“The Shape of Things II” and Other Poems in Verse

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A portfolio of my poems was chosen as a finalist for the 2015 Tomaž Šalamun Prize and was just published in Verse. Included in the portfolio are “The Shape of Things I,” “Architects and Their Books,” “What We Are Looking At,” “Tristeza,” “An Ode to 2013: We Are the National Security Agency’s Children,” “Throw Out Your Life,” and an eighteen-page long poem, “The Shape of Things II,” of which I am particularly proud.

The poems appear in volume 33 of Verse, along with poems by Felicia Zamora, the winner of the 2015 Tomaž Šalamun Prize, E. C. Belli, Alex Stolis, Beth Marzoni, Michelle Murphy, Dan Ivec, Gabrielle Hovendon, Todd Melicker, Keith Jones, Catherine Taylor, Lynn Melnick, and the late James Tate. I will post a link to where one can order the issue as soon as it becomes available, but in the meantime, individual subscriptions can be ordered from Verse‘s editorial office for $18/year (check payable to Verse):

Brian Henry and Andrew Zawacki, Editors
Department of English
University of Richmond
Richmond, VA 23173

“Metaproceduralism: The Stanley Parable and the Legacies of Postmodern Metafiction” in Wide Screen

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I am pleased to announce that another essay on videogames, “Metaproceduralism: The Stanley Parable and the Legacies of Postmodern Metafiction,” just appeared in Wide Screen. The essay is part of a special issue on videogame adaptation, edited by Kevin M. Flanagan, and includes articles by Jedd HakimiCameron KunzelmanKyle MeikleBobby Schweizer, and Kalervo Sinervo. It’s also open access, so anyone can read it.

Abstract: Most critics of contemporary literature have reached a consensus that what was once called “postmodernism” is over and that its signature modes—metafiction and irony—are on the wane. This is not the case, however, with videogames. In recent years, a number of self-reflexive games have appeared, exemplified by Davey Wreden’s The Stanley Parable(2013), an ironic game about games. When self-awareness migrates form print to screen, however, something happens. If metafiction can be characterized by how it draws attention to its materiality—the artificiality of language and the construction involved in acts of representation—The Stanley Parable draws attention to the digital, procedural materiality of videogames. Following the work of Alexander R. Galloway and Ian Bogost, I argue that the self-reflexivity of The Stanley Parable is best understood in terms of action and procedure, as metaproceduralism. This essay explores the legacies of United States metafiction in videogames, suggesting that though postmodernism might be over, its lessons are important to remember for confronting the complex digital realities of the twenty-first century. If irony may be ebbing in fiction, it has found a vital and necessary home in videogames and we underestimate its power to challenge the informatic, algorithmic logic of cultural production in the digital age to our detriment.

“2015.01” in TXTOBJX

“2015.01,” a poem from my ongoing sonnet sequence, was just published in TXTOBJX. The journal, edited by Andrew Kiraly, publishes what it calls “text objects,” which are “pieces of automatic fictoidal writing produced in one or two sessions.” A text object will be up on the site for a few days and then “the text object sinks into the shuffle and is accessible only randomly via the ‘nxtobjx’ link.” You can read more about the journal here.

Geologies of Finitude: The Deep Time of Twenty-First-Century Catastrophe in Don DeLillo’s Point Omega and Reza Negarestani’s Cyclonopedia

Geologies of Finitude: The Deep Time of Twenty-First-Century Catastrophe in Don DeLillo’s Point Omega and Reza Negarestani’s Cyclonopedia

I am pleased to report that my essay, “Geologies of Finitude: The Deep Time of Twenty-First-Century Catastrophe in Don DeLillo’s Point Omega and Reza Negarestani’s Cyclonopedia,” was just published in the most recent issue of Critique: Studies in Contemporary Fiction. This essay has been in the works for some time, and I am happy to see it emerge into the light of day.

