[Part I is here.]

You all know I’m a big fan of Natalie Portman. I had a crush on Senator Amidala when I was 12 years old, and so I’ve seen a bunch of her movies. Someday maybe I’ll do a definitive ranking of them, although that would require watching Song to Song, which I have no mind to do, so maybe not. But I’m sure I have a better-than-average knowledge of her filmography.

Why am I rambling on about this? What does this have to do with fin de siècle?

Well, I saw a film of Portman’s called Vox Lux in 2018, which grossed over $400 million dollars and earned eight Oscar nominations.

Oh, wait; no, it didn’t. That would be A Star is Born, starring Lady Gaga and Bradley Cooper. Both are films about an up-and-coming singer trying to make it in the music industry. Vox Lux wasn’t 1/100th as popular as A Star is Born, mostly because A Star is Born is a love story and Vox Lux is a weird and unsettling meditation on the depravity of modern culture. You can guess which one I’d gravitate towards, even if La Portman were not involved.

I won’t go on at length about Vox Lux here. If you want that, you can read my review here. Otherwise, just look at this picture from the film:

Now, I know it’s tough to see. But this ominous hooded figure is wearing a golden mask. Do hooded, masked figures make you think of anything from our last discussion? A drop of King in Yellow, a pinch of Red Death, a little Tower Headsman to taste, and before you know it you’ve got a piping hot Symbol of Death. As it should be, because this hooded character in Vox Lux is a terrorist. (See, I told you it was weird…)

Of course, one costume using a fairly common trope to communicate “scary” doesn’t prove anything. I would never dream of saying Vox Lux is the modern-day King in Yellow on such a flimsy basis.

Don’t worry, Vox Lux‘s connections to our old friends from the 1890s run deep. My review contains the full accounting if you want it, although you’ll have to tolerate a bit of redundancy with things I’ve said in this series. Otherwise, we can make do with a couple of images.

But wait. Might this all be a red herring? After all, didn’t I just say Vox Lux wasn’t nearly as popular as A Star is Born?  So who cares what it says about our culture? It’s not widely-known enough to even matter.

Here’s my counter-argument: the art that we associate with the fin de siècle movement wasn’t necessarily the popular entertainment of the day. The Grand Duke flopped. The King in Yellow was far from a hit. These kinds of artistic movements are always a little bit off, a bit outside of “normal” people’s tastes. But the fact that it exists at all is telling.

The Victorian era is famous for its rigid morality. This was a time of modest dress, traditional families, and a conservative culture. “Repressed” is a word you’ll often see thrown around, although of course the Victorians would never have described themselves as such.

But it’s clear that this cultural tradition was eroding by the late 1800s. Much of the shocking art and literature of the decadent period would simply have been unthinkable a few decades earlier.

Curiously, we can perceive a very similar period of changing cultural mores in more recent history. Just as Jude the Obscure would have so not been published in 1860, Vox Lux could so not have been made in 1960. Actually, almost none of our modern day movies could have been made in the era between 1930 and 1960, and not just for technical reasons. Or at least, not made in America.

So, is there just some immutable cycle where, at the end of every century, people start to feel a sense of oppressive ennui, of creeping apathy, and retreat into decadent and strange arts that would seem perverse to their more straitlaced ancestors? Maybe, although no such feeling appears to have existed in, for instance, the 1790s in America.

To me, what can most easily explain these related aesthetics is that these are phases in the lifecycle of a global hegemon. When a superpower arises, it initially is buoyed by a feeling of optimism and enthusiasm for creating new institutions. Over time, however, these institutions grow stale, corrupt, and oppressive, causing people to lose faith in them. 

This gradual loss of faith is a hallmark of decadence. In such periods of decline, alienation is the norm, and the fabric of society decays, leading to social upheaval, rebellion and a general feeling of collapse.

This brings me to the phrase which I used for the title of this post, which is a quote from Warren Spector describing the creation of the 2000 video game Deus Ex. I love “millennial weirdness,” partly because, although it actually refers to the epoch, it can also sound like a description of my generation, but mostly because it’s the perfect modern American rendering of fin de siècle.

Here’s one reason I feel justified in saying Vox Lux and Deus Ex share an aesthetic. Check out their respective covers:

Seriously, if you knew nothing else about these two things, wouldn’t you guess they were somehow related? Not only do they share this weird day-for-night color palette, but they also both have a Latin phrase for the title. To me, it seems clear that these two images have the same mood.

