After the conflagration: a ruined Tokyo dormitory

Mike GristHaikyo, Residential, Tokyo-to

In 2007 the Seika Dormitory in central Tokyo went up in flames. The roof was burnt away and flames roared up the building’s old stairways and licked at rooms full of possessions, melting and burning some unrecognizably, leaving others coated in a thick mask of sticky black ash.

Skeletal roof girders remain.

Did anyone die in the Dormitory fire? I don’t know. I hope not, but so many of the rooms were left with so much stuff that seemed still in good-ish condition (heaps of books, vinyl records, clothes, diaries, photo albums) that I have to wonder. The dormitory was for Chinese exchange students to stay at, so hopefully they just decided not to go back and salvage anything

I felt quite uncomfortable wandering around this haikyo. The abundance of personal stuff left in rooms, everywhere, sometimes unburnt, sometimes melted beyond recognition, coupled with the very recent date of accident (2007) made me feel like a kind of ghoul. I don’t want to feel that way, and it’s not the reason I go to haikyo. I’m more interested in older ruins and more impersonal ones, where nature has invaded and altered the place. In those ruins you can get the sense of a new beginning even in the death of a structure.

In the Seika dormitory it just stank of death and sadness, dreams perhaps burnt away, lives left half-lived then abruptly cut off- whether anyone died there or not.

Overwhelmingly it felt sad to be inside.

Central hall, flanked by 4 rooms either side, 3 stories high.

One of the lesser-burnt rooms. Perhaps it has been ransacked for valuable already, with all the boxes lying around.

One of the worse-burnt rooms. Everything here is charred rubble.

A chair on a bed, I don’t know why.

Melted washing machine.

Melted keyboard.

As a result I guess I didn’t photograph the individual rooms that much. They just seemed too individual. In one room clothes were laid out on the bed as if to be worn the next day. In another room a child’s diary filled with colorful drawings poked its head out of a desk drawer. Who was I to come and rifle through these things?

So mostly I stuck to the structure. When I emerged onto the roof I actually felt some of the weight slough off. It felt good to be back in the open air, able to pretend this was just another ruin with a great view of the city.

A little overgrowth does the heart good.

Peeking back into the destruction.

Overlooking from the top perch.

A half and half view.

Glimpsing the exterior.

I had an idea of something fun and playful to do with the video at my next haikyo, but this didn’t seem the place to try it out. Maybe the next one.

Finally- credit where credit is due- I heard about this location from Jordy at haikyo.org and Ikumi at Tomboy Urbex.

See more explores in the Ruins / Haikyo galleries-

[album id=4 template=compact]

You might like my dark fiction here, inspired by ruins.

Vanilla Ice Second & more Japangrish

Mike GristJapan, Japangrish

Perhaps you’ve always wondered. Perhaps you used to protest to your friends until they branded you the group’s uncool pariah- “No, but listen, a Vanilla Ice comeback really WOULD be awesome.” At which point you probably broke into song:

“Alright, stop, collaborate and listen-“

I recommend you listen to Ice himself while reading the rest of this post.

Ice on? Alright, let’s get down to it. What would a Vanilla Ice comeback look like?

Japan has come up with an answer.

Was this intended as a sequel to the actual Vanilla Ice? Who knows. Perhaps an inducement for all Vanilla Ice fans to take cheaper holidays in Japan?

Well, in this case, it’s a specimen from JoJo’s adventures, some kind of manga or anima.

Not your grand-daddy’s Vanilla Ice.

In the immortal words of Ice himself-

“I’m a lyrical poet.”

And some other Japangrish bits and bobs.

Here are two images to chew on-

Vivid?

Ugh, sounds gross? What could it possibly be?

Ground-up fairy in every garment- guaranteed.

Yup, a clothes shop for kids. How nice.

And finally, to top things off on a crude note-

Drawing circles on your Ass since 1925.

See more Japan stuff here.

Hackman Gachapon

Mike GristJapan, Toys / Games

You can buy odd things in a Gachapon. Perhaps attention too often goes to the wadded-up knicker-vending machines (so sought-after these days), and not often enough to those cute little machines sitting so innocently right at your kids’ eye level.

In the past I’ve experimented and come up with the rear end of a fire truck and a piece of railway bridge. So we are incentivised to buy more.

