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THE YEAR OF ‘SPEARE 04: ‘Making Troy Great Again!’; Troilus and Cressida and Rhetoric.

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Troilus and Cressida 01

IMAGE: Troilus and Cressida (BBC, 1981)

It is an understatement to say that Troilus and Cressida is a hard play to love.  More accurately, it seems near impossible to find anyone who says they love it.  Perhaps more than any other of Shakespeare’s plays Troilus and Cressida is little discussed, infrequently performed, and when spoken of in criticism, usually prefaced with some backhanded commentary (like this) about how baffling a ‘problem play’ such has this has always proved to be.*  In his discussion of the play, Jack Vaughn repeatedly refers to elements of the plot and its characters as ‘botched’, ‘pointless’, ‘unsatisfactory’ and ‘confusing’ (at its very best he calls it ‘stageworthy’).  Harold Bloom, in Shakespeare: The Invention of the Human, calls it ‘the most difficult and elitist of all [Shakespeare’s] works’ (p.327).

I’m a little ashamed to admit that I had no idea what to expect from Troilus and Cressida before approaching it for this discussion.  I’d not previously read it, nor seen it.  I knew almost nothing of its plot, its characters, nor its reputation.  Somewhere along the way I’d gathered that it involved a love story, though I ‘d never read Chaucer’s poem Troilus and Criseyde, upon which Shakespeare based his narrative.  I knew it involved the Trojan War (with which I’m more familiar) but did not know in what capacity, or from which angle he approached it.  So I went in fresh – arguably perfectly primed for the experience – and what I read, and then later saw, was legitimately haunting.  And it would take months, and the daily dispatches of the American presidential race, for me to figure out exactly why.

But more on that later…

In Shakespeare’s canon Troilus and Cressida is a bizarre outlier – and it seems to revel in this disorientation.  Described by some (including the First Folio of 1623) as a tragedy, by others a comedy (in the searing satirical vein rather than the playful or romantic), and still others as a semi-historical riff on Greek myth (the Quarto of 1609 calls it a history), Troilus and Cressida is altogether everything and nothing at once.  It sets up multiple narratives, only to then thwart or undermine every one.  It promises a love story (in its title, no less) that turns into less than a cheap one night stand and a torrent of bitter insults; concerns the most legendary war in human history, and yet reduces it to a gaggle of smug bros flexing at, shouting over, or ambushing one another like cowards.

It’s a play that I have come to learn has a bit of a curious history.  It seems to have never been presented at Shakespeare’s The Globe during his lifetime – although that could suggest many things.  Perhaps Shakespeare was not finished writing it to a producible standard (unlikely); perhaps its subject matter was potentially too inflammatory to be seen (given everything that happens in act 5 this might be possible); or it was performed there and the evidence is just lost.  The first recorded production of the original play (an altered version by John Dryden played during the Restoration) was in the early 20th century, a time that seems fitting for the pessimism and contempt for war that infuse the work.

Ostensibly it is the story of two Trojans, Troilus and Cressida, whose burgeoning romance is cut short by the politicking of their city’s war with the Greeks – but this is all an overt misdirection.  Really the plot concerns the war itself, and the character of the people engaged in it.  The other source that Shakespeare clearly drew upon for inspiration, besides Chaucer, was Homer’s Iliad – and that poem, which proves to be a war book to condemn the futility of war, Shakespeare’s play is similarly critical, offering a scathing social satire.

The play’s myriad subversions of expectation begin from its opening second.  As a prologue, Shakespeare has a narrator enter dressed in a suit of armour to give a brief account of the Trojan War.  There’s the vow to ransack Trojan King Priam’s city; the romance between Paris and Helen; ‘the quarrel’; the disposition of the warriors; the layout of the camps; the doorways of Troy itself.  He talks of the location and security of the two armies, the fortitude spurring them all on to impending hazard, but he also draws attention to his own curious costuming, and the play itself.

He has seemingly come to perform the thankless task of delivering exposition, informing the audience that the story is starting midway through the mythic events of the Trojan conflict, but more than that, he has wandered out on stage, dressed for war, to declare that war is not the principle thing on the menu.  In actuality, his whole speech is a stage-setting distinctly obsessed with defences and deflection – both literal and figurative:

                                ‘And hither am I come,

A prologue armed, but not in confidence

Of author’s pen or actor’s voice, but suited

In like condition of our argument…’ (‘Prologue’, 22-5)

Alongside describing the defences of each army, he is warning the viewer to be on guard too; he even admits that he doesn’t know if the play is any good, nor the acting that great.  He warns the viewer to take nothing in this caustically ironic myth at face value.

Which brings attention to the next great quirk of this introduction: there’s no mention, at all, of the play’s titular characters.  Unlike the introduction of Romeo & Juliet, which sets up the plight of the play’s lovers in a context of conflict and ruin – that of the corrupted ‘fair’ Verona – here the lover’s romance is not even name-checked.  The table is set for war – and perhaps love – but it is all placed deliberatively in a state of potentiality:

‘Like or find fault; do as your pleasures are:

Now good or bad, ’tis but the chance of war.’ (‘Prologue’ 30-1)

War may or may not break out; love may or may not happen; the play may or may not be any good – that will all be up to us to discern.  No wonder the Prologue so overtly alerts the viewer to the artifice of the production – the costumes, the writer, the performers – because the play itself is about to unfold, not as a battlefield, not even as a love story, but as an act of bewilderment.

It is about courtship amongst carnage; except that it’s not.  About mythic warfare; except it deflates that too.  In its title and its prologue, it intrigues us with the promise of wooing, and the tragic majesty of war, but will leave both unfulfilled, instead satirically exposing how empty the longing for both of these things is in a world of empty posturing.

For a story set in a war that famously ends with the sly infiltration of a walled city – the Trojan Horse – these negotiations of guarding and deceit are potent indeed.  As the play proceeds it takes up the images of protection and shielding that pepper the introduction, but in doing so reveals the whole psychology of the war, and these two peoples, Trojans and Achaeans, to be twisted into paranoid defensiveness.

Troilus and Cressida

IMAGE: Troilus and Cressida by J. Coghlan (early 19th century)

The lovers, at first, both proclaim a need to hide their true feelings.  Troilus claims that he has to hide his affection for Cressida (‘buried this sigh in a wrinkle of a smile’ (1.1.38); his ‘sorrow … is crouched in seeming gladness’ (1.1.39));  Cressida has to outpace her uncle’s wit when he tactlessly tries to set her up with Troilus, a man she’s not yet actually met.  Being a woman in this world means remaining constantly at alert against attack.  Cressida lies, she says,

‘Upon my back, to defend my belly; upon my wit, to
defend my wiles; upon my secrecy, to defend mine
honesty; my mask, to defend my beauty; and you, to
defend all these: and at all these wards I lie, at a
thousand watches.’ (1.2.252-6)

Almost immediately after this she reveals that she does in fact like Troilus a great deal, she simply feels she has to hide it from him (and everyone else) lest he lose interest in her for being too easy to win over (and her fears of his fickle affections will indeed be proved true).

Cressida observes:

‘Men prize the thing ungained more than it is’ (1.2.275)

And the play proves her right.  Every longed for object – Cressida; Troy; Helen – is elevated to a state of impossible glory in the minds of those who claim to desire it.  But the result of this affected detachment is, ironically, the devaluing of that which is pursued.  In the case of the women being pursued, this belittling apparently occurs even in their own minds.  Love becomes a boast; a lover a trophy to wave in the enemy’s face.

Diomedes, the Greek sent to exchange Cressida for Antenor (a Trojan prisoner being returned) sees through the artifice of all this ‘nobility’ and is willing to describe it as a bitter squabble over a ‘prize’ that is already devalued by the conflict.  Helen, he says, is now either dishonoured or a whore, with the innumerable men who have died in her name only sullying her worth further (4.1.55-75).

‘She hath not given so many good words breath

As for her Greeks and Trojans suffered death’ (4.1.74-5)

And yet Paris, so enamoured with his ego-delighting prize, dismisses Diomedes’ words as envy, only continuing the pointless cycle of love’s debasement into pride.

The play is overstuffed with characters proudly displaying how little they know themselves.  Ajax claims he doesn’t even know what pride is (2.3.146), and yet he is locked in a petty pissing contest with Achilles; Agamemnon condemns pride (2.3.150) despite his own arrogance being the cause of the rift between he and Achilles; Paris claims to be doing the honourable thing in not offering up Helen, despite it clearly being selfishness; and Troilus argues the moral virtue of keeping the stolen queen Helen – all of which is proved, later, to be a projection of his own fickle lust for Cressida.  He calls Helen:

‘a theme of honour and renown,

A spur to valiant and magnanimous deeds,

Whose present courage may beat down our foes,

And fame in time to come canonise us’ (2.2.198-201)

And yet – as Hector suggests – Troilus is really just hopped up on his own hormonal longing for Cressida, and will abandon all these noble words of honour, and the supposed ‘glory’ of defending a stolen prize with blood, when Troilus’ own moment comes his fellow Trojans decide to trade Cressida away to the Greeks and he doesn’t fight for her.  Not even with more pretty words.

Ultimately, this is a play to make you hate men.  Simpering, cowardly, narcissistic Paris; braying, egomaniacal, thuggish Achilles; hypocritical, inconsistent Troilus; conniving, manipulative Ulysses; sleazy Pandarus; Ajax the blowhard idiot; Agamemnon the smug; Menelaus the belligerent and petty; even prideful Hector.  Mankind, in all its forms, is cast in the most unflattering light.  As Ulysses says, speaking of Achilles but proving a fitting summation of most every male character in the play:

         ‘possessed he is with greatness,

And speaks not to himself but with pride,

That quarrels as self-breath’ (2.3.164-6)

Each is so distracted with ‘imagined worth’ that they become lost in a fruitless battle with themselves.

Meanwhile women – when they are not being disingenuously exulted – are derided, discarded or damned.  Those not placed upon dehumanising pedestals are subjected to other insult.  When Aeneas arrives (Act 1, Sc 2) to announce Hector’s challenge to fight any Trojan brave enough to fight him, the challenge comes loaded with the insult that no Greek has a lover as fine as Hector’s wife, nor one worth defending as he does.  Greek women aren’t worthy loving, he says.

Cassandra, who appears to see through all this idiocy into the madness of it all, goes ignored; Andromache is shushed and dismissed; Helen is squabbled over and objectified, both a jewel and an albatross around the Trojan necks, with no worth but to be lusted after, even by those who hate her; and Cressida, after being pimped out by her uncle, is traded like cattle into her enemies’ hands, is then condemned, both by her wavering, spineless ‘lover’, and seemingly the play itself.  When she even entertains being wooed by one of her captors she is called unfaithful, false, stained, a whore, a depravity that debases all of womanhood (and that’s Troilus saying most of that – the guy who handed her over to his enemies without hesitation, having just slept with her – so, charmer) (5.2.127-31).

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IMAGE: Troilus and Cressida (BBC, 1981)

Women are expected to maintain some impossible, saintly image in this play, to always defend the ‘virtues’ and ‘beauties’ and fantasies that men project upon them, while those same men go to every effort to tear down those defences, to undermine or ignore them.  They are set with an impossible, irrational, doomed task, and then are condemned when they inevitably cannot satisfy these contradictory demands.

In this sense, it may well be Shakespeare’s most modern, if unrelentingly bleak, plays.  In the wake of Gamergate, the uproar over a female Ghostbusters, and an unceasing industry of patronisingly sexist articles like the drooling interview with Margot Robbie in Vanity Fair, this searing indictment of entrenched patriarchy and systemised, celebrated misogyny retains all of its bite.

Amidst this ugliness, Shakespeare does not even offer the audience a sympathetic character with which we can identify.  The closest, perhaps, are two characters who actively repel the audience.  The first, Pandarus, is the play’s most peculiar character.  Distractible, a little thick, so focused on trying to woo Cressida in Troilus’ name that he is blind to most everything else – even Cressida’s seeming indifference.  And yet, if there is an audience equivalent in this play, a window into its fiction, it is he.  When the whole narrative has seemingly abandoned Troilus and Cressida’s story in order to fiddle about in the Grecian camp, watching arrogant men poke one another’s pride, he is the only one left asking what is going on with the love story that gives the play its name.  In a suffocating war, he still raves effusively for love.  Like the audience, he seems to be the only one who came to see a love story; and so, by the end of this play’s action, he is left sick and mad, destroyed both body and soul in the face of so much hate and carnage and waste.

The second potential point of view character for the audience is Thersites, a guy so cynical and fed up with everyone around him that when faced with death his bid to live is: ‘I am a rascal; a scurvy, railing knave; a very filthy rogue’ (5.4.27).  Essentially, I’m not worth killing because I’m a scumbag who doesn’t care about any of this war crap.  And while that is a bold self-critique of the play and its themes, it makes it a difficult work (as the play’s prologue warned) to love.

It is probably this wilful discomforting of the audience that has led to this being one of Shakespeare’s least filmed plays.  There are no major motion pictures based on his script, and the one production I found to view (there is another 2015 short film version that I’ve not been able to track down) comes from the BBCs television film series in which they were obligated to produce every one of this works.

Troilus and Cressida (1981) is worth watching, though, as it makes some curious choices in its staging, casting, and acting that only adds to the undermining of expectation that begins from the first moment the actors step on stage.  The result is a series of stylistic choices that annoyed me at first, but that are clearly designed to create a jarring effect which ultimately won me over, even if my unease with the original work still remains.

Firstly, it has to be said that the mythic soldiers of Greece and Troy are rather a bit older than one might expect, and (to put it politely) considerably less battle-ready than the text itself would suggest.  Across the board the acting is solid (if leaning a little too far into stagey pronouncement at times), but the performers’ age and appearance make all the talk of warfare and bloodshed and hand-to-hand combat comical.  When war councils are called it looks more like a gaggle of AARP members passive-aggressively bickering over how to split the cheque at the early bird buffet.  When Achilles turns up, the most brutal, merciless, unstoppable warrior of all time looks like a retired plumber.  And although according to legend the character of Aeneas will go on after the events of Shakespeare’s play to gather the refugees of Troy, travel perilous seas, have a doomed romance with Dido, descend into Hades, invade Italy, and found the great nation of Rome, here he looks like Santa Claus in a duffle coat.  After he delivers a message he looks like he needs a good lie down.

There’s no fury, no passion, no sense of urgency in any of them.

Clearly this was a deliberate choice rather than merely the natural result of a 1980s BBC casting call.  Troilus and Cressida are played by comparatively younger performers, so it draws a bold visual distinction between the titular lovers and everyone around them: youth versus weary age; idealism versus cankerous cynicism; affection versus  self-adoration.  However, the consequence is a play that undermines its central characters from the very start – opening them up to the satire that courses throughout every aspect of the play.

Unfortunately, for me, this creates a stumbling block in the production.  Rather than sharing Troilus’ misconception that his fellow warriors are men of nobility and honour, only to later be disabused of this misconception, we begin already mystified by his misplaced regard.  For Troilus, his disenchantment with war and love and valour is four acts away; for the audience it occurs as soon as Aeneas shuffles onto stage and sighs in Act 1 Sc 1, robbing the play of its methodical unpacking of ‘heroic mythology’ by making the subtext immediately text.

Again, this is no doubt part of the desired effect, but by keeping the conflict so abstracted from the glib posturing of these heroes, by making them so comically unfit for war in the first place, to me, the play gives away the thematic twist all too early, meaning that the audience is never able to invest in the mythos being dissolved.  We begin contemptuous of Troilus’ delusions long before his – and his society’s – hypocrisies are revealed.

Troilus and Cressida

IMAGE: Troilus and Cressida (BBC, 1981)

The set design and costuming are similarly a curious mix of anachronisms.  There is more than a bit of Doctor Who to the production – not surprising for a BBC television production with a limited budget – with only two sets, a great hall in Troy and a Greek encampment, getting filmed from multiple angles to give an illusion of expansiveness.  For its part, Troy has a Giorgio de Chirico vibe, filled with staircases that go nowhere, empty corridors into nothing, bare arches and plinths, with the whole environment having no sense of yet being under siege.  The Greek camps are seething mud and campfires, cramped tents spilling over with throw pillows and prostitutes.  There’s a marked contrast between the two spaces, but no real sense of how they relate to each other.  The fighting between Trojan and Greek is sparse, filmed in awkward close up, or in the case of Ajax and Hector, as an afterthought slap-fight in the background.  The only real sense that the Greeks are in any way inconveniencing or encroaching upon the Trojans comes in the final scenes when the dead and dying start piling up.  Only then does the stark, museum lighting give way to a shadowy gloom.

Just personal preference, but I’m less in love with the costuming – this production chooses to ditch the ancient Mediterranean for more of a renaissance fair vibe – because the chipping away of the classical pseudo-historical myth of the Trojan War  seems to me to be the point of the play.  However, the alternate-reality perpetual-war evoked by this grab-bag of outfits and set design works well enough.

For a couple of months now, both before and after I saw this BBC version, I’ve been trying to diagnose what it is about Troilus and Cressida that so unnerves me.  Yes, it is a dark satire.  It sells itself on themes of love and heroism, only to actively denigrate those concepts; to prostitute them out, in the language of Pandarus, until, like him, they are diseased and vile.  And for that, I admire the work, and the statement about humanity it makes, as callous and spiteful as that message proves to be.  But there’s something more, something I find genuinely disturbing.  And then, this past weekend, I read an article by George Saunders in The New Yorker called ‘Who Are All These Trump Supporters’ and it all clicked into place.

Saunders’ article is about the rise of Donald Trump throughout this presidential campaign, and the temperament of his most ardent followers.  It explores both the grassroots supporters and the protesters that frequent Trump’s rallies: those that turn up to cheer, that parrot the talking points, that jostle and attack and whip themselves into a fury on both sides of America’s needlessly bifurcated political spectrum.  As you can imagine, it is a dispiriting read.  But what it reveals most is that there is an impulse – in the vile, intolerant rhetoric that Trump uses to enflame his followers’ sense of disenfranchisement; in those supporters’ willingness to overlook or excuse the repugnant behaviour of their presidential hopeful; and in the protestors’ willingness to descend into the same bigotry and rancour they claim to oppose – to willingly devalue the very principles one is hoping to celebrate, if it means claiming victory over your opposition.

As Saunders displays, Trump and his supporters want to protect free speech – unless someone else is saying something they don’t like.  They want to make their country great again – by ignoring its founding principles of freedom and papering over the realities of its history.  Protestors against Trump want to stop the racist slurs and invective – unless they are the ones using it.   And everyone, everywhere, on both sides, is intent on propping up whatever their position is by making fraudulent assertions, claiming to be the most patriotic, and mistaking bullying aggression for strength.  It’s Troilus and Cressida – only it is stripped of all the mythology and just lying bare and ugly for all to see.

As human beings we live in a perpetual state of opposition.  We identify ‘Others’ and try to distinguish ourselves through the contradictions in our world views.  Us and them.  Male and female.  Democrat and Republican.  Trojan and Greek.  But what we miss, in this blind, defensive posturing, this willingness to boil everything down to a false bipolarity of thought, is the similarities in our behaviours that bind us (even if sometimes only at the most base, lizard-brain, elemental level) to one another.

The consequence is that we now live in a time where public discourse itself seems to have devolved into a despairing farce.  A time when news organisations blatantly perpetuate their own narratives  and create their own ‘facts’.  A time in which one of the two nominees running for control of the most powerful country on Earth – a candidate whose popularity resoundingly trounced his rivals – is a man that routinely demonises immigrants and Muslims and ‘elites’.  Who insults women, mocks the disabled, and scoffs at prisoners of war.  Who celebrates himself after national tragedies, advocates for war crimes, and looks to Mussolini and multiple white supremacists for inspirational quotes.  A man so insecure and desperate to prove his machismo that he has to stop a presidential debate to assure that world that he has a wonderful penis.

Trump pledge

IMAGE: Donald Trump at the University of Central Florida, March 2016

I said earlier that Troilus and Cressida might well be Shakespeare’s most modern play.  Not only for its gender politics, but for the scathing catalogue it offers of a world of self-destructive misogyny, xenophobia, and feckless bluster, one that celebrates arrogance and  ignorance and brutality in a cruel, empty campaign of fraudulent self-gratification.  Sure, these have all been features of contemporary society for generations now – Shakespeare clearly saw some of it in the turn of the 17th century – but in the wake of the Trump Presidential campaign, now it seems downright prophetic.

Troilus and Cressida promises much – the great romance of Romeo & Juliet, the heroic battle of Henry V, the interrogation of human interiority of As You Like It, even the tragedy of Hamlet – and yet it thwarts these at every opportunity.  It shows the emptiness of its ‘tragic’ heroes, reveals characters driven by blind obsessions and pride, reveals war to be an ugly, deceitful, squalid business, and exposes it’s ‘lovers’ as inconstant frauds.  It is a play that dares you to hate it (again: that prologue), and yet in its constant frustration of expectation it becomes a fascinating, if disturbing, portrait of humanity’s natural inclination toward self-deception and fear.

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IMAGE: Pandarus, Troilus and Cressida (BBC, 1981)

This play ends with a madman ranting about how diseased he and his world have become.  Trump, the world-view he espouses, and the slurry of bloodthirsty bipartisan hate speech that he has gathered around himself, seem equally as contemptible.

Just not as honest.

donald-trump

IMAGE: Donald Trump

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* The term ‘Problem Play’ was coined by F.S. Boas in 1896, and is used in reference to Shakespeare’s Troilus and Cressida, Measure for Measure, and All’s Well That Ends Well – all plays that are too dark and filled with disturbing subject matter to be easily classified as comedies, and yet too playful in tone to be outright tragedies.  Of course, the term ‘Problem Play’ is itself plenty problematic.  Other titles are frequently added or subtracted from that list, including Merchant of Venice and The Winter’s Tale, and the term itself remains contentious, with many critics not recognising its validity at all.

***

 Texts mentioned:

Book: Troilus and Cressida by William Shakespeare (ed. by Kenneth Muir, Oxford World’s Classics, 1982)

Production: The Complete Dramatic Works of William Shakespeare: Troilus & Cressida (directed by Jonathan Miller, BBC television movie, 1981)

Shakespeare: The Invention of the Human by Harold Bloom (Berkley Publishing Group, 1998)

‘Troilus and Cressida’ by Jack A. Vaughn, from Shakespeare’s Comedies (Frederick Ungar Publishing, 1980)



Things Strange: The Nostalgic Dungeon Master of Stranger Things

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IMAGE: Stranger Things (Netflix)

SPOILERS: Dear Human Beings of The World,

Before you read this, watch ‘Stranger Things’. Watch it immediately.

Do not let anyone (like me) spoil anything about the story. Do not let anyone (like me) say cute lines from it that you will then be waiting to hear uttered by some character in some scene or other. Don’t read supplementary articles (like this very one) talking up its themes or hidden references or whatever. Avoid the AV Club. Don’t even ask anyone if it’s good (it is).

Just watch.

Go in fresh and unspoiled and have an experience.

I’ll see you on the other side.

*     *     *

The zeitgeist is funny.  It can speed along so swiftly.  What one moment was a cult delight, shared like a conspiratorial whisper, the next becomes a full blown sensation, awash with critical recommendations and twitter trending and unchecked, enthusiastic praise.  But then, as predictable as it is petulant, comes the counterattack.  And this has become particularly virulent in the age of the internet.  Once one of these kinds of entertainment convergences appears is gathers speed so fast that it seems but a moment before a saturation point is reached, and people suddenly feel compelled to deride what was once considered great.  They clamour to tear it apart in nit-picking autopsies that attempt to explain away that initial magic that others (not them, certainly) felt, and drag its makers low for their hubris, as if the whole experience was just a con job on us poor, rube viewers.

It’s strange.  It’s a strange thing.

It’s Stranger Things.

Because in the mere two months since it was released into the wild with almost no fanfare (July 15th), Stranger Things has already lived out this absurd pop culture mayfly life cycle.  From surprise critical darling, to over-rated hack job.  And, what this lightning-in-a-bottle series shows – arguably more acutely than any other – is that these kinds of analytical roller coasters can reveal more about audiences than they ever do about the text under scruitiny.  Because Stranger Things didn’t start strong and fade away like LOST.  It didn’t get snarled up in its out increasingly dim-witted mythology like X-Files.  The entire thing was released and disseminated in one day.  It went from bewilderment, to behemoth, to backlash, without changing a single frame.  It was the voices in the audience surrounding it that changed.