In terms of behind-the-scenes stuff, Vox Lux and Deus Ex are not related at all. They’re not the same medium, nor the same genre, nor do they, as far as I know, have any cast or crew in common. As for audience, well, it’s entirely possible that I may be the only person who has both played Deus Ex and watched Vox Lux. What does this suggest, if not some some strange memetic propagation of this mood across the culture?

But these are just single images. We can’t judge a film by its poster, or a game by its cover. It could just be a weird coincidence. After all, we know a poster’s vibe need not match the thing its advertising. What else do we know about Deus Ex and its atmosphere of “millennial weirdness”?

I’ve never formally reviewed Deus Ex for one reason: because Ross Scott did it better than I ever could. If you want a masterclass in reviewing, Scott is your man. Gamers reading this should absolutely check out his videos on Deus Ex.

But, for the purpose of my larger argument, let me try to fill you in on the details of Deus Ex, knowing all the while that I stand on the shoulders of a giant.

Deus Ex is set in a dystopian future of, as Wikipedia describes it: “a world ravaged by inequality and a deadly plague.” It begins in New York City. The game was made in 2000, but because of texture issues, they had to eliminate the World Trade Center from the background. They justified it in-game by saying it had been destroyed in a terrorist attack.

Are you thinking back to our earlier discussion of Repairer of Reputations and getting a little deja vu yet? Why do these nightmarish dystopias always feel so familiar?

In the world of Deus Ex, every conspiracy you can imagine is true. The Illuminati, Area 51, global plutocrats ruling over the rest of us, and super-intelligent Artificial Intelligences. All these things exist, and are gradually uncovered by the player’s character, J.C. Denton.

It’s a world of shadowy cabals, distrust and justified paranoia. (There are also robot soldiers and mechs. It’s still a video game.) I think it’s fair to say that Deus Ex‘s imagined future is one in which faith in institutions is not rewarded. Conspiracy theories are typically the product of an age in which trust in the established order is very low.

Beyond that, there is the omnipresent sense of decay and the feeling that the rotten husk of the ancien regime is giving way to something else. In Deus Ex, the player gets a choice in what that is; whether it’s continued manipulation by a sinister oligarchy, rule by a machine intelligence known as Helios, or simply burning it all down, and returning to a simpler time, when life was hard but people were free.

Deus Ex is a deeply philosophical game. There are tons of dialogues about personal freedom vs. order, the morality of power, and so on. It’s simply too massive for me to discuss each example at length. Watch the intro cinematic and see what you think. Don’t worry if it seems a little incoherent; it should. No one is supposed to know what’s going on in Deus Ex when they start.

By this point, I hope I’ve convinced you that “there’s something happening here” even if “what it is ain’t exactly clear.” I’ve used the two examples of Vox Lux and Deus Ex–two separate works, in separate media, nearly two decades apart, to try to demonstrate that this aesthetic exists in modern culture.

But we’re not finished yet. After all, I still need to find some indication that this decadent zeitgeist is related to the 1890s and the original fin de siècle. Ideally, something stronger than “I dunno, they just, like, seem the same to me, man.” (Although true, this is a weak argument, and one to which skeptical readers would be entitled to reply in kind.)

Throughout Deus Ex, there are lots of documents, books, newspapers, magazines, tablets etc. that the player can pick up and read. This is mostly optional; it’s just a way to add to the atmosphere and do a little extra world-building.

Among these texts are scattered excerpts from The Man Who Was Thursday, a novel by G.K. Chesterton. Here’s one of the excerpts quoted in Deus Ex:

…First of all, what is it really all about? What is it you object to? You want to abolish Government?”

“To abolish God!” said Gregory, opening the eyes of a fanatic. “We do not only want to upset a few despotisms and police regulations; that sort of anarchism does exist, but it is a mere branch of the Nonconformists. We dig deeper and we blow you higher. We wish to deny all those arbitrary distinctions of vice and virtue, honour and treachery, upon which mere rebels base themselves. The silly sentimentalists of the French Revolution talked of the Rights of Man! We hate Rights as we hate Wrongs. We have abolished Right and Wrong.”

“And Right and Left,” said Syme with a simple eagerness, “I hope you will abolish them too. They are much more troublesome to me…”

It’s true that The Man Who Was Thursday was published in 1908, and therefore is not, in the literal sense, fin de siècle. But most historians would say that this period really extended until the start of World War I in 1914, so we’ll go ahead and grandfather it in. If so, we now have discovered a missing link between our two aesthetics. The anarchistic philosophy of mass collapse that permeated fin de siècle Europe and the cynical alienation and paranoia that existed at the end of the 20th century and the early 21st, though separated by a massive gulf in technology, fit neatly with one another, the way South America and Africa, now a hemisphere apart, were once clearly connected.