Then I glimpsed these little beggars. They cannot be for kids. They are some kind of post-ironic jab at uber-too-cool-for-school hipsters, phone donglies that scream ‘I listen to Tragically Hip’ while simultaneously putting out the odd-ball verve ‘yup yup, speedballs, I like to party.’

I give you Hackman, not a patch on Ultraman, but hacking heroically for our amusement none the less.

300 yen, and worth every penny I think you’ll agree.

Have you ever hacked as heroically as this? Then you obviously haven’t been to Japan.

The true hacker is a hero to all. Not only can he pee in the middle of the street, standing up, people!, not only can he take cheap holidays by shinkansen all around the Japanese archipelago without any fear of his bullet train hitting dirt and getting buried in a river bed, he can also buy cute and memorable plastic snapshots of the moment he hacked up at the end of the night, in all the colors of the rainbow.

Here are red and green hacks. Red must be tuna sashimi. Green is doubtless seaweed from miso soup.

Yes, more pictures now!

Collect them all! Like Girls Generation, you’ll have great fun your own favorite!

HACKMAN! There should be the Batman music whenever he appears.

This one can be Robin as I consider the RED HACKMAN to be definitive. Don’t you?

Rapturous applause whenever these two appear, if you please.

And that I believe is that. Happy hacking!

(If you want to buy Hackman, I found these particualr specimens in a Village Vanguard, that odd Don Quixote/bookshop crossover)

If you enjoyed this post, you’ll probably enjoy more of my Strange Japan articles-

Strange Japan galleries:

[album id=5 template=compact]

You may also be interested in my galleries of Japanese ruin, AKA haikyo-

Ruins / Haikyo galleries:

[album id=4 template=compact]

You might even enjoy my offbeat surreal dark fiction here.

And if you liked any of that, why not subscribe to free, painless updates here 🙂

Ruins of the Unmuseum

Mike GristCanada, Greece, Iraq, World Ruins

The Unmuseum (AKA the Museum of Unnatural Mystery) is like an online Ripley’s Believe It or Not, stuffed full of myth, ruin, and intrepid history ranging from tales of pterosaurs in Texas to mechanical computers built before the birth of Christ.

It’s the perfect place for armchair Indian Joneses, or thriller writers seeking the next Dan Brown conspiracy plot.

Site curator and author Lee Krystek has been building his unmuseum online for well over 10 years. Back in 2000 it got some great reviews and was listed in a top 50 best sites list by Popular Science, however it’s look hasn’t been updated since then. While its stories are as fascinating as ever, its graphics and layout could use a refresh.

Serviceable but a little hokey…

Here are excerpts from a few of its most fascinating stories of ruin:

The Antikythera Mechanism

A mechanical computer that existed two-thousand years before the age of electronics. Who built it?

Krystek tells each story from its adventuresome beginning to long-sought-after conclusion, which really gets you involved in chasing the mystery down through time. In this case the story begins with a deep sea dive to recover artifacts from a shipwreck:

One of the less impressive finds was the lump of material that Stais was looking at. It appeared to be a mass of wood which was now decaying since it had been brought to the surface and started drying out. The rot seemed to have exposed something that Stais hadn’t seen before: a bit of metal. Not just a bit of metal, a bit of metal that was round with teeth. A gear. Stais couldn’t believe his eyes. A metal gear from a shipwreck before the birth of Christ? What was this thing?
What Stais had stumbled upon was the remains of one of the world’s oldest-geared devices – an analog computer – almost two millennia in age. Over the next century it would upset the archeological world’s understanding about the kind of technology the ancients were capable of producing.

Text and image from the Unmuseum. See the full story here.

The Mystery Pit of Oak Island

It was because of my post 7 huge holes in the Earth that I first learnt of the Unmuseum, as one of its curators/fans shared a link to the Oak Island Mystery Pit. I took a look, and got hooked. Just reading about the search for incredibly well-hidden treasure, as yet still unfound, made me want to up sticks and head out to get digging myself.

A young man spots a depression in the land with a hanging marker above it, and on a whim decides to dig for treasure with his friends.