For my part, I loved it.

And for once – for perhaps the first time in living history – I was in on the ground floor.  I happened to be in the United States when Stranger Things was released (fittingly, I was actually in Indiana), and happily got to enjoy an unbiased experience of the show.  Before the memes and spoilers and think pieces started rolling out.  Before people began quoting things in their facebook feeds, ‘Where’s Barb?’ became a catch-cry, and fan theories mapped out the shared universe theory with Parks and Recreation.

It popped up on the Netflix feed as a peculiar looking genre throwback.  Some forgotten film from the eighties I might have watched at a drive-in theatre that had been randomly exhumed from the streaming library’s algorithm.  I read the description, only half taking it in, and pressed play.  Five minutes later I knew I was going to follow that show wherever it led.

It was sumptuous and lean and wry.  It’s characters layered and fully fleshed.  It was psychologically horrifying, poised and menacing without resorting to empty jump scares or gratuitous gore.  And it deftly collided at least three separate genres into one, juggling its point of view so as to never sacrifice one for the sake of the others.

On one level it was a boy’s own adventure romp, part ET part Famous Five, in which the investigation of their friend’s disappearance leads a handful of friends to meet a young girl with impossible powers.  It was a tale about being on the precipice of young adulthood; riding bikes through the neighbourhood; growing out of the innocence of childhood; tasting the burgeoning freedom of a relative autonomy, only to discover that adults can dangerous liars with malicious agendas.  On the level of the teenager characters, it was a monster flick.  Part Nightmare on Elm Street, part IT, it was about confronting the terrors of adolescence, like peer pressure, marginalisation, sexual shaming, and being treated like a figurative (and literal) piece of meat.  For the adults, it was a conspiracy tale about fighting against the inexorability of loss and despair; where children die, and relationships erode, and you have to struggle to retain your sense of self against the dispassionate forces of mortality and corporate conspiracy.

And for eight episodes these three plotlines hummed along until colliding in a communal effort to reclaim the young boy who had been sacrificed to the conventions of genre in the season’s opener, setting all of these narratives in motion.

I thought it was splendid.  Drawing upon a rich history of familiar influences, but presenting something audacious and unique.

Little did I realise that I was wrong.  And the show was bad.  And that my nostalgia had been exploited.  Thankfully I had critics like Film Crit Hulk, who are sick and tired of the adulation that this show has received over the past few weeks, to set me straight.

Because didn’t you know it was riddled with nonsensical creative decisions?  Like, didn’t you realise it was silly of the show to linger on the moment where the towns people think they have discovered the missing boy’s body and grieve his death?  Well, it was.  Film Crit Hulk made sure to point out that the show was dumb for doing that because, as viewers, we already suspect that he might not actually have died.  …Even though what was actually being depicting was the characters feeling this despair, rather than some gauche effort to spoon feed a viewer response through the screen.  Also, at this point in the narrative, in truth, we really don’t know what is going on with the boy – he might well be a dead, disembodied spirit.  But never mind all that.  Because didn’t you also know that a young woman seeing something mysterious, then crawling into it instead of scurrying away in fright is totally unrealistic?  …Even though her progression from meek, objectified beauty, to fearless pursuer of truth is central to her character arc.  Because never mind that either.  And surely it doesn’t make sense for a young boy risk endangering himself because his friend’s life is being threatened.  …Even though his character has been repeatedly established to have an overly-empathetic nature, even to his own detriment.  Nope.  Never mind that too.  Despite all of these things arguably making sense, be assured that none of them make sense.  Because reasons.  Because shows have to behave in the predetermined ways that Film Crit Hulk has decided.

So bad show is bad.

(And yes, that’s Film Crit Hulk.  The same guy who furiously defended the lazy, racist nihilism of the Mass Effect ending because he had head-cannoned over its garbled script with a pseudo-philosophy about the cyclical nature of existence.  Who disliked The Dark Knight Rises because he was convinced a distraught Christopher Nolan, still mourning the death of Heath Ledger, had been dragged against his will through the writing and filming process.  Suddenly now an audience projecting anything into its experience of a text – nostalgia; an awareness of hackneyed narrative conventions – is a sign of the text’s weakness, and the audience’s poor, sad foolishness for buying into all this malarkey.)

The show trades in nostalgia, he complains.  It asks you to accept the characters’ logic about alternate dimensions and psychic links without always holding your hand through the justification of such leaps.  It invites you to run with some plot points and ignore others.  On occasion it leans into spectacle as narrative shorthand.  And somehow all of this is outrageous – as if it has never happened in cinema before.  …Except for all of the countless times it happens in the many films and books to which the series lovingly pays homage.

And that, to me, is exactly the point of Stranger Things, and why such criticism rings so hollow.

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IMAGE: Stranger Things (Netflix)

Despite what I’m saying, I don’t mean to attack Film Crit Hulk specifically.  His is by no means the only negative review.  His scathing reaction against the validity of the show in particular just strikes me as representative of the critical double standards to which the series is now being subjected.  Because while Film Crit Hulk has many skills as a critic (at this point I would strenuously argue that the all-caps affectation is decidedly not one of them), his strength has never seemingly been in separating out his personal bias from the interpretation of a text.  Nor, I should add, should it be.

Criticism is an act of intimate engagement with a work of art, an interplay between audience and text.  Just like every viewer sitting down to watch a summer blockbuster, or curling up on the couch with a favourite Austen novel, or firing up a beloved videogame in which the controller already hums with anticipation, one’s own predilections and preoccupations are an unavoidable factor in the experience.  It is that very intimacy that many creators can utilise in their craft.  It’s certainly such a familiarity that the Duffer Brothers – creators, writers and directors of Stranger Things – employ to simultaneously welcome and unsettle their audience.

Because despite what its detractors claim, the eighties aesthetic and storytelling Stranger Things repurposes do not merely operate as window dressing.  It doesn’t use its period setting as a crutch to avoid dealing with the cell phones and internet coverage, nor as a cloying wistful wallpaper to cover holes in its plot.  It’s an earnest throwback to an earlier time, both stylistically and narratively, and this period specificity proves to be key to its purpose.  It’s a bower bird, meticulously fashioning a nest from the scraps of the past, operating as a near perfect union of theme and text.

To begin with, there’s a lovely superficially irony in the way that Stranger Things – a show that you can view alone on a streaming service that enables you to avoid speaking to anyone outside of your house – evokes the bygone experience of going to a video store and scrounging through the aisles for some under-loved cinematic curio.  It calls to mind that communal experience of personally sharing physical media, of pressing a VHS copy of Ridley Scott’s Alien or John Carpenter’s The Thing (taped off television and labelled with black marker), into your friends hand and making them promise, just promise, to watch it.  Just so someone you know can go on that journey with you.

More significantly, however, there is the way in which the series actively subverts expectation by playfully reconstituting the familiar.  Because oddly, what many of the critics of the show miss (or perhaps haughtily dismiss) is the most abiding narrative analogy that Stranger Things repeatedly invokes in its storytelling.  The entire show communicates itself through the lens of a game of Dungeons & Dragons.  The first scene of the series presents four boys sitting around a card table playing a session of the game; the final scenes of the concluding episode returns to those same boys, now reunited, completing their campaign.  In between, the parallel universe into which people are being sucked is spoken of in the language of the D&D shadow realm; the monster vomited up from the darkness is named after a creature from their fantasy journey, the Demogorgon; Will’s actions (‘He cast protection’), and the remaining boy’s friendships, are all rationalised though the rules of teamwork that govern the game; and the creators of the show even poke fun at their own unresolved story beats in the final scenes when the boys all chastise Dungeon Master Mike for leaving strands of his plot unexplained (‘What about the lost knight?’ / ‘And the proud princess?’ / ‘And those weird flowers in the cave?’) despite having ten hours to wrap up his campaign (two hours longer than the show itself).

Dungeons & Dragons is about taking familiar conventions and characters and situations – treasures, wizards, monsters, mysteries, magic powers, quests, etc. – and fluctuating them in unique ways, creating new situations in which to inhabit, and by doing so, exposing aspects of those disparate elements that you never perceived before, or that were never previously present.  By inviting the audience into a remade fiction, riffing on the familiar, the whole campaign becomes something new.  Done well, it creates an experience, in the process of upending these conventions, more than the sum of its parts.

And that it precisely what Stranger Things, by touching the conventions of the old but remaking them new, presents.  The series itself operates as a Dungeons & Dragons game.  The hysterical, possibly unhinged single mother of conventional genre narratives, here becomes an unflappable badass; the lazy county sheriff is revealed to be a dogged investigator willing to embrace surreality; the hackneyed douchebag boyfriend trope rebels against his cowardly, dickish nature; the iconic outcast boys on their Goonies bent are now hunted by killers, see necks snapped and brains crushed in front of their eyes, and learn that every moment of their lives, perpetually and for the rest of their days, exists on the precipice of a world of pitiless darkness that can swallow them whole in an instant.  So, fun!

And in perhaps the best rebellion of type, the attractive young bookworm brushes up against her sexual awakening, but isn’t punished and killed for it; rather she goes all monster-hunter, and tells her parents, the cops, her boyfriend, and even the cute-but-sullen outcast to whom she is warming to all go screw off when they try to demean her or dictate her life.  And even in her final scene, when narrative convention would suggest that she should have hooked up with the weirdo with the heart of gold, she zigs again to remain with the conventionally ‘bad’ boyfriend Steve, who has traded the Kevin Back in Footloose ensemble for a goofy Christmas sweater.

All these things – these rote, familiar things – are appropriated and made strange.  And in so doing the show crafts something wholly individual out of the chrysalis of the past, turning the comfort of nostalgia against itself.  In a way, the ‘upside down’ is the wellspring of genre that the Duffer Brothers have touched, and from which this show, misshapen inexplicable creature that it is, emerges.  Stranger Things subsequently defies convention and allows characters traditionally marginalised in popular culture to assert themselves beyond the stereotypes of ‘crazy single mother’ and ‘un-virginal slasher film bait’.  It reveals the past to be a dangerous place, shows youth to be more dangerous and psychologically devastating than it appears in Spielberg’s nostalgic Amblin glow.  It doesn’t mean that you cannot enjoy the show if you have not been steeped in texts it evokes, but it does mean that if you have, it can potentially speak on multiple levels at once.

But above and beyond all that, on every level, the series is about letting your freak flag fly.  About not apologising for what you love, as hokey or rough at the edges as it might be.  It is a show that encourages you to identify with the self-possessed teen who no longer hesitates from asserting herself – in either the world or the narrative.  With the mother who loves her kid enough to not give a good goddamn if the rest of the town thinks she’s nuts.  The detective who doesn’t back down when he decides to give a crap.  The lonely weirdo, more afraid and more powerful than people know, who just wants to find a place in the world.  With the outcast boys young enough in spirit to still believe in the magic of collaborative imagination.

Consequentially, the fact that there are critics who look at Stranger Things and declare its period setting meaningless surprises me; but the thought that anyone could point at its invocation of overplayed tropes and not see the way in which they were being necessarily subverted, rewriting these tired conventions, astounds.  But that’s just the thing: not everything is meant for everyone.  That’s the beauty and the penalty of subjectivity.  Critics like Film Crit Hulk clearly do not see what I see in the show.  And that’s fine.  Dungeons & Dragons is not a game the whole world can experience at one.  Each round is uniquely tailored by its Dungeon Master to a specific audience.  And as the audience, you have to know the rules and be prepared to test them.

Most of all, however, you have to be willing to play.

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IMAGE: Stranger Things (Netflix)


In the Shadow of the Shadow of the Bat: Why Batgirl Rocks

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[Given the recent uproar over the depiction of Batman and Batgirl in the latest animated DC movie adaptation of The Killing Joke, I thought this piece was worth republishing.  A version of this column originally appeared on PopMatters two years ago – hence the dated references.  Remember when we only suspected but didn’t yet know that Batman v Superman: Drawn and Quartered was a sloppy, nihilistic hate screed?  Ah, the innocence of ignorance.]

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The question of who, ultimately, is the ‘best’ superhero has haunted the minds of nerds for generations.

…Well, at least two generations.  Three maybe?  Four?

It’s why we squee in delight watching Joss Whedon’s The Avengers, seeing our heroes smack each other around a little ­before they all team up and order bowling league uniforms.  It’s why Superman and the Flash keep racing each other around the world just for funsies.  It’s why there are still some people inexplicably excited about Zack Snyder’s upcoming cinematic atrocity, Superman v Batman: Drab and Senseless, because at the very least it promises the sight of Supes and the Bat slugging it out – or, more accurately, the opportunity to see Snyder slavishly recreate Frank Miller’s The Dark Knight Returns comic panels without troubling to use any imagination or storytelling craft for himself.

(Speaking of Batman v Superman, if I can just take a brief tangent for a moment: no doubt others have already made this observation, but ‘v’ is actually used to indicate a legal battle, not a physical one.  So unless Bruce Wayne is fronting the money for a class-action reckless endangerment suit against Superman for all that carnage he caused in the last film, the title seems to be yet another sign of how little thought Snyder and his writer Goyer are again putting in their next script.)

In many ways it’s a timeless argument – an ongoing rhetorical debate that delights in colliding our greatest pop cultural loves.  Immediately preceding comic books every gothic monstrosity from Dracula to Mr Hyde to the Mummy was battling it out for popularity in cinemas and fiction (eventually also appearing in crossover films like Frankenstein Meets the Wolf Man (1943) and House of Frankenstein (1944); the spirit of which continue to this day with the Alien Vs. Predator franchise).  In fact, I don’t doubt that there were at least two nerds way back in ancient Greece standing about bickering over who would win in a knock out street brawl between Poseidon or Apollo.  (Poseidon.  He’d play dirty.)

But no matter how much fun it is to bandy around  comparisons and swim in hypotheticals, for a lot of people – myself very much included – the question of which superhero wins the day already has a definitive answer.  It’s one of those ‘Who’s the best, not counting…’ kind of inquiries.

Because it’s Batman, right?

That’s certainly the answer I’ve had locked and loaded since I was a child –  before I knew any of the intricacies of the Marvel and DC universes.  Before I could parse the individual influences of figures like Jack Kirby, Alan Moore, and Steve Ditko upon their medium.  Before Christopher Nolan and The Avengers films had rescued the superhero  genre from its sad, cheesy stagnation.  Even before the glorious Bruce Timm Batman Animated Series and its Superman and Justice League sequels.  Before all of that, my mind was already firmly made up.

It’s Batman, y’all.

‘Yeah, but, yeah, but – Green Lantern’s ring can create anything he imagines…’ my invented-purely-for-the-purposes-of-this-example dearest childhood friend would argue.

‘Nope.  It’s Batman,’ I would reply.  ‘Cause he doesn’t need dumb space magic to fight crime, and he’s not allergic to the colour yellow.’

(…Seriously.  He can imagine into being a fully-functioning space ship to travel across the stars, but if someone comes at him with a handful of paint swatches labelled ‘Daffodil’ and ‘Buttercup’ and he crumbles?)

‘Well, what about Superman?  He’s got laser eyes and can fly and stuff…’

‘Nup.  Cause Batman can swing through the city with grappling hooks, and he doesn’t have any lame McGuffin weaknesses.  …Except, you know, for all the crippling psychological despair.’

‘Wolverine’s got claws and fast healing…’

‘Batman’s got a utility belt and a stuffed dinosaur.’

‘What about Spawn?’

‘You’re not even trying anymore, are you?

It should be said that I have heard a stunningly persuasive argument made for Wonder Woman – but still, for me, that same trump card always applied: Batman is ‘best’ precisely because he doesn’t have the powers that the other heroes are gifted with.  He punches well above his weight, a mere mortal amongst gods – not only meeting their gaze, but more often than not staring them down.  The most human of all super-humans, he exemplifies the virtue of using wit and passion and dogged stubbornness to turn his weaknesses into strengths; to do what he knows is right, even if it’s never easy.

And that all seemed very persuasive for the longest time.  Indeed, for a rabid Batman fan like myself, it offered a wonderfully smug sense of superiority.  All other heroes just seemed lazy by comparison.

What’s that Spider Man?  You want to complain about how the Daily Bugle doesn’t love you enough?  Well why don’t you go cry about your super strength and spidey senses to your supermodel girlfriend.  And how about you, Thor?  Yeah, it must be tough being a magical, immortal, impervious Nordic prince.  Who can fly.  With those pecs.  And you – shiny guy.  What’s your deal?  …Silver Surfer, you sayWhat, you just surf around everywhere?  Through space?  In the indentured service of a psychotic, galaxy-eating god?  …Well, sucks to be you.  At least you got a surfboard anyway.

And put some pants on.

But you know what?  For all my years of confident self-satisfaction, hand-waving away all debate, the truth I’ve now come to realise is: I was wrong.

It’s not Batman – although I was in the right ballpark.  Instead it’s that other hero in the winged-marsupial get up.  The one too often swallowed by the big guy’s brooding, omnipresent shadow.

It’s Batgirl.

I realised because of the zipper.

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IMAGE: Batgirl new costume (MTV News)

See, the past few weeks Batgirl has gotten some press due to her new creative team’s decision to update her costume along with some tweaks to the narrative.  For the most part, it appears that the response to the new look has been positive; and personally, although I will always favour the Bruce Timm animated series redesign, I really like the new look too.

Thankfully Batgirl has never been a character over-sexualised in her depiction – no Power Girl cleavage-heavy swimsuits or fishnet anythings – and happily that tradition continues.  The new uniform looks sleek and functional.  Made up of a leather jacket, detachable cape, Doc Martens combo, it has character, it’s not just some new splash of purples and yellows on a cookie-cutter skin-tight spandex, or that weird goth-gimp mute batgirl they went with a few years ago (who, yes, I know, wasn’t Barbara Gordon).

It’s nice to see her outfit reflect more of her personality.  Young, adaptable, stylish and practical.  It’s colourful but not garish; chic but not some instantly-dated stab at being ‘hip’ (just go back and look at the original Superboy ’90s redesigns to see just how archaic trying to manufacture ‘cool’ can be).  The whole ensemble is a piece of functional fashion that she chose to put on to do her job.  And significantly, the Bat-insignia is not some grim shield emblazoning her chest.

It’s got a zip up the middle of it.

And that’s what got me thinking…

It made me realise: perhaps it’s no surprise that I’ve overlooked her for so long.  After all, viewed superficially, Batgirl can seem more of an addendum than a protagonist in her own right: she was an addition to an already established franchise; she didn’t invent the whole ‘bat’ motif, she just cribbed it off the other guy.  That bat isn’t a symbol of her operatically memorable origin story.  She just wears it.  She wasn’t even Batman’s first assistant.  To those unfamiliar with the lore it might even seem like she’s meant to be lumped in with all the other ‘bat’-prefixed material – like Bat-Mite and Bat-Hound and the Bat-Cycle – as though she were not only subservient to Bruce Wayne’s tortured tale, but merely an accessory in service of it.  She’s branded with his story, she doesn’t forge one of her own.

This tendency to  disregard Batgirl’s autonomy has always dogged the character, stretching right back to her first ever incarnation.  Some critics, such as Bill Boichel in ‘Batman: Commodity as Myth’ (The Many Lives of the Batman: Critical Approaches to a Superhero and his Media, eds. Roberta E. Pearson and William Uricchio, London: Routledge, 1991, p.13) even argue that the initial version of ‘Bat-Girl’ (Betty Kane, who was the niece of ‘Bat-Woman’ Kathy Kane) was only ever introduced to serve as a lazy heterosexual love interest.  Supposedly, she and her aunt were to be romantic pairings for Batman and Robin, blatant attempts to assuage the Comic Code Authority’s paranoid fears over a ‘homosexual’ agenda in the heart of the mythos.  Sure, she went on colourful romps with the caped crusaders, fighting crooks and aliens and hypnotism and magical genies, but she was ultimately just in it for the chance to win over Robin’s heart – even though he had already pledged his heart to Lady Justice herself (swoon!)

As Will Brooker points out in his exceptional analysis, Batman Unmasked: Analysing A Cultural Icon (London, Continuum, 2000, pp.101-70), the truth of Bat-Girl’s introduction and her contribution to the text is far more multifaceted than this, but these marginalisations – whether real or imagined – have continued to occur throughout the character’s history.  She’s considered decorative: a heterosexual disguise; an ingredient for a love triangle; a bone thrown to female readers.  Indeed, sometimes it feels like people only bother noticing Batgirl when she’s got a snazzy new outfit, or the gossip media is making pissy comments about how ‘fat’ Alicia Silverstone looks in her rubber suit.

Indeed, such dismissals are why I have a problematical relationship with one of the most universally acclaimed Batman graphic novels of all time: The Killing Joke, by Alan Moore and Brian Bolland (DC Comics, 1988).

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IMAGE: From The Killing Joke, by Alan Moore and Brian Bollard

Wait – was that the sound of angry mob torches being lit?  Hold on.  Hear me out.

I’m not saying that The Killing Joke is a bad story.  It’s rightfully considered one of the great Batman tales: a brief, harrowing glimpse into the perpetual conflict of Batman and the Joker, and the carnage that their entwined obsession leaves in their wake.  For those who haven’t read it, it’s well worth seeking out.  If for no other reason than that it introduces greater depth and complexity to the Joker, a character that had frequently been depicted as little more than a colourful buffoon.  It has indelibly impacted every presentation of the clown prince since, even being directly cited as an inspiration for both Tim Burton and Heath Ledger in their iconic characterisations in cinema.

Briefly, the story concerns the Joker making one final, sociopathic statement about how frail the human psyche can be.  He decides to show Batman how ‘one bad day’ can unhinge a previously moral, upstanding person, hoping to fracture the divide between hero and lunatic.  To do this he decides to destroy Commissioner Gordon – Batman’s ally and the most upstanding man in Gotham – by surprising him in his house and brutally, savagely assaulting his daughter – going on to create a gruesome exhibition of her torture and pain.

And at this point you can probably predict what my issue with the story is.  In order to tell a story such as this there had to be a real casualty – someone to symbolise that the Joker had finally gone too far.  The Joker had to step over the line from killing random strangers (figures we, as readers, we can feel horrified about, but ultimately forget)  to permanently, violently impacting one of the principle characters.  In service of the plot, Moore selects Batgirl, now Barbara Gordon, to become that sacrificial lamb, turning her into another frustratingly familiar example of the ‘woman in a refrigerator’ trope since her suffering is used to cause Commissioner Gordon – and by extension Batman – the most acute possible pain.  She gives them a reason to fight harder, to brood deeper, to feel even more.

Sure, in subsequent stories Barbara transformed into Oracle, rescuing herself from victimhood by proving to be all the more extraordinary – continuing to fight crime in spite of her disability – but for the span of Moore’s narrative, in service of the specific tale he was telling, she was reduced to the role of victim: shot, stripped naked, photographed (and as some have inferred, perhaps even raped).  She’s not even shown being Batgirl.  Her only actions throughout narrative (aside from squirming in agony) are to serve her father a cup of tea and nag him about getting his clothes dirty.  In fact, to make the act even more arbitrary, the Joker doesn’t target Barbara because she’s Batgirl – he knows her only as Gordon’s daughter.  So in a twisted irony she is punished not because of her crime fighting alter ego, but a quirk of fate in her parentage.

It reduces her, even if momentarily, to just another Bruce Wayne loved one to be savaged and tortured, to twist the knife of guilt into Batman’s gut just a little further.  And that’s a shame, because this kind of chance brutality is a story trope that can, and has, been utilised well in the past – in the Batman universe, no less.

In the Batman Animated Series episode ‘Over the Edge’, written by Paul Dini, Batgirl is killed by Scarecrow while on patrol, thrown from a building to land with a sickening crunch onto the roof of Jim Gordon’s car.  But she’s not just arbitrarily slaughtered to make everyone feel bad – it’s shown to be the natural, unfortunate result of this weird, self-destructive campaign that the entire Bat Family are all on.  It sends Bruce and Jim Gordon into a death spiral of mutual annihilation, with Gordon blaming Bruce for his daughter’s death, and Bruce, wracked with guilt, refusing to let his crusade end.  Both men are shown finally broken, both having betrayed the moral fortitude that they maintained for so long in the wake of abject despair.

