Zones of Alienation

17 May 2010
Posted by xeophin

In a beautiful piece over at BLDGBLOG, Jim Rossignol writes about how "science fiction exists to cast a shadow over the present".

He connects three places: the alien zones in Roadside Picnic, the decaying landscape in Andrei Tarkovsky's Stalker and the very real exclusion zone around Chernobyl, which has been, itself, turned into a decaying, alienating zone in the video game STALKER (which I have yet to play).

STALKER Screenshot

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.

The game references both Chernobyl as well as Stalker (the film); a film that, as I only realised through this article, was made way before the actual Chernobyl disaster. Yet, strangely enough, foreshadowed it in a rather scary way.

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.

The mental image of the stalker in a forbidden zone was so powerful, it has been adopted by the people raiding Chernobyl as well:

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.

[...] 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.

I like all things where the boundaries are fragile ...

Jim Rossignol's point being: Landscapes and places are already filled with myths and stories. Games could easily drawn onto them – if they care enough to do actually research.

[1]: http://bldgblog.blogspot.com/2010/05/ghosts-of-future-borrowing-architecture.html[2]: http://bldgblog.blogspot.com/[Jim Rossignol]: http://rossignol.cream.org/ "is transmuting tea into gold | > jim rossignol"In a [beautiful piece][1] over at [BLDGBLOG][2], [Jim Rossignol][] writes about how "science fiction exists to cast a shadow over the present".He connects three places: the alien zones in *Roadside Picnic*, the decaying landscape in Andrei Tarkovsky's *Stalker* and the very real exclusion zone around Chernobyl, which has been, itself, turned into a decaying, alienating zone in the video game *STALKER* (which I have yet to play).[![STALKER Screenshot](http://farm3.static.flickr.com/2686/4132780986_458dc69286_d.jpg)](http://www.flickr.com/photos/artistpavel/4132780986/in/set-72157608341111036/)> 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. The game references both Chernobyl as well as *Stalker* (the film); a film that, as I only realised through this article, was made way before the actual Chernobyl disaster. Yet, strangely enough, foreshadowed it in a rather scary way.> Tarkovsky's film manages to imbue derelict industrial landscapes with a terrible sense of threat.

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