I hope I’ve persuaded you to see things my way, dear reader. If not, I humbly apologize. You see, I’m so confident that my thesis is correct that if I’ve failed to convince you, it can only be because I’ve argued my case very poorly, which is the worst thing someone seeking to persuade can do.   It’s one thing to have an incorrect premise and not be clever enough to make people buy into it, but to have a correct premise and still botch the selling of it is just inexcusable.

But, assuming that what I’ve asserted here is correct, and that there does indeed exist some inherited tradition of a strange, alienated, cynical and decadent aesthetic that flourished both at the beginning and the end of the 20th century, the question remains: what should we do with this information?

I’ve been binge-watching Cyberpunk 2077 reviews and playthroughs. The game looks amazing, and also amazingly glitchy. I have an older generation console, which means I’d either be getting a buggy mess or have to install massive updates, which with my internet connection would take forever. But what can one make of a game that gives us this:

And also this:

I’m sure I wouldn’t mind the bugs, though. My favorite game of all time is KotOR II. Fallout: New Vegas and Mass Effect: Andromeda are not far behind. Kids these days are spoiled; expecting their immersive sandbox RPGs to work perfectly. Why, in my day, we played KotOR on a backwards compatible Xbox 360 and the frame rate would slow down to, like, three frames per second during combat and the sound would randomly cut out. And we were grateful!

No, my real issue with this game is the same thing that makes me so interested in it: it’s too big. The time that I could spend in the neon dystopia of Night City, fighting street gangs and cyborgs, driving futuristic cars and customizing my avatar’s weaponry, abilities and appearance, is daunting

But of course, that’s the whole selling point of the thing! We want to distract ourselves from daily life by escaping into an anarchic world polluted by drugs and depravity, and where the only law is made by ruthless mega-corporations. [Editor’s note: something about that sentence seems off–consider revising.] Who wouldn’t want that? But then I look at these skill trees and shake my head. There’s no way I’d have time for all this. 

An aesthetic, at least to someone who appreciates it, is like a drug. The more of it you get, the more you need to get that same feeling it gave you on the first hit. The thrill of a bizarre techno-city that filmgoers of 1927 could get from Metropolis now requires 100GB of a high saturation battlefield with police chases and cyborgs. And Keanu Reeves–although somehow I feel if he were transported to 1927, he could have fit in to Fritz Lang’s world, too. Maybe he’s a time-traveling cyber-wizard.

There are a couple ways this trend of accelerating aesthetic experience can go: one is total immersion in VR worlds. The technology is almost there. I wouldn’t be one myself, but I can believe there are people who are so obsessed with aesthetic experiences, they would submerge their physical bodies in some type of suspended animation and don the headgear to live 24/7 in a simulation. If this sounds creepy–and/or reminds you of another film starring Mr. Reeves–it should. But not surprising. The hallmark of the classic decadent is, frankly, a weird obsession with aesthetic authenticity. As the crazed protagonist of Lovecraft’s 1922 short story The Hound put it:

Wearied with the commonplaces of a prosaic world; where even the joys of romance and adventure soon grow stale, St John and I had followed enthusiastically every aesthetic and intellectual movement which promised respite from our devastating ennui. The enigmas of the symbolists and the ecstasies of the pre-Raphaelites all were ours in their time, but each new mood was drained too soon, of its diverting novelty and appeal. 

Only the somber philosophy of the decadents could help us, and this we found potent only by increasing gradually the depth and diabolism… till finally there remained for us only the more direct stimuli of unnatural personal experiences and adventures. 

If you’re a horror fan who has never read The Hound, do yourself a favor and check it out–it’s one of HPL’s best. If, on the other hand, just reading that has skeeved you out so much you don’t even want to know what the narrator and St John got up to next, well, I can’t blame you. Let’s just say it ends badly for them.

While researching this post–yes, believe it or not, I actually do research on these things before I vomit them forth into the blogosphere–I found this fascinating US ad for Metropolis:

This looks like a poster for a musical comedy. Maybe even a parody of a musical comedy, as written by P.G. Wodehouse: “What ho! It seems young Freder has fallen into the soup once more…”

Can you imagine going to see the movie you think you’re getting based on that ad and actually seeing Metropolis? I’m not sure I can, although I’d sure like to. The dissonance is so strong that it’s actually beautiful. I don’t care if you’re running it on the best gaming PC with the best monitor in existence, I’ll bet you anything that Cyberpunk 2077 can’t hold a candle to the pure, unexpected, unadulterated shock of techno-decadentism you would get from that experience.

