Thoughts on Electric Light Orchestra’s “Twilight”

I. “I Have A Message From Another Time”

When I was a kid listening to my sister’s record collection with her, I went through a phase where I always requested “Twilight” by Electric Light Orchestra; she had the 45 rpm single, not the 1981 LP Time that it opened. The song is preceded by a short prologue, also included on the single, a hymn-like instrumental over which a robotic voice intones a portentous introduction: “Just on the border of your waking mind/ There lies another time/ Where darkness and light are one/ And as you tread the halls of sanity /You feel so glad to be/ Unable to go beyond.” The music builds like a dam about to burst, swelling in intensity; echoes of laughter and spacey sound effects can be heard layered in (this transition was my favorite part of the record, and I think the sense of expectancy it created was what attracted me to it). After that build-up, “Twilight” proper opens with a soaring, horncall-like synth line and a bombastic drum intro, and then the chugging symphonic rock that is an ELO trademark explodes into action.

The lyrics of “Twilight” (sung by composer/frontman Jeff Lynne sans vocoder) tell the story of a man beguiled by visions and phantasms, caught in the liminal space between night and day: “Am I awake or do I dream/ the strangest pictures I have seen/ night and day and twilight’s gone away.” The chorus continues the theme of being captivated, unable to separate dream from reality: “Twilight/I only meant to stay a while/Twilight/ I gave you time to steal my mind away from me.” But while the words beg for release, the music speaks only of rapture: if this is really a dream, who would want to wake up?

No resource is off the table for Lynne as he demonstrates his studio wizardry: the disco rhythms of earlier ELO productions are replaced by a more contemporary-sounding rock beat, but the strings are still there; Lynne multi-tracks his own voice, the chromatic harmonies and countermelodies building on the legacies of the Beach Boys and the Bee Gees; there’s a burbling background pulse reminiscent of the Who’s “Baba O’Riley” and a Gershwinesque piano solo; it even builds up to a dramatic major-to-minor shift echoing the introduction from Richard Strauss’s Also Sprach Zarathustra, aka the theme to 2001: A Space Odyssey. Like I said, Lynne doesn’t hold back when he wants to go big.

I don’t know that I would usually list ELO or Jeff Lynne as musical artists who influenced me, but revisiting this song and album makes me think that perhaps I should. I’ve always enjoyed the maximalism of Lynne’s production work as he out-Wall of Sounds Phil Spector and Brian Wilson, bringing their meticulous sense of construction into the disco era and beyond. It’s often cheesy, like selections from a Las Vegas buffet piled too high on a small plate, but I’ve come too far to deny my love for that kind of excess, and at his best Lynne combines his operatic inclinations with a perfectionism that keeps his ideas focused and the various layers clear: under the (sometimes literal) bells and whistles are the most addictive musical hooks he can come up with.

Perhaps even more formative than “Twilight” for me was “Video,” Lynne’s contribution (as a solo artist) to the soundtrack for the 1984 film Electric Dreams. Within the film, “Video” is a poppy love song written by a sentient home computer to impress its owner’s musician neighbor. The computer, tasked with writing an original song, turns on the TV for inspiration, listening to and rejecting several commercial jingles (“too simple . . . too long . . . “) before hitting on “Get that Pepsi Spirit!” and deciding it’s perfect. “Now: backwards,” the computer says, and the reversed sound of the jingle segues into Lynne’s song over a montage of the main character’s first date with his new girlfriend. I was about ten when I saw this film for the first time, old enough to know that computers didn’t work that way, but the song and the scene in the movie still fascinated me. “Now: backwards” is still a useful strategy for getting started.

Later, when I started using computer sequencers for real, I indulged in the usual tricks of playing back florid Switched-on-Bach-style compositions at inhuman tempos; you can bet that I had that Pepsi Spirit. A friend said that I must have been the kid who watched things on fast forward and reverse when I first got a VCR, grooving on the sense of speed, which, yeah, I probably did that, too. But I guess I was as fascinated by technology as Lynne obviously was: he was having fun with this one, channeling Thomas Dolby or the Buggles in addition to his own pop inclinations. “Self-parody” can be hard to identify: sometimes giving free rein to one’s impulses is more authentic than staying cool; it’s “good taste” that is the performance. Full of more samples and sound effects than a morning DJ’s soundboard, “Video” represents the craftsmanship of ELO brought to bear on something as trite as a commercial jingle: but after years of songs and albums on a symphonic scale, Lynne still knew the value of the “silly love songs” that had always been the backbone of pop music and the primary-color emotions that drove them.