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IMAGE: Batgirl sketch by Bruce Timm

Mercifully, the entire thing is revealed to be a Scarecrow-induced paranoid hallucination – ironically one dreamed by Barbara herself, thus, ultimately making it her story – but the message that the episode explores, and the unspoken bond it reinforces between Barbara, her father, and Bruce, is quite touching, and handled with an elegant subtly that Moore’s more vicious tale, for all its philosophical gesticulating, lacks.

But that’s just personal opinion (and perhaps it’s not fair to compare the two anyway – they are, after all, different narratives, in different mediums, for two different audiences).  I can completely understand why Moore’s tale is such a beloved and respected work; but it’s a bugbear that gnaws at me whenever I return to it.  Batgirl is stripped of agency, made subservient to Bruce’s story.  And I don’t like seeing that, because, as I’ve come to realise, in truth, she transcends him.  She always has.

After all, Batgirl fills the full Batman checklist, but she does far more besides.  The vigilante crime fighting?  Check.  The detective skills?  Check.  The acumen to juggle an impossible double life?  (Without just slapping a pair of cheap glasses on her face and calling it a day – I’m looking at you, Clark Kent.)  Check.  She’s tenacious.  Brave.  She’s a brawler, a gymnast, a thinker.  And she does it all without Bruce Wayne’s Scrooge McDuck pile o’ money, his indentured slave Alfred, or the Martian Manhunter on speed dial.  There’s more than a little bit if that old truism about Ginger Rogers in Batgirl: like Ginger Rogers with Fred Astaire, she does everything Batman does – only backwards, and in high heels.

More significantly though: Bruce needs trauma to be Batman.  Even Moore’s story is just piling further pathos onto the narrative’s gloomy foundation.  Having lost his parents to random injustice Bruce needs sorrow and guilt and despair to focus him.  Fighting crime is the only way that he can channel his self-loathing and guilt.  He uses it as a crutch.  Same with Dick Grayson.  Both seething orphans, their devotion to justice is a way to manifest their personal demons as an obstacle they can punch.

Bruce is compelled to become Batman as a form of self-preservation.  Just as Harvey Dent becomes Two-Face, or Oswald Cobblepot becomes the Penguin – because they are all traumatised souls who have to lose themselves in an alternate persona lest they go loose themselves utterly to madness.  Bruce’s false face is a hero, but his is still a disassociation motivated by fear.

In contrast, Barbara Gordon didn’t need her parents to die to spur her into action.  She didn’t need to be personally effected or disenfranchised to feel compelled to serve her fellow citizens.  She doesn’t have to stare into an abyss of despair and horror each night to feel a duty to act.

Maybe that lack of specific motivation is the product of narrative laziness on behalf of her creators.  Maybe her original inclusion was merely a heterosexual romantic distraction.  Maybe there was some patronisingly antiquated design about how a woman couldn’t be burdened with a dark origin story, that she needed to be fun and perky and fresh.  I don’t honestly know.  But whatever the reason she was created, the result is a character far more worthy of regard.

And that’s what brings me back to that new outfit, and that playful new zip-up bat logo…

Because, sure, it would be nice if she didn’t have to wear someone else’s symbol (even Robin got a private visit to the graphic designer for his upper-case R). But that in itself is indicative of how remarkable her character is.  She chose that image.  It wasn’t inflicted upon her by some personal terror or driving tragedy.

She takes that bat insignia – a symbol of one man’s mad, blind crusade – and redeems it, drags it out of the shadows and into the light.  For Bruce, the bat is a dark alcove to hide within, to redirect fear upon those who would inflict fear upon others; Barbara, meanwhile, is leaping around in yellow.  She takes a crusade born from, and mired within, fear, imbuing it with courage and selfless generosity.

Batgirl did something far more remarkable and far more heroic than being ‘chosen’: she chose for herself.  She saw people suffering.  She saw greed and cruelty and injustice.  She saw some weirdo in a cape trying to do something about it, then did the most extraordinary thing of all.  She decided she could help.

She’s Batman – only better.  She does it with style.

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IMAGE: Batgirl new costume (MTV News)


THE YEAR OF ‘SPEARE 05: ‘I DID Come Here To Make Friends’; As You Like It and ‘Reality’

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IMAGE: As You Like It directed by Kenneth Branagh (Shakespeare Film Company, 2006)

Set your expectations to ‘shocked’.  Prepare to be astounded.  Because I am about to utter (no doubt for the very first time on the internet) the most original, brave, singular thought ever articulated:

I hate reality television.

I know, right?  I’m so raw.  So real.  I just tell it like it is, y’all.  Truth bomb.  Finger snap.

Man, I should get my own show.

I guess I should clarify.  I don’t mean to slag off the whole genre …or, since I guess it’s too big to be called a genre, the ‘form’?  The ‘structure’?  The ‘plague’?  Lots of people love it – for innumerable reasons – and as a device it can take myriad shapes.  Honey Boo Boo can hardly be placed in the same discussion as Making a Murderer; and the soapy freak show of the Real Housewives franchise is worlds away from whatever the hell Naked and Afraid is attempting to be (although when are we going to see Real Housewives: Sesame Street? ‘Elmo so mad Elmo almost run her down in Elmo’s Ferrari…’).

What bothers me is the overt artifice with which these shows are fuelled.  The attempts to ape reality that are patently constructed.  The artificial people having artificial conversations – be they the Bratz dolls of The Hills or the Deliverance cosplayers of Duck Dynasty.  The concocting of zany, pre-arranged schemes.  The leaning in to stilted, predetermined confrontations.  The meet-ups in restaurants, or the drop-ins at someone’s start-up business to share wooden dialogue riddled with one-liners and rote exposition.  ‘Surprise’ telephone calls where both sides of the conversation are somehow filmed.  The spouting of rehearsed ‘spontaneous’ observations and manufactured realisations.  All those constant, ceaseless reminders that everything depicted is a fabricated mise en scene; that even before the highly selective editing process has begun, a narrative is already being orchestrated that renders any sense of authenticity moot.

Indeed, this whole pretence has reached such a saturation point that it’s now no longer a secret these shows have writers.  They might be called ‘showrunners’, and sure, they don’t type out dialogue to be repeated verbatim, but they do run story treatments, come up with loose plotlines, concoct scenarios, give shape and order to the action – and yes, offer one or two snappy lines of banter.

And this fakery doesn’t necessarily have to be a bad thing.  Many people (my wife, for one) happily watch a platter of reality programming comfortably aware that it has, at the very least, been massaged by its editing, or wholesale invented for the cameras.  Personally, I find it tedious because it turns the viewing experience into a meta-game.  Rather than watching the show, you’re watching through the thin, shiny veil that covers the behind the scenes production meetings that designed the show.  Any sense of ‘reality’ disassembles into a meat-puppet theatre, one so commonly understood that there are now scripted television shows like UnREAL based around this premise.

A year or two back, I was compelled (it felt like at gunpoint, but I do have a tendency toward the hyperbolic) to watch what was then a new reality program titled It’s All Relative.  The show was centred around the family life of Leah Remini, onetime star of King of Queens and Scientology escapee.*  And I have to confess, by the standard set in a post-Kardashian universe, it was comparatively inoffensive.  Indeed, almost quaint.

Let me be clear: I still hated it.  I still squirmed and sighed and begged for freedom – but that’s a personal taste issue.  I’m sure for many others it was charming.

But what struck me at the time as one of the show’s virtues was its subjects’ unfamiliarity with the language of reality television.  To their credit, the family being scrutinised – Remini’s immediate family and mother – were uncommonly awkward with the fabrication of the filming process.  They were so conscious of the oddity of a film crew in their house that they would actually talk directly to the producers and sound techs as though they were new neighbours who had stopped by for a chat, commenting down the camera lens not only about what was being filmed, but the decision to film it.  In a world where Kardashians keep multiplying through social media photosynthesis, it was comforting to still see people try to grapple with the invasion of a guy with a boom mike having his elbow in their fridge.

TLC

IMAGE: It’s All Relative (TLC)

In one scene, when a mock funeral for Remini’s mother had soured into a peculiarly melancholy affair (despite the zany music cues punctuating the soundtrack) Remini actually turned to camera, wiping tears from her eyes to ask, ‘Is this what you want, TLC?  Is this what you want to see?’  She was joking.  Ish.  There was a laugh tangled in the crying, and the absurdity of the whole situation was never lost, but by referencing the artifice of the scenario, she punctured the constraints and manipulation under which the program operated.  Clearly her mother didn’t just decide spontaneously to force her family to hold a living memorial for her; they didn’t all set a date and put on catering and get dressed in funeral clothes and all write eulogies on a whim.  It was crafted.  A display initiated for – and with – the film crew capturing it.  Perhaps this humanising awkwardness went away with time, but I appreciated the meagre glimpse of authenticity it offered behind the facade.

The real issue I have with these programs arises however when their calculated artifice bleeds into reality.  When asking an audience to playact dishonesty into ‘truth’ means we suddenly have to pretend that the Taylor Swift / Kanye West ‘feud’ is anything other than a cynical, mutually beneficial publicity stunt to be exploited for maximum exposure.  Or, after several seasons of The Apprentice, people get duped into believing the pernicious, fatuous fraud that Donald Trump was ever a ‘successful, self-made businessman’, instead of a thin-skinned, paranoid, self-mythologising, narcissistic, pathological liar who once inherited an empire from his father and spent the next few decades flushing it away on an unbroken spiral of hysterically asinine failed business ventures and multiple bankruptcies (at least six).  That a man with such a reverse-Midas touch that he spectacularly tanked everything he came in contact with, from an airline, to a travel agency, to a scam university, to a mortgage company (at the time of the country’s subprime mortgage crisis, no less), steaks, magazines, bottled water, vodkas and vitamins – a man who lost billions of dollars running his own casinos – that he was a successful business entrepreneur.

That guy.

If we have to swallow a lie that big, reality television should be a lot more fucking entertaining than it is.

In any case, all of this is just a protracted preamble to me saying that I was surprised, upon returning to As You Like It, at how many of the tropes of reality television Shakespeare employed, four centuries before it was even a genre

…Or a form

…Or a whatever the hell.

Because As You Like It is stuffed full of reality show fodder.  It has backstabbing, and betrayal, and reconciliations.  Its central conceit – aristocrats thrown into the wild – is pure Survivor.  The whole thing ends on a ‘surprise’ wedding ceremony, where shocking secrets are revealed in public.  Most every character is playing some sort of role to deceive, hide, or outwit their fellow outcasts, and above and uniting all of this, there is a general embrace of performative hamming it up and communal playacting.

In one delightfully convoluted moment, Rosalind – a woman masquerading as a man – is trying to disentangle herself from a pair of would-be lovers, Phebe and Silvius.  Silvius loves Phebe, despite her treating him like garbage, and Phebe has fallen for the disguised Rosalind, who likewise treats her with contempt.  And to a reality show cynic like myself, Rosalind’s  summary of their circumstance, ‘He’s fallen in love with your foulness, and she’ll fall in love with my anger’ (III.5.68), could serve as the tag line for every season of The Bachelor and its ilk.

(You can look also to Much Ado About Nothing for more evidence of how much Shakespeare loves a good reality show plot.  There’s its twisted fake funeral, the family squabbling, the vicious slut-shaming rumours, the zany schemes, and the will-they-won’t-they bickering couple whose romance everyone seems perversely invested in…)

Ultimately, As You Like It is soaked in the kind of pretence that drives me insane about reality television.  But here, that willing embrace of falsehood becomes profoundly transformative, because ironically, it actually succeeds in rendering something true.

The plot (such as it is) may not sound like a playful comic romp.  There are multiple familial betrayals and murderous plots; homes are ripped apart; loyalties sundered; choking declarations of unbridled hatred are made; most every sympathetic character is ejected into the wilderness to die – but the result is a celebration of farce and wilful play.

Primarily, the narrative concerns a gaggle of aristocrats who are banished from their homes into a nearby wood.  Some embrace their imposed liberty, unfettered from the concerns of the civil world; others, by necessity, affect disguises to protect themselves from harm.  But rather than descending into despair and savagery, playing out an Elizabethan Lord of the Flies, the characters meet this new, dangerous wilderness in the forests of Arden by giving license to their imagination.  They literally start playing around.  Enacting silly wooing games and writing poetry and dressing up to pretend.  It can all seem, at first glance, a bit unhinged, but Shakespeare keeps the tortured, tragic thread that motivated this excursion throughout, just to remind the audience that we’ve not simply wandered off into some giddy fantastical dream.

There is the heroine, Rosalind, who, while wearing the disguise of a country boy, meets up with Orlando, a man for whom she had romantic feelings back in the city and who now appears to have similar feelings for her.  While remaining in disguise, she convinces Orlando to let her ‘cure’ him of his love for Rosalind, by pretending to be her, and acting like a crazy woman.  So Rosalind finds herself playing a man, playing a woman, playing crazy.

And not a television production crew in sight.

Given this theme of contrasting civilisation and wilderness, it is perhaps no surprise to say that As You Like It is concerned on every level with the question of nature versus nurture.  What is it that defines us as people?  Are we born bad – the fact one brother is a villain and the other a sweet tempered benefactor, merely a quirk of biology? – or do we rather learn our dispositions, becoming shaped by our experience?  Do we merely affect an appearance of goodness to mask our intrinsic immorality?

For a while, in order to tease these questions out, the play seems to have it most every way.  Two of the play’s brothers, Orlando and Oliver, appear to be diametric opposites, and yet both are the products of the same loving family, so Oliver’s cruelty, spite, and willingness to have his brother murdered, seems inborn; similarly, the two competing Dukes, the rightful Duke Senior and his usurping brother Frederick, who banished him with threat of death, were presumably raised together.  But before the play lets us settle on this idea of an innate evil, both villains, Frederick and Oliver, prove themselves to be redeemable.  Both, having left civilisation, are able to cultivate an inner peace that leads them to renounce their former behaviour and seek to genuinely better themselves in future.  And either way, whether this is some elemental better human nature, or the promise of a newly acquired philosophy, the play opens up to the eternal, hopeful potentiality for change.

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IMAGE: Rosalind by Robert Walker Macbeth (1888)

Despite this occasional, necessary cloud, it remains an exquisitely bright, celebratory play.  Those filled with spite and jealous rage are able to be healed by the unburdened welcome of the wilderness.  Brothers are able to forgive, to reconnect, to wish each other peace and goodwill.  Lovers can embrace foolery to find within it deeper truth.  Rosalind and Orlando get to shake out their playactings of love in disguise before they undertake the real thing, and the shepherd Silvius and his love Phebe (one hopes) get some perspective on their unhealthy emotional co-dependency, and actually agree to love someone who is capable of loving them back.

Shakespeare isn’t just detaching his characters from the recognisable world to make some lazy Garden of Eden reference (although that is overtly mixed into the imagery).  This is not about sneering at the fall of man and idolising the ‘freedom’ granted by naïveté.  After all, even though the two converted villains of the play vow to live more rustic, pure lives, most of the other characters gladly reclaim their lives in society.  Instead, I think Shakespeare wants is to remember just how stifling adulthood, social pressure, the acquisition of wealth and esteem can be.  It’s a daily fight for survival, as Orlando’s was at the beginning of the play, too swiftly propagated on competition and scheming, trying to outwit and outplay opponents you can see, and more tragically, those that you come to imagine.  Even those you should consider family or friend.

By ejecting these characters into the wild, those societal shackles are abandoned.  Life is no longer a competition, but an invitation to take solace in others, to support and encourage and give.  Shakespeare writes the ultimate reverse-Survivor fan fiction.  The gong is being rung for the eviction ceremony (is that how the show works?), but no one wants to partake.

And so, freed from the need to be grown-ups about everything, the characters embrace their youthful sides. Write mooney love poems; dress up and pretend; play-act getting married; chase each other around; fall asleep in the sunlight; sing songs.  There is giddiness and gambolling, and fun (even in spite of there being lions roaming the land eating people, apparently.)  All the crap, all the politicking and scheming and backstabbing, all those social institutions everyone believed were so integral back in the invisible prison of civilisation, are dissolved.  Instead, they carry that which is crucial and unquantifiable with them: love, fellowship, and kindness.

It’s a hokeyness that Shakespeare himself acknowledges he is indulging.  For much of the play’s run time it conducts a tongue-in-cheek interrogation of both its own structure (calling out its conventional failings) and its poetry (the hyperbole and disingenuousness verse relies upon for effect).**  Orlando – despite loving Rosalind intensely, writes objectively bad poetry, scattering his meagre verse throughout the forest to the derision of all.  Touchstone, wooing Audrey, says that all poetry is a fraud, ‘for the truest poetry is the most feigning’ (III.3.17-18).

Meanwhile, the plot seems to get forgotten in the salve of all this pretending.  The real peril that the characters are in meanders away; major shifts in the narrative occur unseen, off-stage.  When an as-yet unmentioned third brother of Oliver and Orlando rushes in at the end to exposition-dump that the danger of the usurping Duke Frederick has passed, it seems to be as unexpected an return to the narrative for the characters as it is for the audience.

And in Rosalind’s fourth-wall dismantling epilogue (which declares itself subversive for being delivered by a woman – or since women weren’t allowed to perform on stage in Shakespeare’s time, technically a man pretending to be a woman  pretending to be a woman pretending to be a man…) – she cannot even be bothered to defend Shakespeare’s shapelessness narrative.  Rosalind teasingly denigrates the play’s writing, saying she cannot ‘insinuate you in the behalf of a good play’ (V.4.202-3); instead, she uses her charm, with which the play is overflowing, to invite the audience to take from the production what they will – as they like it.  They too are under no obligations.

Because this is not a play about story.  Just like in reality television, the premise is merely the thinnest frame upon which to hang the real drama; the game less significant than the games the players played on one another.  Fraud – and particularly poetic fraud – is here shown to lead to truth and growth, even in spite of itself.  Here, unlike in the carnivorous scheming of reality television, giving license to falsehood brings out the best in us.  Placed into artificial worlds we divorce ourselves from our engrained misbehaviours.  Counter-intuitively, by pretending to be what we aren’t, we can reconnect with what we should be.

Rosalind fakes being a boy to lead the man she loves through his delusions of adoration to the clarity of self-awareness.  Duke Senior, by playing at being a wild man, gets in touch with an unsullied vision of humanity where he can ‘feel not the penalty of Adam’ (II.1.5).  Even the melancholic Jaques gets to be tickled by the verbal play of a fool, stepping, if only momentarily, out of his self-imposed funk.

Fittingly, it is therefore when the play indulges its most artificial moment that it presents its most elegant portrait of humanity.  In the midst of what is in truth a bit of tedious stage business – literally Shakespeare needs to kill a few minutes so that Orlando can run off to retrieve his starving manservant Adam – the play stalls to have Jaques rhapsodise poetically about the lifespan of the average human being.  Jaques, an insatiable depressive (a weathered The Cure t-shirt away from being the prototypical emo), has spent his time moping around the forest, in his words, sucking melancholy from melody and railing against the world, and here, to fill time, Shakespeare grants him one of the most genuinely moving descriptions of the inevitability of death, decay and mortal frailty, the seven stages of man:

                                  All the world’s a stage,
And all the men and women merely players;
They have their exits and their entrances,
And one man in his time plays many parts,
His Acts being seven ages.  At first the infant,
Mewling and puking in the nurse’s arms;
Then, the whining schoolboy, with his satchel
And shining morning face, creeping like snail
Unwillingly to school; and then the lover,
Sighing like furnace, with a woeful ballad
Made to his mistress’ eyebrow; then, a soldier,
Full of strange oaths, and bearded like the pard,
Jealous in honour, sudden and quick in quarrel,
Seeking the bubble reputation
Even in the cannon’s mouth; and then, the justice,
In fair round belly, with good capon lined,
With eyes severe, and beard of formal cut,
Full of wise saws and modern instances,
And so he plays his part; the sixth age shifts
Into the lean and slipper’d pantaloon,
With spectacles on nose and pouch on side,
His youthful hose, well saved, a world too wide
For his shrunk shank, and his big manly voice,
Turning again toward childish treble, pipes
And whistles in his sound; last Scene of all,
That ends this strange eventful history,
Is second childishness, and mere oblivion,
Sans teeth, sans eyes, sans taste, sans everything. (II.7.140-67)

Seven ages of man; our inevitable, unavoidable, solemn march toward the grave’s oblivion, sans eyes, sans ears, sans everything.  It will come, he says.  But that’s for another day, the play suggests.  And knowing what awaits need not deaden the beauty of youth and it virtue, but rather make it sweeter.  If we are to be creatures always ensnared by larger constructs like society and temporality, then at least we can be aware of them, and free ourselves from their burden.  Even if only in our minds.

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IMAGE: As You Like It directed by Kenneth Branagh (Shakespeare Film Company, 2006)

On its surface, director Kenneth Branagh’s sumptuous version of As You Like It (2006) appears to bear little relationship to this falsified ‘reality’ television show conceit that I’ve been blathering on about.  The production is set in a stylised pre-twentieth century Japan, with a group of English aristocrats.  But this notion of play-acting a superficial facade is nonetheless central to the themes being explored, becoming uncomfortably problematic as the film proceeds.

In many ways it is a lovely production: lavish visuals; a score that is evocative and sublime; acting that is solid to exceptional across the ensemble.  There’s a little less Rosalind (as played by Bryce Dallas Howard) than I would like as good portions of her dialogue appear to be excised, but national treasure Brian Blessed gets to portray both Dukes as twins, running the gamut of Senior’s benign saintliness to Frederick’s volcanic, paranoid psychosis, and Romola Garai, as Celia, is delightful, as always.  The brothers Orlando and Oliver (David Oyelowo and Adrian Lester respectively) are both fantastic – Lester in particular gives emotional depth and complexity to Oliver, a character that is often little more than a moustache twirler until his last minute conversion. And hearing Kevin Kline as Jacques deliver the seven ages of man speech never gets old.

And Shakespeare can work wonderfully in Japan.  Akira Kurosawa’s Throne of Blood (1957) is a reimagining of Macbeth, taking a Jacobean English play about an 11th century Scottish King and translating it seamlessly – marvellously – into feudal Japan, elevating all the perversions of honour and madness of the original text.  But here there doesn’t seem to be a deeper thematic reason for transplanting the action of the story to a British trading outpost in Japan outside of aesthetic quirkiness.

A title card informs the audience that these are colonial traders who have set up a ‘treaty port’ during the nebulous late 19th century period of British-Japanese political relations.  Taken just at face value, Branagh appears to have simply replicated the original play’s romantic rejection of society and its embrace of the rejuvenating lustre of the natural world in the forests of Japan rather than a mythic British wilderness (although ironically he still films it in England).  And that’s nice in theory – the stuffy Brits are going to learn about real life by being exposed to another culture – but that doesn’t really manifest in the play.  In its place, a lot of complex, thorny issues of cultural appropriation are evoked that threaten to become outright controversial.

To begin with, all the of the principle characters are played by western actors – including many of those in the supposedly Japanese peasantry that have multiple lines.  Even Charles the wrester (here a sumo wrestler, natch) has a western manager who speaks for him.  Secondly, although Branagh attempts to utilise the trappings of Japanese culture to allow his western characters to access a truth within themselves (an impulse coming from a complimentary, if misguided, place) in practice, aside from a pretty estate, some fine clothes, a zen garden, and a token, unspeaking monk, there is little indication that Japan has impacted these characters much at all.  His principle characters remain western imperialist intruders into a culture that they are in the process of coopting as their own.

If I sound like I’m really down on the film – I’m not.  It’s still lovely.  It’s just a shame, because it feels like there is something of more substance to say in the work that is never fully articulated.  That in this enchanting Shakespearean fantasy cultures can be respected and genuinely shared beyond the limitations of genealogy.  In practice though, at best the Japanese aesthetic is a pretty but ultimately pointless coat of paint, at worst it risks playing as more of a celebration of imperialist assimilation and the coopting of a culture.

But it is beautiful, and well acted, and by the time Orlando has been attacked by some stock footage of a tiger, I am already in the thrall of Rosalind’s layers of playful fraud.  Because here too, reality is joyfully bent to a happier end – you just have to be willing to ignore the bad, socially disheartening stuff for a moment, and indulge your imagination…

as-you-like-it-2

IMAGE: As You Like It directed by Kenneth Branagh (Shakespeare Film Company, 2006)

* * *

* It’s All Relative appears to have run for two seasons before ending in 2015.

