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Behind and beyond bars

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Perhaps the best book written about a wrongly convicted man is Jack Olsen’s Last Man Standing, a chronicle of the 27 years Geronimo Ji-Jaga Pratt spent caged in a California prison thanks to crooked FBI agents and Los Angeles cops. The narrative starts with Pratt’s childhood in Louisiana, tracks his involvement in the Black Panther party and the decades he spent dwelling in the American gulag, and concludes with his triumphant release from prison thanks to the tireless lawyering of Stuart Hanlon and the late Johnnie Cochran. It’s a fucking amazing read – meticulously researched yet hyper-engrossing, torturous and ultimately uplifting.

But I’ve always had the nagging sensation that Olsen terminated his book at the perfect moment: before the homecoming euphoria wore off and the challenges and mundanity of day-to-day life set in. Can a person truly get on with his or her life when the authorities have stolen the vast bulk of it?

It’s the sort of question the makers of the documentary After Innocence put to eight men who were wrongfully sent to prison. The answers are, as a whole, tear-inducing – most of the men are grappling only semi-successfully with a callous world that’s done little to make them whole. Prison, as one man says, "breaks down your soul. It breaks down everything about you. It takes your manhood. It takes your pride. It takes your decency."

They find themselves struggling with the basics. They have trouble building lasting relationships with lovers. They have trouble finding jobs – how do you explain a 10- or 20-year blank spot on your résumé?

And at times they have trouble simply experiencing emotions. In what you’d expect to be an emotional highpoint, the film documents the release of Wilton Dedge, who is freed from a Florida prison after wrongly serving 22 years for sexual battery and burglary. But on his big day, Dedge looks uneasy and half-zombiefied, as if his decades in the joint have simply siphoned the life from him. It’s perhaps the most telling scene in a film filled with potent vignettes.

While tremendously powerful, After Innocence isn’t flawless. At times the movie is a little talking head-ish, telling viewers what they should think rather than letting them witness the stumblings and successes of the exonerated men. Overall, though, it’s a remarkable work – and one that deserves the widest audience possible. (A.C. Thompson)

AFTER INNOCENCE  Opens Fri/20  Lumiere Theatre  (415) 267-4893  Act 1 & 2  (510) 464-5980  Showtimes at www.sfbg.com  www.landmarktheatres.com  www.afterinnocence.com

True grits

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Punk doesn’t get much more soulful – or outta hand – than Beth Ditto. After watching her tear up the stage at Bottom of the Hill, pulling her enraptured audience members up to dance and taking on "I Wanna Be Your Dog," I shouldn’t have been surprised to find myself chasing the Gossip vocalist down for a phone interview over the course of days, hooking up at the absolute last second. I, like all her other fans, wanna be led around on a leash by the baby-faced diva from Searcy, Ark.

On the line from Portland, Ore., late on a recent midweek evening, Ditto proves that she gives just as good phone as she does soul-stirring performance. Fresh from viewing The Exorcism of Emily Rose ("It was an advertisement for Gambutrol as much as it was an ad for the Catholic Church – they only said it every other sentence!"), Ditto is so winning, earthy, and outright fun in conversation you completely forget about the terrors that came with getting in touch with her in the first place. Runaround – what runaround? I’d much rather get the scoop on Ditto; guitarist Nathan Howdeshell, 26; and their new drummer, Hannah Blilie, 24 (Shoplifting).

"I’m such a grandma," the 24-year-old Ditto says disarmingly. "I’m no good after 11. I got my face off, my glasses on, bra’s off, and my tits are sagging."

SFBG: Were you into punk rock early on?

Beth Ditto: I really identified a lot with Mama Cass. I really like Wizard of Oz. My mom listened to Black Sabbath and Pink Floyd and my dad listened to a lot of Patsy Cline, Kool and the Gang, and the Bee Gees. And, of course, there was a lot of gospel music around. I was a choir kid.

SFBG: How did you come to riot grrrl?

BD: I was a feminist before I was a riot grrrl. I just hated so many things about the world, growing up, in elementary school, my stepdads, and I thought it was annoying how irresponsible they were. I got sick of that. I heard the word feminist, and I thought that’s what I am. I was 13. I did my seventh grade speech on Gloria Steinem.

SFBG: Now the Gossip are huge in the queer music community.