II. “I see Daicon’s making its rounds again in everyone’s recommendation feed XD” –YouTube comment

Speaking of letting it all hang out, I hadn’t given “Twilight” much thought at all for years, and had kind of forgotten about it, until I was recently introduced to the short film that preceded Daicon IV, a Japanese sci-fi/anime convention that took place in 1983. One of several fan-made animations that welcomed con attendees at the time, Daicon IV is the mash-up to end all mash-ups. It was put together by a team of artists, including Hideaki Anno, who would go on to form Gainax, an anime powerhouse that put its stamp on the medium (and raised standards across the industry) in such works as Neon Genesis Evangelion. Two years previously, their Daicon III film had depicted a young girl given a task by some friendly visitors from outer space: carry a glass of water while fighting her way past some of pop culture’s most famous monsters and robots, who try to stop her. Although unassuming in appearance, the girl has a few tricks up her sleeve, including a ruler that doubles as a sword and a backpack that hides a jetpack and missile battery. Along the way, recognizable icons like Godzilla and the starship Enterprise blow up. When she reaches her goal, she finds a daikon radish withering in a drought-stricken field. Yes, the whole thing turns on a pun. After she pours the glass of water on it, the revived daikon turns into a giant daikon-shaped spaceship, and she is beamed aboard to be its captain; the ship departs for the stars.

Daicon IV begins with a short recap of the first film’s events, remade with even better quality animation. The screen goes black after the daikon ship has flown away. Then as a flowing starfield fades in, the notes of ELO’s “Prologue” start up. The lyrics appear on the screen over a superimposed silhouette of the daikon ship. At the transition to “Twilight,” the young girl from Daicon III, now grown up, reappears as a sexy young woman in a Playboy bunny costume (why? well, why not?): she has returned to continue the fight, or to take it to whole new worlds. Again, Bunny Girl (as she is usually referred to) battles a range of popular villains and monsters from Japan and the West, ranging from kaiju to Darth Vader, while yet more characters from manga, anime, science fiction, and American superhero comics look on or make cameo appearances.

The fluidity and beauty of the animation and the range and density of references are incredible, and setting the whole thing to ELO’s song gives it a dramatic sweep greater than Daicon III’s similar outline. It functions as a music video for the song and takes advantage of “Twilight”’s sense of tension and release to play with the audience in a similar manner. The action on screen shifts from hand-to-hand combat to Bunny Girl riding a flying sword into an aerial dogfight, and finally the sword divides itself and strikes multiple targets like the air-to-air missiles seen in Daicon III. During a dramatic pause in the song before the final chorus push, the fighting gives way to a supernatural transformation: an explosion, seemingly the nuclear detonation that would be the culmination of all the destruction from before, turns into a whirlwind of cherry blossoms that sweep away the old order, blowing away the cities of the modern world and even emerging from the ground, prying loose the pavement and highways choking the earth and raising mountains in their place; the daikon ship fires a beam that signals a renewal of the natural world, with whole forests springing up instantly; seen from above, the surface of the brown earth is covered by new growth; finally, we zoom out to a glimpse of the entire solar system, which turns into the Daicon IV logo (perhaps suggested by the musical reference to 2001—whatever, it fits together perfectly). Whew!

Daicon IV is a complete sugar rush: “Twilight” already lays it on thick, and the animators pushed themselves to create the visual equivalent (note that their use of the song, like their appropriation of pre-existing characters and visuals, was totally unauthorized: although they sold copies of the film on laserdisc—leading to its appearance on YouTube and elsewhere—it has never been “officially” released due to the legal complexities of “sampling” so many properties). The effect, particularly if you’re already a fan, is the same emotional reaction we get from crossovers—all your favorites, together for the first time!—amped up to kaleidoscopic levels. Looking back at the effervescent Beatles medley that made Stars on 45 a hit in 1981, Tom Breihan points out that “It mashes the ‘Oh shit, I love this song!’ button like a toddler playing Nintendo. . . . The point is to tickle whatever part of your brain holds affection for those songs, and then to keep tickling it. The point is the recognition.” One could certainly say the same thing is happening in Daicon IV. Now, I’m unabashedly a fan of medleys and mash-ups—see the name of this blog, for one example—and there’s no doubt that Daicon and similar projects play with fans’ affection and nostalgia, but I don’t recognize half of the references in them, and the effect still comes through for me. One could argue that the rapid-fire montage is itself stimulating: just the highlights, all killer, no filler. Familiarity with the characters adds to the enjoyment, but it’s not strictly necessary. (Note how the introductory sequences for so many anime series and Western cartoons employ the same quick-cutting devices to get the audience hyped up for what’s to come.)