** He even uses verse sparingly, with the majority of the interactions between the two lovers, Rosalind and Orlando, rendered in prose.

* * *

Texts Mentioned:

Book: As You Like It by William Shakespeare (ed. by H.J. Oliver, Penguin, 2005)

Production: As You Like It, directed and screenplay by Kenneth Branagh (Shakespeare Film Company, 2006)

Throne of Blood, directed by Akira Kurosawa, screenplay by Shinobu Hashimoto, Ryuzo Kikushima, Akira Kurosawa, and Hideo Oguni (Toho Studios, 1957)


Normalise This! The Last Holiday Gift Catalogue Before the Apocalypse!

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Hey!

Do you like mouthing off on social media to compensate for your glaring personal inadequacies and failures – just like the President Elect?

Do you like declaring yourself awesome in public, while privately, the voices in your head insist that you are just a tasteless, talentless, ignorant, cowardly miracle of upward failure – just like the future leader of the free world?

Are you a disgruntled mutant Oompa Loompa with a fascism fetish and an inferiority complex about the size of your penis?  (…Maybe that one’s just specific to Donald Trump.)

Anyway…

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The ONLY bad thing about winning the Presidency is that I did not have the time to go through a long but winning trial on Trump U.  Too bad!

I would LOVE to explain my super secret, totally not made up plan to stop ISIS but I have a responsibility to this half finished bucket of KFC!  Sad!

I LET Usain Bolt win Olympic gold medal in the 100m dash because as a reality television star, I have a responsibility to get the whole of the TV Guide crossword finished!

ONLY bad thing about having to update my IOS is that now I don’t have the time to prosecute Crooked Hillary for all those things I said she did. Too bad!

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THE YEAR OF ‘SPEARE 06: The Spoiled Little Man-Child They Made King: Richard II, Donald Trump, and Regime Change

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IMAGE: The Hollow Crown: Richard II (Neal Street Productions)

This was going to be a nice easy one.

Read Richard II; watch the BBC’s sumptuous Hollow Crown version of the play; make a bunch of snotty Justin Bieber references; sign off.

Bim.  Bam.  Boom.  No fuss, no muss.

Because if you’re bothering to keep track (although, why would you?), my ‘Year of ‘Speare’ has been a little slow going.  To say the least.  After twelve months, I’ve discussed, what?  Three?  Four plays?  I mean, at this point it’s not even 2016 anymore!  It’s the year after ‘Speare.  Ah, whatever.

So Richard II was meant to be a way to turn that around.  To put out something quick.

It’s a play that I love – one inexplicably undervalued in the Shakespeare canon; one that has some striking things to say about human nature – so I figured I could belt out a quick diatribe about what a hidden gem the play is, how it explores universal existential fears, and how it speaks directly to our modern preoccupations with fame.

Indeed, that’s where the Bieber stuff would have come in…

The point I was going to make was that from one perspective, at its core, Richard II is all about the perils of celebrity at a young age.  The titular character, Richard, is a young, calamitously un-liked king – one eventually so hated that effectively his entire country conspires to dethrone him.  But from a more sympathetic perspective, he is a victim of his rise to stardom.  Preceding the action of the play, he was appointed monarch at the age of ten after his grandfather, father, and brother all died, thinning what was otherwise a healthy line of succession.  Richard went from an indulged ten year old boy to God’s appointed ruler on Earth – literally told that he was anointed from on high by the sacred blood of monarchy.  And so, although originally appointed advisors to assist him, the young king grew up in privilege, pampered, praised, his every desire met, his word literally law.  He could do no wrong, because he was King – and kings, as his own experience repeatedly proved, are above and beyond the rules of the commoners they deign to rule.

And as Shakespeare’s play reveals, that has got to screw a person up.

bieber-in-crown

IMAGE: Justin Bieber

Like Bieber at the height of his arrogant self-entitlement (abandoning his pet monkey; musing that Anne Frank would have been a fan; peeing in a mop bucket; drunken drag-racing) or present day Shia LaBeouf (trying to explain away his plagiarisms and general dickishness by turning himself into a walking performance art parody), Richard goes on to enact the downward spiral of every child celebrity who flipped out in adolescence and burned away all the good will their fame once cultivated.  He doesn’t hold up a liquor store or go on a drug-fuelled bender down a freeway, but he does start unfairly taxing his dukes and stealing their property to fund his unpopular wars.  He has his political rivals secretly killed and presides over sham court proceedings.  He alienates himself from the people of his kingdom by spending all day snarking with his mean-girl entourage.*

Eventually his people, who have resoundingly had enough, rise up in protest, revolt, and eject him from his rule.  They install Bollingbroke, soon to be Henry IV, in his place, and the second half of the play becomes an introspective psychological exploration of a Richard who, now stripped of his fame, tries to grapple with the question of his own identity.  If he is no longer a king – the sole thing that has defined him his entire life – then what, or even even who, is he?

To me, this play’s examination of the descent from celebrity to pariah seems a more prescient examination of contemporary culture than it must have been in the entire history of its performance.  From the vantage point of the 21st century, when every actor, musician, politician, YouTube star, Chewbacca Mom, and vacuous-yet-inexplicably-omnipresent-nobodies (I’m looking at you Kardassian brood), are all forced, inevitably, to grapple with the impact their public persona has had upon their lives, when the adoration of the crowd abates, and the wan ineffability of fame threatens to expose the figure behind the facade, this play’s central themes seem ever more urgent.

And what Richard II says about this struggle is profoundly moving.

At first, for the majority of the narrative, Richard balks at his forced abdication, grappling with the loss of his old, exalted identity by desperately struggling to substitute a new, false one in its place.  For a time he tries, unsuccessfully, to bluff his challengers, attempting to still throw his now-undermined royal authority around.  When that doesn’t work he waxes lyrical about being a monk, living in seclusion, giving himself up to the quiet adoration of God.  Later he goes into long, pitiful laments about how forgotten and forlorn he has become, romanticising his dissolution into nothingness with a messianically sacrificial tone.  But all of these attempts at self-description are just feints, lies striving to reconstitute a new meaning for himself, a way to avoid dealing with the vacuous hollow beneath his empty facade.

Despite this, in the final moments before his untimely death, Richard does finally reach an epiphany.  Wrestling with his wayward sense of self, he finally comes to accept ownership of his actions and identity, reaching an almost Zen state of being:

Thus play I in one person many people,
And none contented.  Sometimes am I king.
Then treasons make me wish myself a beggar;
And so I am.  Then crushing penury
Persuades me I was better when a king.
Then am I kinged again; and by and by
Think that I am unkinged by Bolingbroke,
And straight am nothing.  But whate’er I be,
Nor I, nor any man that but man is
With nothing shall be pleased, till he be eased
With being nothing. (5.5.31-41)

Having been imprisoned, and left both figuratively and physically alone in his thoughts, Richard sees, finally, his own role in the shaping of his sense of self.  In the past he has been charmed by the delusions of his infallibility – of his people’s love, of his noblemen’s devotion, of God’s blessing – but once all that has been stripped from him, once he confronts the nothingness within himself, he sees it all an illusion permitted by his own ego.  Bolingbroke may have taken his crown, but whatever remains of Richard is his alone, prey only to his self-delusion.

Once he arrives at this revelation, Richard is free (albeit tragically briefly) to become his best self.  When assassins arrive to kill him, Richard implores the stableboy who has come to visit to flee and save himself, and he fights back valiantly, even killing one of his assailants, showing a valour at the moment of death that was obscured by his untested fame.

All this I would have said, and more besides (the Duke of York, the most interesting character in the play, the one whose shift of allegiance from Richard to Bolingbroke embodies the dramatic political upheaval unfolding, gives a phenomenal speech about the vacuousness of celebrity), but then the election happened, and Richard II, like seemingly everything else good this year, got ruined by a sentient sack of half-chewed Cheetos, Donald Trump.

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IMAGE: Donald Trump

Suddenly a story about the dangers of an indulged, thin-skinned, egomaniacal, vainglorious leader with no impulse control and a staggering deficit of real-world knowledge seemed a little less abstract.  Suddenly Richard II was no longer just about the tragedy of a man disentangling himself from his own celebrity, it was about the dangerous destabilisation that one man’s catastrophic rule could have upon a country’s entire political order.

(Of course, it should be clarified that Trump is nothing if not a celebrity.  In many ways, it’s all he is.  It’s certainly the principle way in which he has improbably peddled the fiction of his ‘business savvy’.  After ricocheting from one farcically failed business enterprise to the next for several decades, becoming a joke in his home state of New York for his many calamitous blunders, Trump eventually landed the role of ‘cartoon billionaire’ on The Apprentice, a vanity project designed to mythologise him as the ultimate dealmaker, no matter how repeatedly reality revealed it a fraud.**  And from that Trump was soon FOX News’ favourite conspiratorial Magic 8 Ball, where, once shaken up with a phone call he would spew whatever nonsense Birther/the-Chinese-invented-global-warming drivel he could into the airwaves, Howard Stern’s desperate little friend, and a torrent of narcissistic complexes and unchecked id on Twitter.  Inexplicably, for his many supporters, this celebrity image was never fully punctured by the slew of revelations about Trump’s many obfuscations, frauds, and corruptions – even those, like his taped admission of sexually assaulting women, that spoke directly to his status as a pseudo-celebrity.)

Dishearteningly, there are numerous superficial analogies to draw between the two men, the Richard and the Donald.  Richard shares something of Trump’s petty greed and vindictiveness.  He gleefully wishes his uncle Gaunt dead so he can immediately start pilfering his wealth, just as Trump applauds himself for stiffing contractors and burying them under litigation for seeking what is legally owed, or in the exploitative vulgarity he showed by using his ‘charity’ as a slush fund to buy himself gifts or to pay his legal debts with other people’s donations.

There is the ugly entitlement that both men exhibit.  Richard, thinking himself appointed by God to rule, cannot fathom that he might need to treat others with respect.  He’s so convinced of his righteousness that he literally believes that he can bless his country by touching it with his hand.  Trump’s similar feeling of privilege is emblazoned on every phallic building, scam ‘university’, and shiny bauble to which he has affixed his name.  And to be crass, he has made it evident in video footage that he believes he’s entitled to stick his hand wherever he wants.

richard-ii

Both men are similarly infantilised, throwing tantrums when they do not get their way – Richard whimpering off to Flint Castle, Trump walling himself away from reality by constructing comforting fictions on Twitter.  Richard doesn’t think he needs to answer for unjustly having his uncle murdered because he thinks himself above the law; Trump is outraged that he should be accountable for his own words and actions, claiming the media is ‘mean’ to him when they report on the things that he himself does, that the people who protest him are ‘unfair’, and that Meryl Streep and the cast of Hamilton are big meanies.

Thankfully there are some differences that differentiate the two men.  As I have noted, Richard is at times capable of producing stirring lyricism, far from the ‘pussy-grabbing’, pugnacious, playground incoherency of Trump.  And again, by the end of his narrative journey, having felt defeat most acutely, Richard exhibits a level of self-assessment and introspection that Trump has repeatedly proved himself is psychologically incapable of achieving.

But more than their evident character flaws, parallels can also be drawn between the state of the two lands these men seek to govern.  Richard II is, after all, not only a personal tragedy (indeed, some readers may well argue whether or not it is even that), it is moreover the tragedy of a nation.  It catalogues the shift from England’s history of Kings appointed by holy decree, to a rule dictated by political concord.  England shifts from a land unified around a singular, unquestioned monarch, to a family feud that would play out over several generations and erupt, frequently, into full blown civil war.

richardii

Trump’s election worryingly signals an analogous shift in the identity of America and its traditional ideals.  A fundamental part of Trump’s appeal in the 2016 election was his defiance of – in many cases his complete contempt for – established democratic norms.  Trump, for better or worse (or catastrophically, nightmarishly, apocalyptically worse), represented the rejection of the established political order of the United States.  He was a protest vote, a way to shake up a system that was seen to be stagnating.  It’s why his promise to ‘drain the swamp’ rang so loudly (and why his cabinet picks post-election, effectively relocating the swamp into his White House, are so farcical).  It’s why, to many of his supporters, Trump’s reprehensible behaviour throughout the election was not seen as a detriment, but a curious boon.

On the campaign trail he repeatedly made wildly inflammatory, unsubstantiated (often proved abjectly false) statements about other races, religions, and groups, in defiance of established political decorum.  He called Mexicans rapists and murderers, circulated bogus statistics about ‘Black on White’ crime, and implicated all Muslims in the actions of terrorists by suggesting that ‘they’ weren’t doing enough to help stop terrorist acts.  His supporters, however, saw all of these insults – and many more besides – as a refreshing willingness to ‘speak his mind’ (even when his mind was wilfully inaccurate) and proof that he wasn’t ‘following a script’ (even when he read his remarks directly from teleprompters).

He threatened – on multiple occasions, from most every conceivable angle – the right of free speech; the first amendment of the constitution.  From vowing to look into ‘changing the libel laws’ (despite these laws not actually existing), to threatening to sue journalists for printing anything he doesn’t like, to openly harassing members of the press, he created a uniquely hostile relationship with the news media.  His supporters likewise clearly enjoyed this game of Trump biting the hand that fed him, as they raucously booed and hissed the media at his rallies like pantomime evil-doers, and joyfully resurrected the derogatory term Lügenpresse, a Nazi German word for ‘lying press’.

He refused to accept the peaceful transition of power when it looked like he was not going to win, following up on the tantrums he threw during the primaries whenever he lost by threatening one of the country’s most sacred democratic traditions, the peaceful transition of power, even claiming that voter fraud and mass conspiracies were rampant.  (Predictably, the second he won any question of a rigged election was swiftly abandoned – while still claiming on Twitter that millions of people had voted illegally.)  And again his supporters appeared to adore this too, as both they and the president elect got to work hypocritically admonishing anyone who wanted to examine the clear influence of Russian interference in the election.

He refused to release his taxes – cowardly and entirely erroneously claiming that the IRS wouldn’t allow him to release them – breaking with several decades of practice, and exhibiting what would become a pattern of refusing to be transparent with his voters, from his business dealings to the ‘blind trust’ of his children running his company, all while hypocritically attacking his opponent for that very thing.  (…In this instance his supporters apparently enjoyed being told to screw off, because I can see no other reason for them to celebrate this continuing pattern of being contemptibly patronised to.)

He vowed to lock up his political opponent, the signature threat of a petty dictator; he suggested that ‘second amendment people’ should assassinate his rival should she win; he insulted and attacked a Gold Star family; argued that a ‘Mexican’ judge was not able to properly adjudicate the fraud trial against Trump University; talked with relish about unleashing America’s nuclear arsenal; mocked a disabled reporter; refused to hold a press conference in almost a year while literally fleeing from the White House press gallery; spent his time, both at his rallies and through the cowardice of social media, offending, belittling, and attacking those less powerful than he, all while quoting war criminals he admired and rehashing sad old grudges to make himself feel big.  Despite their craven, cynical cozying up to him after his victory, for much of his campaign he was reviled by much of his own party, and his only endorsements of any status was from the goddamn KKK.  To his voters, Trump presents the end of the system they know, but for all of Trump’s rhetoric about making America ‘great’ again, what he actually presents is not a return to some mythologised past, but the fundamental remaking of all of America’s founding principles.

Just like in Richard II, in which the elevation of a young, unprepared boy to the station of King eventually leads to the undermining of the hereditary tradition that had defined the English monarchy right back to William the Conqueror, Trump’s ascendency to President of the United States can be seen as the dramatic end of an era.  Just as Richard’s reign saw England’s (relatively) peaceful transfer of power through birthright and familial lineage fall into question, Trump’s impending rule, more in the styling of a petty dictatorship or the ramblings of a Twitter troll, represents the end of the ideals of the American Republic as it has traditionally been understood.

A nation built on immigration, religious freedom, and unfettered speech, is now to be governed by a man who campaigned, aggressively, against all of those things.  The notion of American exceptionalism that led the United States to becoming a beacon of moral authority in global politics has been abandoned for an inward-looking, paranoid, ‘America first’ nationalism.

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IMAGE: The Hollow Crown: Richard II (Neal Street Productions)

Richard II is about the moment of awakening from a beautiful dream.  The glorified England of the past is already just a remembrance, but the fantasy clings, even as it is dissolved from within.  The BBC’s Hollow Crown production, in all its lavish spectacle, captures this beautiful decay elegantly.  Part Byzantine painting, part Game of Thrones, it rockets along with all the prerequisite scheming and beheadings necessary to satiate those looking for action, while allowing breathing room for the psychological renegotiations and losses playing out on the character level.  It even manages to make the somewhat ridiculous scene in the final act of York and his wife each pleading their respective cases for their conspirator son to Henry IV (an interaction traditionally played for a kind of ghoulish laugh, and a counterpoint to Richard’s earlier phony courtroom scene) operate as a loaded enactment of York’s loyalty to a sworn promise, even in the face of personal sacrifice.

Likewise, it handily juggles the artifice in Shakespeare’s text.  Richard II is one of Shakespeare’s most lyrical plays – one of the few written entirely in verse – and it consequentially has some splendid, but highly rigid, rhyming beats elevating its most pointed moments.  In the hands of lesser actors, these shifts into poesy could have sounded stilted, even ridiculous, but the entire ensemble shines.  Some, like the mercurial Ben Whishaw, as a Richard seeking desperately to still array himself in the plumage of a kingship he has already lost, and David Suchet as the pragmatic, but mournful York, and the ever-reliable Patrick Stewart as John of Gaunt, give captivating performances that stun the viewer to silence.  I defy anyone to watch Stewart’s rendition of the ‘This sceptred isle’ monologue and not be moved – his brazen challenge, foretelling the ruin of his nation, peering through the camera lens, beyond time, to the audience of the future who can confirm his prophesy.  It is a speech that echoes through the following several plays Shakespeare wrote recounting the War of the Roses, and Stewart, with his signature gravitas, gives it the enormity it warrants:

This royal throne of kings, this sceptered isle,
This earth of majesty, this seat of Mars,
This other Eden – demi-paradise –
This fortress built by Nature for herself
Against infection and the hand of war,
This happy breed of men, this little world,
This precious stone set in the silver sea,
Which serves it in the office of a wall,
Or as a moat defensive to a house
Against the envy of less happier lands;
This blessed plot, this earth, this realm, this England,
This nurse, this teeming womb of royal kings,
Feared by their breed, and famous by their birth,
Renowned for their deeds as far from home
For Christian service and true chivalry
As is the sepulchre in stubborn Jewry
Of the world’s ransom, blessed Mary’s Son;
This land of such dear souls, this dear dear land,
Dear for her reputation through the world,
Is now leased out – I die pronouncing it –
Like to a tenement or pelting farm.
England, bound in with the triumphant sea,
Whose rocky shore beats back the envious siege
Of watery Neptune, is now bound in with shame,
With inky blots and rotten parchment bonds.
That England that was wont to conquer others
Hath made a shameful conquest of itself.
Ah, would the scandal vanish with my life,
How happy then were my ensuing death! (2.1.31-68)

In the face of Richard’s misrule, Gaunt foresees an age of greed and ruin.  Over the course of one rollicking, thunderous, building sentence, all prologue to its final declamatory insult, Gaunt paints the image of a proud land already lost in a fantasy of itself.  For the moment England still believes itself blessed by God’s grace, but Gaunt can see through the facade into the ghastly, self-defeating hypocrisy already eating away at its heart.  Shakespeare didn’t write those lines with Donald Trump in mind; neither did Stewart speak them so; but it now remains impossible to hear them without thinking of his ‘yuuuuuuge’ victory.

If I have one complaint about The Hollow Crown’s production (and I really don’t), it is that it sets the bar so high that the following six films in the series (Henry VI parts 1 and 2, Henry V, Henry VI parts 1 and 2, and Richard III) never quite measure up to it, as truly exceptional as each of them are.  But this too is only fitting for a play that is fundamentally concerned with the passing of an ideal age that proves ultimately impossible to reclaim.

It is such a powerful moment that now, as the free world looks to the future with a leader who is an apologist for (and likely beholden to) Russian Oligarchs, who is a vociferous advocate for torture and human rights violations, who holds paying taxes and avoiding conflicts of interest with open contempt, who skips intelligence briefings and subscribes to insane conspiracy theories, and who lies openly and brazenly on a daily basis, one wonders if the United States needs its own Sceptred Isle speech.

But perhaps it already has one…

In Back to the Future 2 Marty McFly glimpsed a world run by a deranged, narcissistic, sexually abusive gangster-wannabe  with a tower fetish and comically fake hair.  Bob Gale, writer of the film, intentionally fashioned Biff Tannen as an analogy for Trump (the one major difference appears to be that Biff was actually successful at running casinos), and his nightmare scenario for the dark timeline Biff creates with his sports almanac is a world of gilded trash in which the greed, corruption and pettiness Trump embodies are given license.

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IMAGE: Back to the Future 2 (Universal Pictures)

Of course, much as I love it, Back to the Future lacks much of the sombre, tremulous beauty of Shakespeare’s original text – no ‘That America hath made a shameful conquest of itself’ here.  But for a year like 2016, telling democracy that it should ‘Make like a tree and get out of here’ seems sadly appropriate.

Thankfully, the words of the Duke of York, tragic in the context of Richard II, offer some hope in the wake of Trump’s degradation of the American electoral process.  As I alluded to earlier, when York laments the passing of Richard’s rule, he likens him to a celebrity who has passed out of favour with his audience:

As in a theatre the eyes of men,
After a well graced actor leaves the stage,
Are idly bent on him that enters next,
Thinking his prattle to be tedious:
Even so, or with much more contempt, men’s eyes
Did scowl on gentle Richard.  No man cried ‘God save him!’
No joyful tongue gave him his welcome home (5.2.23-29)

Even for all of Richard’s failings, the image is sombre and heartbreaking.  That which was once so highly regarded is treated with disdain; not merely forgotten, but immediately condemned.

However, when Trump inevitably implodes these words will seem like a blessed relief.  Because when Trump – a figure more celebrity than man, more bluster than substance – can no longer hide from his supporters that he has walked back every one of his campaign promises, that he has no answers for the fears he exploited, and that his vision extends nowhere beyond himself, the fickle nature of even his most loyal audience will similarly turn against him.  And even though Trump, as the soon-to-be oldest man to be sworn in as President, is no child celebrity, he will get to feel the same sting that has marked Justin Bieber and Shia LaBeouf.

It’s not much.

It’s barely anything.

But as Richard himself says, sometimes we must all be content with nothingness.

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IMAGE: The Hollow Crown: Richard II (Neal Street Productions)

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* It should be acknowledged that, like all of his history plays, Shakespeare takes innumerable liberties with his characterisation of the titular historical figure, so when I speak of Richard II, I am solely referencing Shakespeare’s representation of him.

** Building off the legend of his ghost-written autobiography The Art of the Deal – a book that the writer himself now loudly admonishes as a pernicious work of fraud. (http://www.newyorker.com/magazine/2016/07/25/donald-trumps-ghostwriter-tells-all)

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Texts Mentioned:

Book: Richard II by William Shakespeare (ed. by Stanley Wells, Penguin, 1997)

Production: The Hollow Crown: Richard II, directed by Rupert Goold, screenplay by Rupert Goold, Ben Power, and William Shakespeare (Neal Street Productions, 2012)

Back to the Future 2, directed by Robert Zemeckis, screenplay by Bob Gale and Robert Zemeckis (Universal Pictures, 1989)


‘Alternative Stanzas’: Shakespeare on Trump

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shakespeare-trump

This past weekend something amazing happened!

I was hunting through my garage and I stumbled across some original William Shakespeare manuscripts.  They were just sitting there, tucked underneath a box of old Robotech toys and a punctured inflatable pool.  Original, signed documents by William Shakespeare, the English language’s most extraordinary poet and dramatist.

I know, right?!

Obviously, had I made a statement like this in the past, I would have been attacked by the liberal media and the intelligentsia for having nothing to prove my claims.  “But don’t you live in Australia, nowhere near Stratford Upon Avon?” they would have asked.  “And wasn’t your garage only built in the 1970s, centuries after Shakespeare died?” they would tediously continue.  “And wasn’t this poem clearly typed out in a Microsoft Word program, when Shakespeare was probably more of an Apple guy?”  On and on.  Asking questions.  Demanding evidence.  Getting all up in my grill just because no such material has ever been discovered in four centuries of painstaking research and because of my track record of being a ridiculous, inveterate liar.