Which brings me to the other path I could see this aesthetic going: a future where cyber-aesthetes learn discipline, focus, and restraint. Values which are, admittedly, fundamentally not the values of a decadent… but hear me out on this.

I’ve used this analogy before, but think of entertainment media as a sort of expansion pack for your imagination. A book gives you raw words that you have to imagine. A black-and-white silent film like Metropolis gives you some images to work with, but it’s still not a whole visual world. A color film gives you more, a video game still more, and VR games are basically taking the place of your imagination. 

The more you’re relying on media, the less you’re using your imagination. Which I totally understand, by the way. Using your imagination is hard. It’s awfully tempting to just sit back and let the computer do the work. And we’re right back to option one, where we lose ourselves in VR world.

Except, as we have seen, we’re already at the limits of how much of this we can take. At least, I am. I admit that your mileage may vary. But for me, the prospect is overwhelming. Immersion is supposed to be a feature, not a bug, and yet it’s also my principle reason for not buying this game.

But all that is really needed to experience an aesthetic–whether techno-decadentism or anything else–is imagination. Like Arthur Conan Doyle’s famous fictional detective said, “From a drop of water… a logician could infer the possibility of an Atlantic or a Niagara without having seen or heard of one or the other.” Likewise, a cyberpunk future can be inferred simply from reading a single sentence describing it. All that’s left is the imagining. The hard part is sharing it. But since the entire thesis of decadents is that art is personal, does that even matter that much? Surely anyone like-minded enough to care will be able to understand it well enough to share it.

Either we will learn enough self-discipline and mental concentration that we can satisfy our desire to create whole worlds made purely of imagination, without the need to manifest them through technology, or we will create simulation technology so powerful that our own most human qualities become obsolete. 

As Paul Graham once wrote, “we’ll increasingly be defined by what we say no to.” Aesthetics, which are really just the crystallization of moods that we imagine, are wonderful and strange. But saying “no” to the ability to have such things created for us in simulations is increasingly our only hope of retaining the ability to imagine at all. And after all, saying “no” to what is normal and routine is the essence of counter-culture, punk, and decadence.

To understand the future, we must understand the past. I’ve used this strange, unwieldy phrase “techno-decadentism” in reference to an artistic movement; one that is, I will argue, an heir to the tradition of “just plain old” decadentism. But what was the original decadentism? Where did it come from? And can we learn anything from it?

Come with me, once again, to the 1890s. I talked in the previous post about fin de siècle. But now we have to experience it.

It’s 1897 and there’s a revival of The Yeomen of the Guard on at the Savoy. Check out that poster!

A black figure against a yellow background–how striking. Then again, we’ve seen this before–in 1896, The Grand Duke was playing at the Savoy, with a very similar poster–indeed, by the same artist:

Of course, Grand Duke depicts a broken-down critter, not an imposing figure. And yet, both, in their own way, symbolize the same thing. Do I even have to tell you what they symbolize? Decadence means decay, and the final stage of decay is of course death. A lone figure, symbolizing death… it evokes Poe’s Masque of the Red Death.

Ah, now, that’s a bit of a cheat. I have no business dragging a poem from 1842 into a conversation about the 1890s. Or do I? After all, Poe’s influence on the decadent movement was great, and if he was born a little too early, and a lot too west, we can’t blame him for it. Artistic movements usually take a while to bloom; like a plant. “A flower, planted on Poe’s grave,” as I once heard someone describe it.

You might think these posters are similar simply because they are by the same artist, Dudley Hardy. But this is more than just a single artist’s distinctive touch. It’s part of something bigger–hence, we call it an aesthetic. See again the example of Théophile Steinlen’s 1896 poster for Le Chat Noir:

Or, maybe the single most famous piece of artwork to come out of this epoch: The Scream, by Edvard Munch (1893). Again, an ominous background surrounding a surreal and nightmarish figure: 

Everything about Fin de siècle is conveying a mood of pessimism, of decline and decay. In England, a venerable old monarch was growing grey. Victoria’s days were numbered, as her subjects must have known, but would not say. Maybe that’s why Sir James Frazer’s anthropological study of death and rebirth myths The Golden Bough (1890) made such a hit.

You ask: am I just cherry-picking here? Finding all the seemingly-related works from a certain period and leaving out ones that don’t fit? I’m sure there must have been good old-fashioned romantic art being produced in the 1890s. (Actually, fin de siecle art was centered in Europe–other parts of the world were in an altogether different phases of civilization at this point.)