The island McGinnis, Smith and Vaughan were on was one of 300 small isles in the Mahone Bay, Nova Scotia, Canada. It was peanut-shaped and about three-quarters of a mile long and 1,000 feet wide.
Cutting away the smaller trees, the three young men started digging in the depression. After two feet they hit a floor of carefully laid flagstones. This type of slate was not found on the island and the group figured it had been brought there from about two miles north. Below the stones they saw that they were digging down a shaft that had been refilled. The walls of the shaft were scored with the marks of pick axes, more evidence that this structure was the work of men.
At the ten foot level they hit wood. At first the group figured they’d hit a treasure chest, but quickly realized that they had found a platform of oaken logs sunk into the sides of the shaft. Pulling up the logs they discovered a two-foot depression and more of the shaft. Continuing to dig, they finally reached a depth of twenty-five feet. At that depth they decided they could not continue without more help and better planning. Covering the pit over, they left. One thing the three were sure of, though, was that something must be at the bottom of the pit. They concluded that nobody would have gone to the trouble of digging a shaft deeper than 25 feet unless he had something very valuable to hide.

Text and image from the Unmuseum. See the full story here.

The Baghdad Battery

And finally, another anachronistic relic I’d never heard of; an ancient ceramic jar fitted out to function as an electrical battery.

The little jar in Baghdad suggests that Volta didn’t invent the battery, but reinvented it. The jar was first described by German archaeologist Wilhelm Konig in 1938. It is unclear if Konig dug the object up himself or located it within the holdings of the museum, but it is known that it was found, with several others, at a place called Khujut Rabu, just outside Baghdad.
The jars are believed to be about 2,000 years old and consist of an earthenware shell, with a stopper composed of asphalt. Sticking through the top of the stopper is an iron rod. Inside the jar the rod is surrounded by a cylinder of copper. Konig thought these things looked like electric batteries and published a paper on the subject in 1940.
World War II prevented immediate follow-up on the jars, but after hostilities ceased, an American, Willard F. M. Gray of the General Electric High Voltage Laboratory in Pittsfield, Massachusetts, built some reproductions. When filled with an electrolyte like grape juice, the devices produced about two volts.

Text and image from the Unmuseum. See the full story here.

That’s it for now, but there’s plenty more at the Unmuseum, including a great series on the 7 Wonders of the Ancient World, and wonderful stuff about tomb-raiding and cursed mummies. Enjoy.

All images and quoted text from The Unmuseum.

If you enjoyed this post, you’ll probably enjoy more of my World Ruins articles-

World Ruins Gallery.

You may also be interested in my galleries of Japanese ruin, AKA haikyo-

Ruins / Haikyo galleries:

[album id=4 template=compact]

And galleries of fantasy ruins-

Fantasy Ruins:

[album id=8 template=compact]

You might even enjoy my offbeat surreal dark fiction here.

And if you liked any of that, why not subscribe to free, painless updates here 🙂

Orange Injection Candy

Mike GristFood / Drink, Japan

Drugs designed for kids often taste like candy. I remember getting to love the taste of the cold remedy Sudafed, and looking forward to taking it- lovely goopy syrupy sugar. If I could’ve chugged it freestyle, I very well might have (and actually did once, when my sister and I sat under the kitchen table around 6 years old and sampled the delicacies of the medicine cabinet).

Now one Japanese candy company has picked up on this trend, turned the tables, and started marketing candy as a drug.

The Japanese says- Syringe Water Candy.

I saw this delicacy when I was strolling through Picasso– an off-shoot of the variety goods shop Don Quixote, around the same time I spotted Sexy Coca Cola. It looked gross, so I had to grab it. Also, as the packaging explains, you can use it as a water gun once you’re done chasing the dragon.

It comes with these candy OD pills.

Is it a bit dodgy to sell kids on syringes this way? Probably, if we were in a country with more drug problems. You don’t want to make the equipment of drug-taking seem cool or cute even. I remember as a kid we had those packs of white chalk candy sticks that looked like cigarettes, and you could pretend to be smoking while you ate them.

Can you still buy those? Probably not.

But there’s not a lot of drug-taking in Japan, so I guess its not a concern.

Making the equipment of drug-taking look cool/cute.

And what of the taste? Well, I’ll let you watch this short video to find out.