Well, shut it, eggheads!

We live in a bold, post-truth, fake news, “alternative facts” world now!

Truth is relative!  Objective, demonstrably provable facts are suspect!  War is peace!  Freedom is slavery!  Ignorance is strength!

I found a Shakespeare poem!

I said it.  Loudly.  And Angrily.  So it must be true.  Period.

Enjoy.

‘Alternative Facts’

When Don Trump swears that he is made of truths,

They do believe him, though they know he lies,

That he might think them some untutored youths,

Unlearned in the world’s false subtleties.

Thus they excuse the tax returns he fled,

The “proof” of Birtherism, his grand “wall”,

(That Mexico shall pay for, so he said),

And “record crowds” flooding National Mall.

Divesting his stocks, Cuban embargos,

His “charity”, vote fraud, and Russian hacks,

Bankruptcies, draft dodge, failed casinos,

Dozens of women and “unfair” attacks.

They welcome these falsehoods and plate them gold

To buy the lie that “greatness” can be sold.

So anyway, this is clearly an astonishing find.  Not only do these precious artefacts blow open our entire understanding of modern literary history, but I can finally, definitively end the centuries old debate over the real identity of the great bard.  Shakespeare was not secretly Christopher Marlowe or the Earl of Oxford.

He was (as I think many of us always suspected) a witch.

With his powers of prophesy, familiarity with the concept of cyber theft, and lazy, poorly-scanning rhyme structures, he was, undoubtedly, a practitioner of the dark arts.

Also, he appears to have had a Kenyan birth certificate.

And as if all that wasn’t amazing enough: there are notes and drafts for extra stanzas!

See, sonnets, by tradition, are 14 lines long, but it appears that Shakespeare had so much material to draw from in his foreknowledge of Donald Trump’s outrageous, galling, hysterical lies (oops – I mean, “post-true alterna-facts”) that he had to cut several extra lines of verse. Here are just some of the additional stanzas that didn’t make it into the final edit:

Election was “rigged”, but his win’s no fluke,

Clinton need not be stopped with a weapon.

He knew nothing about a David Duke,

But saw Muslims cheering 9/11.

That disabled reporter was not mocked,

And nothing was crooked about Trump U,

He didn’t say Megan Kelly bled on Fox,

And always opposed the Iraq war too.

And “Check out sex tape” was not what he said;

It’s a Chinese hoax, not a warming crisis.

Do “Blacks” shoot 80 percent of “Whites” dead?

No wonder Obama started ISIS.

Ted Cruz’s father probably killed JFK;

He saw footage of cash coming off that plane;

We cannot trust proof from the CIA;

But don’t worry, the swamp will soon be drained.

This is yuuuuuuuuuuge.


VALE: John Clarke

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This past week Australia lost one of its legends.  If you are not from Australia you may not know the name John Clarke, and if you don’t, I am sorry.  I am sorry that you never got to experience his brilliant work.  He was the country’s greatest satirist, delivering a virtuosic four decades of comic commentary on most every aspect of modern life (we might be lousy with Hollywood-ready actors, but quality satirists are fairly thin on the ground here; someone needs to place Shaun Micallef in some kind of cryogenic stasis for protection).  Clarke was also, I’m fairly certain, a genius, and by all accounts, an incredibly generous, warm, and kind human being.  There is little I can say to add to the richly deserved praise that has been offered to eulogise Clarke since his shock passing, but I have grown up admiring him, and thought I should say something anyway, for whatever little it is worth…

John Clarke umbrella

Words fail.

That’s a sentiment that people express when someone of great importance dies.  There seems to be no way to express, verbally, the loss.  Language is too small, too imprecise.  Ironically, it is precisely the right sentiment to embrace when hearing the tragic news of the loss of Australia and New Zealand’s greatest satirist, John Clarke.  Because Clarke’s greatest strength was his way of weekly exhibiting the way that words fail.

Clarke is perhaps best known, now, for his weekly satirical take on the news, but he was, in the true sense of the word, a polymath.  Over the course of his prolific career he wrote sketches, screenplays, stage plays, poems and novels; he was an actor; a director; a producer; a documentarian.  He worked in film, television, theatre, and radio; and he is warmly remembered by the innumerable comedians and creators with whom he collaborated, or inspired, or personally mentored and supported behind the scenes.  (Please be stunned by the breadth of his output here: http://mrjohnclarke.com/)  But throughout it all, uniting his disparate creative endeavours, was an abiding fascination with the fluidity of language – its use, and more frequent misuse – and the absurdities that resulted from this rift between truth and expression.

Born in New Zealand, he became famous in the 1970s for creating and performing the character Fred Dagg, a New Zealand farmer and social commentator with several sons named Trevor (the favourite son was Trevor).  Dagg was a sketch comedy character with a dry, unassuming delivery, but he allowed Clarke to indulge some deliriously nonsensical linguistic play.  In the voice of Dagg he could present a shambolic 21st birthday speech that was speckled with unintended insults, that intimated debaucherous anecdotes which cannot be told, cannot be told, that escalated into a recursion of well-meaning banalities (‘You’ll all here agree with me, more or less 100 percent, in going along with me, in joining with myself, in going along with Trev’s mother and I…’), and has poor old Mrs Ballis getting caught in the wool press.  Elsewhere he could recount how that story of Hamlet was just a rip off of a bit of trouble that happened up his way a few years ago to Herb Davison’s son, Trev.

When Clarke moved to Australia he was soon a principle writer and performer on The Gillies Report, a topical sketch program that employed the talents of its titular actor, Max Gilles, to impersonate sitting politicians.  A few years later, Clarke would continue this political satire in the form of brief sardonic dialogues that appeared weekly, in one form or another, for the majority of the next thirty years.  He and collaborator Brian Dawe would stage a mock interview that often involved Clarke playing the role of a real-world government official or public figure, someone embroiled in one of the week’s more pressing stories who was being asked to clarify their policy position, or explain the ‘official’ version of events.

John Clarke Clarke and Dawe

IMAGE: Clarke & Dawe

Unlike the parodic style that was the signature of The Gilles Report, in his Clarke & Dawe interviews Clarke did not try to offer a traditional impression of the people he portrayed – he was never made up to look like the person he was playing, hidden beneath stupid wigs and make-up – because it was never technically that specific public figure that was the target of his incisive wit (he did, however, have an acute ear for incorporating their turns of phrase into his dialogue).  Instead, what unfolded was a masterful account of the way in which the language of politics and media make a mockery of the pursuit of truth.  (The ABC have assembled a fairly good selection of their sketches – they miss a few great ones, but there is a nice cross-section of their work).

Just as he had no interest in affecting an impersonation of any one figure, he was similarly nonpartisan in his mockery over the years, skewering all sides of the political spectrum – because his real target was linguistic hypocrisy.  He explored the way that the logic of politicians could happily fold in on itself, how empty platitudes and a desperation to sanitise uncomfortable policy realities created a kind of pseudo speech, divorced from reason and clouded in self-delusion.  As one of his dialogues explains, an ‘Australian usage of the English language’ actually means the exploitation of language for political expediency:

Bryan (interviewer): What is it called when you say something you know to be false?

John (playing the role of Lars Torders): A policy.

Ironically, the result of Clarke’s linguistic play frequently presented some of the most incisive descriptions of the world’s most pressing issues.  From the ghoulish dehumanising of Australia’s asylum seeker policies, to his unsettlingly prescient critique of the modern media, either as an oversimplifying, reactionary ouroboros of Twitter clickbait (a point articulated in the immediate aftermath of the US election), or the distracted narrators of petty squabbles at the expense of legitimate analysis (such as in ‘It’s the Planet, Stupid’, a title with a crucial comma)  In the United States The Wall Street Journal once even cited a Clarke & Dawe video as the best summation of the European financial crisis.

Arguably Clarke’s most celebrated single work, The Games (1998-2000),  was a Logie and Australian Film Institute Award winning sitcom set behind the scenes of the preparations for the 2000 Sydney Olympic games.  (It was even popular enough to be allegedly ripped off by the BBC’s Twenty Twelve.)  The series, which ran for two seasons, was created and written by Clarke, in collaboration with Ross Stevenson.  It was the fictional account of a handful of bureaucrats, led by Clarke, Dawe, and Gina Riley, who were heading the organising committee of the games.  The series, brought to life with Clarke’s signature absurdist loops of dialogue, exposed the impossible position that such a committee was placed within.

John Clarke The Games
IMAGE: The Games

It was the ideal setting for his satire: an enterprise with superficially lofty ideals, mired in contradiction, spin, and compromise.  Because as Clarke revealed, beneath the grand symbolism of the Olympics as an athletic competition about human excellence, the truth was a nebulous confluence of differing agendas, one regimented by obsessive rules and protocols, propped up by advertisers dictating special treatment to push their wares, pestered by the needs of governments all over the world who were looking to bathe in the reflected glory while inoculating themselves from controversy, harassed by journalists incessantly sniffing around for stories of failure, and perpetually mere moments from disaster.

Consequentially, it was a series that allowed Clarke to explore his many avenues of satiric interest, wherever he cared to roam.  It simultaneously covered finance, government, marketing, media, myth making, and office politics (the mandated team-building episode in which John’s role-playing animal is an aphid is hysterical).  It catalogued the manipulation of budgets, the weathering of daily governmental point-scoring, and the placation of sporting bodies and sponsors.  It was able to ponder whether anyone really wants a ‘clean’ Olympic games, confront the dismaying inability of the then-sitting Australian Prime Minister’s unwillingness to apologise to the country’s Aboriginal people, and philosophise over whether a 100 metre running track really needs to be 100 metres.

Even with its tie to the minutia of the Sydney Olympic games, for anyone outside of Australia curious about Clarke’s comedy it remains perhaps the most accessible of his work.  It should be stated that it is also a series that does not get enough credit for its experimental style, which not only blurred the divide between fiction and reality – frequently employing real public figures and celebrities in its narrative – but also pioneered the now ubiquitous ‘mockumentary’ sitcom style of having a film crew act as the observers shaping the story.

Clarke’s contributions to cinema were diverse.  He was a scene-stealing presence in films such as Death in Brunswick (1990), playing a laconic gravedigger, and Never Say Die (1998), playing an uncharacteristically honest car salesman.  He was the voice of Wal in Footrot Flats: A Dog’s Tail (1986).  He wrote film adaptations for Shane Maloney’s modern suburban comic crime noirs Stiff (which he also directed) and The Brush Off, both of which were screened as television movies in 2004.

Despite being best remembered for his work in television and film, it is perhaps in his literary output that the extent of his genius is best glimpsed.  His book The Tournament (2002) (which I will admit to not yet finishing) transplants the Modernist movement into one long tennis tournament, refashioning the twentieth century’s greatest thinkers and artists into players, coaches, and commentators, playing out their intellectual disputes in a unifying sport metaphor.

He also wrote a collection of poetry, The Complete Book of Australian Verse (1989) (followed by an expanded reprinting, The Even More Complete Book of Australian Verse (1994)), which claimed to be a collection of all of the original Australian poets who had been ripped off by the English and American poets of the past.  Not only did Clarke expertly mimic the style and structure of the writers he was referencing – repurposing them into figures like Dylan Thompson, Sylvia Blath, W.H. Auding and Stewie Smith – he simultaneously parodied the themes of the original while speaking to quintessentially Australian experiences.

To use but one example: Kahil Gibran, author of the mystic philosophical prose/poem The Prophet becomes Kahlihliji Bran, whose ‘prophet’ is being sought out for horse-racing tips at a local bar, waxing lyrical in absurd contradictions (‘Paradox is that which is not paradoxical / Only the living know death.  Only the dead are living’) as he tries to weasel himself a free drink and escape before being called out for his nonsense.

For John Clarke, language was malleable and fragile.  Powerful, capable of descriptive elegance, but too frequently made to fail; too often twisted into dissembling vapidity.  And over the course of his career he exposed it all.  In the chicanery of political spin, in the cold dehumanising calculus of euphemism, in the nonsensical bellyflops of the media – like few others John Clarke could see through the facade of rhetoric, past the bluster and the fraud, to the cowardice and bewilderment and grasping beneath.  He dissected language surgically, and reassembled it as a ridiculous pantomime of itself, allowing even those of us blind to its tricks to be in on the joke.

And for several decades, on multiple platforms, across myriad subjects, John Clarke gifted his wit and insight and craft to the world, his skills only ever sharpening with time.

There is no satisfactory way to summarise a career and a life such as John Clarke’s.

Because words fail.

Even if he never did.

John Clarke



Guardians of the Galaxy Vol. 2: ‘Welcome to the human race, a celebration’

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Guardians Vol 2

Okay, I’m about to be super, suuuuuuper petty.

I mean it: really insignificant and snippy.  And there’s pretty much no reason to do so, I just need to vent, even while realising that in a world where Trump is president and life for all humanity is about to become too expensive and environmentally toxic to remain viable, what I am about to say is phenomenally ridiculous.

But I just saw Guardians of the Galaxy Vol.2 today, and I loved it.

That’s not the petty bit.  I’ll get to the petty bit in a second.

Oh, and fear not: I will offer no spoilers.  I will simply say that I thought it was funny and lovable and scrappy – just like the original – but it wasn’t afraid to dig a little deeper into the characters and just have a great, if more personal, rollicking adventure.

I laughed; I cried; I pumped my fist in glee; I did all the things.

But when I got home, out of curiosity, I decided to check a review or two of the film, hoping to further fan the warm glow of enthusiasm in my chest by revelling in the shared joy of others.

And here’s where my pettiness comes in…

Because, sure, the majority of reviewers confirmed that, yep it’s still fun, still a winner (Peter Travers of Rolling Stone gave it a bit of a rave), but I was surprised to find a large sample of the critiques that I read (see a sampling of those criticisms here) all had variations on a similar theme: this one feels lame; the first one was better.

Over and over I kept reading it.

And for the most part they weren’t even scathing reviews.  This was no Suicide Squad pile on (although that film was a disaster).  But it was consistent.  One hipster backhanded dis after another.

Dinging the direction: this one thinks it’s cool, but the first one was effortlessly cool, man.  Having a go at the character interactions: well sure, they have fantastic banter and genuine emotional arcs, but it’s just not as unexpected as last time, brah.  One reviewer even trashed the soundtrack as lazy, all the time comparing it to the last movie, like that was some unassailable surprise wonder, and this one was just spinning its wheels.  Hey, using  the Jackson 5 last time was inspired, but Cat Stephens this time?!  Whaaaaaaaa?

And again, I want to make it clear: they were not saying the film was bad or had problems (I could at least understand what they meant then, even if I disagree), what irked me about these responses was the way that they seemed to talk in presumptive vagaries.  It’s less charming the second time around; it’s not as clever as it thinks it is (exactly how they know how clever it thinks it is going unexplained).  To me it read as being more interested in assuring the reader that they, the reviewer, were way too savvy and awesome to be impressed by what had seemed fresh and taken everyone else by surprise last time.

I mean, sure, they seemed to say, we might have been impressed by an anthropomorphic tree and a talking racoon having emotional depth last time, but why are they still in this film?  What, am I supposed to actually invest in these rich characters and their evolving inner psychologies?  I liked it better when it was just a one-off mind screw to be forgotten in an instant.

What I loved about the film, which many of these ‘I liked it better back when…’ commentaries seem to miss, is that simply upending your expectations is not the sole point of this film (nor was it was the focus of the first film, either.)  This is the second offering in a series.  It has recurring characters; a continuing plot; a consistent universe.  It’s not trying to drop your jaw to the floor by using Fleetwood Mac song in space, it’s just respecting is characters and tonal identity – and I thought doing it spectacularly.

Meanwhile, the series does innovate where it matters, just not in the superficial ways.  It still subverts space heroic tropes; it still keeps it playful and lived-in where it matters.  It still loves these characters and respects them enough to give them their own quirks and desires and drives, still making a precarious feat of juggling comic/tragic personalities look effortless.

True, as time goes on I will probably still consider the first film my favourite of the two, but that in no way means that this second film is a lesser beast.  In many respects, given the impossible expectations it had to meet – that apparently critics carried with them into the cinema – it’s the far more impressive.  It’s not beholden to the worn out ‘go chase this shiny MacGuffin’ archetypal Marvel plot of the first film; nor does it suffer from having a generic, forgettable bad guy like its predecessor; and rather than just watching this ensemble assemble, we get to live with them, watch how they deal with being a family.

Again, this is all very petty of me.  People can like and dislike whatever they want, however they want.  If they have the urge to pronounce that something is not as great as it once was without backing that statement up, that too is perfectly fine.

It just bothered me in the case of Guardians of the Galaxy, because it appears to be one the few big-budget action adventure superhero products still resisting the urge to amalgamate into a ubiquitous oneness.

Now that DC has let its entire pantheon of characters sour into a Zack Snyder’s grey funk; now that every Mummy and Dr Jekyll film has to pointlessly collaborate into a shared universe; now that Marvel films persist in bleeding into one another, getting more and more enmeshed and familiar, continuing to rehash the same plots (I enjoyed it, but Doctor Strange really is just Iron Man on acid), I love having this goofball little outlier of a series, just doing what it does and not apologising for it.  Earnest and playful; cross promotional brand awareness and infinity stones and the cynical posturing of critics be damned.

Dancing all on its own; making itself happy.

Radiating love.

baby-groot-dance


Mess Effect: Andyou’reawhatnow?: Foreseeing the Forerunners Foresight (A Mass Effect Retrospective part 1)

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Bet I’m the First Person to Use That ‘Mess Effect’ Pun …Right?

Mass Effect Andromeda 2

I don’t know what people are talking about.  I’m playing Mass Effect and I love it.

Actually, that’s too small a word.  I adore it.  Without reservation.  Warts and all.  It’s splendid.

It’s a game equally sprawling and bold and beautiful.  Rich and atmospheric, spilling over with captivating characters, and dense with philosophically complex social and political mores to traverse.  It takes its mythology seriously, but is frequently still playful and wry.  And yeah, sure, there’s a bit of janky design and clunky animation, but it remains a visual and auditory marvel, with absorbing, sprawling game play and a sense of endless potential.  It’s everything I’ve ever wanted in an interactive narrative experience, and has easily become one of my favourite video games ever.

No wonder they made a sequel.

Oh –

Sorry.  You probably thought I meant Mass Effect: Andromeda, right?  Simply because I knowingly engineered the beginning of this column to actively imply that I was?  Simply because I used an Andromeda picture in the header – and another one right here?

Mass Effect Andromeda 1

IMAGE: Intentionally misleading

Simply because I am a jerk?

Yeah, but no.  No, I meant the original Mass Effect.  Classic, not New flavour.  The decade old first entry into what I’m happily rediscovering might now well be considered a largely superfluous franchise.

It’s fair to say that the release of the new Mass Effect: Andromeda – the first game in the series since the ignominious conclusion of Mass Effect 3 five years ago – has been met with a tempered enthusiasm at best, and mocking scorn at worst.  Over the past several weeks the game has been knocked for its bizarre facial animations, game-stalling bugs, and stilted dialogue – videos of which seemed to have mutated on contact with the internet into a virulent strain of snarky (if admittedly hilarious) memes.

There are suspicions that the game was rushed out before it had finished development (given the state of Mass Effect 3 when it was released, this would not surprise me), that its pacing is slowed to tedium by rote fetch-quest padding, and that it is littered with multiple unresolved plot threads that serve more as cheap bait for future DLC packs and sequels than offering a satisfying narrative experience in its own right.

(Please note: I’ve not played the game, myself; this is simply what I am gleaning from the general scuttlebutt on the interwebs.  And do not take this as an attempt to denigrate anyone else’s interest in the game.  If you’ve enjoyed playing it, I’m very happy for you.  Similarly, this is in no way an attempt to insult the hard work of its many talented designers and creators who have worked on it.  I cannot speak to the game’s actual quality – though I do think some of its alien vistas look quite striking.  These comments, and what is to follow, are all based on speculation, and should be treated as such.)

For my part, however, none of the primary criticisms being levelled at Mass Effect: Andromeda have contributed to my complete disinterest in playing it.

Yes, the rubbery faces look silly, and yes, the quality of the dialogue – with lines like ‘My face is tired’ and Ryder’s father’s ham-fisted blather about ‘dreams and ‘dreaming for achievement’ – looks to have taken a dive, but usually I would still be keen.  Throw all the bugs and glitches at me that you want.  I’m deranged enough to have played Dragon Age: Inquisition on an XBox 360; I can deal with some jank in my tank.  In the past I’ve found even an unfinished Bioware game to be more absorbing than most other major releases; I played Dragon Age 2; I can handle a rushed production that makes ninety percent of its locations shoddy re-skins of the same warehouse and stretch of cave.  And I’m certainly not going to be scared off by whatever hateful, rabid conspiracy theory is being cooked up by gamergate trolls to slander Bioware on any given week.  (Gods, I cannot believe how depressing it is to still have to deal with the toxic bilge of gamergate in 2017.)

Mass Effect my face is tired

IMAGE: ‘Sorry, my dialogue is contrived’

But in this case my apathy for the game is tied more to narrative and thematic concerns for both it and the trajectory of the series as a whole – all of which I only seem to be seeing confirmed in the aftermath of the game’s release.

To explain my issues properly I would have to go off on yet another tedious, pedantic rant about Mass Effect 3 – specifically the way that it was already heading in a disheartening direction even before its reprehensible end – and no one (including me) wants that.  Besides, I’ve banged that particular drum plenty of times in the past.  Seriously.

But to offer a quick summary: to me, Andromeda appears to have problems with the basic logic of its plot, and looks to be tackling a problematic theme that I doubt its creators have fully thought through.

Firstly: the plot.

From the information circulated in the marketing, I get the sense that the premise of the new game actively works against it.  While I can sympathise that its creators want to get away from the controversial baggage of Mass Effect 3’s poorly-received conclusion, by choosing to set the story between Mass Effect 1 and 2 (before swiftly blasting the player several hundred years into the future into a different galaxy), the result is that Andromeda’s audience is being asked to suspend not only its disbelief, but the logic of all the preceding games.

Because nothing about this game’s central premise is possible in the universe of Mass Effect between the first and second games.  Here, several arks, stuffed with hundreds of thousands of cryogenically frozen souls are sent on a journey to an as-yet unexplored galaxy in order to populate new worlds; but there seems to be neither any reason to do this, nor any explanation for how this heretofore inconceivable scheme is now occurring.

There is no population crisis driving them to action (nothing is ever mentioned in the original games, where humanity still has room to expand all over the place), nor does it appear to be a failsafe in case the apocalyptic threat of the original games’ antagonists, the Reapers, prove to be real.  (Admittedly, this could be an eventual plot twist in the new game, but again, no one in Mass Effect 2 or 3 ever mentions such a mission).

Moreover, given that the state of the universe at the end of Mass Effect 1 had neither the science, political co-operation, nor resources, to put together an enterprise of such magnitude – and, again, the fact that no such astonishingly expensive, complex, time consuming program was ever mentioned in all of Shepard’s subsequent interactions with the several governments involved – it seems to be a narrative device chosen more out of fear than purposeful storytelling.

Perhaps if the story had been set many hundreds of years after the original trilogy it could have made sense – science might have advanced enough to make what was proposed less preposterous; a new predicament could have been established to justify why such a gargantuan undertaking needed to be; but in an effort to avoid the consequences of Mass Effect 3, the writers appear to have simply jettisoned the logic of their own universe entirely.  And it is hard to invest in a story that has already disrespected your willingness to believe in it before it begins.

But what is most worrisome for me is that theme of colonialisation at the heart of the new game.

Because Andromeda clearly has a precarious narrative tightrope to walk.  These humans are not the upstart, inquisitive underdogs looking for a seat at the grownups table of galactic politics that they were in the original trilogy; here they are invading colonisers.  Humanity is intruding into a new world, looking for lands to populate, and they are involved, almost immediately, in violent exchanges with the present occupants of these lands.  There is a disquieting aroma of imperialism in that set up, one that appears to only intensify when your player character’s father dies and you inherit the role of King.

…I mean, ‘Pathfinder’.

Mass-Effect-Andromeda-Fighting-The-Kett-on-Eos-1036x583

IMAGE: ‘Hello chaps!  I wonder if we might discuss a time-share arrangement?’

