Mick Norman (the pen name of Laurence James) wrote four Angels from Hell novels in the 1970s, and this 1994 collection from Creation rescues them from out-of-printness.
The rescue effort was worth it: they’re fast, brutal, addictive novels about biker gangs, set in a dystopian 1990s Britain. Petrocarbons are burned, laws are broken, women are deflowered. The novels are short and were clearly quickly written (why didn’t Creation fix the copy errors?), but they’re loaded with energy, heart, and humor, and the only parts that have dated are the parts that don’t matter. There are read-in-one-go books; this is practically a read-in-one-go series.
Disillusioned vet Gerald Vinson becomes a patched-in member of the Last Heroes chapter of the Hells Angels, where his intelligence, training, and leadership abilities soon see him in command of the charter. But when you ride a tiger you can’t ever get off, and Gerry is enmeshed in Forever Wars against rival chapters, switchblade-wielding football hooligans, crooked journalists, and a fascistic British government that seeks to destroy the Angels (given the hundreds of homicides the Angels are involved in over the course of the series, one sees their point).
The main character, of course, is almost the bikes themselves. They serve the same function as horses do in Westerns – both a method of transportation (you can go almost anywhere on a bike, and very quickly) and symbol of masculinity. One way to know shit’s about to go down in the books is that a biker has his “hog” sabotaged or destroyed.
The political incorrectness is high. Mick Norman doesn’t seem to like homosexuals: his villains are flamboyantly gay far more frequently than chance would predict. I also don’t believe there’s one female character who isn’t killed, raped, threatened with rape, beaten to a pulp, or some combination of the previous – aside from the old lady at the start of Guardian Angels, who merely has a severed head flung through her car’s front windshield. There’s one British-African character that I can recall. He provides help to Gerry, and he and his family get burned to death by Gerry’s enemies for their trouble.
If I had a complaint, the books get smaller in scope as they progress, instead of bigger. The first one (Angels from Hell) is Gerry vs the government. The second (Angel Challenge) is Gerry vs a rival chapter. The third (Guardian Angels) is Gerry vs a couple of hoodlums. The fourth (Angels on my Mind) is Gerry vs a single psychotic cop, who (in a scenario reminiscent of Stephen King’s Misery, which it precedes by fifteen years) has illegally detained him in a basement, where his even more batshit psychologist wife seeks to “study” him.
They’re fine tales, but the first has an exhilarating sense of “us against the world” that is never quite recaptured, replaced instead by weary Ballardian nihilism.
The bikers = cowboys metaphor I posited above breaks down quickly. Cowboys in the paperback Westerns always had pro-social goals – saving towns from bandits and cattle rustlers is a noble deed. But none of Gerry’s men and women are good people. Their world has no use for good people. Nice guys don’t just finish last, they finish in body bags. But they also don’t have any long-term goals; everyone seems to be staring into the same black pit. Their battles and rides lead to more battles and rides. What’s the point? But then, what’s the point of a biker gang in real life? To have brothers? A brother that’s going to squeal on you at the first scent of a plea bargain?
How do you write a novel about a bad person and persuade the reader to care? Typically, by making the other characters even worse – gangster films traditionally pit “good” criminals (honorable men, bound by loyalty and brotherhood) against “bad” criminals (unprincipled lunatics). It’s sort of like making your worst-smelling clothes smell good by rubbing your nose in shit. Norman’s approach is different: he makes the “straights” equally bad, just in a different way. One of the books ends with an open-ended question: who is to blame for the Angels? They didn’t fall out of the sky. Our society made them. Our society will make more of them.
The best book is Angel’s Challenge, which features an absurd premise that at least gives the story some anchoring: two biker gangs agree to a scavenger hunt across London, with the losers being forced to disband and burn their colors. But in the third book, an existential loneliness sets in. The fascistic government is out of power. There’s nothing left to do, and Gerry’s bikers end up working as roadies for rock bands (echoes of the legendary Altamont Free Concert in 1969, where a Hells Angels security detail ended up fracturing skulls and stabbing people). They are empty men inside. It’s a miracle that they don’t shatter like eggshells when they crash.
