, the application of changes to the engine had to occur over night
when The User was unconscious and, equally important, they must be subtle
enough so as for The User to not perceive that any foundational details had
been altered in his world. But despite the need early on for such constant
alterations and adaptations to cover or distract from graphical
inconsistencies, in the nineteen-plus years since the game's inception, there
had never once been a critical failure. Aside from the pre-forecasted simulacra
experienced in the initial weeks following immersion, and the occasional minor disparity,
The User never once questioned anything – so thus far the project had
succeeded.
It was easier now because
the current system was largely self-sustainable. Technological progress paired
with the nearly unlimited budget the project had at its disposal led to a
running version whose graphics engine bolstered a 98.2% flawless replication of
real-world visual mechanics. In the eyes and mind of The User, the entire architected
world of Valcadis, along with its many pre-fashioned locales and inhabitants,
were unquestionably, dependably real. The rich and majestic, yet wholly
man-modeled sky, was the sky, the real sky. The sun, the real sun. The
light produced from this surrogate star - emitting from what was really just a
lamp that used an amplified, augmented
bulb and which rotated in a semi-circle over the interface chamber – used UV
rays which were indistinguishable under strict scientific examination. Too much
exposure would even yield a painful sunburn, however, the parameters of the
system were designed so that any injury too serious was prevented. Most of the
time this was tended to by the autonomous nature of the system’s central
stabilizer, a kind of all-encompassing gyroscope in which most of aspects of
the software were bound together by dependent variables. But even in the
unlikely event that such an error occurred in the system’s carefully coded
homeostasis, a health tech monitored The User’s vitals at all times, and would
only need to manually inform the weather programmer who could accommodate this
potential health concern with a short hand code that would produce a
storm-bearing cloud front. Then, a gradated, semi-transparent shield would
slowly progress over the sun lamp, in perfect sync with The User’s visuals of
the approaching cloud formation over the Valcadian sun. As the virtual storm
suffused, either the system itself or one of the tactile technicians would
engage a second command which would trigger one of the three small, but
powerful turbine fans that would produce a current of cool, filtered, and
naturally scented air, which The User felt as a gust of northern wind from the
advancing front. Like all other mechanical-sensory aspects of the system - with
the exception of the sun lamp - the fan operated in 270 degrees, allowing for
subtle precision to a degree just beyond the liminal perception of The User.
Further, its temperature was modulated in conjunction with the monitoring of
The User’s neuro-transmitters until the perfect balance was arrived upon to
achieve a maximum release of serotonin. This last effect might seem
superfluous, but on the contrary, was quite relative to The User’s equilibrium.
If The User was happy, he would be less likely to scrutinize and pick up on inconsistencies,
and so this was an important consideration.
Of
course there were errors from time to time; there were too many of these little
factors to take into account for there not to be. But the central stabilizer
predicted and prevented most major foibles, and having been programmed with an
adaptive AI, could re-adjust to some contingent malfunctions as well. Anything
that eluded its radar was typically minor, but even a small variance could be a
potential threat to equilibrium, and thankfully could be swiftly and effectively
attended to by the congruency tech.
Unlike most
positions, that of congruency tech was held by only one man: a meek,
flabby-faced ex-fantasy author who saw to it that any flaws, malfunctions, or
hitches of any kind in the operation of this environment were integrated into and
explained by the scenario of The User's world. Often these were simple
distractions employed to take The User’s attention away from the particular
aberration, but in the case of more severe system or graphics errors, abrupt
fainting would be induced, later made to seem due to acts of sorcery or linked
tangentially to Valcadian mythology in some way. Best of all, this patchwork
was done in a manner that did not detract from, but alternately enhanced the immersion of his
experience. To further minimize the work of the congruency tech and other branches
that dealt with concealment, was another team of two who had the anticipatory
task of calculating a triage of factors prioritized by those which would be
most likely to be detected consciously or subconsciously by The User. Every
detail was pre- and post-managed this way; designed to be quadruple-redundant
in preventing a noticeable loss of equilibrium. Given the scope of what was
required to, it had to be. And while this micro/macro degree of planning and
maintenance might sound impossibly sophisticated or down-right absurd in
terms of cooperative human resources, in actuality, the electromechanical
complexity of the total system was really not any more advanced than the
operation of a commercial 747 airliner….albeit one that must be kept
perpetually and permanently in flight.