Ethically, that is an uncomfortably loaded position to place the player.  In the days of Mass Effect 1 Bioware I would have trusted that an awareness and sensitivity would permeate the writing, exploring the complexities of this premise to tantalising effect.

Unfortunately this project has been led by Mac Walters, one of the two principle writers responsible for Mass Effect 3’s grotesque finale and asinine central plot.  In that game, whether consciously or not, Walters took the myriad possibilities of the original two game’s branching narratives and reduced them into a quest to build a giant spacemagic doohickie that could end war with a pick-a-box of hate crimes.  He took complex philosophical contemplations of cultural diversity, questions of artificial life, free will, and justice, and boiled them all down to a clumsy grey nihilism, producing a text that by its end actively championed mass-murder, mind-control, and forcibly rewriting people’s DNA against their will, all in a thumping, Michael Bay tone of vulgarity and vapidity.

So, to me, watching a writer who literally tried (and catastrophically failed) to put positive spins on genocide, brainwashing, and forced eugenics now handling the nuance of a plot centrally concerned with intergalactic terra nullius sounds dreadful.

And given that Andromeda already appears to be following its predecessor’s mistakes – the writers are lazily rehashing the ‘ancient unknown aliens have left mysterious plot-helpful devices scattered around for mysterious reasons’ story; as mentioned, they leave the majority of the larger plotlines inconclusively hanging – it’s hard to give them the benefit of the doubt.  After all, none of those gimmicks worked out so well last time.

And finally, while I’m throwing unjustified shade at the game, I may as well admit that to me it simply doesn’t look that fun to explore.  No doubt I’m wrong – and again, I welcome players to correct this misconception – but from everything I’ve seen so far, I can’t help it.

Andromeda is clearly big – the advertising and pre-release previews incessantly promised environments several times larger than all previous Bioware games – but to me Mass Effect has always been about more than traversing a landscape.  It’s about exploring different cultures, different personalities.  So while this new universe might be physically expansive, it sure looks a lot emptier.

By all accounts the game has jettisoned the entirety of its most idiosyncratic alien species.  There are no appearances from the drell, the hanar, the elcor, the quarians, geth, volus or batarians.  Meanwhile, in their place, only two new additional races are expected to fill the void – one that looks to be cannon fodder; the other like a fairly generic clone of Avatar’s the Na’vi.

So, long, long, long story short: I’m not exactly racing out to buy a copy of Andromeda.

Mass Effect Andromeda bug

IMAGE: Secret third race of new aliens in game: the NoBetaTests

But what all of this recent buzz in the press (both positive and negative) did achieve was to make me nostalgic for the original games: Mass Effect and Mass Effect 2.  These works were – and still remain – two of my most beloved gaming experiences, so in light of all my newfound apathy I started to wonder:

How well do they still hold up?

It was a question that was particularly pressing given that I now find it impossible to think back on those experiences without recalling the way in which they ultimately conclude – all that hope and wonder and grace reduced to a spiteful, nihilistic wet thud that its writers presumably thought was profound.

So I decided to revisit the first two games in sequence.  To re-explore them, both with the (relative) fresh eyes of several years distance, and examining – really for the first time – the way in which foreknowledge of the trilogy’s vile ending impacts the experience.

That is what I will therefore be doing over the next few posts: cataloguing my tedious, erratic, distractible, rambling (and yes, long) thoughts on each game.  Pondering what, at least for me, remains of this revolutionary series.  What has dated it, what has tarnished it, but overall, what once made – and still makes – this series so magnificent.

And spoiler alert for the first game: It’s fantastic.

Because it’s all there in that first game.  All of it.  Everything that made the Mass Effect universe great.  Everything that captivates and excites the imagination.  Yes, the sequel’s promise of decisions that carry over from game to game was ripe with possibility; yes, the chance that you could watch entire civilisations change over multiple years, or grow alongside characters that you had fallen in love with was enticing; yes, the hope that game play mechanics would get polished and refined with new instalments tantalised; but returning to that first game, as I have over the past few weeks, provokes a startling revelation: much of what follows Mass Effect 1 is unnecessary.  Or at least, not impactful enough to dull the charms of the original.

To be clear: I’m not suggesting that the sequels should not exist.  Speaking as someone who adores the second game in the series (niggling narrative issues and all), and who even found momentary flashes of greatness in the trilogy’s dumpster fire of a conclusion, the subsequent games clearly have a reason to be.  All I am saying is that in revisiting the first game I have been delighted to discover that although Mass Effect is often spoken of as a trilogy (and now as a trilogy with a weird prequel/sequel/soft-reboot thing poking out of the side of it), in truth everything that made this series so wondrous appears, already fully formed, in the first game.  Some concepts may get fleshed out further in later instalments, the combat might be tightened, and there is a general uptick in the visuals (aside from your own character’s face in game 3), but often, not only does the first Mass Effect perfectly achieve the overarching narrative’s thematic goals, in many ways it articulates its mission statement more eloquently than the series would ever manage again.

But I’ll get to that next time.  For now I’ll just leave my argument unfinished, but overflowing with promises of what’s to come.  Let that tantalise and excite the imagination.  Let it build up impossible expectations that can never realistically be met.

Because, as this wondrous series has proved, that always works out great.

…Right?

Mass Effect title screen maxresdefault

p.s. – I am serious about welcoming people to tell me I’m utterly mistaken about Andromeda.  I highly doubt I will ever play it, but I would be delighted to hear of people’s experiences enjoying the game.


Twin Peaks: Flame Wars Walk With Me

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Twin Peaks log lady

My log has something to tell you.

My log knows the ways of popular culture.  Of the fans that brighten the flame.  My log has seen television revivals come and go.  My log has a Twitter account.

Behind all memes are reasons.  Reasons can explain the absurd.

Twin Peaks will return.  It is a miracle.  But it will open a gateway.

My log knows what is to come.

Can you hear it?

I will translate.

On the first week David Lynch will be a genius.  It is wondrous, the people will cry.  Articles will scatter like dandelion seeds.  ‘THIS is why Twin Peaks had to return’, they will say.  ‘Lynch and Frost teach modern television creators how to do it.’  Much shade will be thrown at the most recent season of The Walking Dead.

On the second week, columnists and critics will agree that the show is taking its time.  But this is universe building, they will argue.  Perhaps the weirdness is not quite so quirky, some will suggest.  It is still better than everything else on television.  Listicles filled with spoilers counting the ’10 Best Things About the New Twin Peaks‘ will clog websites everywhere.  People will already tire of their workmate’s references to ‘damn fine’ black coffee.

In week three there will be disparaging chatter about some of the returning actors, and whether or not they should have come back.  Magazines will create spreads of the female cast members, rating them alongside photographs taken twenty years ago.  Copy-editors will ask who has ‘let herself go the most?’  The male cast will be referred to as ‘distinguished’.  Humanity will continue to die a little inside.

In week four conspiracy theories abound.  What does that salt shaker mean?!  Enough with the owls!  Memes will fly wildly on Twitter.  One line, taken out of context in episode two, will have become so ubiquitous and overused in daily conversation that your aunt will facebook you to ask what it means.  A Guardian newspaper columnist will list reasons why this new series is exactly what Twin Peaks was once all about.

Week five will leave viewers wondering aloud whether the long pauses and abstract dialogue are intentional.  People will haunt comments sections of articles loudly proclaiming that they ‘Don’t care!’ about this series.  That they ‘heard’ it wasn’t that good in the first place.  That they are only writing this in every comments section, on every review that they find, because they are ‘SO UNINTERESTED!  SERIOUSLY!’  Critics begin to wonder whether Twin Peaks has shown its age.  In the wake of Breaking Bad and Mad Men, does Twin Peaks still have ‘it‘ anymore?  A Guardian newspaper columnist will list reasons why this new series is the complete opposite of what Twin Peaks was once all about.

Twin Peaks Damn fine coffee

In week six the online anger will rise.  ‘Why don’t we KNOW anything yet?!  Where are the answers?!  We waited twenty years for THIS!?!?’ they will furiously type, despite having only binge-watched the series a month ago.  Reviewers cataloguing episode summaries on websites like the AV Club will wonder why the screenwriters are concentrating on the peripheral characters.  Think pieces about why they are actually important, even though they appear completely irrelevant to anything, will emerge.  Some will sound nearly convincing.  #Where’sAnnie?

In week seven the ‘fans’ will become apoplectic.  A beloved character and actor from the original series that they have not thought about for a decade has been treated unfairly!  Boycotts are threatened.  #HAVETOSPEAKUPHEARINGISGONE.  Capitalising on this anger, an organised conservative moral outrage group will petition Showtime to cancel the show.  They will demand an investigation into whether something screened in a previous episode was too disturbing for broadcast.  The FCC will issue non-committal statement about looking into the matter.

On the eighth week Saturday Night Live will do a sketch claiming that Twin Peaks is actually about Donald Trump.  The White House is now the Red Room.  Jeff Sessions is the Man From Another Place.  Paul Ryan is an uptight nerd possessed by darkness.  Steve Bannon is Bob.  Ivanka, a vague beauty queen with no defined personality is ogled like a trophy to distract everyone from the evil goings on barely obscured behind the scenes.  Alec Baldwin will play Trump as a dim-witted Log in an unconvincing toupee, carried around by Vladimir Putin in a dress.

My log is not amused.

Week nine will bring with it hand-wringing think pieces.  ‘Lynch might just be a weird old man with singular antiquated beliefs’, they will suggest.  Is he celebrating, or mocking what he thinks is ‘weird’?!  Maybe Blue Velvet wasn’t that good after all.

Week ten there will be a controversy.  Perhaps Denise Bryson, the transgender character played by David Duchovny, will be presented in an arguably unflattering light.  Perhaps someone will rethink the use of the word ‘dwarf’ on national television.  A critic will write an article titled ‘Twin Peaks Is Not A Safe Space.’  It will be unclear if this is meant to be satirical.  #CancelTP

In week eleven people will have moved on to the return of Game of Thrones.  Can you believe that Khaleesi did that thing that she did?  It was about time!  Critics will praise Game of Thrones in inverse proportion to their criticism of Twin Peaks.  ‘David Lynch withholds too much!’  They will gnash their teeth.  Game of Thrones will cut a dude’s head off and show you some rude bits.  That’s how you tell a story!

In week twelve disparaging think pieces propagate.  Everyone will be reminded that before it was cool to brag to everyone about how underappreciated Twin Peaks was, it was fun to slag off the second season, while it was still screening, for not being as great as you wanted.  Endless columns will lament that Lynch is just stringing his audience along – just like before.  This is why Twin Peaks got cancelled in the first place, they will say.  #Waiting25Years

In week thirteen many clever, ironic people, who are all very popular and hip, will write disparaging comments about how Twin Peaks is still on television.  Yawn.  I forgot that was even a thing, etc.  I watched that new Archie Riverdale show and it was weirder.  Did you see Gravity Falls?  #LodgeAComplaint

In week 14 a subsection of Tumblr fans will be disheartened when it becomes clear that the romance they were shipping is never to be.  Whether this romance was between a stale box of donuts and a taxidermied deer head is obscured.  #DoughADeer

On the fifteenth week, the week before it ends, fan theories will run amuck.  Entire Wikis will flourish and fade daily.  Click-bait websites will dangle promises of ‘WHAT IT ALL MEANS’ behind several pages of single sentence paragraphs and a confetti of pop-up ads.  There will be rage from those who love the series; rage from those who ‘have never and will never watch it! Why doesn’t everyone just shut up?!’; and rage from those who believe that it is just not as good as it was when James Hurley went on that stupid road trip.

Twin-Peaks-sign

On the final week, there will be no definitive resolution.  The answers it does offer will be nebulous.  Much will remain obscure.  Articles will be written praising a work that is willing to excite, entice, and respect its audience in such a way; others will be written calling the show a fraud.  David Lynch will be labelled a scam artist; a genius; an auteur; a hack.  The show will be called exploitative; ridiculous; outdated; cutting-edge.  It will be both hip and derivative to hate on it; its defenders will be equal parts brave and gullible sheep.  It will be the greatest; it will be the worst.  Proof of the revival model; evidence of why it never works.

Twins; mirrors of one another.  The darkness in the light.  Inextricable.

#CUin25Years

The show will probably be magnificent; but none will be able to tell anymore.  The flames will rise regardless.  The smoke will blind.  From the warmth of recognition to a fandom ablaze.

In the feedback is the fire.   All that is good burns.

It happened to Arrested Development.  To The X-Files.  Even the Gilmore Girls got a working over.

All of this has happened before.

All will happen again.

All of this my log has foreseen.

And, yeah.

That Rosanne reunion sounds like a terrible idea.

Twin Peaks thumbs up


Mass Effect 1: ‘Never underestimate the power of words’ (A Mass Effect Retrospective part 2)

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GAME PLAYED: Mass Effect (base game); DLC: ‘Bring Down The Sky’

To Read Part 1 of this Retrospective

Mass Effect title screen maxresdefault

In the beginning there is fear.

The first game begins with Shepard staring out into the inky black of space, over a planet that either is, or is meant to evoke, Earth.  Back when I used to replay this series, that expanse of possibility was delightfully vertiginous.  The journey ahead but a series of potentialities, none yet realised.  The player, like Shepard, was able to look ahead and wonder at what was to come.

But now there’s fear – because I already know it all leads to one place.  Awash with recollections of the series’ grandeur and disappointment; the prophesy of oncoming darkness and ruin that is about to be vomited into Shepard’s brain already gnawing away at my memory.

So I was wary when I fired up the game again after all this time.

And yet, to my delight, I found the experience to be instantly, gloriously reaffirming.

Beyond the comforting thrum of the menu music, which still evokes in me a kind of Pavlovian response of joyful anticipation, beyond the visuals and mechanics that hold up better than I’d feared, and even acknowledging that my affection for the series might lead to some blind spots in my critical thinking (I have always adored that beautiful Mako, wonky handling and all; hell, I even like the elevators – yes, really), I maintain that the first Mass Effect is still one of the most perfect marriages of form and function in any text, videogame or otherwise.  Its narrative, and the mechanics through which it expresses itself work in unison to create an experience that is thoroughly absorbing and profound.

You play the game, but the game plays you.  And together, through an intuitive conversation between audience and text, both are elevated, entwined in an understanding that validates the journey shared.

Mass Effect ashley and kaiden

The What

Mass Effect’s detractors might call it merely a pastiche of other great sci-fi texts.

It emulates the universe-building of Star Trek, the tone of Blade Runner, the political manoeuvring of Babylon 5, the pseudo-magical powers of Star Wars, the ominous dread of Lovecraftian horror, and revolves around a cast of oddball loners on the fringes of respectability somewhat like Firefly.

The first response to such an accusation would no doubt be: So what?!  Are you serious?  That sounds incredible!

And indeed, it is.  So shut up, imaginary naysayer guy.

But the more successful rejoinder would be to point out not what Mass Effect borrows, but what it offers that is purely its own.  Because Mass Effect presents, unique to any sci-fi universe ever crafted, the opportunity to truly discover an unknown universe; to use one’s own thirst for understanding and perspective as a videogame player to propel the way in which the narrative and its themes open up in an act of cooperative exploration.

To its credit, the game initially does this by placing its player and protagonist in a disempowered position.

This might sound strange for a game centrally concerned with the first human being accepted to the Spectres (a galactic police force who effectively answer to no one), who receives a prophesy that leads them on a crucial, universe saving quest, but despite this grandiose premise, the game manages to largely avoid Bioware’s now patented You-Are-The-Chosen-One-Messianic-Rise-To-Greatness narrative structure.  In this first foray into the Mass Effect universe, crucially, humanity are the underdogs.  And Shepard too – although already a decorated soldier when the plot begins – has to scramble to get respect.

Unlike in a universe such as Star Trek, where humanity has become a dominant force in galactic politics, charting new frontiers and leading by example, here humanity is the plucky, spry, slightly obnoxious newcomer to the galaxy.  When we stretched out into the stars (on the back of alien technology we merely stumbled across), we immediately began poking our noses into everyone’s business, accidentally picking a war with a dominant species, and aggressively trying to weasel our way onto the council of the universe – something that other races have not been allowed to do for a millennia.  Consequentially, we are often viewed with suspicion, contempt, or pity by the other races that see our eagerness as folly.

Thus Shepard too is frequently met by distrust and condescension – by dignitaries, police officers and merchants, who hold various prejudices against the human race; by the council she eventually works for, who patronisingly refuse to believe the evidence she is gathering; and even, at first, by her crew, some of whom join her for their own purposes, but eventually come to admire her goals.

The first Mass Effect game makes the series’ best case, both in plot and play, for the benefits of being hampered, but persisting in spite of the constraint.  Mass Effect is about struggle; about sucking it up, taking your knocks, wrestling with the wonky controls of the Mako (gods, I love it).  It’s not about being indulged and told you’re great all day.  It is only in Mass Effect 3 that the lazy Jesus metaphors start up in earnest, and in Andromeda (it appears) when you get to be the ‘chosen one’ and ignore your cheeky imperialism while bro-fisting your pals.

In Mass Effect 1 (and 2) the universe actually gives very little damn about you.  It is only in caring about it, in spite of its contempt for you, that you not only earn your place, but can be part of the effort to join together and make it better.  For all out faults, it says, we human beings are tenacious; and that is one of the traits that makes us thrive.

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The Why

The other feature that both Shepard and humanity have in abundance is curiosity – something that likewise marries beautifully with the player’s experience and the design of the game.  Humans might be underpowered, underrepresented, and unrespected, they might be tethered to the training wheels by alien races that look down upon them with misplaced sympathy, but we (and the player) are inquisitive.

We ask questions that few others seem to be bothered with.

Why are there Keepers on the Citadel?  What the hell are they doing?  Why is there all of this Prothean crap littered everywhere across the galaxy?  Who set up this government?  And why?  So what’s the deal with Spectres?  How can you have strictly enforced ethical codes if you’ve also got a secret police force that answers to no one?  Why did the Protheans leave a little mass relay statue in the Citadel?  That seems a little weird, no…?

While the bulk of the other races are seemingly content with profiting from the technology they suspiciously inherited from an unknown ancient race, Shepard and the player explore the whys of this universe, asking questions, seeking answers, and gathering a band of misfit aliens who likewise want to upend conventional wisdoms, so that together they can uncover some uncomfortable, dangerous truths.

And all of this feeds beautifully into the game play experience.  It’s why Bioware’s signature dialogue wheel was such an ingenious development, and still feels so inspired.  It invites and rewards exactly this kind of inquiry.  It satiates curiosity, but even more ingeniously, it allows for emotional responses to the revelations that unfold.  Not only does asking questions and considering options open up the central narrative, it also advances that other great attribute that speaks for humanity’s worth: it encourages empathy.

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It’s what makes Bioware’s decision to require player input for all of Shepard’s dialogue so significant.  Throughout the game Shepard does not utter a word in conversation unless directly prompted by the player.  Literally every line has to be selected, for tone, or inquiry, before she speaks.  It might sound like a small detail, but this direct contribution has a distinctly different feel to the distancing auto-dialogue that creeps into Mass Effect 2 and overtakes Mass Effect 3.  For a game fundamentally about the ways in which language binds people, every sentence feels like an incremental building of your distinct Shepard, rather than a shading of the predetermined character the game requires.  This is largely just an illusion, but it is an artful one, uniting player and character in a fluid, grammatical expression.

Exploring dialogue about other races and cultures, considering the rationale behind other moral codes and other ways of life; the game encourages the player to observe the disparate ideals that can unite a biodiversity of thought.  The game proposes that kindness, consideration and respect can be universal – particularly in the face of an unfeeling, omnipresent threat that seeks to crush all life different from itself.

(In the second game, this thesis of curiosity and empathy would be extended further – on the micro scale through sharing your teammates’ emotional baggage on their personal loyalty missions, and on a macro scale, by exploring hostile races like the Geth and an artificial intelligence like EDI.  In Mass Effect 3 this invitation to cultivate empathy and investment would be largely abandoned.  Rather than introducing new societies and personalities – allowing their perspective to sway the player’s experience – the conclusion of the trilogy spent its entire run time cynically exploiting the investment cultivated by the first two games.  The narrative’s threat was powered almost solely by the devastation of the familiar as races and companions from the past games were wiped from existence, the player trying to save what little they could from the galactic bonfire.  The trilogy’s conclusion did not invite the player to invest in the experience of others so much as gormlessly threaten what was already beloved to evoke a visceral, persistent sensation of loss and dread.)

Over the course of the first Mass Effect the player meets floating brains, bird/lizard people, elephant creatures, sentient space crustaceans, asexual blue sirens, jittery amphibians, ‘roided out reptiles, migrants hidden beneath non-descript protective suits.  It is a breadth that would never be matched by its following games (curiously, not even in the new, larger scope of the Andromeda universe, as many of the established races are now M.I.A.), with each race having different styles of speech and grammar and distinct behavioural practices.  Some races communicate through aromas, and so had to actively describe their tone of voice so as not to be misunderstood in translation.   Some huff through breathing apparatuses, or hum through fluctuations of light.

And you are encouraged to get to know them all.  To ask them questions.  To learn their ways.

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You can pepper the members of these different cultures with queries about their politics, history, philosophy, businesses, finances, and family.  You can explore hot button issues like religion and slavery and genocide and environmentalism and crime.  You can probe them on everything from the effects of technology, to their eating habits, and their thoughts on space prostitution.

Consequentially, it is a game centrally concerned with knowledge.  Information becomes power, both as a play mechanic (asking more questions, being more persuasive or threatening, opens up greater options to the player) and as a recurring part of the plot.

You are tasked with solving a sci-fi detective story, so fittingly, along the way you meet people who manipulate information, withhold information, bargain information for power.  You are forced to deal with representatives of spy networks, cult leaders, scientists pushing their research to its limits; corporations and company stooges block you, reporters interrogate you, ambassadors try to spin your actions for their own agendas.  You hear the media, at the behest of the military, manipulate the truth of what you confront on the frontline into numbing lies spewed out across the presidium radio.

Your team-mates likewise pursue answers – some gathering new information to offer their migrant fleet, some hunting for intel into criminals that eluded them, learning something about themselves in the process.  The villain you pursue likewise uses information about an oncoming threat, a truth that has poisoned his mind, to twist and misuse fear to indoctrinate others to his will.  And the entire journey is motivated by a cryptic info dump jolted into your head in the game’s first mission – a prophesy of unknown devastation that you must spend three games unpacking and seeking to comprehend.

Thus every interaction that fleshes out this world, binding you to it, is reiterating the same theme: that knowledge, the language of understanding others, is the most transformative power of all.  As the esteemed Asari consort (who you are encouraged to assist deal with a scandal of leaked misinformation) says:

‘Never underestimate the power of words.’

So fittingly, you make friends with pariahs and hotheads and renegades, academics and warriors, people on the run from the shameful actions of their past and casual space-racists.  You collect a team of charming weirdos and you shoot off into the stars to make your own way together.  A merry assortment of colliding ideals and agendas, all proving the game’s hopeful thesis that with respect and curiosity, even unfathomable cruelty can be met and ultimately overcome.

Mass Effect Normandy_feros

The How

This sense of exploration – both ideological and physical – is exactly why seemingly trivial things, such as being able to draw or sheathe your gun at any moment (a feature stripped out of Mass Effect 3), using the Mako to trundle across the tundra, or travelling in elevators (which didn’t’ survive past the first game), become so important in Mass Effect.

Arming and disarming yourself wasn’t just a neat visual; it was emblematic of the fluid grandeur of the game.  It indicated that you really were at the mercy of an unfamiliar universe at all times – not just in predetermined, spotlighted ‘fight’ scenarios.  You might round a corner at any moment, even in the ‘safety’ of the Citadel, to be confronted by assassins; the survivors you try to help on some blighted wasteland planet might surprise you with a threat.  These vast environments live and breathe, and you inhabit them along with everyone else, rather than just blasting through on the way to the next scripted objective point.  You were there to explore, and never knowing from where danger or aid might appear, that journeying was fraught with peril, made the whole process richly rewarding.  The act of adapting to this ebb and flow of conversation and conflict, being able to vacillate between the two by pulling or replacing your weapon, therefore further enmeshed you in the grammar of the game.

