There’s an alarming new piece up at The New Yorker looking at two potential dam failures, in Iraq and Zambia, and the extraordinary effects these disasters would have. The collapse of Iraq’s Mosul Dam, for example, which the U.S. Army Corps of Engineers calls “the most dangerous dam in the world,” “could drown as many as five hundred thousand people downstream and leave a million homeless.” The collapse of Zambia’s Kariba Dam, meanwhile, and the resulting megaflood would be “the dam industry’s Chernobyl”: “three million people live in the flood’s path; most would die or lose their crops or possessions. About forty per cent of the electricity-generating capacity of twelve southern African nations would be eliminated.” (Spotted via @waltonwater)
Last month, The Economist reported on the widespread presence of radioactive tailings piles—waste rock left over from Soviet mining operations—in southern Kyrgyzstan. Many of the country’s huge, unmonitored mountains of hazardous materials are currently leaching into the local water supply.
In a particularly alarming detail, even if you wanted to avoid the danger, you might not necessarily know where to find it: “Fences and warning signs have been looted for scrap metal,” we read.
Frequent landslides and seasonal floods also mean that the tailings are at risk of washing downriver into neighboring countries, including into “Central Asia’s breadbasket, the Fergana Valley, which is home to over 10m people… A European aid official warns of a ‘creeping environmental disaster.'”
Attempts at moving the piles have potentially made things worse, releasing “radioactive dust” that might be behind a spike in local cancers.
In addition to the sheer aesthetic horror of the landscape—a partially radioactive series of river valleys, lacking in warning signs, that writer Robert Macfarlane would perhaps call “eerie,” a place where “suppressed forces pulse and flicker beneath the ground and within the air… waiting to erupt or to condense”—it’s worth noting at least two things:
One, there appears to be no end in sight; as The Economist points out, the neighboring countries “are hardly on speaking terms, so cross-border co-operation is non-existent,” and the costs of moving highly contaminated mine waste are well out of reach for the respective governments.
This means we can more or less confidently predict that, over the coming decades, many of these tailings piles will wash away, slowly but relentlessly, fanning out into the region’s agricultural landscape.
Once these heavy metals and flecks of uranium have dispersed into the soil, silt, and even plantlife, they will be nearly impossible to re-contain; this will have effects not just over the span of human lifetimes but on a geological timescale.
Second, most of these piles are unguarded: unwatched, unmonitored, unsecured. They contain radioactive materials. They are in a region known for rising religious extremism.
Given all this, surely finding a solution here is rather urgent, before these loose mountains of geological toxins assume an altogether more terrifying new role in some future news cycle—at which point, in retrospect, articles like The Economist‘s will seem oddly understated.
[Image: Hand-painted radiation sign at Chernobyl, via the BBC].
Indeed, our ability even to comprehend threats posed on a geologic timescale—let alone to act on those threats politically—is clearly not up to the task of grappling with events or landscapes such as these.
To go back to Robert Macfarlane, he wrote another article earlier this year about the specialized vocabulary that has evolved for naming, describing, or cataloging terrestrial phenomena. By contrast, he suggests, we now speak with “an impoverished language for landscape” in an era during when “a place literacy is leaving us.”
As Macfarlane writes, “we lack a Terra Britannica, as it were: a gathering of terms for the land and its weathers—terms used by crofters, fishermen, farmers, sailors, scientists, miners, climbers, soldiers, shepherds, poets, walkers and unrecorded others for whom particularised ways of describing place have been vital to everyday practice and perception.”
Channeling Macfarlane, where is the vocabulary—where are our cognitive templates—for describing and understanding these landscapes of long-term danger and slow catastrophe?
It often seems that we can stare directly into the wasteland without fear, not because there is nothing of risk there, but because our own words simply cannot communicate the inevitability of doom.
[Image: From Stalker, directed by Andrei Tarkovsky].
[Note: This is a guest post by Jim Rossignol].
During the period in which 3D videogames began to use textures imported from photography, rather than hand-drawn pixel tiles, it became common to hear game developers discuss their photo references.
Drew Markham, director of Return To Castle Wolfenstein, spent the 2001 pre-release press tour for his game talking about the time he had spent in Europe, sourcing textures from “real” locations that had played host to the war. Crumbling French flagstones, Teutonic concretes, and other useful built surfaces: these details would add a certain level of authenticity that other games lacked. When the Wolfenstein sequel finally arrived, British gaming journalists were amused to see the ubiquitous British “H” fire hydrant signs scattered deep within the occult bunkers of Himmler’s SS Paranormal Division.
[Image: Photo by Jim Rossignol].
A few years later, another photo-reference tour was being cited for the gaming press, only this time it was not a cheery holiday in Europe, but a trip to the Zone Of Alienation. This 30km area of Ukraine and Belarus remains poisoned and largely off-limits to mankind, thanks to the radioactive caesium that dusted it after the explosion at the Chernobyl Nuclear Power Plant in 1986.
While it has remained quarantined and closed to (legal) habitation, it hasn’t kept out sight-seers. The production team at GSC Gameworld, a games studio based in nearby Kiev, intended to use the derelict zone as the basis for environments in their action shooter, STALKER: Shadow Of Chernobyl. The team went into the zone and photographed urban dereliction: a snapshot of an abandoned Soviet Union. They would go on to fill their game world with the zone’s rusting fences and collapsing grain silos, but that was not all that came with the material: the landscape and its decaying architecture was already charged with mythology—with narrative.
Creative director Anton Bolshakov explained this in an interview in 2007: “The Soviet system was sealed, many facts were kept secret. Even the most harmless objectives or events generated unbelievable rumours and legends.” One example, he says, is
an existing gigantic antenna located within the Chernobyl exclusion zone. On some of our photos taken during the trip to Chernobyl the body of the antenna is seen on the horizon spanning several hundred meters across. So some unofficial sources claim, the waves emitted by the antenna were psychoactive. The antenna was directed onto Western Europe and preoccupied with a long-lasting military experiment on psychotropic influence onto human psyche.