Time, or
really just general change, was the biggest adversary for the team collectively
and the main reason why the operation had to be as large as it was. In total,
there was a rotation of 200 employees on staff, all of whom lived on site at
the Salazar manor. Typically there were only about 40 techs on duty at a given
moment, but all were required to be permanently on-call. Most every person
employed had a singular job to perform, and whether it be design or medical or
engineering, each abided to their specialized task and each task played a
critical role in the functionality of this gargantuan project.
Of the many branches, the
sensory stabilization team was by far the most crucial and wide-ranging, as the
most important factor in achieving equilibrium was that all stimuli perceived
on a visual level by The User be responded to – immediately and accurately -
with artificial, external stimuli that would simulate non-liminal harmonization
between perception and virtual movement parallel to interaction with the
constantly evolving environment and circumstances within. They had to work
together, in a constant race to squeeze into the brief, infinitesimal window
between what was being produced artificially in the environment and The User’s
perception of these things. In other words, there had to be harmonization
between what was expected to be felt
and what was psychologically perceived to be felt. If this could be adequately counterfeited,
immersion would be total. Because of the difficulty required to achieve this in
an unbroken, ceaseless manner, both spatially and temporally, and down the
smallest factor, out of the active technicians at any given time, roughly half
attended to this particularly imperative task.
While the
result of all this was nothing short of a multi-dimensional actuality in the
perception of The User, the majority of the personnel saw only the back end,
with the exception of six individuals assigned to monitor the inner happenings
of the game. In rotating shifts, they watched the action from a dual screen
that captured in-game events from both the fixed standpoint of The User’s POV
and a tightly responsive, over-head manual camera. Each display was 100 inches,
with both in 2160 UHD resolution, but of course limited to two dimensions, so
the in-game experience was largely truncated. The rest of the team had little
or no involvement in monitoring and did their jobs entirely through metadata
from interstaff communications or instant notifications produced by the
systems’ own checks and balances. So from the perspective of most of the team,
the system was merely hardware conjoined with science; a complex array of
cables, coding, and chemistry that allowed for a very immersive fantasy
adventure.
∞
They
referred to it officially and simply as ‘the game.’ There was no need for a
proper title, because it was not a product intended for the market. Had it been
a conventional product, destined for circulation and public use, it would have
certainly been dubbed something more palatable (and depressingly cliché), but
with there being only one user (who had long-since lost awareness of its demiurgic
mechanisms) there was no need for flashy titles and taglines - or any sort of
PR for that matter. But they had to call it something, and, out of equal parts apathy and office humor,
continued using the generalized working title from the planning stages. No one
ever protested for a change, so the bad joke stuck and incidentally, became
official.
Theoretically,
games need players, but the game
existed for only one: its brainchild and funder, Roy Salazar. Though he had
chosen to keep his given birthname - something that would have otherwise been
near impossible to reverse in his identity - for professional purposes the
techs referred to him as just The User. Not a one had had any personal
relationship with him before the immersion, and saw only an unconscious,
vertically-suspended body, so it seemed more appropriate that way (and also fit
the arbitrary naming style the project had adopted along the way). But shared nomenclature
aside, the old Roy Salazar had little in common with the Roy Salazar in
Valcadis, who had long become oblivious to the memories and history of his
former self, or anything relating to the substratum of his new life. At twenty
years in, he had been The User longer than he had not, and so simply went about
his daily dramas, as if they were real and ungoverned by external forces. Because
of this, he was naturally unaware that he was coming to the culmination of a
carefully scripted story arc two decades in the making.
So The
User continued on in the direction of the now setting sun, his eyes fixed on
the abandoned Cathedral where Ardora was presumably being held, occupied by
only one thing: the face of Ganzer Greycross. Those cold, violet eyes,
partially hidden behind a sharply parted drape of blood crimson hair that
stopped just shy of his most sinister feature: that smug, sadistic, sensuous
smile. Not a single day had passed since his lover had been taken that this
visage had not been vividly present in his mind, and as it always did,
triggered a bolt of rage throughout him. Taking a last deep breath and
clenching his fist around the leather hilt of his sword, The User carried
onward towards the stone bethel ahead, fueled by visions of bloodshed and that
wonderful emotional high particular only to vengeance.
But
as this predetermined event unfolded, momentous as it was, there were greater
and more chaotic forces at work, forces outside the boundaries of Valcadis, in
what was now the forgotten ether of the world The User had left behind.