Goopy, thick, treacly, gross 🙁

If you enjoyed this post, you’ll probably enjoy more of my Strange Japan articles-

Strange Japan galleries:

[album id=5 template=compact]

You may also be interested in my galleries of Japanese ruin, AKA haikyo-

Ruins / Haikyo galleries:

[album id=4 template=compact]

You might even enjoy my offbeat surreal dark fiction here.

And if you liked any of that, why not subscribe to free, painless updates here 🙂

Ruins of The Secret World

Mike GristApocalypse, Fantasy Ruins, Game Ruins, Ghost Towns, Theme Parks

There is a city on the moon. 11 days are missing. The Earth is hollow. The tower of Babel never fell. These are just a few of the many premises of The Secret World, a stunning new MMORPG game that promises to plunge players deep into a Lovecraftian realm of mythology risen, a secret world the X-files only ever hinted at.

MMORPG stands for Massively Multiplayer Online Role-Playing Game, a game played online in a shared fantasy world like World of Warcraft. The Secret World, as yet unreleased, looks utterly awesome, with a taste of any and all mythological flavors- with a very strong emphasis on ruins:

– The Illuminati office entrance is in an a dilapidated NYC warehouse.
– One whole zone is The Savage Coast, an abandoned theme park.
– Ancient Egyptian ruins hold unsettling alien truths.
– Cities lie in rubble, and the ruins of Atlantis rise.

However it’s not just the ruins that grab me- its the notion of a Secret World hidden under and within everything we know in our everyday lives. The Matrix captivated me with the same premise-

“The Matrix is everywhere. It is all around us. Even now, in this very room. You can see it when you look out your window or when you turn on your television. You can feel it when you go to work… when you go to church… when you pay your taxes. It is the world that has been pulled over your eyes to blind you from the truth.”
– Morpheus, The Matrix.

I’m a big sucker for that. It’s the reason I love ruins, the reason I’ve explored so many- looking for that feeling that you’ve somehow slipped through the cracks in reality and discovered something stunning and new that flips our understanding of the world on its head.

This video listing of the Secret World’s premises gives me shivers every time I watch it-

Everything is true.

And that is just words!

In summary

In the Secret World you play one of three secret societies- The Illuminati, The Dragon, and The Templars. You level up by killing monsters and doing quests, gear up with shotguns and magic, and roam the world kicking the butts of every shade of legendary monster imaginable, solving puzzles enshrined in the public consciousness for generations (Bermuda, Atlantis, etc…), and saving the Earth from damnation.

Here’s a video introduction to the factions-

I’m awed by the breadth and scope of this game. I got soured on World of Warcraft because I never felt like I was doing anything other than just being some douchebag mercenary farming for gear, gold, and levels. For many people that is plenty enough. For me I want to know that what I’m doing for so many hours of game play is something at least important, not just acquisitive. At that level it becomes just like another Sims game. Who can pimp out the coolest house?

Anyway, Secret World seems to have that focus. Fight evil, or the Earth is gonna die. Yes. Here are more ruins screen-shots and videos to sucker you in.

Savage Coast Abandoned Theme Park

The Savage Coast

Looks like the Pripyat ferris wheel.

Savage Coast location preview.

Ruins of New York City

Possibly this is Seoul or London, but still a dying city.

Blasted JFK?

Illuminati warehouse entrance.

Overgrown underwalk.

Vehicle Boneyard.

Wreck of the container ship Polaris.

Awesome CGI battle in New York, with subway trains as hammers.

Secret Societies

Here are the three cabals in the Secret World-

Dragon, Templars, Illuminati

Illuminati girl fights.

Templar man fights.

Extreme hottie on the left. Who needs kevlar?

As aforesaid- I’m psyched for this game. Anybody else?

All images and video from The Secret World.

If you enjoyed this post, you’ll probably enjoy more of my Fantasy Ruins articles-

Fantasy Ruins:

[album id=8 template=compact]

You may also be interested in my galleries of Japanese ruin, AKA haikyo-

Ruins / Haikyo galleries:

[album id=4 template=compact]

You may be interested in my World Ruins articles too.

World Ruins Gallery.

You might even enjoy my offbeat surreal dark fiction here.