I wish I had known about the Daicon films before I wrote about Ready Player One: jam-packed with visual references married to a surging pop anthem, they represent exactly the kind of “fangasm” RPO is going for, and were probably an influence on Ernest Cline while writing it. Shots from Daicon IV were iconic enough to be paid homage in subsequent anime, some of which I had seen without realizing the original source. (Another YouTube video I watched, explaining the film’s origins and influence, cites the shot of Bunny Girl flexing her muscles after overthrowing a giant Gundam mech as particularly iconic: “There it is: the first Gainax bounce,” he says as Bunny Girl’s chest jiggles. I didn’t really need that phrase to be stuck in my head, thanks.) Weirdly, I had already seen Otaku no Video (“Fan’s Video”), the fictionalized story of Gainax’s origins, but not having seen the original I didn’t quite put together how foundational Daicon IV was. Rewatching it, Otaku no Video turns out to be full of references that would have been obvious to anyone familiar with the original fan film, and even stops to include a clip of the cherry blossom sequence so the animator’s in-film stand-in can point out how amazing it is!

Both Ready Player One and Otaku no Video depict victories for fandom. RPO is meatheadedly optimistic about the prospect; Otaku no Video is more cynical, parodying moral watchdogs’ concerns about the wasted lives and near-criminal deviancy of the otaku, and bitterly aware of how business conflicts can poison the wells of art and fellowship. Ultimately, it has more insight into the current, often toxic state of modern fandom. But it, too, acknowledges that fandom is a force that can change lives for the better. For the youthful artists who created Daicon IV, those struggles lay in the future, and part of the film’s exuberance is its hopefulness, and yes, naivete. Daicon IV’s sequence of destruction and renewal (a theme present in watering the daikon in Daicon III, but now spread to the entire world) suggests that being a fan is bigger than just following your favorite series and characters: it is transformational, a way to imagine and access a better world by uniting across fandoms and harnessing their combined creativity and enthusiasm.

Review: Ready Player One

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When I was a kid, back in the 1980s, one of my favorite computer games was Lode Runner, an action-puzzle game in which the player traversed a maze of brick platforms, ladders, and monkey bars rounding up gold bars while avoiding the evil minions of the “Bungeling Empire.” The best part of the game was that it included a level editor so the user could create their own mazes, save them, and play through them. I probably spent as much time creating new puzzles as I did playing the game. Games that include this feature can be a doorway into game design, but even as a kid it was enjoyable to create a setting from a godlike perspective and then play through it, seeing it in action from the player’s perspective. Although I would have killed for a Super Mario Bros. level editor back then, I actually haven’t gotten around to trying Nintendo’s Mario Maker, mostly because I’m afraid if I started using it I wouldn’t be able to stop.

As a child of the ’80s and longtime consumer of pop culture, I’m sure I was predisposed to like Ernest Cline’s 2011 novel Ready Player One. The futuristic setting is the best of times and the worst of times: post-Peak Oil, the world is a mess, with economically-depressed mobs placated by logging onto the OASIS, a comprehensive virtual-reality environment containing whole worlds to visit, socialize, and game in. And because the late designer of the OASIS, James Halliday, (like me, and like Cline) grew up himself in the ’80s, the entire online environment is saturated with references to Dungeons & Dragons, Back to the Future, MTV, Atari, and numerous other icons of 1980s nerd culture. Halliday’s posthumous announcement that he had hidden an “Easter egg” behind a series of puzzles in the OASIS, and that whoever solved them would get control of the entire thing, had set off a hunt for those clues and, by extension, a mania for all things ’80s, with “gunters” (egg hunters) devoting themselves to the lore of that magical decade in hopes of cracking Halliday’s code.