For not even the scenario techs could have foreseen what bitter twist awaited
their blissfully deluded employer. Ironically,
it was the very aspect of the real world that was at the center of Roy’s urge
to take flight into fantasy: the inevitable conclusion to the
anthropocene, that would occur with collision of human greed and nature’s own cannibalistic
inclination towards entropy.
1.2 : You Masturbate, in Various Ways…and then You Die
Roy had been raised in a bubble of affluency;
sheltered, spoiled no doubt, but with a deficiency of love. All of this created a recipe for insecurity and indeed he quickly developed into a sensitive –
some might say neurotic - young man. So while it was in his nature to yearn for
more than common conquests, the
paradox was that he was absolutely terrified
of the world. Even at a very young age, Roy displayed
an abnormal insecurity in regard to anything external or alien, and was
reluctant to participate in typical pre-adolescent play. His psychiatrist
classified this perceived growing presence of doom it as “misplaced annihilation
anxiety,” and said the cause was attributed to “predisposed castration
anxiety.” This did not help Roy. Later he came to understand his formation to
be due to several determinants, which he had worked out chronologically, and in
list form. Essentially what it boiled down to was a mixture of timing and
personal history.
But unlike most fated to
fear life but forced to adapt to it in order to survive, Roy did not have any
such requirements. His survival, in terms of basic necessities, was and would
always be provided with a guarantee. He was alive, but loveless, lacking even a
single true friend, and so had few real influences outside of what he read in
books or heard in music or saw in movies, which he indulged in commonly. To
make matters worse, he was inherently drawn to works of the maudlin and morbid
variety and his uncensored entertainment choices only confirmed what he had
suspected all along: existing
was an arduous thing.
Roy’s father had been the CEO of a major
airline manufacturing company, and happened to have a
serious phobia of hospitals, doctors, and the like. Because of these two
things, he neglected often his annual check-ups despite the pains and because
of that it was too late. By the time it was finally diagnosed, the pancreatic
cancer had spread to various other organs - and not all the money in the world
could do a thing about it.
Roy had never quite
understood why his father was almost always away on business, just that his
absence was noticeable, and that his concept of a good father included being
present and involved, two things his own dad was not. Just prior to his death,
however, his father confessed to Roy how guilty and regretful he felt for not
giving him the proper attention, and in hopes his son would forgive him, had changed his will to exclude his
ex-wife, Roy’s Mother, and make Roy the sole beneficiary of all remaining
capital and assets. The new will declared that on his eighteenth
birthday, Roy would be gifted this generous inheritance, along with 49% control
of the company stock.
But besides this, which
seemed like a trivial event in the distance future, not a lot changed in Roy’s
day to day life after his father’s passing. He still did not see much of the man, and as it had been for
most of his childhood, Roy remained primarily in
the supervision of the nanny, an old humorless Salvadorian man who did the
house chores and informed the boy of meals, but little else. Roy’s mother was
still alive, technically speaking, only now slightly more unavailable to him
than she had been before. Though she had hated him vehemently since the divorce
and especially since being excluded from the will, she was a complicated woman,
and mourned nonetheless. She still attended parties more often than not. She
still collected shoes, obsessively. She still drank her wine like water,
perhaps more frequently than before her ex-husbands death. Really the only
noticeable change between mother and son was the new routine that developed of
‘strategic financial discussions.’ Every few weeks she would show up at the
estate, usually exuding a strong odor of merlot or gin, and say “Roy, I think
we need to have a strategic financial discussion.” What this meant that she wanted
to talk about how he would manage the money when the time came, and
thoughtfully, she would volunteer to single-handedly handle the accounting in
her name. Eager for her to leave him be so he could return the silent, peaceful
corridors of the family library, Roy would nod obediently, mostly mute.
Now fatherless, Roy found himself at fifteen introduced
to a strange perplexity, suddenly unsure of his purpose in a world that seemed
concerned with only pieces of paper that he had a large amount of. It was the
common teenage crisis - the big bang into early adulthood - galvanized, and he counteracted it, as most do, with superficial
rebellion. From time to time he was able to elude the watch of his security
staff and would wander into the nicer districts of the city and pretend to be
homeless for a few hours before being discovered and taken home with not even a
slap on the wrist. After a few months of these shenanigans, he was put under
watch at all times, and eventually these outlets were sealed. But there were other ways to escape, ones
that fell within the ordinances of his many caretakers and ones that Roy would
learn were in many ways were superior.