Anyway, yes: I might indeed be cherry-picking facts. It’s easy to find themes that fit a narrative and discard those that don’t, since we know what happened next, and therefore are easily predisposed to see patterns that might not even exist.

To know if anything is really going on here in the 1890s, we have to try to look at the world through the eyes of its inhabitants. This is where my amateurish Gilbert and Sullivan studies come in handy: in their heyday of the 1870s and 1880s, Gilbert and Sullivan made their names with comic operas known for their light humor, bubbly dialogue, and romance. They are optimistic and fun–even when they talk about darker subjects like execution.

And then we come to the 1890s, and things change. Their next-to-last work, Utopia, Limited doesn’t just mock the foibles of particular public figures, but is a broad satire on the British Empire itself. And their last, the aforementioned Grand Duke is cynical mockery of almost everything–love, death and the medium of theatrical entertainment itself. It’s funny (actually, in my opinion one of their funniest) but it doesn’t have heart like their most famous operas do.

As Max Keith Sutton put it in his article, The Significance of The Grand Duke:

The opera is a decadent work, as Professor Jones has suggested–perhaps a deliberate parody of literary trends near the time of Wilde’s Salome, when perverse attitudes (necrophilia, for one) and violence were being seriously depicted on the European stage. Certainly The Grand Duke is decadent in the literal sense of representing physical and mental, moral and political decay.

He explicitly makes the comparison with fertility myths:

The decrepit Rudolph has the role of the Old King whose death signifies the end of the year, the defeat of Winter in the ceremonial contest with Spring. “Broken-down critter” that he is, he makes a perfect monarch for a comic wasteland… Rudolph undergoes legal death in the mock duel–”the moment of ritual sacrifice”–and the plump, sausage-devouring comedian takes over as duke for a day and Lord of Misrule.

I can’t prove an entire shift in the zeitgeist based on the work of a curmudgeonly old librettist and his alienated and sickly composer. But, something is going on here, wouldn’t you say? Things that would have never been tolerated at the height of Victorian prudishness are now becoming mainstream. 

There is a sense of a cycle, a cycle that is coming to an end. The cynicism, boredom, and restless neuroticism that characterize a declining empire who knows its best days are behind it. 

I’ve always liked The Grand Duke. It was the least popular Gilbert and Sullivan opera, but its atmosphere is strangely compelling to me. But I never bothered to see it in its proper context until I began to study the 1890s for another reason: Robert W. Chambers’ collection of stories, The King in Yellow, and in particular the first story, The Repairer of Reputations.”

I’ve talked about it before. A lot. Hell, I’ve actually posted the story with my annotations on this blog. So a lot of this will be old hat to longtime readers. But we just can’t understand this strange world of fin de siècle without understanding The King in Yellow. Sorry if this is repetitious for some of you.

Despite my enthusiasm for it, I’ve never actually reviewed The King in Yellow, however, because something in it defies reviewing. The key part of the book is the fictional play described within it, also called The King in Yellow, which connects the first four stories. Chambers only quotes bits and pieces of the play, and, notably, only from Act I. Act II–the really juicy bit that drives people mad–is left a mystery to the reader. Personally, I’ve always imagined it as something to do with an all-consuming plague, like the aforementioned Masque of the Red Death. And I think it’s not too much of a stretch to say there is an echo of Poe’s story in these mysterious lines quoted from the play:

CAMILLA: You, sir, should unmask.
STRANGER: Indeed?
CASSILDA: Indeed it’s time. We all have laid aside disguise but you.
STRANGER: I wear no mask.
CAMILLA: (Terrified, aside to Cassilda.) No mask? No mask!

But that’s just me. The beauty of Chambers’ technique is that he knows that what the reader imagines will be scarier than anything he himself could create.

If The King in Yellow has a flaw, it’s that its tales are arranged in the wrong order, proceeding from most bizarre to most mundane. M.R. James would have known that the way to truly mess with the reader is to lull them at first, before springing the trap. But, probably some editor told Chambers that one of the ten rules of writing was to lead with the exciting bit, or some such conventional wisdom. Times change; but people who don’t appreciate art remain the same, and also remain in charge of deciding what shall be published.

Recall that, as I said above, it is hard to evaluate an era honestly, because we know what happened. It’s interesting to get a view of the people of the era, who don’t know where it’s all going. It’s even more interesting to read their predictions for where they think it will go.  Chambers provides us with just such a prediction, albeit wrapped in a curious package.