And if you liked any of that, why not subscribe to free, painless updates here 🙂

The Ruins of Nuclear Winter

Mike GristApocalypse, Art Ruins, Fantasy Ruins, Nuclear

Nuclear winter slathered down across the world like a rain of torrential lead paint, bowing our cities beneath it. Ceilings and structures collapsed under the deluge, walls crumbled, and humanity was washed away by a tide of toxic white sludge.

Gerry Judah sculpts the apocalypse. He builds out minutely detailed architectural models of buildings, then destructs them with a flood of white paint- leaving the canvas pitted, scored, and crusted with ruins. The sculptures are then hung on their sides in galleries, where viewers can peer deep through the blasted roofs and into the hollow bones of his work.

A sweeping view. Image from Gerry Judah.

Judah is of Jewish Iraqi descent, but grew up in India, where the ornate temples, mosques and synagogues of Calcutta fired his imagination. We can see that deep passion for detail reflected in these apocalyptic works- every snippet of detail is clearly there by design: from curls of snapped power line to twisted satellite dishes.

Stunning attention to detail. Image from Gerry Judah.

Judah has done work for the British Museum, the Imperial Art Museum, the BBC, for Paul McCartney, for the Who, been exhibited in numerous prestigious locations, and yearly produces a stunning macro sculpture for the Goodwood Festival of Speed.

Ruined dome. Image from Gerry Judah.

Stunning fragments of forgotten worlds. Image from Gerry Judah.

One of Judah’s sculptures prior to hanging. Image from Gerry Judah.

Here’s a video taking us closer into his work-

Gerry Judah: Paintings from Sam Marcuson on Vimeo.

Goodwood Festival of Speed

As I mentioned above, he also produces amazing macro sculptures for the Goodwood Festival of Speed. He has a pretty phenomenal range.

Massive Alfa Romeo sculpture, 2010. Image from Gerry Judah.

Audi sculpture, 2009. Image from Gerry Judah.

See more of Judah’s work here.

See more Fantasy Ruins here:

[album id=8 template=compact]

See all my real world ‘haikyo/ruin’ explores in Japan here:

[album id=4 template=compact]

See a curation of curious world ruins here.

Read my stories inspired by ruin here.

If you like what you’ve read here- why not subscribe to the email newsletter for free updates.

Japan’s sexy Coca Cola

Mike GristFood / Drink, Japan

It’s not often this site gets sexy. Occasionally you’ll get your dabblings in Coppertone bikini girls or your Girls Generation Cheetos, but never explicitly sexy. Here though we’ll get explicit. We’ll get sexy. If you’re a minor, avert your gaze. Everyone else, buckle up and batten down, cos here we go:

Phew, somebody get a dehumidifier in here, it is steaming UP.

OK, so maybe that picture is a little deceptive. It looks a lot like a regular convenience store shelf, packed with delicious nutritious soft drinks. From right to left we see Coke, CC Lemon, Oolong tea, and Japanese soda. But widen your gaze somewhat and you’ll get the context.

Yes, that is darn sexy. Various nefarious sexual products line the shelves.

So what is this Aladdin’s Cave where soft drinks sit by sex products? It is the sex corner of Picasso, an off-shoot brand of the major variety goods store Don Quixote.

Here’s the Don K in Ginza.

Inside Don Quixote (or Picasso, which is basically the same thing minus the more outlandish stuff) they’re typically a claustrophobic chaotic mass of products, signs, and noises, quite difficult to navigate through without knocking stuff off shelves. Image from here.

So what’s the deal with these imitation drinks? Let’s take a closer look.

Alright, a generously boobed manga-lady with the curly Co- of the Coca Cola in sight.

Then at last, the curtains part and all becomes clear. Cola Lotion.

Yes, it is a sex lotion. Branded thievingly (and disparagingly to the Coke brand) but with great straight-faced aplomb, it is a very generous, 990 yen helping of Coke-colored lubricating jelly.

Which is the real CC Lemon here? I expect you’ll have a hard time discerning the difference.You can compliment me on my photoshop cropping skills if you so wish 🙂

It’s called CC Lemon for the bold claim that it contains 1400mg of Vitamin C, the equivalent of 70 lemons. Handy. What then is this EQ about? Perhaps its the E version of IQ, Emotional Intelligence, a very necessary supplement when attempting to effect wonders with the opposite sex (and convince them into your boudoir).