BD: I think the first time it dawned on me was a few months ago, when I realized that people are listening to Gossip records the way I used to listen to Bikini Kill and Need records. That’s crazy because now when I go out to a party, there’s at least one drunk girl who will stop me and talk about that.

SFBG: Do you feel any pressure?

BD: Those are my people. I feel more pressure from the music industry to be more straight-laced or be more thin or to be more toned down. The hardest part is definitely the pressure to be something I’m not.

SFBG: What about your fat activism – has that become more challenging?

BD: The bigger we get the more challenging it is. No pun intended. I think it is hard now because we’re dealing with people who have no fucking idea who Nomy Lamm is, people who have no idea what fat activism is. They don’t have a smidgen of an idea, which tells me they haven’t even dabbled in anything remotely punk or feminist or political. I have my shit figured out, and you realize you live in a bubble with people you think, or hope, have your back.

SFBG: Who turned out to be clueless, in your experience?

BD: People who do your makeup and hair at photo shoots, for fucking sure! Clueless! Not all of them but a lot of them! I can’t have someone do my makeup if they don’t know who I’m talking about if they ask me if I have any ideas and I can’t say, "Debbie Harry ’79" or "Divine the last scene in Female Trouble." If they look at me and say, "Who’s Divine …?" It doesn’t make you a bad person, but I don’t think you should be doing my makeup.

SFBG: What did you want to accomplish with Standing in the Way of Control?

BD: We had a goal of finishing it. We hadn’t put out a record since 2003. Our old drummer was busy all the time. It was obvious that her heart wasn’t in music anymore – she wanted to be a midwife, and she was in school all the time. We toured very seldomly, and we had to say no to all these things we wanted to do.

SFBG: Will you be touring now?

BD: That’s where I’ll be for the next year – on the road, in a van. I’m excited about the West Coast and Europe, but separately – I can definitely not do three months consecutively again. Time home is really important for me. My best friend just pointed out to me, "Beth, you need to be grounded." By grounded, she means being around all of my shoes instead of 10 pair. It drives me crazy. And all of my makeup. I need to be around all of my clothes. Leaving my sweetie [Freddie Fagula] is really hard.

SFBG: How many pairs of shoes do you have? That’s very Imelda-like.

BD: I know it is! I don’t know. Sometimes I’m afraid to know. I’m a high punk femme!

SFBG: Any good gossip?

BD: I burnt some oatmeal cookies. I cook with meat. I’m so meat-and-potatoes – I was raised so Southern. I make chicken and dumplings and cornbread and biscuits and gravy. When it comes to vegetarian things, I’m not a good cook, but I will sure eat the hell out of it.

I had this one person in a band say to me once – we were going out to eat somewhere – "Do you guys eat meat?" I said, "I’ll eat anything. I’ll eat dirt." And he turned around and looked at me and said, "Well, meat is murder." And I said, "No fucking shit! Just turn around and drive the car!" Like I didn’t live in Olympia for four years. "Oh, thanks, you’re really clueing me in." This particular person was just so self-righteous.

SFBG: What did you think of Walk the Line?

BD: Being Arkansan, my Aunt Mary picked cotton with Johnny Cash when they were kids. She used to say to my mom, "Well. He ain’t much. He just that old Cash boy."

Army of glum

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ANY GIVEN FIVE minutes of Battlefield 2 (Electronic Arts) play can resemble the opening scene of Saving Private Ryan. You’re riding in an amphibious tank with your squad across enemy waters. Rumbles from explosions start getting louder and closer. Stray bullets hit the tank’s armor and the water outside. Suddenly you’re on land, the tank stops, and your squad leader yells, "Move!" over your headset. You jump out into utter chaos, bullets flying everywhere, your teammates falling around you. You run for cover as a stray grenade explosion blurs your vision and rings in your ears. With a giant whoosh, a support bomber passes overhead and takes out some enemy tanks. You blitz the checkpoint, trying to pick off remaining defenders and hoping you didn’t miss anyone in the huts that you’re sprinting past.

One of the most realistic war-themed action games ever made, rivaled only by its predecessors, Battlefield 1942 (EA) and Battlefield Vietnam (EA), BF2 is rightfully one of the most popular action games in the country today. It seamlessly integrates land, sea, and air vehicles into lush, photo-realistic maps where trees shake from the force of chopper propellers and snipers hide in swaying blades of grass. And the game play is just as slick as the graphics, allowing you to coordinate complicated team strategies through a simple command system and speak with your squad mates if you have a mic with your computer. The most dynamic part of the game stresses teamwork. Because of its massive strategic depth, if you want to accomplish anything other than annoying people online, you’ll have to work with your team to capture checkpoints and win matches – a feat never quite achieved on this level by other games.