[Images: The “steel giant” near Chernobyl; all photos via English Russia].
The antenna wall—actually an early-warning radar system developed for Cold War defense, which has been preserved thanks to being inside the zone—made it into the game as “the brain scorcher,” a device that must be shut down before the player can progress into the abandoned city of Pripyat. The environment of Chernobyl not only provided the game with an authentic atmosphere, it was also to influence the events that players could experience.
[Image: The “brain scorcher,” via Jim Rossignol].
However, the zone as an idea already existed before the explosion in 1986. It appeared, for instance, in a 1972 science fiction novel called Roadside Picnic. A mysterious, contaminated pocket of landscape, quarantined from the outside world, was the main theme of that book, which was written by two brothers, Boris and Arkady Strugatsky.
In the Strugatsky’s book, an alien visitation to the earth—an extra-terrestrial “roadside picnic”—has left dangerous and incomprehensible materials strewn across a zone of Northern Canada. Although sealed off for scientific research, this zone is raided by “Stalkers” who sell the unnatural trinkets for black-market cash. To do so, they brave bizarre dangers, because the zone has been transformed into a place that is utterly at odds with our own world. The alien is never seen or even described, and all the characters encounter is its terrible remainder: landscape made alien. Pools of jelly that will cripple a man lurk in basements, extra-terrestrial cobwebs that can stop a heart beating are strung across doorways, and gravitational mantraps will crush anyone who passes over the wrong patch of mud.
The zone of Roadside Picnic was seen by many as an allegory for the entire Soviet experiment: not simply in the literal sense of the poisoned landscapes created by the industrial excesses of the region, but the entire social order that was created by the Communist government. Polluted expanses, continually washed by acid rain, became shorthand for describing the bizarre political situation of a country in which Communism had failed, and yet robotically continued.
Russian film-maker Andrei Tarkovsky shot a movie, called Stalker, which told a story based on that of Roadside Picnic. A glacially slow, almost event-free film about landscape and longing, it’s a work that lingers for long minutes over broken wastelands of abandoned industry. It encapsulates Tarkovsky’s style, as well as his interest in dereliction and decay—themes that would be revisited by the STALKER videogame, thirty years on.
[Image: From Stalker, directed by Andrei Tarkovsky].
Tarkovsky’s film manages to imbue derelict industrial landscapes with a terrible sense of threat. Largely unable to realize the alien properties of artifacts in Roadside Picnic, Tarkovsky projected the danger into the architecture itself. Passive landscapes that could swallow a man. Tunnels which tear them to shreds. These effects were never demonstrated, but also never doubted, thanks to the tentative way the actors explored their surroundings.
In much the same way that the images of the real Chernobyl zone seem like lush vegetative scenes, despite being formidably radioactive, so Tarkovsky’s zone is calm and invisibly dangerous.
Cinematic legend had it that the power station shown in the final background scenes of the film was in fact Chernobyl NPP, although the truth is the entire film was shot in Estonia. That’s not to say that Stalker was without poisonous consequences of its own, however. The first version of the movie was shot entirely on corrupted film, which was unsalvageable when Tarkovsky’s production team returned to their Russian studios. Worse, the second shooting took place down stream from a poorly regulated chemical works. The effluent from the plant was responsible for many of the astonishing visuals in the river scenes from the movie, but team members came to suffer serious side-effects from this exposure, including cancer. They had, it seems, suffered side-effects from their time in the zone: just like the fate of the fictional Stalkers in the Strugatsky books. It was as if the fiction and reality were blurring back through each other. As if—to quote Alan Moore—the written page was too fragile a boundary.
Or perhaps, as Steven Shaviro suggests in his book Connected, Roadside Picnic, like all science fiction, actually exists to cast a shadow over the present. “It shows us how profoundly haunted we are by what has not yet happened,” says Shaviro of science fiction writing. In the specific case of Roadside Picnic and Tarkovsky’s film, what had not happened yet was the Chernobyl disaster.
After 1986, however, there were others for whom the ideas of Roadside Picnic were to be immediately accessible and useful in describing the world that they faced. People going into the Chernobyl exclusion zone, to loot buildings or show tourists around, began to call themselves “Stalkers.” For them, the zone of the Strugatsky’s vision was immediate and first-hand, a kind of fictional reference for the reality they were facing. They were living it—and it was strangely convenient to have the Stalker nomenclature to hand.
[Images: STALKER game images from this very extensive Flickr set].
As for Bolshakov and his creative team, borrowing from both the Strugatskys and the real world has proven fruitful. Real world ruins seem to connect with players far more readily than their fantasy counterparts. No one has been able to come away from STALKER without talking about the architectural waste that GSC borrowed from the zone. The game has now reached three iterations and supports an energetic fan community.
Bolshakov suggests that there is more to this than simply commerce or escapism, however: “The motif behind STALKER was to create a game which would remind people of the Chernobyl accident and at the same time warn mankind against any possible fatal mistakes in the future.” The warning seems likely to go unheard, but perhaps it has another message: to tell game developers that the architecture of the real world comes prefixed with meaning. Even now, when cities can be raised procedurally from the blank canvas of a game engine, perhaps it’s worth taking a look at the real world and the mythology that has been strewn around it. If borrowing architecture from the zone proves anything, it’s that simulation should not exist in a vacuum.
Jim Rossignol is a games critic, blogger, occasional guest writer on BLDGBLOG, and author of the excellent This Gaming Life: Travels in Three Cities, published by the University of Michigan Press. He is @jimrossignol on Twitter.