The same was true of being able to rocket along the surface of planets in the Mako, exiting to wander on foot any time you wish.  Indeed, while I know many in the past have criticised these long sojourns on alien planets as barren, palate-swapped ranges largely devoid of life – it is hard to deny their beauty, and for me this loneliness only enhances the experience.  By the time you return from the wilderness back to Asari civilisation you are desperate to reconnect with people, to deep dive back into the game’s conversational systems and glean more from these societies that have sought for meaning amongst the emptiness of space.

Mass Effect 1 earth

Similarly the ability to board ships that you found floating in space; or to infiltrate facilities speckled throughout the stars; or selecting you and your party’s equipment and armaments; or even the act of physically watching yourself enter or exit the Normandy, going through quarantine scans and handing over command to the XO when you became part of the shore party; the whole game, at every level, encourages you to feel your freedom and isolation at once; investing you in an unbroken experience that evokes a sense of being truly out on the frontier, exploring a real universe.

Even the much maligned (I think very unfairly) long elevator rides that punctuate the game not only enhance the sense of this being a real universe that you are navigating, they allowed companion characters to converse: sometimes with playful banter, other times enabling two races with complicated histories and generational animosities to respectfully debate, to learn more about each other by valuing one another’s point of view.

In a time of videogame critique in which ‘ludonarrative dissonance’ has already become an obsessive buzzword for anything even momentarily immersion breaking, this decade old game still stands out for the way in which its design only deepens the engagement its players feel, with every perilous exploration, question asked, or elevator ridden, only further embedding them in its fiction.

mass effect elevator

The Huh?

As I indicated in my previous post – what is most remarkable about the first Mass Effect is how fully realised it already is in this its initial outing.  While the gun play may improve as the series goes on and while some of the themes alluded to here might be fleshed out further in Mass Effect 2, this first game fulfils every promise it makes.  Each major story beat and theme is explored and brought to a resolve; there is a sense of cohesion to the several sci-fi narratives it explores – from an Aliens-like facility infestation lockdown, to a Thing-style colony overrun by an ancient extraterrestrial mind control, to an assault on a cloning facility, several run-ins with robot zombies, amoral paramilitary groups gone wild, and a gloating inscrutable Cthulhu beast – and a thrilling resolution in the way that all of these elements ultimately converge, revealing the terrible secrets of an ancient cycle of imminent devastation at the heart of every space faring society.

The series really never does tie its plot together so elegantly ever again.

(An argument might be made that it is not until we meet EDI and Legion in the second game that the potential of this narrative’s exploration of Artificial Intelligence is fully explored, but even here the first game in the series leaves enough ambiguities and subtle clues to imply that this inexorable journey toward synthetic sentience is not as simplistically dangerous as the characters who oppose it would have you believe.  From the gambling AI that has slipped its programming leash, to the moon based system (subsequently revealed to be a prototype for EDI) that has developed a sense of self-preservation and actually feels pain, to the moment that you stumble upon a facility of Geth and find these hostile robots have been listening to a mournful old melody by their Quarian creators, a song about regret and lost innocence, the player is repeatedly invited, should they wish, to view the inevitability of artificial consciousness as something more complex than a binary good or evil.)

And to my mind this is easily the most climactic ending that the series will go on to offer.  For all of the personal dramatic stakes of Mass Effect 2’s suicide mission, even it cannot compare for scope or theme.

After finding a way to interact with the last surviving knowledge of the ancient Prothean race that you’ve been chasing the entire game, you infiltrate the Citadel via a backdoor built surreptitiously into its design (a doublecross of their doublecross), fight your way up the innards of the structure in zero gravity, straight toward the looming spectre of a sci-fi Lovecraftian demon, arrive back at the chambers of the council you were appointed to serve, battle your rogue adversary (or persuade him into a moment of sanity to stop himself), issue orders to the armada of ships engaged in a raging space battle outside, making decisions that will dictate who survives the fray and remaking the face of galactic politics for generations to come, and survive certain death, crawling out of a pile of rubble that used to be a mouthy wannabe god.

There is so much fist-pumping spectacle and elegant narrative resolve that even though you are left desperately wanting more, it is more from enthusiasm and a love of the universe than a sense that you were cheated of anything.  The conclusion of Mass Effect 1 operates much like the ending of the first Matrix film.  The creatures threatening humanity might not be gone, but the hero of the saga now knows what they are up against, and is resolved to see it through.  Like Neo’s phone call to the code, the smile breaking on Shepard’s face as she strides from the rubble is more than enough to know that the Reapers – whatever their goal – will never succeed.

And like the Matrix film, perhaps it would have been best if it had have just left it at that.

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The Rub

Is Mass Effect perfect?  Absolutely not.  There is little to no reason to gate every surveyed mineral deposit or archaeological find you run across behind insipid quick time events.  Why anyone should need to press five buttons in sequence simply to loot a mummified corpse is never adequately explained.  And although I think that the Mako is an unjustly maligned joy, it is true that the planets you are asked to traverse with its help are frequently lacking in thoughtful design.  They are often beautiful spaces to look at (even if some of them are barren colour-palate swaps), but when you spend half an hour sliding in place unsuccessfully attempting to ascend a sheer rock face to gather up one objective marker, it’s easy to lose patience with the whole process.  (Speaking of which, whoever designed the planet surface of Nodacrux: please go straight to hell.)  Also, to get really picky, that film grain filter they put over everything to give it a noir aesthetic is the very first thing anyone playing the game should switch off.  The game is far prettier than that filter suggests.

Also, I would be lying if I tried to argue that the wondrous promise of the first game isn’t still somewhat marred by the narrative slurry it is destined to slide into in Mass Effect 3.  This is far more pronounced when returning to Mass Effect 2 (which I will discuss in the coming weeks), but not even this first game is immune.  In particular, the plot-twist moment in which you speak to Sovereign is entirely undermined.  When one first plays this game, hearing Sovereign speak to you is chilling; a shift in your character’s very sense of reality as you realise that the object you thought was just a looming space ship is itself actually an ancient sentient creature of untold devastation.  But now all of Sovereign’s threats and pontificating ring utterly hollow.

I would never understand your grand, unfathomable purpose, huh, Sebastian the Dark Matter Crab?  Well, your pals give me the Cliff Notes version in game three, and not only is it very ungrand and super fathomable, it’s complete asinine.

But overall these gripes are miniscule when weighed against the splendour of everything else this game achieves.  There is a thoughtfulness and care and polish to everything here that makes the entire experience, on every level of design and narrative and character, thoroughly absorbing.

In  my replay of Mass Effect I was delighted to find that not only is the magic of the series still present, it has seemingly only intensified with age, as so many other series (Mass Effect itself even) have strayed from the absorbing world-building it accomplished.

Perhaps my biggest surprise, however, is that I have come to discover a flaw in Mass Effect’s marketing…

All of that talk about ‘big impactful decisions’ that was used to spruik the game is actually something of a misunderstanding of its real concern (and no, this is not me being snotty about how none of your decisions will ultimately matter in Mass Effect 3 …although, yeah, that too).  These promises of ‘consequential choices’ that were made in its advertising (and often misleadingly guaranteed by the game’s creators; I’m looking at you, Casey Hudson) often only add up to some minor shifts in the narrative, or in the superficial behaviour of some of the game’s personalities.  At their most extreme – most evident in this first game – these choices might lead to the death of certain characters that will not be seen again; but the essential plot rolls on, unrelenting.

But that’s fine, because what Mass Effect is actually concerned with is the context surrounding decisions.  Not what decision you made, but why you made it.  What impulses led you to decide, with the little information available, how to react to a situation?  Save the Racchni Queen or kill her?  Bargain with Wrex or put him down?  Trade intel with the Shadow Broker, or tell him to screw off?  Do you have faith in the goodness of others, or are you more pragmatic?  Are you focused on the mission at all costs?  Willing to gamble on luck?  A fan of minor chicanery or a straight shooter?

For all of the promises of future revelations that they offer, what the decisions in Mass Effect really provide is an opportunity to expose your own thought process.  Just as you interrogate your companions and enemies throughout the game in order to understand them and their worlds, the game reveals itself to have been questioning you.  What kind of player are you?  What kind of person?

It is a conversation through play.  It wants to get to know you, and offers the chance, if you are willing, to better know yourself.

It’s quite an achievement.  You stare into the RPG, but the RPG stares back into you.

Mass Effect climax

Next Time: Mass Effect 2: ‘Suicide is painless.  It brings on many changes.’


Wonder Woman: She Stood Up

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If nothing else, Wonder Woman finally proves that DC is willing to allow a woman to have a confusing, weightless, CGI-heavy third act of her own.

And that is something.

Yes, I’m being snarky, but don’t let that obscure the important takeaway here:

Wonder Woman is important.  And I loved watching every second of it.  Loved it.

With an asterisk.

Because in order to discuss what is deservedly praiseworthy about this film, you unfortunately have to acknowledge the pedestrian material that surrounds it.

So to get this out of the way:

This is a film with a fairly workmanlike script.  At times characters blurt exposition at one another and the plotting is stiff.  There appears to be character arcs and side narratives that, to me, were clearly either lost in editing, or left half devised during the drafting process.  There are moments of levity amongst the characters, but you would be forgiven for thinking that these brief flashes were whipped together on the day of shooting rather than a tonal feature of the script.  The bag guys are so disposable you often forget about them while they are still on screen.  Some of the action continues to bears the fingerprints of Zack Snyder’s obsession with empty, slow-motion plasticity.  And you can still hear echoes of the original studio pitch-meeting that decreed this film should be a mash-up of Thor and Captain America (an observation I have seen others critics make).  Indeed, it can be argued that the story this film seeks to tell was already presented, more successfully, in last year’s Moana.

The whole production is abuzz with reasons to sink away and be forgotten.

Except for her.

Wonder Woman – both Gal Gadot inhabiting her, and Patty Jenkins behind the camera – proves just how shameful it is that it has taken this long to put this extraordinary hero on film.

Because, as Wonder Woman shows, a great hero, portrayed with respect, rises above whatever dreck they might find themselves in.  Patty Jenkins may have been hamstrung by a weak script, she may have been fending off interference by studio executives (I’ve not heard anything specific, but since Batman V Superman and Suicide Squad it certainly sounds like the DC films are lousy with intrusive meddling), and she may have had her aesthetic choices hampered by the established Syder-universe style of sepia funk, but she clearly respects her character, and recognises the significance of presenting her as an inspirational figure for generations of viewers to come.

And this ability for a hero to rise above their narrative is nothing new.  After all, it’s not just that Batman v Superman is awful; it’s that the Superman it presented was a psychotic emo twit and its Batman was a bro-sociopath Frank Miller wet dream.  In contrast, the Richard Donner Superman film is ridiculous, straight up lame at points (why is Lois rhyme-singing?!  Why the hell does turning the Earth the other way reverse time?!), but it treats Clark and Kal-El with deference, and allows Christopher Reeve to do that magic trick he perfected of playing both sides of the character with commitment.  The Dark Knight Rises is likewise pretty silly, but it gets Batman’s self-sacrifice and struggle to defy the temptation of his own darkness right.

So when Jenkins show Diana as a child, a smile of ambition and defiance breaking on her lips, it lights up the screen – even if the idyllic society in which she is both beloved and feared is so thinly sketched.  When Wonder Woman rises out of the muck of war to cross No Man’s Land (a land where no man can go, as the script not-so-subtly insists), the moment her determined gaze and burnished armour rise above the trenches, the film too transcends its limitations – even if the CGI matting washes everything out and the spatial relations of the characters are not always tracked.

Rather than treating her character as some myth to ‘deconstruct’ and debase (although in truth nothing in the DC movie universe so far actually constitutes an actual deconstruction of these characters, more a cynical revision), Jenkins valued what Diana, Princess of Themyscira represented enough to unapologetically embrace it.

Love.  Hope.  Compassion.

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In the Snyder universe these notions have so far been belittled and mocked as outdated.*  Its two most prominent ‘heroes’ have instead been motivated by self-interest and lost in their own narcissistic funks; Superman mopes around like Krypto the Dog just died and only seems to spring into action when either Lois or his mother are in danger; Batman has become a brutal fascist, literally trying to force the world to fit his world view; and even when the two of them decide to stop posturing and work together it’s because their mothers have the same name.  Screw altruism, or idealism, or service to humankind; the greatest superpower in the universe is apparently ego.

But out of this affected, self-indulgence, Wonder Woman arises, unsullied.  Embracing the incommunicable charisma of Gal Gadot’s performance – a magnetism that stole and solely justified last year’s asinine funeral dirge Batman v Superman – Jenkins allows the character’s radiance to operate as it should, like a sun around which everyone else orbits; from which everyone else draws light.

The result spills out into every other aspect of the film, elevating even the DC universe’s most generic tropes.  Here Diana’s supporting characters aren’t merely plot devices to be imperilled and spout emphatic one-liners for the trailer; we see them inspired by their time with Diana, and they are allowed moments of quietude in which to exhibit personality that can in turn helps shape Diana’s world view.  Similarly, the slow motion CGI fights no longer overwhelm.  Jenkins uses them more sparingly, with a less lascivious gaze than in the previous DC films.  It is actually possible to follow the action, rather than descending into over-edited, incomprehensible mush.  And even that awful oversaturated brown aesthetic Snyder favours is more pointedly utilised here.  Jenkins employs it in the bulk of the second act – when Diana is traversing the murk of London and the front line of the war; both environments choked by male oppression; but this second act it is preceded by the verdant paradise of Themyscira, and is later burned away by the reveal of Diana’s vibrant costume, which becomes something of a beacon shining through the gloom.

Ultimately, I guess what I’m saying is: it shouldn’t have been this damned hard, DC.  You finally made a movie that’s pretty good, with all the same ingredients as before, except that this time the hero was not afraid to stand for something, rather than dissolving into a puddle of half-baked pubescent nihilism.

But in hindsight, of course it would be Wonder Woman that showed the way.

After all, Wonder Woman has always been created to answer a lack.  In the fiction of her origin she was fashioned from clay by a mother who longed for a child.  In reality, she was designed as a response to a comics industry that was devoid of strong female characters.

Comic books in the late 1930s were still a relatively new entertainment, and found themselves accused of being sensationalist, masculine garbage, filled only with violence and vice that must surely be corrupting its readers.  Much of the criticism was hysterical, but it reflected a real absence, both of inspirational heroines, and of role models who solved the world’s problems with more than flamboyant kicks to the face.

William Moulton Marston, an American psychologist, saw the potential for comics to do more, to offer more.  With the help of his wife Elizabeth, Marston created Wonder Woman in 1941 to prove this potential true.  She was strong, capable, intelligent and loving.  As powerful as Superman, but seemingly more aware of the further role she could play as a symbol for change.  She sought to better the lives of those around her, encouraging human kind to aspire for more.  To fight for equality and truth (truth even literalised in her lasso), and to treat each other with compassion in the face of fear and division.**

And so, Wonder Woman stood up, and remade the comic medium.  Not by breaking and reinventing the form, but by showing how that form could be better employed.

And happily, history has repeated.

So far the DC films have created a garbage pile of machismo, garbled pseudo-philosophy, and wilful stupidity.  They have been (rightly) maligned for being so busy dithering about in their Juggalo redesigns and empty pretentiousness to offer even the most basic of heroic iconography.

And once again, Wonder Woman stood up.

She climbed out of the stagnating trench of the DC universe, sloughed off the baggage of the perpetual sequel/prequel franchise to which she is still beholden, and shone brighter than all the turgid, inward looking-posers around her.

Wonder Woman may not be the kind of film that reinvents the medium in terms of its script or its themes – this is no The Dark Knight or Captain America: Winter Soldier – but Wonder Woman the character, as presented here, is the kind of hero who has now remade our expectation of all future blockbuster films to come.  Shamefully, for all of the success of the Marvel movie empire, they still have yet to place a female hero at the centre of a film (it is straight up insulting that at this point Black Widow has been the most dynamic thing in several of their films and yet never been the star).  And despite pumping out several films in their entangled universe, DC has yet to actually present a hero.  But Wonder Woman – both character and film – proves how pitifully reductive this thinking has been.

And with this foundation in place, there is now finally a chance that things might truly change.  That the cowardly, whining idiots on the internet who are fearful of women having superhero entertainment that also reflects their experience will be drowned out by the film’s success (please, please, please let this be true).  That studios will finally shake up their tired formulas of using women as mere props and damsels.  And perhaps, with a luminous presence like Gal Gadot inhabiting her, Patty Jenkins keen to do a sequel, Joss Whedon’s take on Batgirl in pre-production, and a deep bench of underutilised female characters waiting to get their moment to shine (where’s my Supergirl at?!), DC might actually be able to get out of their own way and remember that they have the opportunity to create diverse, dynamic entertainment that actually speaks – albeit in grand spectacle – to human truths.

It would be a fitting addition to the history of a trailblazing cultural icon.  Because despite appearances, Wonder Woman was always standing there.  It just took until now for some to notice.

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* Before anyone mentions it: yes, I know that Snyder is credited as being partially involved in devising the story for this film, but he was also, if the scuttlebutt is true, swiftly nudged away from the project when the feedback on Batman v Superman emerged.

** There were also some more themes of bondage and Sapphic love in the subtext, but that is for a more comprehensive discussion of Marston’s philosophy…)


Beyond ‘Art’ and ‘Not-Art’: Art, Videogames, and Beyond Good and Evil

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In honour of the wondrous announcement of Beyond Good and Evil 2 at this years E3 Conference, I thought I should repost this article of mine, originally published on PopMatters; a celebration of what might very well be my favourite game of all time…

Beyond Good and Evil

Stuck in a box

I am standing in a black-market boutique talking to a walrus wearing a kimono.  Beside me, in a tank lit iridescent green, a koi fish turns in lazy circles, his whole world bound by panes of glass through which he can peer, but never escape.  A paper lantern hangs overhead; sandstone cobbles line the floor; my pockets are filled with pearls.  The air throbs with the hum of a didgeridoo; of castanets, and a flute, and a Chinese violin (an erhu) all swirling together in a sonorous harmony.  For those not familiar with the game, it probably sounds like I am having some kind of imagistic seizure, but I am actually revisiting Beyond Good and Evil, a work that I still find to be one of the most exquisitely beautiful and thematically resonant gaming experiences ever crafted.

Indeed, it is a game so elegant in narrative and design that it has always been my first thought whenever the tedious argument of whether videogames can be considered ‘Art’ gets rehashed anew.  Others, no doubt, will turn their minds to works like Journey, or Fez, or Heavy Rain, but for me, as soon as I hear someone start bleating on about all games being merely gratuitous violence generators, or time-wasting amusements devoid of substance, I am struck by the memory of Michel Ancel’s Beyond Good and Evil – of the game’s tenacious protagonist, her devoted quest for truth, and the world that she fought to save, not through violence and aggression, but through compassion and conviction and belief.  I think of this koi fish, suspended in a world of wild contrast and dissonance, measuring out the limits of its entrapment as it swims on; an indomitable force of nature despite, blind to the habitual programming that keeps it constrained.

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‘I Don’t Know Art, But I Know What’s Not Art…’

Even if only by virtue of the grand platform his global readership offered, the figure who has come to be perceived as the most vocal detractor of videogames was the film critic Roger Ebert.  Ebert was not a fan of videogames.  As he himself proudly declared, he had never actually played one, was entirely ignorant of their workings, and went on to arbitrarily reduce their myriad forms and styles to little more than animated board games or electronic skill testers, however, Ebert nonetheless took it upon himself to definitively declare them unworthy of the label ‘Art’, denying even the suggestion that they were capable of artistic expression.*

Although one might look at such wilfully uncontextualised commentary as misguided at best, or completely hypocritical at worst (after all, film too had once been written off as merely a trivial fad incapable of artistic expression), for a burgeoning medium still struggling for critical legitimacy, Ebert’s opinions have been subsequently afforded a mystifyingly disproportionate cultural cache.  Amongst innumerable examples, he is evoked in Noah Davis’ compelling summation of the medium’s evolution in ‘Are Video Games the Next Great Art Form?’ in Pacific Standard.  He was the subject of designer Brian Moriarty’s speech delivered to the 2011 GDC; Moriarty heartily endorsed Ebert’s position, seeking to draw a more articulate (but still rather narrow) delineation between ‘kitsch’, or commercial art, and legitimate Art, which apparently must be deigned so by critics such as Ebert.  Ebert is still frequently the first figure quoted in introspective articles such as Phil Hartup’s ‘Killing Time’ in New Statesman, in industry portraits like Laura Parker’s ‘A Journey To Make Videogames Into Art’ in The New Yorker, and by consequentially – much to my chagrin – the counterargument bogeyman of this very article.

I must admit, it is a ubiquity of reference that I find profoundly peculiar.  I can think of no other instance in which the opinion of someone who gladly admitted that they have no interest in, personal experience of, or research into a subject – who offers little more than a preconceived surety that it should be dismissed on principle – has ever been treated with such deference.  Add to this that Ebert was a critic for a completely different medium, who came to argue that videogames failed to meet the criteria he expected of film, his position appears to be about as noteworthy as a book reviewer declaring music ‘not a thing’, or an audience booing Hamlet for not being ‘painting’ enough.

However, while I do not want to turn this into yet another screed about how adamantly one can disagree with Ebert’s contradictory position on this issue (I have already done so elsewhere), nor do I have any desire to continue giving legitimacy to an argument that was, and remained, wilfully ignorant of the materials it sought to denigrate, I must concede that it is nonetheless worth exploring at greater length his reasoning for why – in his opinion – videogames fail to meet his standard of Art.  Firstly, because Ebert’s comments offer a succinct summary of the most common criticisms levelled at games by those who wish to malign them as unworthy of serious consideration (a synopsis that also exhibits the wilfully prejudicial contradictions in such a position), but secondly, because they provide a suitably dogmatic set of rules about how Art apparently ‘must’ function – a set of arbitrary, restrictive requirements that, from my perspective, a game like Beyond Good and Evil not only effortlessly meets, but transcends in an unparalleled communicative engagement unique to its medium.

Perhaps the most concise expression of Ebert’s position was offered in response to a fan of his reviews who had sought to ask why he so adamantly and unreservedly considered videogames inferior to film and literature.  Years later he would go on to offer a longer (and rather more aggressive) reply to the TED talk of Kellee Santiago, founder of thatgamecompany, who had argued for the validity of her medium and her own artistic pursuit, but his initial reply to this inquisitive reader summarises much of the material upon which he would later elaborate.  He said:

‘I [do] indeed consider video games inherently inferior to film and literature.  There is a structural reason for that: Video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control.

‘I am prepared to believe that video games can be elegant, subtle, sophisticated, challenging and visually wonderful.  But I believe the nature of the medium prevents it from moving beyond craftsmanship to the stature of art.  To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers.  That a game can aspire to artistic importance as a visual experience, I accept.  But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.’

Alongside his principle complaint that they do not function in the way that films or novels do (again: a specious argument at best, given that a song does not operate the way a painting does, nor a play like a book), in Ebert’s opinion videogames were a literal waste of time because they are designed not to communicate anything, but to instead gratify selfish indulgence.  ‘Play’, he argued, is in this way the natural enemy of discernment; rather than expanding ourselves through the self-evaluation offered by Art, videogames instead lead us toward a state of atrophy – civility, culture and empathy are ignored as the player seeks nothing but transitory pleasure.  Games can be pretty, he conceded, they could be diverting, but they lack the capacity to cultivate our sense of selflessness, or to invite us to engage more adroitly with the world around us.**

Similarly (and for Ebert, most damningly) player choice or input negates the authorial control deemed necessary for meaning to be conveyed.  Having spent his life beholden to the mechanics of cinema, in which viewing a film is a rigidly linear experience, its every beat governed by the omnipresent hand of an auteur, Ebert transposed this requirement onto an entirely different medium.  He therefore concluded that simply the requirements of being a ‘game’ – of sculpting an interactive experience that allows the player to be complicit in the unfolding of the narrative – necessarily wrests authorship away from the artist, and disperses it into the audience, muddying the creator’s intent irreparably, and thus weakening the text’s thematic statement.  Ebert offers no explanation at all for why this would be so, nor does he explain how exactly this must always be problematic, but we can speculate for him.***  One might ask how Bioshock Infinite can be an exploration of determinism if some players spend their time walking awkwardly into a wall, accidentally blowing themselves up, or falling off the edge of Columbia to their deaths?  How can Red Dead Redemption be a sweeping, tragic coda for the western genre if some players spend their time just hunting for wolf pelts and playing dice?  How can The Witcher 2 be the sombre tale of a stoic pariah in a nebulous moral vacuum when players – by the game’s own design – will see entirely different narratives play out dependent upon the plot decisions they themselves make?