The Repairer of Reputations begins:

Toward the end of the year 1920 the Government of the United States had practically completed the programme, adopted during the last months of President W———‘s administration. The country was apparently tranquil. Everybody knows how the Tariff and Labour questions were settled. The war with Germany, incident on that country’s ————-, had left no visible scars upon the republic…

Okay, so I’m playing censor here and cutting stuff out. Did your mind automatically fill in those blanks? The natural thing is to assume the first is filled with “Wilson” and the second with “invasion of France.” 

If you do that, you have a totally nondescript history of someone talking about actual 1920. Admittedly, it’s a decidedly vague description, but still, it works.

But of course, this story was written in 1895. And it’s President Winthrop and Germany seized the Samoan islands. Which actually happened a few years after Chambers wrote the book, although it was not the cause of the major war.

I am not a believer in prophecies or seers or other such superstitious hokum. “Hokey religions and ancient weapons are no match for a good blaster at your side…” etc. But seriously, this gives me pause. 

What’s even weirder is that, as the story develops, we learn that Hildred Castaigne, the narrator telling us all this, is, um, not exactly reliable. In fact, he’s so unreliable that it might not even be set in 1920 at all, and yet his doubly-imaginary 1920 seems plausible to us, as readers who, unlike Chambers, know what happened in real 1920.

Does this creep you out just a little? There’s more: the future that our narrator reports (envisions?) includes such things as government lethal chambers, where people who find existence unendurable may find relief. Was that prescient? I dunno, let’s check with the American Eugenics Society, founded in 1922. 

So what the heck? Was Robert W. Chambers was some sort of prophet or time-traveler gifted with uncanny insight into the future? And if he was, we must ask: why did he use his powers only to write one cool story, and not for something more epic?

A more plausible explanation, and much more agreeable to my skeptical, materialist mind, is that there is such a thing a zeitgeist where all trends are pointing towards something happening.  For example, could you find some literary work from the early 2000s that involved a highly-contagious pandemic? Why yes, you could! But really, in retrospect, isn’t that one of those things that any intelligent person who was paying attention could have foreseen? 

And this is why fin de siècle literature is so interesting. If it was all just a coincidence that around 1890 everybody started to feel cynical, bored, and generally like the old order is about to go up in some sort of apocalyptic catastrophe, and it did, then it’s a mere historical curiosity. 

But if, on the other hand, there is some sort of predictive value in this–if perhaps people feeling this pervasive sense of decay had something to do with the ultimate fate of Europe, either because it was a self-fulfilling prophecy or simply because anyone attuned to the spirit of the age could see where it was going, then this is very interesting indeed.

And it would be especially interesting if we had some reason to believe that it was happening again… but that’s for another time. 😉

The Outer Worlds is one of my favorite games in recent years. I’ve played through it twice and a bit. I didn’t finish my third run as a melee fighter, but I was delighted to fire it up again with my original character to play the DLC.

Peril on Gorgon begins with the captain of the Unreliable receiving a package containing a severed arm and a datapad. The datapad instructs the recipient to meet with Minnie Ambrose in her manor on Gorgon.

Minnie is trying to track down the journal of her mother, Olivia, who was a scientist working in a lab on Gorgon where things went very, very wrong. (As often occurs in video game labs.) Minnie wants to restart her mother’s experiments on Adrena-Time, and needs some to comb through the marauder-infested labs of Gorgon to piece together what happened with Olivia’s experiments.

On Gorgon, we find a ravaged, lawless world that makes Edgewater look civilized. There is one small outpost, the Sprat Shack, that serves as a hub of sorts, but otherwise it’s a largely hostile and barren world with lots high-level enemies to fight. There are a few interesting vignettes in keeping with the game’s signature offbeat humor, but it’s largely fighting, with much of the plot delivered from audio logs scattered around the planet.

Which is fine. The combat in Outer Worlds is smooth and fun. There is one thing I found a little disappointing, and this is pure gamer nit-picking, so readers not interested in a discussion of equipment crafting may skip the following three paragraphs.

One of the things the DLC promises is new weapons and armor. And indeed, there are plenty of new armor sets and unique weapons. The armor was fine, but I have two issues with the weapons. First, with the exception of three new science weapons, they look identical to the weapons in the base game. There’s nothing inherently wrong with that, but it’s a little bit of a letdown when you get a new revolver that belonged to one of the major characters in the DLC that looks like any other revolver.

Second, and more importantly, the unique weapons aren’t that great. Pretty much all of my weapons were modified to Tartarus and back before I ever set foot on Gorgon, and whenever I would try a new weapon from the DLC, I’d inevitably put it aside after a few minutes and go back to my heavily-customized arsenal.