Alright, that’s enough pandering to the baser instincts. Let’s get back to some silly branded snacks!

See more weird Japan content here:

[album id=5 template=compact]

If you’re interested in Japan’s haikyo (ruined / abandoned buildings) check out the web’s best galleries here.

See MJG’s fiction here.

The Ruins of Ender’s Game

Mike GristBook Ruins, Fantasy Ruins, Giant Beasts

Orson Scott Card’s brilliant novel Ender’s Game is not widely known for its ruins. You’re rather more likely to read it and be blown away by the sheer force of Ender’s personality, by the twisted morality of the story’s central conceit, or by the genius with which Card orchestrates his entire Battle School world.

But there are ruins. One of them in particular stands out, and throughout the novel we see its creation, its dessication, and at last its final resting state; transliterated across time and space for the novel’s finale.

If you know Ender you’ll probably already know what I’m talking about. If not, you may want to turn away now due to-

***SPOILERS***

OK, still here? Cool.

Ender in Sum

Ender’s Game is awesome. It’s the story of the Earth’s most precocious 8-year-old kids getting zipped up into space to save the rest of us from invasion/obliteration by the Buggers- aliens as nasty and insectile as they sound. We’ve been attacked before, we got our butts kicked, and our only hope lies in a prodigy kid taking on the job of Interstellar General.

Upon Ender’s shoulders does that hefty role fall, and to ensure that he really is the material the Earth needs, he is tested darn near to destruction; from bloody fights in the locker room to increasingly unfair campaigns in the Battle School’s zero-G battle room, to the blatantly unfair virtual reality game’s Giant, who kills him off no matter what choice he makes. Across them all, Ender has to learn this one shining, brilliant lesson:

No one is going to save him.

He is alone out there. The teachers will never step in to stop a fight, the battle room’s rules will change constantly to keep him on edge, and the Giant will not, no matter how hard Ender tries to play by the rules of its lethal game, ever let him live.

So he becomes a killer. He stops playing by the rules, and he starts killing things instead.

So, the ruins…

This is not a review so I won’t go on about how great Ender’s Game is any more. We’re here for the ruins, and the ruins we will get. The ruins I’m talking about are not only gorgeous, poignant, and intrinsic to the plot, they’re also deeply symbolic of Ender’s struggle with the monster he must become. Of course, I’m talking about the ruins of the Giant.

The Giant is part of the VR game designed to adapt and psychologically analyze the kids. For Ender the whole game is easy- except for the Giant, who plays a simple and ugly guessing game called the Giant’s Drink. It offers two drinks, always different, and says Ender must drink one of them, and it will take him into Fairyland. Ender must stick his head into one of the glasses to drink, but every time he tries his avatar dies horribly. He plays again and again, but every time he dies, and the Giant laughs and laughs as his rigged game plays out one more time.

At last Ender gets tired of it, and instead of playing by the rules, he has his avatar jump onto the Giant’s face, burrow into his eye, and tear up the Giant’s brain.

The Giant dies. Ender finds his path into Fairyland.

The Giant’s Ruins 1

The next time Ender plays the game, the Giant hasn’t re-spawned. He is still dead.

For a while there had been rats gnawing at the Giant’s body. but Ender had killed one with a pin from the Giant’s ragged shirt, and they had left him alone after that.
The Giant’s corpse has essentially finished its decay. What could be torn by the small scavengers was torn; the maggots had done their work; now it was a desiccated mummy, hollowed out, teeth in a rigid grin, eyes empty, fingers curled. Ender remembered burrowing through the eye when it had been alive and malicious and intelligent. Angry and frustrated as he was, Ender wished to do such violence again. but the Giant had become part of the landscape now, and so there could be no rage against him.
– Ender’s Game, Orson Scott Card.

On the other side Ender faces more challenges, more things he must kill preemptively to survive, which just him more miserable still.