They have their freedom, at least. Freedom to do what?
A 1993 platform game programmed for DOS by Apogee’s Jim Norwood, who went on to develop Shadow Warriors, Heroes of Might and Magic V, and that cherished classic Third Example Goes Here. You control a porn-mustachio’d spec force operative named (I fear) Snake Logan, who has crash-landed in a mutant-infested city and must etc.
Platform games belong to either the “jump around and collect stars” Mario school or the “shoot guns and blow shit up” Contra school. Bio Menace is unapologetically the latter: it ranks as among the most violent Apogee titles, with monsters dying in explosions of pixelated blood and body parts. This clashes with their visual design, which is “Teletubby crossbred with Barney the Dinosaur”.
Bio Menace looks a lot older than it is. Slated for a 1991 release, it was delayed for two years due to engine modifications, and in 1993 it looked as dated as glam metal. The graphics are 16-color EGA, and the backgrounds don’t parallax-scroll. At least it ran smoothly. I recall being able to play it on Windows XP, although I don’t think it works on any 64-bit operating system.
The game was a competent blend of puzzle-solving (a laser forcefield blocks the way! Can you find the key to disable it?) and hallways filled with monsters to gun down. It had a nice sense of place – the first level in particular is a realistic urban environment littered with bodies and wrecked cars.
Bio Menace tries to create a believable world. Completing levels is just shorthand for “rescuing civilians”. Reaching high places means finding a ladder or riding an elevator, instead of jumping 30 feet. Health powerups and keys are usually found in places that make logical sense, like lockers and cabinets.
This part of Bio Menace hasn’t aged. In fact, it anticipates the future of gaming. The arcades were going away, and the industry was pupating into the next stage of its life: immersive experiences dependent on technology and sensory realism. Bio Menace, with its stupid monsters and EGA pixels, is far from immersive. But playing that first level, with its eerie post-apocalyptic vibe, you can see that the winds are starting to change. For better or worse, games would soon start trying to be movies.
There’s even an effort made at narrative. When you rescue a civilian, Snake Logan has a little tete-a-tete with them, with dialog as amazing as you’d expect (“I’m gonna dust that little dweeb! He can’t do this and escape!”)…hey, at least it’s only the second worst-written videogame about a spec forces operative called Snake, am I right ba-dum tisshhh hurr hurr.
It exemplifies Apogee’s approach: funnel out cheap (and cheaply made) games under a “shareware” business model. You got to play the first 30% of the game for free, and since that 30% typically contained 80% of the game’s actual worthwhile content, this was a pretty good deal. But it did lend itself to disposable experiences, and games that were copy-pastes of some other popular title.
Bio Menace is a minor game, without the arthouse pretensions of Eric Chahi’s Out of this World or the rotoscoped professionalism of Jordan Mechner’s Prince of Persia. It probably made some money, and even if it didn’t, it surely wasn’t a big red stain on Apogee’s balance sheets. Bio Menace is like throwing ten cents down on a roulette spin. Is it worth playing now? No, unless you’re a fan of “ARE YOU A BAD ENOUGH DUDE TO RESCUE THE PRESIDENT?”-style shlock.
“If we dig precious things from the land, we will invite disaster.”
If you undercrank stock footage of a city it looks frantic, and if you put peaceful music over a natural landscape it looks calm. That’s Koyaanisqatsi: an emotionally moving but intellectually casuistic tale of a supposed clash between modern man and nature.
Director Godfrey Reggio seeks to show the world we live in, but he relies heavily, too heavily, on audiovisual effect, and the film ends up feeling artificial and manipulated, a staged ballet pretending to be honest documentation.
