#and hearing John Darnielle say 'The person I wrote this song for - in case you see yourself in it
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Listening to The Mountain Goats (again) and it's got me thinking (again) that I want to spread the music I love, and express why I love it so much, and the best way for me to do that is through art; but how can I possibly express in a drawing the feeling of getting hit in the heart all the way to tears by a line like
"I don't know if that's true but I've been told, it's real sweet to grow old".
Like. There's no way to put that feeling into art better than the song itself did. And I don't even know who the fuck Chavo Guerrero is-
#like. listening to 'you were cool'#and hearing John Darnielle say 'The person I wrote this song for - in case you see yourself in it#I want you to know if you're a person who's heard this song and has thought 'that's me! that's me!'#she's my age now#and she's fine.'#like. how? how am i supposed to explain the feeling of being punched in the throat and hugged at the same time#how am i supposed to explained how fast tears welled up in my eyes#john darnielle's a fucking genius. i don't know man. he's a fucking genius with words.#the mountain goats
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the name of the door
‘Every move I send out begins with the same word: You. When I first wrote most of them, so long ago now that it’s incredible to think of it, I had in my mind only a single player, and of course he looked almost exactly like me: not me as I am now, but as I was before the accident. Young and fresh and frightened, and in need of refuge from the world. I was building myself a home on an imaginary planet. I hadn’t considered, then, how big the world was; how many people lived there, how different their lives were from mine. The infinite number of planets spinning in space. I have since traveled great distances, and my sense of the vast oceans of people down here on the Earth, how they drift, is keener. But you, back then, was a singular noun for me, or, at best, a theoretical plural awaiting proof.’
Wolf in White Van is a difficult novel to summarise. I knew next to nothing about its author, John Darnielle, before I began reading. I was aware that he’s a fairly popular musician, but I don’t think I’ve ever heard one of his songs. Being a famous songwriter can cover all kinds of sins in novelistic terms. But by the time I finished the book I felt as though I had been through one of the most solipsistic and forbidding novels I’d read in some time. I don’t mean ‘forbidding’ in the sense of difficulty: the language is mostly quite plain, and the plot is not complicated. I mean that there is something about this novel which looms large over the imagination. It is haunting in its implications.
The book is written from the perspective of Sean, a middle-aged man who suffers from a severe facial deformity that has him living a reclusive life. It will be some time before we learn the cause of his injury. Sean makes his living by running a play-by-mail game of his own invention called Trace Italian. (The name comes from ‘trace italienne’, a certain kind of renaissance fort intended to resist cannon fire. There is much else that seems fortress-like about Sean.) This game takes place in a post-apocalyptic version of America; players write to Sean describing their moves, much like in any other role-playing game, and he writes back with the results. Somehow the player subscriptions pay well enough to keep him going.
Trace Italian isn’t improvised: every ‘move’ in the game has been charted in advance, meticulously documented in a series of filing cabinets. It is effectively a labyrinthine concept novel, through which players move over the course of days, months, years. Nobody can ever see it all except Sean, and in this respect it is unlike any other book, any other game. For as long as he lives it is inviolable; a perfect private universe where every threat can be contained, every secret can be secured. There are places in it only Sean knows about:
‘…Charts and notebooks lie open around the corpse in a constellation; if you marked its points and drew a line connecting them, you’d have a shape that would later help open a door deep within the Trace, but nobody will ever notice this, or learn the name of the door, which you have to say when you open it or you end up in a blind corridor that traps you for at least four turns, which would probably outrage any players who made it that far. But who knows. What it would be like to make it that far is sheer conjecture…’
The most appealing part of the novel is its detailed portrait of fandom in the pre-internet era. We see how the young Sean was captivated by the genre science fiction and fantasy of the times. Mainstream references like Star Trek and Star Wars take a back seat here — it is all about Friz Leiber, the Gor novels, and weird VHS-era movies like Krull. It’s about finding inspiration in the album art for obscure prog-metal bands, and writing to adverts in magazines to order a cassette tape of music inspired by the Conan books by Robert E. Howard.