Now, I know: not every player is into crafting, and for those who aren’t, the unique weapons could be a lot more exciting. I admit, I was hoping for additional equipment on a level similar to that found in the DLCs for Outer Worlds‘ spiritual ancestor, Fallout: New Vegas. Every New Vegas add-on delivered new and interesting weaponry, from Dead Money‘s holorifle to Honest Hearts‘ Thompson gun to Old World Blues‘ K9000 to Lonesome Road‘s Red Glare.

But that’s really only a small quibble. The game itself is highly enjoyable–it’s more Outer Worlds, after all, so how can that not be good? Minnie’s quest to restart her mother’s work has a variety of possible outcomes, and the one I got was very satisfying. (I don’t want to spoil anything, but let’s just say I did a quick re-spec of my character and put 150 points in the Persuade skill in order to get it.)

The Outer Worlds is a game perfectly suited to DLC. It’s logical to add a new planet to explore with each add-on. I’m eagerly looking forward to the next one.

Lastly, one word for anyone who already played Peril on Gorgon and is just reading this to see what I thought:

Llama!

A lot of the art and literature that I enjoy is broadly described as part of “nerd culture.” Science-fiction in general, a number of modern video games, H.P. Lovecraft and his literary ancestors and descendants… all these things are pretty common examples of things that nerds like. But “nerd” has always seemed like a rotten word to me. I understand the logic of defeating an insult by claiming it proudly, but it’s still inherently ugly.

The best you can say about “nerd” is that it isn’t the word “geek,” which I haven’t liked since Pat Prescott told me about the word’s origins in the horrific world of traveling 19th-century freak shows. (Caution: there is some truly disturbing stuff in the Harlan Ellison quote Pat uses to describe a geek.)

The other problem with “nerd” is that it’s come to be synonymous with “enthusiast.” People describe themselves as “word nerds,” “biology nerds,” “computer nerds,” etc. etc. etc. If you wanted to be really specific, you would probably call me a “sci-fi nerd,” although that feels close to redundant.  Pretty much any pursuit that seems even slightly intellectual has fans who describe themselves as “X nerds.”

But “nerd stuff” is a convenient shorthand for describing the things I write about. So if I’m going to complain about it, I’d better have an alternative to propose. I need a way of describing the aesthetic that’s more specific than “nerdy things.” Because the sort of thing I’m talking about here is more than just general sci-fi; it needs a more precise name.

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Poster for “Le Chat Noir” (1896)

I’ve thought about this a lot, and what I came up with was Techno-Decadentism. Let me explain how I hit on that term. Decadence was the name adopted (again, originally from an insult) by a movement of writers and artists in the late 19th-century. The movement is closely associated with Symbolism and Gothic literature. I first learned about it through Robert W. Chambers’ short story collection, The King in Yellow. The first four stories in the collection are a weird blend of Poe-like Gothic horror and H.G. Wells-ish futurism. Most of the stories in the collection deal with artists living in Paris, one of the hubs of the Decadent movement.

GrandDukeposter
Poster for “The Grand Duke” (1896)

Decadence has a negative connotation, since it means “decay.” And indeed there was a general feeling in Europe at the end of 19th century of pessimism and decline. This feeling has a name: Fin de sièclewhich literally means “end of the century,” but also refers specifically to the cultural mood in late-1800s Europe.

Techno-Decadentist art will also have a similar mood, though modernized. Warren Spector, the creator of the game Deus Ex, called this mood “millennial weirdness.” A fitting term, in more ways than one. It could be my taste for this is partly due to being a member of the millennial generation in the United States. Born in a global hegemon, at a moment of near-total peace and dominance, it may be I feel an instinctive sense that there is nowhere to go but down. But we’ll leave that kind of philosophizing to the Edward Gibbons of the world.

But this does not mean that all Techno-Decadent art is inherently pessimistic, only that it usually takes place in a world “on the brink of social and economic collapse,” as Chris Avellone once described the setting of Knights of the Old Republic II.

Oscar Wilde, one of the most enduring writers from the decadent movement, supposedly said that “Classicism is the subordination of the parts to the whole; decadence is the subordination of the whole to the parts.” I can’t find a source for this, but whether he actually said it or not, it’s a good quote. It illustrates a key point about the underlying philosophy of Decadentism, which is very individualistic and unconcerned with themes like Idealism or Romanticism.