The Giant’s Ruins 2

Ender doesn’t play the VR game for a while after that. Instead he focuses on the Battle Room, and on learning to manage his ‘jeesh’ and win. when he does return, this is what he finds:

.. he began by the Giant’s corpse. Only now, it was hardly identifiable as a corpse at all, unless you stood off a ways and studied it. The body had eroded into the hill, entwined with grass and vines. Only the crest of the Giant’s face was still visible, and it was white bone, like limestone protruding from a discouraged, withering mountain.
– Ender’s Game, Orson Scott Card.

Simple, though probably some of the most descriptive writing in the book, that really captured my attention every time I read it through.

The Giant’s Ruins 3

Ender’s next visit occurs at a real low point for him; he’s winning battles, he’s respected by all the other children as the best soldier and commander around, but he doesn’t have any friends, and he feels totally isolated. He passes through the Giant’s ruins on his way to a face-off with the mirror image of his brother Peter in the castle at The End of The World.

He walked as he often did through the village that the dwarves had built in the hill made by the Giant’s corpse. It was easy to build sturdy walls, with the ribs already curved just right, just enough space between them to leave windows. The whole corpse was cut into apartments, opening onto the path down the Giant’s spine. The public amphitheatre was carved into the pelvic bowl, and the common herd of ponies was pastured between the Giant’s legs. Ender was never sure what the dwarves were doing as they went about their business, but they left him alone as he picked his way through the village, and in return he did them no harm either.
– Ender’s Game, Orson Scott Card.

A haunting lull as Ender goes, again, to face the ghost of his brother, in a world that has hardly any taste or happiness left in it.

The Giant’s Ruins 4

The final time Ender visits the Giant’s ruins is in a very different way. After the denouement of the war with the Buggers, he goes to distant Bugger planet, where he and a boy named Abra find the mysterious ruins of the VR game’s Giant incarnated in the landscape; like the fake mountain and castle at Disneyland.

The hill was hollow. A deep depression in the middle, partially filled with water, was ringed by concave slopes that cantilevered dangerously over the water. In one direction the hill gave way to two long ridges that made a V-shaped valley; in the other direction the hill rose to a piece of white rock, grinning like a skull with a tree growing out of its mouth.
“It’s like a Giant died here,” said Abram “and the Earth grew up to cover his carcass.”
Now Ender knew why it had looked familiar. The Giant’s corpse.
“Somebody had to have built this,” Abra said. “Look, this skull place, it’s not rock, look at it. This is concrete.”
“I know,” said Ender. “They built it for me.”
– Ender’s Game, Orson Scott Card.

And those are the ruins of Ender’s Game.

End

Perhaps I’ll do more posts like this, if I can think of the books, movies and games that contain enough good ruins to make it worth it. As I’ve said before the number of real world ruins is limited, and seemingly always waning, along with my interest in wandering them.

Abandoned theme parks can still capture my attention, but the rest of them; bath-houses, hotels, houses, factories, largely look a lot the same. Exploring the ruins of fantasy worlds, and marrying that with my love of writing and story, may be the next big adventure.

Buy Ender’s Game on Amazon here.

See more SF / Fantasy Ruins here:

[album id=8 template=compact]

See all my real world ‘haikyo/ruin’ explores in Japan here:

[album id=4 template=compact]

See a curation of curious world ruins here.

Read my stories inspired by ruin here.

If you like what you’ve read here- why not subscribe to the email newsletter for free updates.

story craft #16 Flash-forward Openings

Mike GristStory Craft, Writing

What do you think about stories that open with flash-forwards?

Consider the movie Fight Club.

Ed Norton brandishes a gun and conducts a bizarre conversation with Brad Pitt. They are in a dimly lit skyscraper looking out over a city’s night skyline. We are totally engaged and intrigued. What the F is going on? Who are these guys, and why are they talking like this?

Smash cut- and we’re yanked back to the beginning. If we want answers to our questions, we’ll have to watch the whole movie.

push / pull

Let’s call this a pull opening, because it pulls you through the story rather than pushing you. It’s a little flash-forward that acts like a teaser trailer for the main event to come. Perhaps it stands in for a weak push opening- the more regular inciting incident that kicks off the story actual. It dangles the best carrot the story has before us, just out of reach and barely comprehensible, and makes the promise that all this will be ours.

It’s a standard enough plot device that we’re all familiar with it. I spotted it used recently in Limitless.