An abstract: The twenty-first century has seen a transformation of twentieth-century narrative and historical discourse. On the one hand, the cold war national fantasy of mutually assured destruction has multiplied, producing a diverse array of apocalyptic visions. On the other, there has been an increasing sobriety about human finitude, especially considered in the light of emerging discussions about deep time. This essay argues that Don DeLillo’s Point Omega (2010) and Reza Negarestani’s Cyclonopedia: Complicity with Anonymous Materials (2008) make strong cases for the novel’s continuing ability to complicate and illuminate contemporaneity. Written in the midst of the long and disastrous United States incursions in the Middle East, DeLillo and Negarestani raise important political questions about the ecological realities of the War on Terror. Each novel acknowledges that though the catastrophic present cannot be divorced from the inevitable doom at the end of the world, we still desperately need to imagine something else.

 

Mid-Summer Links 2016

Nuclear and Environment

Naomi Klein, “Let Them Drown: The Violence of Othering in a Warming World.”

Aamna Mohdin, “Fearing a Nuclear Terror Attack, Belgium Is Giving Iodine Pills to Its Entire Population.”

Annabell Shark, “MoMA, The Bomb and the Abstract Expressionists.”

Alex Wellerstein, “The Demon Core and the Strange Death of Louis Slotin.”

Lake Chad disappearing over the past fifty years.

Continent 5.2.

And RDS-37 Soviet hydrogen bomb test (1955).

Continue reading

End of the Semester Links, Spring 2016

Nuclear and Environmental

Justin Gillis, “Scientists Warn of Perilous Climate Shift Within Decades, Not Centuries.”

Ross Andersen, “We’re Underestimating the Risk of Human Extinction.”

Matthew Schneider-Mayerson, “On Extinction and Capitalism.”

Robert Macfarlane, “Generation Anthropocene.”

Will Worley, “Radioactive Wild Boar Rampaging around Fukushima Nuclear Site.”

Rebecca Evans, “Weather Permitting.”

Continue reading

Review of David Foster Wallace and “The Long Thing” at C21: Journal of 21st-Century Writings

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In the fourth issue of the new journal, C21: Journal of 21st-Century Writings, Mark West has written a nicely positive review of David Foster Wallace and “The Long Thing”: New Essays on the Novels (2014), edited by Marshall Boswell, in which I have an essay, “‘Then Out of the Rubble’: David Foster Wallace’s Early Fiction.” West also reviews Gesturing Towards Reality: David Foster Wallace and Philosophy (2014), edited by Robert K. Bolger and Scott Korb (somewhat less positively).

“The Megatext and Neoliberalism” and “Metaproceduralism: The Stanley Parable and the Legacies of Postmodern Metafiction”

I’ll be giving two talks in Pittsburgh over the next two months on May 13 and June 22, 2016.

 

1. Friday, May 13, 2016 — 2:30 – 4:30. Part of a panel on “The Novel in or against Neoliberalism” at the 2016 Studies in the Novel Conference, The Novel in or against World Literature, Wyndham University Center – Oakland Room II.

Chair: Jen Fleissner, Indiana University

“The Megatext and Neoliberalism,” Bradley J. Fest, University of Pittsburgh

“The Novel in India and Neoliberalism,” H. Kalpana, Pondicherry University

“The Novel and Neoliberal Empathy,” Alissa G. Karl, The College at Brockport-SUNY

“Immanent Value in The Golden Bowl,” Paul Stasi, University at Albany-SUNY

 

The Megatext and Neoliberalism

With the steadily increasing storage capacity and processing power of contemporary information technology, enormously large texts are beginning to emerge that rival the books and libraries once imagined by Jorge Luis Borges. For instance, at some point in the near future, poet and novelist Richard Grossman will install Breeze Avenue—a five thousand volume, three million page “novel”—as a reading room in Los Angeles, and will also make this text available online in a fluid version that will change roughly every seven minutes for a century. Grossman’s text is, quite simply, too big to read; it is a megatext. This paper will consider the appearance of the unreadably massive novel as an emergent form native to the neoliberal era.