Some of this is the same tone that Stranger Things leant on — kids playing Dungeons and Dragons in the era of the Satanic Panic — but there is something altogether more obscure and threatening going on here. Stranger Things is exciting because of the sense of togetherness engendered by D&D, whereas Sean’s hobbies only serve to lead him further into himself. He never falls in with a gang of like-minded kids, so he becomes a Dungeon Master unto himself. Eventually, under his influence, a young couple go on an adventure through the Trace Italian. They think they are on the trail of something important, much like those kids in the Netflix series. But it doesn’t end well for them.
There aren’t many characters in this novel outside of Sean. The inside of his head is a bleak, violent place, surreal and unpredictable and paranoid compared to the controlled world of the Trace:
‘There was a small, strange moment during which I had this feeling that someone was filming me, which was ridiculous, but it was that specific—“there’s a camera on me”—and then some hard ancient pushed-down thing, a thing I’d felt or thought or feared a long time ago, something I’d since managed to sheathe in an imaginary scabbard inside myself, erupted through its casing like a bursting cyst. I had to really struggle to recover. Something was dislodging itself, as from a cavern inside my body or brain, and this situation seemed so divorced from waking reality that my own dimensions lost their power to persuade. I craned my great head and saw all that yellow-brown plastic catch the light, little pills glinting like ammunition, and then my brain went to work, juggling and generating several internal voices at once: someone’s filming this; this isn’t real; whoever Sean is, it’s not who I think he is; all the details I think I know about things are lies; somebody is trying to see what I’ll do when I run across these bottles; this is a test but there won’t be any grade later; the tape is rolling but I’m never going to see the tape. It is a terrible thing to feel trapped within a movie whose plot twists are senseless.’
Like the players of his game, the reader only exists in the world Sean has created for us. The effect is compelling, and claustrophobic. Sean’s narrative is intense and evocative. He is specific and articulate in his writing, but almost silent in his social life. His thoughts are frantic, anxious, self-perpetuating machinations; we are given very little idea of how he is perceived by society at large. There are moments of contempt and of friendship, but they’re only brief islands of contact in a sea of loneliness.
It is some time before it becomes evident what Wolf in White Van is really about. The story pivots around two big questions: what happened to Sean’s face? And what happened to that couple on their adventure? But even when the reader is told the facts of those matters, they may not understand the implications. Certainly Sean has no answers for us. There is something forlorn about his world. He writes beautifully, and the reader will likely think him a good person because they can see into his heart and his mind; but there’s a sense that he is somehow beyond help — not because of his disfigurement, but because of his isolation. He is a prisoner inside a game of his own making. And as the pages go on it seems increasingly clear that he will never get out.
We are accustomed, in novels and films like this, to another party breaking through to the narrator. Something will happen to shake them through their desperation so that their evident state of insecurity doesn’t become all-consuming. They might fall in love. Perhaps there will be a reconciliation, or an epiphany. But that never happens here. The only connections made in Sean’s world are brief and incidental, but the pain from discord resonates below all that. By the end it feels as though the world around the narrator has grown smaller and smaller, draped in a perpetual shroud, while his inner life has expanded out of all knowable proportions; the effect is mesmeric, and terrifying.
‘…I remember my anger at hearing my real dreams spoken out loud by someone else’s uncomprehending voice. “Number five, sonic hearing,” she said. “Number four, marauder. Number three, power of flight. Number two, money lender. Number one, true vision.” Some of the other kids shot laughing looks at one another. It was horrible. People talk sometimes about standing up for what they believe in, but when I hear people talk like that, it seems like they might as well be talking about time travel, or shape-changing at will. I felt righteousness clotting in my throat, hot acid: the other kids were suppressing laughter and exchanging glances; the whole thing was so funny to them they had to punch their thighs to keep from cackling out loud. None of them had actually made a true list like mine, I thought, though this was conjecture…I remember this scene because it was embarrassing to live through it, and because remembering it is a way of knowing that I am half-true to my beliefs when the time comes. I sit silently defending them and I don’t sell them out, but I put on a face that lets people think I’m on the winning team, that I’m laughing along with them instead of just standing among them. I save the best parts for myself and savor them in silence. Number three, power of flight. Number four, marauder. Enough vision to really see something. A stack of gold coins and a ledger. People want all kinds of things out of life, I knew early on. People with certain sorts of ambitions are safe in the Trace.’
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