Bradley Cooper stands on a high ledge freaking out, psyching himself to jump, while behind him a door gets smashed in and he vows something like “I’d rather die than let them have it.”

Smash cut to Bradley all dowdy in the role of ‘failed writer’, and a slow burn beginning.

It’s a common technique, but is it any good?

Pull Opening PRO and CON

Pull sets the stakes and excitement from the start, intriguing us in the characters involved not because we know or care particularly about them, but because they’re in extreme situations that intrigue us.

In both of the above examples, the hook is suicide. Why would anyone commit suicide? It’s a strong hook, one that we are probably hard-wired to want answers to, especially if the person is seemingly lucid at the time. Would the suicide of Virginia Wolfe in The Hours work as a pull opening? No, because we’d be cheating ourselves of the enormous emotional pay-off, since her suicide is so integral to her character’s development. It would also-

Remove the tension

Flashforward / pull openings can suck a huge chunk of tension out of the air. Sure- we don’t know what will happen AFTER the point we’re shown, but everything up to that point is rendered pretty inert. Obviously the characters will survive that far. Pull stories make the story discontinuous, and leave us with a puzzle to be unlocked rather than a true investment in the central characters.? We are not rooting for them, we are just waiting for the puzzle to be resolved.

The puzzle being- how did they get to that point?

We watch to find out. In effect, the storyteller is telling us- my characters and story are just not interesting enough on their own- so here’s a puzzle to chew on.

Flashforward fails

– 1. An easy fail is the self-titled, canceled TV show flashforward, whose whole premise depended on pull. There was a flashforward for the whole world, lots of exciting special fx as everyone passed out, with choppers crashing and the like, and then… what? Dull characters with dull lives, and not really much of anything to do but keep on going on about the same flashforward. It screwed itself as a TV show, since TV shows hope to last for seasons. Can we the audience really wait for years and years to find out what the F is going on?
Answer, no.
– 2. Not a fail next, but a contrast. LOST, though more packed full of narrative gimmicks than a Pinata, did not open with a flashforward. It opened with a very strong push, the plane crash on a desert island. Such a strong idea that J. J. Abrams went on to re-use the same idea in Super 8. The first season of LOST was all about the fallout of that momentous push, and is considered by many to be the best season.
– 3. Inception. Do you remember this? Of course the whole movie is a Chinese puzzle box- so perhaps it made sense to open in a Chinesey-feeling pagoda, with di Caprio facing off with an ancient Ken Watanabe, having a confusing conversation.
Was the story not convoluted enough, that you had to start with a flashforward?
– 4. Saving Private Ryan. We open (or at least see early on) on an old man standing by a grave. We close with this same image at the end. It bookends the story, possibly misdirects us to think the old man is in fact Tom Hanks, so when the realization comes at the end that its Mat Damon, it has more kick. But is it also kind of a cheat?
– 5. Forrest Gump? We open on Forrest telling his story. I have no problem with this, since its basically just a visual voiceover- not an action-packed trailer to pull us in.
– 6. The Hudsucker Proxy. An early Coen Brothers movie that starts with a character, yup, committing suicide.

Lots more great examples and discussions at this page.

Conclusion

I can’t really argue that flashforwards don’t work. Perhaps they work for a different kind of film- one that is more puzzle than proper story. They do suck our investment in the characters away, and invest us more in plot machinations. Inception may be a prime example of this- that story left me very impressed, but also quite empty on the inside.

Like wise with Fight Club, it’s hard to say I cared about Ed Norton. He didn’t really do anything in the movie anyway. It was more about the world and anarchic ideas happening around him.

I got into thinking about this because of my novel. For a long time I thought I didn’t have a strong opening. I considered throwing in a flashforward at the beginning, to spice things up, but it never felt right. I don’t want my story to be a puzzle- I want it to be a proper, invested emotional journey.

So…

Could Ender’s Game have survived a flashforward ending? In many ways that’s the book I want to write. A flashforward would obviously ruin it. There are definitely problems with setting a certain kind of opening with pull beginnings.

My answer is just- make the push better. That’s what I’m working on now.

Explore MJG’s Japanese ruins (haikyo) in the galleries:

[album id=4 template=compact]

See many more abandoned places in the ruins gallery.

Read more about STORY CRAFT here.

Read MJG’s Stories here.