It is, in short, a nerd fantasy–now everyone will like the stuff I like–and it is clear that while the book’s protagonist is Wade Watts, a nobody living in the piled-up slums of Columbus, Ohio, Cline really identifies with Halliday, the gamemaker and magic man whose obsessions end up consuming everyone else. It’s Halliday’s world, and Wade Watts just lives in it, or rather gets to play through the maze that Halliday created. Cline’s book has received its share of criticism for various reasons (not least of all its choice of overwhelmingly white and male cultural touchstones), but the biggest tell that this is nerd escapism is that no one in the OASIS appears to resent having to learn about Atari’s unfinished Swordquest series or memorize the lyrics to songs that played on cable more than fifty years earlier. They love it as much as Halliday did, and never seem to view it as homework or history. Cline seems incapable of believing that anyone wouldn’t be jazzed by all this stuff. It’s either endearing or infuriating, depending on your point of view. If you already felt alienated from 1980s nostalgia or don’t fit Cline’s particular demographic, I can imagine it would be repellant indeed, and Cline isn’t the writer to get under the surface of the material and turn skeptics into believers.

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When I read Ready Player One, I felt that it would either be made into a very good or very terrible film: it appears to be written with an eye on adaptation into a screenplay (Cline was previously best-known for his screenplay to Fanboys, a love letter to Star Wars and George Lucas), with minimal style and a straight-ahead plot, with few “literary” flourishes. The reams of description of mashed-up costumes, vehicles, and settings (Wade, as Parzival, his online avatar, drives a DeLorean with the Ghostbusters logo on the side and an onboard computer like KITT from Knight Rider, etc.), in particular, would go down much more smoothly in a visual medium like film or comics, where they could be taken in at a glance, or as background clues, rather than having to be spelled out.

And I will confess that as much as I feel criticism of the book is justified, it occupied a disproportionately large part of my imagination after I read it, just thinking about how its sample-driven, narrowly specific amalgamation of all things ’80s would look onscreen; how deep and multilayered its references could be; what songs would accompany scenes; how a filmmaker might play with the pixilated, airbrushed, and screen-printed visuals of the era and translate them into cinema; and so forth. When I learned that Steven Spielberg was set to direct the inevitable film adaptation, I was a little concerned: I was sure that Cline would be thrilled to have one of the giants of ’80s genre film adapt his work, but the strain of the story that caught my imagination was one of cultural inheritance and transformation, and to me it made more sense to have someone who grew up with Spielberg’s work and could filter it through their own sensibility make this film.

To give an idea of what I had in mind, imagine Ready Player One made by Edgar Wright (whose Scott Pilgrim vs. the World already does something like this, full of video-game and music video references) or Phil Lord and Chris Miller (who in The Lego Movie created a tapestry of references but were also able to call into question the premises of their own fantasy). As one of the fathers of modern blockbuster filmmaking and the creator of numerous iconic movies of the ’80s and beyond, Spielberg is an obvious choice; but it is notable that his style is to breathe a life of realism and naturalism into fantastical ideas. My imagined Ready Player One was one of screens and surfaces–this is how I remember the 1980s–in which the artifice was brought to the foreground.

When reviewing a film, it is of course unfair to criticize it for being what it is not, and in any case the existence of a realized film doesn’t prevent me from imagining my own version. But part of reviewing is being honest about one’s reaction, and it would only tell half of the story if I didn’t mention my reservations.

Obviously, Steven Spielberg’s Ready Player One, which opened this past weekend, is different from the movie I imagined, but I ended up enjoying it quite a bit. As expected, it makes many changes from the book’s plot, mostly for the better. With a screenplay by Cline with Zak Penn, much of the action is streamlined, some characters strengthened and given more to do, and the actual challenges Wade and his friends overcome are thoroughly revamped (I don’t think anyone actually wanted to see Wade reenact WarGames line-by-line, as happens in the book) and turned into satisfying cinematic set-pieces.

In fact, my favorite parts of the movie were those that were changed so much from the book that I couldn’t possibly have predicted them or had a preconception of what they should look like. There is still a sizeable infodump at the beginning, delivered by Wade (Tye Sheridan) through voice-over, but the viewer’s introduction to the OASIS at least shows why it would be popular. There’s a lot of emphasis on how you can be whatever you want to be online (a notion that becomes relevant later), but it also makes the games look like they might actually be fun to play (a hurdle not every filmmaker can overcome when it comes to creating fictional games onscreen). Spielberg is reportedly an avid gamer in real life, and his experience and affection for the medium shows in these sequences.