It
was not until discovering in the basement an old Super Nintendo - untouched
from its original and now dusty box - that videogames replaced books his
primary form of therapy dealing with his problems. While his peers at the time
were playing the current generation of consoles, Roy was infatuated with the
pixelated second dimension. He ordered games online and played through all the
classics, as advised by internet consensus. A few of these virtual sojourns had
a profound and even somewhat religious effect on him and it was these particular
experiences that caused him to pursue gaming as a serious hobby.
He
decided to catch up on gaming chronologically and had one of the family
assistants find him used Nintendo 64 and Playstation systems. Before he could
legally drive a car, Roy had evolved from serious gamer into gaming elitist. At
the time he did not understand or even question what it was that was so
beautiful and intriguing about these games, but later suspected it had been due
to that quality of ambiguity itself. Around the time he had finally caught up
with the current titles, Roy soon found himself, like with all the things he
was once passionate about, no longer enjoying games as he once had. As time
progressed, this anhedonia grew and even expanded to other facets of his life,
and Roy became compelled with the impossible predicament of figuring out why –
why something which had once given him great pleasure, now seemed so inane.
After much analysis, yet still unable to rekindle that old flame, Roy had an
epiphany. His intelligence and awareness of things had matured, and he could
not convincingly transplant himself in something he knew was characteristically
fake. It wasn’t the ideal, light-hearted distillation of these worlds which had
been so wonderful, as he’d always assumed. Like all art, this was just a
metaphor of the human conditions: beauty, finitude, and all in between. It was through
the contrast that this atmosphere provided, that Roy had been able to see just
how poisoned and tragic and damned dysfunctional
things around him had become.
∞
Fatefully
a victim of both poor-nurture and poor nature, and heedful that he had been
born into a very dark and paranoid era for mankind, Roy stumbled awkwardly into
his latter teens. He did not view the modern age unlike countless eras before,
in that there was frequent oppression and suffering, but the present was unique
in a number of ways, and Roy could not help become hyperconscious of them.
Despite the glitter and neon and bad pop on the surface, many continental
shifts were happening underneath the surface. Over the course of the century,
technology, along with the accession of corporate oligarchy had carved a new
global environment. No longer was it a matter of survival of the fittest or most
adept, but now survival of the most unethical, with the whole world vying for
seats in a viscous game of musical chairs. To Roy, his own was an epoch of
hopelessness and ever-extending repression, a time when the men were trained
like dogs, taught to chase after titillating concepts of money, status, and
vanity which dangled like strings in the middle of the international pack. He
could not shake the suspicion that every aspect of culture had been cleverly
designed to be gradually hollowing. So much had become and was becoming transparent,
commoditized. Whether or not this was incidental, Roy couldn’t know for sure,
but a vast percentile of human beings on the planet had no awareness at all
that they were slowly being isolated and molded by this corrupted environment –
molded and molded and fucking molded - subconsciously into more malleable forms
to be molded and manipulated by those who had something to profit from this unquestioning
obliviousness. All about, he could not help but witness a
rampant spiritual decay. Petty and secular concerns had become supreme.
Intellectuals and radicals, as well as pariahs such as himself, were being
divided and crushed, left unable to fend in a global cultural climate unsuited
for them, and thus exponentially dying off. The written word which Roy so cherished
was quickly becoming an extinct format. Quality seemed to be vanishing from film
and music and the surviving mediums, and so too it seemed, the human soul. But
the common man appeared too busy being distracted and entertained to rise into
action, or even care. Perhaps Roy was guilty to some degree of pessimism
and projection, but the statistics agreed: the quality of life for humanity was
on a steady decline worldwide, and no one seemed to have any power to bring
positive change.
It
was all too much for him to bear. Even the most mundane happening fit into this
despondent outlook in some minor, obtuse way. It got so bad that eventually Roy
was too disgusted to leave his house in an attempt to avoid the bombardment beyond.
But even with total sequestration, he could not escape the little reminders of
reality, as these nauseating associations infiltrated his private domain and more
problematically, were deeply embedded into his mind like splinters broken off
at the surface. This ghoulish disease
spread and continued to haunt him until even the smallest pleasure was eclipsed
by an overwhelming feeling of insignificance and futility looming at the
forefront of his thoughts.
