The Fall

[Image: David Maisel, from ToledoContemporánea].

At the end of 2013, photographer David Maisel was commissioned to photograph the city of Toledo, Spain, as part of a group exhibition called ToledoContemporánea, timed for a wider celebration of the 400th birthday of the painter El Greco.

Maisel’s photos offered a kind of aerial portraiture of the city, including its labyrinthine knots of rooftops. But the core of the project consists of disorientingly off-kilter, almost axonometric shots of the city’s historic architecture.

[Image: David Maisel, from ToledoContemporánea].

On wider flights beyond the edge of the city, modern swirls of highways are seen coiling through the landscape, like snakes preparing for arrival; in a sense, their geometry mimics—or perhaps mocks—the bewildering whorls of tiny streets and passages seen in the city’s core.

[Image: David Maisel, from ToledoContemporánea].

While he was in the country, however, Maisel took advantage of some extra time and access to a helicopter to explore the landscape between Toledo and Madrid, a short stretch of infrastructural connections, agricultural hinterlands, abandoned suburban developments, and arid hills.

The result was a new series of photos called The Fall.

[Image: David Maisel, from The Fall].

As Maisel writes, The Fall suggests a genre in which “the worlds of painting and photography have merged together,” creating an ironically abstract form of landscape documentation.

This is most evident in the photos from an area called Vicalvaro on the outskirts of Madrid. As Maisel explains, this is “where construction was halted after the economic collapse of 2008. The abandoned zones appear like the surreal aftermath of a bombed out city or an alien landing field.”

[Images: David Maisel, from The Fall].

But, as seen in Maisel’s photos, they could also just as easily be extreme close-ups of minimalist oil paintings, nearly microscopic zooms into the texture of another method of representation to reveal a different kind of landscape there, one created by pigments and dyes.

[Image: David Maisel, from The Fall].

This is an interrupted landscape, a geography elaborately and expensively prepared for something that has yet to arrive.

However, the dead abstractions of Vicalvaro were only one part of the “three different areas of the Spanish landscape” that Maisel says he set out to see.

[Image: David Maisel, from The Fall].

Another landscape type—true to form, considering Maisel’s pre-existing focus on landscapes of industrial use—are borax extraction sites.

These are “strange, ashen landscapes,” he writes, seen “in a mining and agricultural region of La Mancha. The soil is laden with the mineral borax, which gives a surreal, ashen quality; the landscape shines, almost like a grey sea in a desert.”

They’re like windowpanes—or mercury lakes—reflecting the afternoon light.

[Image: David Maisel, from The Fall].

The surface of the earth becomes weirdly metallic in these shots, just a thin surface scraped away to reveal something seemingly utterly unnatural beneath, as if some divine force has begun etching the earth, scratching and engraving incomprehensible shapes into the planet.

[Images: David Maisel, from The Fall].

In many cases, amidst these grooved and metallized landscapes, gridded blooms of plant life have been introduced both to visually interrupt and physically contain the landscape.

Among other things, their roots help to secure disturbed dirt and soil from blowing away in heavy winds—but they also act to recuperate the terrain aesthetically, as if seeing these robotic fields the color of gunmetal was so philosophically unsettling for local residents that plants had to be brought in to make things seem earthly once again.

What we’re seeing is thus not really arboriculture, but a kind of existential stagecraft, a rigorously constructed landscape whose ironic purpose is to shield us from the true artificiality of our surroundings.

[Images: David Maisel, from The Fall].

In fact, these bring us around nicely to the third landscape type Maisel says he was exploring with these photographs, joining the abandoned developments and borax sites that we’ve already seen, above.

This is Fuensalida, or a region of “croplands in the La Mancha region” that have been “gridded, crosshatched, and abstracted.”

[Images: David Maisel, from The Fall].

Like the exquisite tree farms documented by Dutch photographer Gerco de Ruijter, these rob viewers of any real sense of scale.

What are, in fact, trees appear instead to be small tufts of fabric pushing up through a needlepointing mesh. It could be a carpet interrupted mid-weave, or it could be some worn patch of clothing rubbed raw to reveal the underlying pattern for all to see.

[Images: David Maisel, from The Fall].

But it’s just landscape: the earth reformatted again, made artifactual and strange, carefully touched up for human culture.

This is just a selection of images, however; click through to Maisel’s website to see the full series.

(All images by David Maisel, used with permission. If you like the look of Maisel’s work, considering picking up a copy of The BLDGBLOG Book to read an interview with the photographer).

Ghosts Of The Future: Borrowing Architecture From The Zone Of Alienation

[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.

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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.