In its depiction of the real world outside the OASIS, Ready Player One could almost be a sequel to Spielberg’s Minority Report: its extremes of wealth and poverty, omnipresent advertising, and debt slavery form a similar background, and it is clear that the ultimate power in this near future is corporate. As in the book, the bad guys, IOI, are both a stand-in for whichever megacorporation–Microsoft, Google, Amazon, etc.–is most worrisome at the moment, as well as the “evil empire” of so many genre films. IOI’s CEO, Nolan Sorrento (Ben Mendelsohn), is a soulless money man (you can tell because he only pretends to like stuff from the ’80s when he’s trying to win over Parzival), in charge of an army of gamers trying to find the Easter egg first (and a department of genuinely enthusiastic pop culture nerds, the “mission control” types) so that IOI can monetize the OASIS, dividing users’ experiences by price tiers and filling their VR viewers with pop-up ads (Boo! Hiss!). (I got a good laugh at Sorrento’s gigantic overcompensating gamer chair, although I think I was the only one in the theater.)

It’s easy to accuse Spielberg of swimming in the shallow water with this material: it’s a break from his more serious recent films and a return to his youthful blockbuster roots, in more ways than one. A sequence recreating a classic horror movie, in particular, is the kind of fun-scary thrill ride we haven’t seen from Spielberg since maybe Jurassic Park and The Lost World (War of the Worlds and parts of A.I. were scary but not fun; Tintin was fun but not scary). Although he shies away from recreating his earlier triumphs, the Indiana Jones movies he made with his fellow “movie brat” George Lucas are just as much a mosaic of ideas from an earlier generation of pop culture as Ready Player One–if you thought I’d come all this way without at least mentioning serials, the joke’s on you–the crucial difference being that Indiana Jones and Star Wars rebranded those ideas, fusing them into new mythologies; Ready Player One is concerned with that process of repackaging in an environment in which nothing ever really goes away.

There’s also no question that Spielberg is calling into question the utility of all this spectacle: like Cline’s book, Ready Player One indulges the fetish for nostalgia and escapism while ultimately concluding that it’s important to go outside once in a while, too. There’s a similar contradiction in its celebration of fan culture and open borders between intellectual properties while mostly including characters owned by producing partner Warner Bros. and a few recognizable Japanese icons (so no Marvel, Star Wars, or anything else owned by Disney, as far as I can tell). For all its flaws, Cline’s book felt like a genuinely personal project, full of weird deep cuts (I for one had never heard of the Japanese Spider-Man TV show in which the web-slinger has a giant robot!) and a citizen of the internet’s embrace of Fair Use to justify borrowing just about anything at all, rolled together into one giant ball, Katamari Damacy-style (see, I can do it too!).

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A battle between the Iron Giant and Mechagodzilla sums up the dumb appeal of this premise, and if you’re not on board for that there’s probably not much I can say to change your mind. On the other hand, in a world in which Facebook memes may have been used to turn the tide of our last election and nations and ideologies contend with one another in virtual spaces to win hearts and minds, the final battle for control of the OASIS, the ultimate mash-up that brings those metal titans together, doesn’t strike me as entirely frivolous. Ready Player One never uses the phrase “Net Neutrality,” but it’s at the heart of Cline’s belief that online connectivity can bring people together just as easily as it separates them, and that it is up to us to choose. (And if that sounds impossibly high-minded, a guy also gets killed by a Madball, and it’s hilarious.)

Mark Rylance as James Halliday (shown in retrospective video and as his online avatar, the wizard Anorak) is the film’s real emotional center, and Ready Player One also touches on the deep sadness at the root of Halliday’s creation, a world in which he could be in control as a substitute for the unpredictability, messiness, and possibility of being hurt in the real. As Wade and his online companions Art3mis (Olivia Cooke) and Aech (Lena Waithe) discover, Halliday’s own aborted attempts to connect with other people turn out to be the key to unlocking his puzzles, and Wade’s arc (drawn more clearly here than in the book) is one of getting his head out of the game and connecting to the world around him.

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In conclusion, Ready Player One is funny, exciting, sometimes scary, and mostly satisfying in the same way it’s satisfying to see those stuck-up kids from the ritzy camp on the other side of the lake get beaten by the rag-tag misfits in every slobs vs. snobs comedy that came out in the 1980s. If it’s ultimately a little shallow and we’re never in doubt that the good guys will win this one, well, that’s part of the package. Will today’s kids be as inspired by this film as Cline and I were by Star Wars and Raiders of the Lost Ark? Despite tips of the hat to post-’80s properties like Minecraft and HALO, if the audience I saw this with is any indication (mostly middle-aged white guys like me), I doubt it. It will likely be an amusing blip in Steven Spielberg’s late career. But for myself, I’ll continue to imagine what could have been, proving that books are the real portals to the imagination. (You might think that I am above deploying such a cliché, but seeing as I have just written over two thousand words about Ready Player One, clearly I am not.)