This is the game I dreamed of when I was a kid playing Rogue Spear and Counter-Strike, diet versions of this action-packed feast. But that was before the current ridiculous war and all the oh-my-god footage coming back on television and in films like Fahrenheit 9/11 and Gunner Palace. As the previous games in the series did with WWII and Vietnam, BF2 trivializes the trauma of our current war in Iraq – and a possible future war with China – by making it into entertainment.

The game claims to sidestep politics by presenting a fictional conflict between a hypothetical Middle East Coalition (MEC), China, and the US Marines. The MEC and China switch off battling an invasive United States for strategic checkpoints that your team must camp at for a certain amount of time to gain control of. From the opening cutscene that plays like an action movie with all its destruction-glorifying grandeur, it’s clear that only a nation-player with the will to achieve total military dominance over other countries – and a complete ignorance of the ramifications for the people in those conquered countries – could take pleasure in acting out these scenarios. I’m glad most gamers playing BF2 probably don’t have firsthand experience with military oppression, but games such as this present a disconnect between reality and fantasy that contributes to the acceptance of US military actions.

After 9/11 and the subsequent wars in Afghanistan and Iraq, it’s safe to say that we’ve ceased to live in a bubble. Yet, although BF2 is just a game, its release at a time when 30 percent of soldiers returning from Iraq are reporting mental health issues stemming from the horrors they’ve witnessed, is a sign that our entertainment-industrial complex has shirked its responsibility by uncritically celebrating a very complicated issue, however inadvertently.

The problem is that the premise for war games acts as its own excuse. Nina Huntemann, director of the 2000 film Game Over: Gender, Race and Violence in Video Games, describes how some military games rely on the narrative of neutralizing a terrorist threat without questioning what makes someone a "terrorist" or why we should "neutralize" them. Though BF2 includes little narrative, the idea that there could possibly be a military conflict between the Middle East, China, and the United States is so obvious and predetermined that none of these types of questions even come to mind.

I don’t fault Digital Illusions, BF2’s developer: It’s difficult to sell sensitivity, but it’s easy to sell explosions. I blame a general immersion in entertainment that is predicated on the lie that fantasy is divorced from reality. The fantasy that we are removed from the war in Iraq is one of the things that allows the reality of it to continue.

Video games haven’t just become more like war – war has become like video games. I’ll never forget the moment in Fahrenheit 9/11 when a kid talks about how he listens to the Bloodhound Gang while he sits in his tank and shoots at people. That sounds a lot like what you do in BF2. The war in Iraq is at least partly being fought by kids whose first ideas of war were shaped by video game simulations before they experienced the reality. Like the tactics of dehumanizing the enemy to ease the ethical hang-ups involved in killing them, this extra layer of detachment enables kids to reconcile participating in potentially traumatic events.

Even the US Army actively tries to sell war as a video game. Recently I’ve caught Army recruitment commercials of guys working at computers and coordinating attacks from the comfort of a tent, perpetuating the idea that war can be fought on a flat screen without real-world messiness. Naturally, BF2’s commander screen, on which you can zoom in on different parts of the map and order squad movements or artillery strikes, looks a lot like the graphics flying around an Army commercial.

The Army also invested more than $6 million in a g ame called America’s Army, which it released for free over the Internet in August 2002, less than a year after 9/11 and seven months before war was declared on Iraq. Possibly one of the most sinister forms of propaganda to fly under the media’s radar, America’s Army essentially indoctrinates players into military life through a graphically advanced action game. Openly billed as a recrui tment tool, the game has players make their way through virtual boot camp and then move on to military operations.

Of course, games have always revolved around war and violence, from dodgeball to capture the flag. War is about strategy, problem-solving, and competition, just like most video games. Its popularity as a theme for video games is no surprise, just as it’s no surprise the Army wants to tap into that recruiting pool. These games aren’t desensitizing kids to real violence or instilling them with a lust for it. But the games’ latent values feed an unquestioning acceptance of the United States’ current militarism and normalize it for future generations. I don’t know if we – or the world – can afford another detached generation. Until we find a way to give kids, and, for that matter, adults, a real context for the fantasies provided by the entertainment industry, the enabling disconnect will continue.