Last Week’s Entertainments
What I Watched
La Dolce vita, Federico Fellini et al.: The irony of 8 ½ is that even after Guido’s revelation that he loves everybody and can’t live without the people in his life, the movie remains trapped in his fantasy. Guido has successfully alienated everybody, but he imagines that they all forgive him and join him in a circus-like celebration of his new happiness; he imagines that everybody else’s happiness is congruous with his own. The movie remains claustrophobically solipsistic to the end. La Dolce vita, on the other hand, remains outside its protagonist Marcello’s mind. (Guido is a film director and Marcello is a gossip journalist, but they are almost variations of the same character. Guido is more playful, less seemingly defeated by decadence than Marcello; but who knows how Marcello really thinks of himself? The gauche Marcello at the end of La Dolce vita might be how the rest of the world sees Guido.) It turns out the whole doomed culture is solipsist. If Marcello ever has an inspiration like Guido’s, it remains hidden; we see only the stark reality: a sordid orgy, an encounter with a big dead fish, a moment of failed communication. La Dolce vita and 8 ½ both begin their finales with characters half-walking and half-dancing onto a beach; I recall that the characters moved left to right in 8 ½, but in La Dolce vita they move right to left. (Rose reminds me the girl whom Marcello cannot hear and fails to recognize moves from left to right, which is certainly important.) Basic film technique: because right is good (and because Western written languages read left to right, time progresses in a left-to-right circle on a clock, &c.), movement from left to right suggests progress; although the association of left and badness has largely disappeared, movement from right to left still seems backwards. In 8 ½, of course, the characters move clockwise in a circle—the progress is as illusory as the fantasy in which it occurs.
La Dolce vita reminds me of Bright Young Things (which I saw first), and I imagine Stephen Fry was influenced by Fellini in making his own movie. The oppressive sordidness of the upper-class and its hangers-on and the obsession with celebrity are straight out of Evelyn Waugh’s book—I suppose Fellini was influenced by Waugh. But Fry’s swarms of photographers and party scenes mixing sexy young people and batty old aristocrats are straight from Fellini. There an interesting connection I just noticed between Vile Bodies/Bright Young Things and La Dolce vita, viz. the protagonists are both writers who’ve written books that are never published (Marcello’s supposed book is only mentioned, Adam’s is a finished manuscript but is confiscated as smut by Customs). Both are journalists who write celebrity gossip whose books seem to represent a failed communication of something more important and genuine—it’s easy to idealize a book that exists only hypothetically. (Adam’s book exists more than hypothetically but only to him, never to the viewer.)
What I Read
A Dictionary of Modern English Usage, H.W. Fowler: An indispensable guide to using English with good taste. Provides ceaseless entertainment to the well-educated and pedantic. The dictionary was published in 1926, so interested readers can judge the accuracy of Fowler’s speculations on future developments of usage.
Shining Knight #3, Grant Morrison, Simone Bianchi et al.: Lots of exposition, as Jog notes, but it’s pretty fun. The Seven Soldiers stories all have storytelling and the unresolved dialectic of story and reality—in Shining Knight #3, a certain character’s relation of the original Arthurian myth becomes even more interesting on a second reading, after her true identity is revealed. Elsewhere, narrative captions comment on the narrative with excerpts from an Arthurian protomyth; at the end of issue #2, in fact, Sir Justin responds directly in dialogue to the narration. Morrison infuses Shining Knight with myth but avoids tiresomely literal adherence to the monomyth and overwrought quotation from The Apocalypse of John.
What I Played
Grand Theft Auto: San Andreas, Rockstar Games: It’s by far the largest and most complex of the Grand Theft Auto games, but it introduces the new concepts gradually as part of gameplay—in fact, most of the new concepts seem to be unavailable until the game introduces them, so there’s little chance of confusion. Each new GTA game invites new controversy; I haven’t heard of any controversy yet surrounding San Andreas, but its portrayal of gang banging in the poorest neighborhoods of a fictionalized Los Angeles is unlikely to get a pass. (In fact, Rose informs me, San Andreas is already in trouble.) I was skeptical of the decision to give the player-character in Grand Theft Auto: Vice City a name, personality and voice: too much emphasis on the story, which is superfluous and necessary only to give the gameplay a sensible context. San Andreas’s story has become even more, um, serious (relative only to Grand Theft Auto 3), and player-character Carl Johnson’s sad backstory (he returns to Los Santos at the beginning of the game because his mother has been murdered) is annoyingly incongruous with the hilariously frenetic gameplay. I haven’t decided yet if San Andreas is too big and too realistic, too focused on character and story, but it’s been fun for the fifteen or so hours I’ve played.