That’s the reasoning for the use of Decadentism, but what about Techno?  Well, I was inspired to use the term by the “techno-warlords” in Lorinda Taylor’s The Man Who Found Birds Among the Stars novels. It’s necessary to specify this because most of the art I’m talking about here involves futuristic technologies. Typically, “nerd culture” refers to both sci-fi and traditional fantasy. My own tastes lean much, much more strongly towards sci-fi; especially cyberpunk, dystopias, and retro-futurism. While there can be an overlap in themes with sci-fi, I’d argue that fantasy fiction and art is clearly carrying on the tradition of classic mythology, and therefore deserves to be seen as a distinct artistic movement.

So when anyone asks me if there is a unifying theme to the kinds of things I tend to write about, that’s what I’m going to answer. I assume most people will shrug, say to themselves, “That’s awfully pretentious,” and continue to think of me as a guy who writes about nerd stuff. But at least I’ll have a term that describes my taste and style to my own satisfaction.

All of the above are works and art styles that I associate with Techno-Decadentism

TEThis is a departure from the kind of book I normally review. I mostly focus on reviewing modern indie books. This book was published in 1974, and while it isn’t exactly a famous book, it’s reasonably well-known. (375 ratings on Goodreads.)

So, why am I reviewing it? Well, I picked it up on a lark after seeing the cover and decided to give it a try. It’s sci-fi, which I like, and it follows a team of researchers exploring a distant planet.

The protagonist is researcher Ian Macauley, an introverted and extremely intelligent man who is part of the new rotation of scientists journeying to the world of Sigma Draconis. Supervising the team is General Ordoñez-Vico, an authoritarian martinet with little appreciation for science and a great deal of paranoia. Ordoñez-Vico is authorized to make a recommendation to the Earth authorities on whether the mission should continue, and all the science team walks on eggshells to avoid enraging him.

This makes their already difficult task more complicated, as they are facing the incredible challenge of reasoning out what befell the race of beings known as the Draconians, an intelligent race which went from the Stone Age to the Space Age in a very short period of time–and then to extinction shortly thereafter.

The science team is an international coalition of researchers–brilliant people from various fields and all different backgrounds. And even so, they all find themselves turning to Ian for inspiration, as his brilliant, empathic mind–which he likens to a “haunted house”–tries to unravel the mystery.

The characters are well fleshed-out and believable. There’s a romantic subplot between Ian and Cathy, another member of the team, and it doesn’t feel tacked on at all; it seems completely believable and emotionally consistent.

There isn’t much “conflict” in the typical sense; it’s really a mystery. The main plot is centered on uncovering what happened to the Draconians. Some readers might find the middle section of the book a bit talky–it’s a fairly realistic depiction of scholars arguing over theories–but personally, I liked it. It made for a compelling intellectual exercise, and while it’s sometimes a bit verbose, it makes sense that scientists would have discussions like this.

Another terrific concept is the method Ian uses to try to get “in the minds” of the extinct race. I won’t spoil it, but it really is ingenious.

Something else I won’t spoil is the answer to how the Draconians went extinct. The ending of the book does explain that, in a way I found satisfying and logical. And there is a resolution for the human characters’ storylines as well. Though here I’ll risk a little bit of spoilage to note that readers should be warned: this isn’t an upbeat book. I won’t say too much, but don’t expect the sort of sci-fi story that ends with a victory parade and a medal ceremony, let’s just leave it at that.

There are a lot of elements of the horror genre in Total Eclipse. The premise of a team of scientists researching alien life in a remote and forbidding setting is a classic horror concept that runs from At The Mountains of Madness through Who Goes There? up to the Alien prequel Prometheus. Yet, this isn’t a horror novel, or at least not in a monster story kind of way. There is horror, but of a more subtle, realistic kind, and blended very closely with the wonder of exploring a new world, utterly different from our own.

The horror and the wonder mingle together to produce a profoundly weird and memorable mood. It’s something close to the feeling of sublime terror that the literary Romantics of the 18th and 19th centuries sought to evoke with Gothic fiction, and yet at no point does it suggest there are magical or supernatural elements at work. The “science” in “science fiction” is definitely emphasized throughout.

And now–even though I promised I would try to stop doing this–a word about the cover. Or rather the covers.

The cover for the Kindle edition that I have is just whatever. It fulfills the minimum requirement of having the author’s name and the title displayed clearly and legibly, but other than that, has no artistic merit whatsoever.

The cover for the paperback edition, pictured above, is a major reason I bought this book. I saw it on Henry Vogel’s Twitter page, and I fell in love at once. Look at it–it’s beautiful. Mysterious, evocative and intriguing. To me, the style of art that went on the covers of these classic sci-fi tales was something of a high point for cover design. Modern photo editing software allows cover designers to create wonderfully realistic images, but these often fail to capture that unique blend of star-gazing romanticism and gritty reality that these older covers do.