The writing, publication, and distribution of megatexts are impossible without the informatic, technological, and economic transformations of neoliberal globalization. For instance, the composition of Breeze Avenue would be inconceivable without big data and algorithmically generated text, without significant funding and personal wealth (Grossman was a high-level executive for a multinational financial firm in the 1970s), and without transforming the labor of the author from writing to managing. Mark Z. Danielewski’s twenty-seven volume meganovel-in-progress, The Familiar (2015-    ), takes full advantage of contemporary digital composition and production to create a work deeply enmeshed in the digital present by self-reflexively remediating the new media forms made possible by the distributed networks and posthuman technologies of the twenty-first century—including electronic literature, premier serial television, social media, videogames, and YouTube. And Mark Leach’s seventeen volume, ten thousand page, open source, digitally generated meganovel, Marienbad My Love (2008), takes advantage of crowd-sourced, collective authorship, reflecting the always-on unpaid digital microlabor that has come to characterize work in the overdeveloped world. Understanding such texts as unique outgrowths of and important critical reflections upon the age of neoliberalism allows us to explore important questions about the role of the novel in the twenty-first century and the possibilities for responding to the nonhuman logics of contemporaneity.

 

 

2. Wednesday, June 22, 2016, 1:30 – 3:00, I’ve organized a panel on “Videogame Adaptation” with Jedd Hakimi and Kevin M. Flanagan, colleagues in the Film Studies Program at the University of Pittsburgh, for the Keystone DH 2016 Conference, Hillman Library, University of Pittsburgh. (A schedule of the conference.)

 

Videogame Adaptation

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As videogames continue to emerge as a dominant twenty-first-century form, it is becoming clearer that they have complex relationships to other media. This panel, part of a larger collaborative project, will address issues of adaptation and videogames from a transmedia perspective, drawing particularly on the resources provided by film and literary studies.

 

Videogame Adaptation: Some Experiments in Method
Kevin M. Flanagan, University of Pittsburgh

This paper outlines the concerns and conceptual practices of videogame adaptation, noting the many ways in which videogames shape, or are shaped by, ideas, narratives, and mechanics from other media. In situating videogames into the discourses of textual transformation that animate current work in adaptation studies, I argue that traditional approaches to adaptation in English departments (which privilege novel-to-film adaptation in a one-to-one correspondence) have a lot to learn from games, which function as adaptations at all stages of their production and consumption. I also demonstrate how adaptation studies challenges claims to medium specificity that form a foundational conceit of videogame studies.

 

Metaproceduralism: The Stanley Parable and the Legacies of Postmodern Metafiction
Bradley J. Fest, University of Pittsburgh

Most critics of contemporary literature have reached a consensus that what was once called “postmodernism” is over and that its signature modes—metafiction and irony—are on the wane. This is not the case, however, with videogames. In recent years, a number of self-reflexive games have appeared, exemplified by Davey Wreden’s The Stanley Parable (2013), an ironic game about games. When self-awareness migrates form print to screen, however, something happens. If metafiction can be characterized by how it draws attention to language and representation, this paper will argue how self-reflexivity in videogames is best understood in terms of action and procedure, as metaproceduralism.

 

Playing Los Angeles Itself: Experiencing the Digital Documentary Environment in LA Noire
Jedd Hakimi, University of Pittsburgh

Almost everything about the predominantly faithful depiction of 1947 Los Angeles in the recent, police-procedural videogame LA Noire (2011) was based on archival material, including period maps, photography, and film footage. And while scholars have thought extensively about how film spectators experience mediated depictions of real-world cities, the videogame player’s parallel experience has been relatively unexplored. Accordingly, I take LA Noire’s simulacrum as an opportunity to reflect on what happens when a real-world environment is adapted into the setting for a videogame. Specifically, I position LA Noire in the tradition of the “city-symphony” film and a particular sub-set of Film Noir known as the “semi-documentary” to make the case LA Noire contains crucial aspects of the documentary image. Consequently, LA Noire is not so much creating a fictional, diegetic world, as it is presenting our own world back to us in a manner that changes the way we experience the world in which we live.

An Interview with Jonathan Arac

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I just published “An Interview with Jonathan Arac” in the most recent issue of boundary 2. I am honored to have had the chance to interview Arac, who has been such a important mentor to me in so many ways. An even further honor is having the interview appear in an issue with work by Tom Eyers, David Golumbia, McKenzie Wark, and others, along with Bruce Robbins’s interview of Orhan Pamuk and Jeffrey J. Williams’s interview of Wai Chee Dimock. What a fantastic issue.