I’m reminded of Luis Buñuel’s 1933 “documentary” of Spain’s remote Las Hurdes mountains, Land Without Bread. The film’s theme – Las Hurdes is a harsh land, where life is cheap – is sold by a powerful shot of a goat climbing a steep cliff and slipping and tumbling to its death. When you learn that the scene was staged (the goat was shot with a rifle) you feel a little cheated.
Godfrey Reggio’s film isn’t deceptive in the same way, but why contrast bustling cities with the Grand Canyon? Is this a logical or obvious comparison? Why not compare a city with a raging ocean? The Antarctic Circumpolar Current carries a million times as many tonnes of water through the Drake Passage as Times Square does cars. There is peacefulness in civilization, and instability in nature.
“Koyaanisqatsi” is a Hopi word, defined (according to Wikipedia) as “life of moral corruption and turmoil” or “life out of balance”. The film ends with Hopi prophecies portending our doom. The film’s reverence toward primitive man is of a piece with most environmentalist scare programming on TV: white people are bad, capitalism is bad, technology and industry are bad. Instead, we should take a moment to learn from beautiful primitive people, who have so much to teach us. It’s funny that most of the people promulgating this regressive message are politically left wing. Nostalgia for the 1950s makes you a conservative dinosaur, but nostalgia for 10000 BC makes you an enlightened child of the earth-spirit.
I don’t argue that modern society is perfect, but our greedy hyper-capitalist “life out of balance” has brought us good things, too: medicine, global communications, global transport, and the ability to make a film such as Koyaanisqatsi. We have created problems (such as climate change), but we can also create solutions. By contrast, the primitive people deified in the film are largely helpless against desertification, disease, ecological collapse, and so on. Any glamor the pre-technological life possesses probably lasts until your first toothache.
While I dislike Koyaanisqatsi‘s theme, I like almost everything else about it. It’s an extremely clever folding of sound over image (and vice versa), demonstrating how one can enhance and illuminate the other.
The visuals are powerful. Clouds slide in reflection across glass skyscrapers, time-lapsed so that they ripple and pulsate like gaseous alien creatures. Streams of traffic flow along streets, accelerated into rivers of pure light. Koyaanisqatsi was a microbudget production and contains a lot of stock footage, but the way this footage is cut together is clever and interesting.
Popular culture was influenced by Reggio’s style. The “sped-up urban footage” motif endemic to 90s music videos started here, for example. Near the end of the movie there’s an extended sequence where the camera tracks a person in the street…until they look up, notice they’re being filmed, and we cut to another person. To be honest, I’m not sure what the point is, but it’s a striking trick, and I’ve seen it imitated since.
Philip Glass’s music is the equivalent of a pointillistic painting, thousands of self-referential cycles of dying notes that seem to melt inside the ear like icicles. The soundtrack is complex yet paradoxically simple. Brian Eno’s pioneering ambient music in the 1970s attempted to reward any level of listener attention (whether you’re focusing intently or listening with half an ear, the music should be enjoyable), and Glass’s work achieves this with even more beauty and concision.
The film was released and the world kept turning. Reggio tried to reignite the fire of Koyaanisqatsi twice, with 1988’s Powaqqatsi (which was about third world exploitation), and Naqoyqatsi (which was about futurism and accelerationism).
The later films had bigger budgets but smaller impacts: they were like bombs landing on a target already blown to rubble. The trouble with making sequels to an experimental film is that, by definition, you’re no longer experimenting: you’re adding to a tradition. And even though Naqoyqatsi (in particular) tried to differentiate itself by amping up the digital editing to ridiculous and obnoxious levels, the Koyaanisqatsi approach had soaked into popular culture, and no longer seemed new or interesting. Hard to be impressed by time-lapse footage when you see the same stuff in Nike ads and Madonna music videos.
Koyaanisqatsi is an awkward beast. Its strongest element is its craft…the craft that subtly works against it at every turn, because it adds distance between the viewer and the reality on the screen. This is one of those films that might be better if it was less competently made, because then we might the truth, instead of a farrago of editing tricks.