Seeking answers to these new and larger
philosophical questions, again Roy set out to learn the cause, again foolishly following
in the footsteps of the curious cat. He returned to his library,
only now focusing entirely on non-fiction. Through the many tomes on politics
and psychology and social sciences, he partially found the answers that had
been sought. Only instead of remedying his discontent, as before, the newly
obtained knowledge plagued him with greater woes. It now seemed that he
had opened Pandora’s Box and his blissful ignorance had
all but evanesced.
It
was after this ‘endarkenment,’ if you will, that the young philosopher began to see and recognize life through a lens that was not
only cynical, but explicitly misanthropic. Now, all human endeavor - every
activity, every facet of culture - appeared to him as unglorified, sucked dry
of drama, reduced to the various forms of symbolic masturbation. Desperate for solace, he toyed with esoteric
philosophies such as nihilism and solipsism, but these radical directions were ultimately
unsubscribable, and in the end only ephemeral phases. But empty and jaded as
he’d become, there still remained that dormant, rumbling something inside him, the ever-present, celestial yearning for more
than the mindless scratching of psychosocial
itches. Even had he been
able to clearly diagnose this strange desire, Roy knew for certain that no grounds
were available for him to achieve such a thing. Meaning was socially dictated
and the world was fucking mad. The one and only thing that Roy could be certain
of was that, life, the way it was arranged
and lived in the modern world, was a
problem.
∞
Though seemingly impossible, things devolved.
At first the suicidal thoughts manifested in subtle and vague forms: daydreams and ironic ‘what if?’ musings. But over time they increased in frequency and transformed into practical and plausible scenarios: real, available choices that occupied his minute-to-minute existence and seemed more and more like logical, good ones to make. By sweet seventeen, he had become clinically agoraphobic. After half a year in hermitude, the increasing ideation with his own death taunted him to such a degree that there was a genuine concern he would not live to be considered a legal adult. Something had to be done. Indeed, a desire for death can be quite rational in some cases, but only for those who have no control over things, and furthermore are not creative enough to wade around the proverbial shit bog. One can say what they will about roots and evil, but the truth is that with enough money you could buy just about anything, and Roy would soon be in full possession of just shy of sixty billion dollars.
It
was October of 2014 when the idea came to him. It occurred almost on a whim
while contemplating what he would do with his inheritance. In a sense Roy
already had the money, as anything he requested would be provided by his
servants through a separate endless trust. But there were many things
considered too taboo, dangerous, or absurd to even be requested, and the real
difference was a matter of power. A part of him did still veritably wished
to die and persuaded him to spend some, if not all, of his money on
accomplishing this in way that was truly ridiculous. He cycled through a number
of ideas, but purchasing a one way space trip into the sun seemed too
uncomfortable, and he was morally against the idea of tracking down and buying
existing every copy of Kafka’s The Metamorphosis and suffocating under the
accumulated heap. But the more he thought about glorifying his death with some
juvenile artistic statement, the more it seemed like such a waste, and he was
certain there could be something worth buying that would solve his cursed
predicament.
The only
beneficial thing that could be said about his youth of social neglect and
honest exposure was that, strangely, it kept him from becoming a tragic cliché. Nine times out of
ten, a young man standing in Roy’s nicely-shined shoes at such a juncture,
impatiently awaiting such an inheritance, would certainly be destined an
adulthood enslaved by fleeting chemical rushes and an insatiable urge for love
and security that could never be obtained. Nine times out of ten, he’d end up a
casualty with the usual spoiled bastards whose lives became typified by cocaine
and cognac, a variety of Southeast Asian hookers, plagued with despair and
punctuated with cirrhosis or auto-erotic asphyxiation. But Roy, being the critical,
intuitive, well-read, hyperphobic anomaly that he was, was able to formulate a
different and far more creative plan for his future.
It
was a proclivity that had been stewing in his subconscious for years, but the
idea of actualizing it nearly bowled him over: he had the means to do what
fantasy-enthusiasts everywhere had oft fantasized about. He shook with excitement
while researching the technological angle and the notion became less deluded
and with this renewed fervor for the future, he spent every waking hour until
his birthday obsessively planning an outline by which the game would follow. He
designed characters and settings which were ideal to his subjective tastes. When
he was finally satisfied with his custom requirements, totaling almost a
hundred pages of notes and sketches, all that remained to be done was wait out
the last three weeks. Soon he would be granted the freedom and financial means
to do as he pleased. Soon he would fix the puzzle of his life, the only way he
could presume how. At last, the world-weary Roy Salazar had something to
genuinely look forward to…
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