Of course, these are all criticisms that fall apart the moment they are put to any legitimate scrutiny, measured against any nonpartisan definition of Art, or compared to similar outdated criticisms that have been applied to countless other media in the past.  I shall return momentarily to the accusations of self-indulgence and time-wasting in my discussion of Beyond Good and Evil, but one can probably already see the logical fallacy at the heart of accusing a text of ‘failing’ to communicate because it requires audience engagement.  After all, how can movies be said to be Art if some of their viewers don’t watch the whole thing, or talk over the dialogue?  Are musical, dramatic, and poetic improvisation not Art forms because they too require spectator interaction?  Are not plays, because they necessitate an engagement with their audience that defines the rhythm of their performance?  Can documentaries never be Art because they require the auteur to be beholden to reality, and the truths of their subject?  If a piece of installation Art is only displayed for a few weeks, is it not Art, and never was, once it has been removed from public exhibition?  Eventually such conjecture becomes one long aimless, nay-saying navel-gazing plod of hypotheticals.  One ends up sighing into the wind asking, ‘If an artwork exists in the forest, and no one sees it, does it have a meaning?’

Thankfully, there is an answer to such speculative vagaries; and wholly unsurprisingly it reveals itself the same way it does for any other analysis of Art (if one can be bothered to try).  Instead of redundantly attempting to argue what all videogames are not, using erroneous equivalencies to Backgammon and Monopoly and speculating on the mindset of an audience neither known nor understood, critics can try performing a close reading of these texts (even a cursory one), experiencing them firsthand to see how they seek to communicate their themes, and how successfully, or not, this meaning is made manifest in their structure and design.

Recently, examples such as The Last of Us, Journey, and Fez have floated into the wider debate as exemplars to ‘prove’ the unique expressive potential of videogames, but they are by no means the earliest texts to elevate the medium – indeed, games like Space Invaders and Super Mario Bros. were inarguably elegant marriages of mechanical and artistic expression.  And so it is with this act of criticism in good faith in mind that one can turn to Michel Ancel’s Beyond Good and Evil, a platforming, light-stealth adventure game from publisher Ubisoft, and the image of that lone fish circling in that tank…

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The Hillys are alive

To begin with the somewhat superficial, it is doubtful even a cynic like Ebert could deny that Beyond is a delight to the senses.  Despite being released on the previous generation of consoles (I played mine on the PS2 the first time around, but it has since been released on PC, and the version I am replaying now, upgraded with a  HD polish, was released on Xbox Arcade), the game still remains one of the most enchantingly eclectic settings ever depicted.  Beyond offers a sumptuous, watercolour aesthetic, with charmingly exaggerated creature designs (Rastafarian rhinos! Kabuki cats! Shark people! Goat kids! Loveable uncle pigs!) and lush, coastal landscapes dappled with the dying embers of day as twilight intrudes.  From its verdant untrammelled fields to its factories and mines and urban sprawl, sun-bleached stone streets and meandering Venetian canals are peppered with flickering holograms and ramshackle spaceships.  Reggae music swaggers alongside magisterial symphonic swells; the techno frolics of an illegal raceway are punctuated by a stripped bare, mournful piano reprise.

But amidst this scatological beauty, the game tells a story of corruption and totalitarian oppression.  Behind the idyllic splendour of this seafront environment of Hillys, this planet is revealed to be under the shadow of a galactic police state.  A military complex has been granted unchecked power by the threat of perpetual war, and with the consent of a terrified populace, has steadily stripped away the freedoms of each world under its ‘protection’.

Just as the villainous corporation in the game uses obfuscation to further their malevolent goals, the game itself, under the innocuous guise of a colourful fairytale, reveals itself to be telling a tale of political misdirection and inculcating propaganda.  But rather than asking you to storm your way through such a scenario, gunning people down and blowing things up, the game tasks you with unravelling the reality from the lies.  To hide, to sneak, to explore and follow the evidence you yourself observe.  It is little wonder then that the protagonist of the tale, Jade, is a tenacious, burgeoning journalist, a young woman devoted to her homeland, protective of her peoples, and eager to uncover truth, wherever it may lead.

Jade, the player-character protagonist is a young woman tasked with the care of a group of orphans displaced by the ongoing war.  Herself an orphan, she has a playful, affectionate relationship with her Uncle Pey’j, who raised her in the absence of her own parents, and has developed both a healthy scepticism toward the governmental force that has occupied her homeland, and a burgeoning desire to uncover the truth.

The first image the game provides of Jade presents her sitting on the outcrop of a cliff face, meditating, looking over the ocean, soaking in the tranquillity of a glistening sunset, lost in a moment of serenity.  The calm is soon broken by the wail of an air raid siren and the cacophony of a bombing invasion – but the echoing affect of this prologue remains potent.  Jade is a figure in search of equilibrium – ideological, emotional, and physical balance – and throughout the course of the game she will attempt to attain peace, both in herself and her society, by unravelling the deception under which they all subsist.  Thus, once the dust of this latest incursion has settled, and the alien invasion of the DomZ seemingly thwarted by the Alpha Section armed forces, Jade starts to question the veracity of the armada’s omnipresence, tasking herself with uncovering the truth of their motives beneath all the patriotic spin.  She offers he services as a reporter, and soon enough is approached by a band of subversive radicals likewise intent on exposing the military’s elaborate deception.

And it is in the means through which you the player actively pursue these unsavoury truths – the manner in which this work is so uniquely a game – that Beyond Good and Evil is most striking.  Rather than passively watch this world and its narrative play out before you, as one would experience a film or fiction, this is an experience in which the act of play itself informs the very way through which this fiction conveys its meaning.  This is an environment that necessarily must be moved through, lived in, reacted to – the act of interpretation bound inextricably to this cultivation of a bond with the environment you inhabit.  As Jade, you will sneak.  You will explore.  You will gather clues.  You will learn this land’s secrets, befriend its inhabitants, uncover its seedy underbelly.  You will meet hardworking entrepreneurs, pirate looters, soldiers, shell game sneaks, black market merchants, washed up alcoholics, street racers, slavers, subversive rebels trying to overthrow the government from beneath the city’s streets.  You will intrude upon clandestine networks and peek behind the masks of the tyrants.

The game invites you to fall in love with this land of Hillys, not only through its visual and auditory splendour, but through action.  The narrative compels you to explore its urban centres and delve into its uncharted caverns, to converse with each of its residents (many of whom Jade knows personally), to taste its produce (Starkos bars and K-Bups Berries), to photograph its fauna for the preservation of science and history, to uncover the deeper, unsettling truths that lie beneath the surface of its government and media.

Through exploring Hilly’s luscious landscapes, cataloguing its creatures, befriending its inhabitants, and learning of its myriad splendour – invited to literally preserve its wonder on film, through study, through social interaction – you invest in this world, belong to it.  And in doing so, you commit yourself to protecting it.  You see the injustice visited upon the people of Hillys, you see the fear and suspicion of a populace forced to live under an endless totalitarian police state; you feel their loss as they watch their friends and family lost to this endless, Orwellian ‘conflict’.  Indeed, it is for this reason that despite the constant fear of death and loss – the most omnipresent dread depicted in the game is that of kidnapping – of a severing of the communal and familial bonds that are so necessary in the face of such chaos.

Beyond Good and Evil reveals itself to be a parable about responsibility.  Personal responsibility, familial responsibility, social and environmental responsibility.  In this sense the game is about makeshift families built from the wreckage of a society devastated by war.  It is about the commitments such families pledge to each other, the resolve and strength that they draw from this interdependence.  Frequently (though not constantly), Jade therefore works alongside a companion in her journey through these landscapes – her adopted uncle Pey’j; a devoted soldier Double H – further heightening this sense of cooperation and reliance.  Quite literally, were it not for the support of your fellow NPC – in the encouragement and feedback they offer on the journey, and the physical boosts and battling that they offer to assist you – you would not be able to proceed.  By travelling alongside them, trusting them for support, you feel even more acutely the sense of communal bond that infuses the game’s fictional world, stirring you to save this blighted land from its omnipresent dread.

It is no accident, then, that the metaphorical space standing at the centre of this game – Jade’s home, where she, her Uncle, and their orphan charges gather in the shadow of looming corruption – is a lighthouse; a beacon of warning for the ship of state, the searching source of illumination amongst a treacherous, ignorant dark.  And there is a moment, early in the game, where the poignancy of this space is subtly, movingly acknowledged.  As Jade, at the player’s behest, explores this space, watching the children around her mingle and move about, joking, conversing, playing with the lighthouse dog, trying to distract themselves from the daily bombing raids and sirens and whispers of kidnapped citizens stolen away in the night, a piece of music penetrates the quiet to colour the experience profoundly.

Jade – you – ascend the staircase and come upon the orphan children’s makeshift bedroom. Toy’s lay scattered about.  A warm slant of sunlight cuts through the air.  And on the walls, sketched in crayon, are clumsy drawings of the lighthouse itself, of JJade and her uncle Pey’j, and the word ‘HOME’ scribbled beside them.

And at precisely that moment, looking in upon one safe-haven carved out of the detritus of a haunting, ceaseless war, you hear a lilting piano cue.  It’s soft, slow, even mournful, but so delicate, and so precious, that it sears itself in the mind.  A tune stripped utterly bare.  Just solo finger stickling across ivory.  A private melody, alone amongst the cacophony of harmony and discord swelling outside those walls.

It is a melody that recurs in various forms throughout the game – particularly in some tragic moments to come, when Jade will again feel profound personal loss – but it also resurges in some resounding moments of defiance and fight, a subconscious reminder of precisely what it is that you are fighting for.

By seeking out answers, Jade will eventually inspire her people to throw off their oppression, to react against the placation of their media, and to rise up to question the preconceptions into which they have blindly surrendered their faith.  The game unpacks conventional wisdom and manipulative jingoism in a time of war, revealing an expansive web of collusion and misinformation, inspiring a oppressed peoples to reclaim a homeland stolen from them not by force, but through the pernicious application of lies.

And so, for a game fundamentally concerned with the nature of societal indoctrination, one arguing that such willing apathy has to be examined and overthrown, the conceit of the final level is inspired.  Having led her fellow citizens to revolt, Jade confronts the High Priest of the DomZ and is forced to fight for her life.  During the conflict, however, the High Priest bombards Jade with a hypnotic pulse, pouring the sum total of the game’s thematic exploration of persuasion and ideological inculcation into one mesmerising blast.  Suddenly, after having faith in the mechanics with which the game has operated over the preceding hours, the game suddenly flips its control scheme entirely.  Up is now down; left is now right; the character suddenly behaves wholly contrary to the system that the player has trained into their muscle memory.

This metaphor for the reversal of convention that has played into every facet of the narrative, and its exploration of social and political dissent, is heightened by this final subversion of the player.  Just as Jade, who has had to undertake a journey into the heart of her homeland’s darkest recesses to cure herself of the systemic misinformation that has governed her life, so too must the player, in this concluding conflict, force themselves to unlearn what this game’s universe has gradually convinced them to invest in utterly.

In defeating this beast, symbolically tracing this skewed belief system back to its root and therapeutically dissolving the corruption that it has engendered, both Jade and the player, in a unity of purpose, excise the corrosive limitations that would choke this society, its freedom and its media, into atrophy.

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Treading Water

Back in Ming-Tsu’s shop, however, that koi fish keeps turning circles.

Programmed in an infinite reactive loop, he is forever walled in, enslaved by that emerald glass.  And in that sense he offers a fitting metaphor for the transformative nature of responsibility that this game explores.  Ancel’s masterwork invites us to see the limitations – both welcomed and imposed – that govern every aspect of our lives.  Those glass walls, in microcosm, become symbols of the conventional predispositions and rhetorical manipulations that can hold the uninquisitive in stasis.

In looking down at this poor, ensnared creature, Jade, and I playing her, are suddenly reminded that we are not that fish – not bound to some primitive reactive coding, swimming endlessly in place.  No, in this game, in this sumptuous but suffering world, Jade and I can transcend the inculcation of intransigent beliefs.  Instead, she and I can be reminded of the true intangible bonds and beliefs that define us, those that bind us in a happy enslavement to the things we hold most precious.

Through its narrative, its play, and the enchanting aesthetic of its environments and melodies, the game enables its players to invest in the world of Hillys, to feel a responsibility to its peoples and its future, and to redefine ourselves through the bond we feel to its familial, spatial and ideological constraints.  Indeed, as you are literally a character inhabiting this land, tasked with its preservation, this evokes a sense of ownership and obligation elevated far beyond the detached regard stirred by films or fiction.

Beyond Good and Evil is a game about and fuelled by empathy, about cooperation and selflessness, about testing the veracity of presumed truths.  Under the facade of its disarmingly innocuous beauty it is a game that compels its audience to question the media – even the media through which the artwork expresses itself.  By brushing up against the barriers of this world myself, empowered through my own agency within the narrative to question these restrictions – to scrutinise them – I become attuned to this environment, become one with it.  And in doing so, come to better know myself.

Ebert, and those like him, who see video games as nothing more than gratuitous, indulgent death-simulators – petty playthings that rob humanity ‘of those precious hours we have available to make ourselves more cultured, civilized and empathetic’ – will doubtless never change their minds about this medium.  Ironically, they remain obstinately walled behind their own prejudices, unable to look beyond their bias to see the greater, more diverse possibility they have arbitrarily denied.

In contrast, I watch that koi fish circle and am reminded of how effortlessly this game proves such dismissive ignorance a lie: of the way that it renders an organic, breathing culture, in order to watch it fray under the threat of war; how it speaks to the nature of civilisation and the duty of personal responsibility; of the manner in which it so elegantly evokes and celebrates empathy as our greatest treasure (in videogame-speak: the greatest ‘skill’ we human beings can seek to ‘upgrade’).

Culture, civility, and empathy – all while necessitating that the player be an integral part of progressing the narrative and allowing them to be complicit in the enunciation of this altruistic theme; videogames, when crafted with the elegance and care of a work such as Beyond Good and Evil, more than prove themselves to exceed every arbitrary ‘requirement’ for Art demanded of them by those prejudicially inclined to deny them worth.  Despite being dismissed off hand, there are many such examples that transcend these limitations in their moment of experience, becoming something profoundly, intimately expressive in the act of granting the player agency within their worlds.

Does that mean that all videogames are therefore worthy of being held aloft alongside the pantheon of great composers, playwrights, and poets?  No, of course not.  But that is and always was a disingenuous argument to begin with.  The world of cinema has produced Vertigo, but it also gave us Norbit.  Music granted us Brahms, but it also gave us Rebecca Black.  Arguing that every single text has to justify the value of its entire medium or else they are all suspect is a reductive act of sophistry that knowingly chases its own tail.  It debases the whole discussion of Art by making it some rote test dictated by elitist patriarchs whose prejudices are already irrevocably calcified.  But just as Shakespeare’s artistic expression is not demeaned by the shaky 4th grade Christmas pageant I once participated in as a child, the entire span of potentiality evident in the videogame form is not dismissible because one thinks Call of Duty 19 looks like indulgent gush.

If, in contrast, those who imprudently disparage videogames actually bothered to try them – to free themselves from the mire of lazy bias and prove themselves capable of re-examining the constraints of imagination that such works so frequently embrace, they might not only find something worthy of exploration, but could well find a whole new experiential medium through which to explore the endlessly shifting limits of human expression. Otherwise, they just continue to spout the ‘conventional wisdom’ that games are indulgent toys gratifying insularity with nothing worthwhile to say.  And as Beyond Good and Evil articulates so adroitly, there’s nothing less beneficial to the progress of society, criticism and Art than simply regurgitating the same old tired party lines without ever exhibiting the capacity for self-reflection that they would demand of others.

They too reveal themselves to be like that fish – not urged to test their limitations, not inclined to seek for more; instead trapped in the same tired contrarian routine.  The circle their definition of Art in a infinite self-justifying stagnation, emboldened by their own limitation as they deny it the capacity to evolve.  As for me, I don’t presume to know definitively what Art is.  I’m too stunned by its diversity and magnitude to want to try.  And in here, in the living diorama Michel Ancel and his team have brought into being, I’ve got a head full of sweet melody, a pocket full of pearls, and a world to treasure.  I’ve been invited to help directly enact a message of audacity and hope, to fall in love with a land, and to believe that both it, one’s own curious, indomitable will are things that are precious, things worth preserving.

I know that might not be Roger Ebert’s definition of Art.  He would (and did) cry ‘selfishness’ and ‘time-wasting’ – declared them uncivilised, corrosive and childish.  But in truth that’s what all Art has always been.  Art itself is an act of play: the selfish imaginative pursuit of an artist, the indulgence of an enraptured audience; a sublime waste of time that consequentially reflects something resonant about the human condition, something enduring, back to us.  We are creatures that have stirred pigment into paint to decorate our caves; transformed religious festivals into the history of theatre; cultivated the carnival curiosity of moving pictures into the diversity of cinema; exploded the boundaries of Art to soup cans and signed urinals and sharks suspended in formaldehyde.  Why then must we be frightened off by our capacity to weave new environs to explore – new emotions, new engagements to inhabit – in pixels and electronic code?  It seems the height of complacent stagnation – a fish swimming up against the same glass walls, content to never extend beyond them, terrified to lose its way.

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* One can read Ebert’s dismissal of the medium, in response to game designer Kellee Santiago’s rousing TED, talk here.

** Something that the Big Momma trilogy and Transformers 2 can do, apparently.

*** Elsewhere, in his final, rather patronising opinion piece on this matter, titled ‘Okay, Kids, Play On My Lawn’, Ebert does use the example (repurposed from a debate with Clive Barker) of Romeo and Juliet.  In a game, he argues, the story would be rewritten so that the lovers might both live in the end, thereby destroying the whole tragic trajectory of the narrative.  But this too is a completely disingenuous argument.  Nowhere does the notion of videogame ‘interactivity’ dictate that all things must be possible at all times to everyone.  Multiple forking paths of narrative are a possibility of a certain form of videogame; not the requirement for every text.  Ebert’s position would be like arguing that because Pulp Fiction and Memento utilise non-linear storytelling, every other movie obviously must do the same – cinema is incapable of following a character’s life chronologically from birth to death.


J.S. Harry is great. That is all.

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JS Harry

IMAGE: J.S. Harry (photo by Edwina Pickles)

J.S. Harry was an exceptional poet – one of the most unique, endlessly innovative, intelligent, and at times hilariously wry poetic voices to have ever lived.

Her poetry celebrated nature, chased dragons, drowned towns.  It meditated on the subjective nature of existence – from our grammatical slip ups to the passions and beliefs that bind us or drive us apart.  It was political, serene, snarky, self-aware, and always beautifully, inspiringly curious.

She was a writer so skilled she could collide the hopeful inquisitive soul of Peter Rabbit with the unfathomable mire of language philosophy, and the result was sublime – a journey into what it means to be human filled with all the drama and fear and silliness that question demands.

In person she was also one of the kindest, most generous writers I have ever met.  I once told her that I adored her work and she went out of her way to send me original copies of her poetry – books that have been out of print for decades and that are now almost impossible to find.

There are too few words to describe how extraordinary Harry was, both as a poet and a person.  But perhaps that’s the point.  As Harry and her eponymous Peter Henry Lepus proved, words are magnificent, malleable things, but experience often slips between them, more wild and maddening and alluring than we can wrangle onto the page.  Nonetheless, that urge to continue trying to express and understand ourselves, that capacity to adapt and change – all of which is represented by our imperfect, ever-evolving language – are what define us as human beings.

And few artists have found the means to express that conundrum as eloquently, as playfully, as Harry did.

What follows is the first poem from her very first collection of verse, the deer under the skin.  Although her work would develop in exciting new directions over the following decades, it is striking how many of the themes and the tones central to her poetry are at least signaled in this elegant, whimsically soulful verse:

the what o’clock

 

A puff-ball

on a slim green stem

is more attached

to earth than I.

 

The wind will tear

its seeds away –

perhaps they’ll root –

Words root. My words? Mine?

 

Living all in your head

is a kind of thistle-madness,

anyway, but, close, grass is,

birds are –; the people

outside

seldom sing.

 

People in pain

I brush against;

I rip. And they hold me.

But, when I roll away,

in my mind I am a puff-ball

about to leave earth;

again,

the wind isn’t far away.

 

How?

Grown from a thin green shoot

with a root in earth

to this airy death?

 

Even as a child,

I could feel        for days on end

the isolating air, cool and strange,

around my head.

Sadly, Harry is no longer with us – although I am still awaiting the final collection of her Peter Henry Lepus poems to be published.

But her words, her seeds, took root, even before she was gone.

I heartily encourage you to seek out and read anything and everything she wrote.



‘I’ll See You Again in 25 Years’: Twin Peaks, Return, and Reflection,

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twin peaks dale cooper

(Spoilers, obviously…)

When the original run of Twin Peaks was cancelled in 1991 the show’s creators Mark Frost and David Lynch chose to conclude their narrative with one of the most controversial final images in television history.  The hero of their series, Dale Cooper, had returned from a brief journey into a surreal nether-realm inhabited by demonic spirits, but it was clear he had come back a profoundly changed man.  In the last seconds of the series, Cooper, now possessed by an evil spirit known as ‘Bob’, smashed his head into a bathroom mirror and stared through at his cracked reflection, letting out a maniacal, mocking laugh.

It was a gruesome ending – a cruel ending – one that seemed designed to hurt the show’s most loyal fans, leaving them in an unresolved state of shock.  But with the continuation of the Frost and Lynch’s story in Twin Peaks: The Return (currently screening on Showtime in a limited series) this ending has been thoroughly recontextualised, remaking the shape and theme of the entire series.

In its original form Twin Peaks was a reaction to the conventions of 1980s television.  Suffused with the tropes and stylistic devices of programming institutions like Dallas and St. Elsewhere, Twin Peaks presented a familiar tableau of impossibly beautiful people embroiled in all manner of schemes and illicit affairs.  Its characters swooned in mopey romantic melodrama (see the entire relationship of Donna and James) or connived to incriminate or murder one another (plots twists that were often echoed in the satirical play-within-a-play daytime soap opera Invitation to Love, seen playing on televisions within the Twin Peaks universe).

Underneath these familiar conventions, however, a roiling surrealistic horror story gradually clawed its way out of the pretty façade.  As the townspeople of Twin Peaks investigated the death of Laura Palmer, aided by FBI investigator Dale Cooper, each episode gradually unfolded more physical and psychological trauma in the form of incest, rape, emotional abuse, multiple personality disorder, and violent psychosis.  Like his film Blue Velvet before it, Lynch explored the corruption that can lurk, unspoken, behind the fantasy of suburban Americana; although in Twin Peaks he went even further, eventually embroiling his characters in a gothic tale of murderous possessing spirits lurking in the wilderness of the Jungian communal unconscious.

twin-peaks-cooper-bob

IMAGE: Twin Peaks (ABC)

Over two seasons the mystery of Laura Palmer’s death was solved, but that pursuit – as the final, shocking image of the series declared – left agent Cooper possessed and its audience adrift.  Frost and Lynch appeared to be saying that evil had triumphed; that the most virtuous of men had been corrupted, lost in his quest to comprehend the darkness that lurks beneath society’s veneer of normality.  It was an audacious, haunting statement, one that took the conceit of the entire series – the allure of exploring the subconscious unknown – and revealed it a fool’s errand.  The price of seeking to confront the darkness inside ourselves was seemingly only more death and carnage.

Even when the series briefly returned as a cinematic event one year later as Fire Walk With Me, the narrative did not continue on from that endpoint, but rather presented a prequel to the original series.  Whereas the show had concentrated upon the aftermath of the death of Laura Palmer, drawing a portrait of a young, troubled woman by tracing around the negative space of her absence with the myriad perspectives of the friends and family who knew her, the film depicted Palmer as a trapped, traumatised victim in the days immediately leading up to her murder.  Unlike the series’ more palatable blend of absurdism and horror, Fire Walk With Me plays more as a surrealist snuff film.  It was a claustrophobic experience, concentrating upon the incestuous sexual abuse and psychological torment Palmer suffers until she is literally strangled to death by evil.

Although the film alludes to possible future events in the form of dream, in narrative terms it continued to leave the viewer, like Palmer, trapped without resolution.  And for two and a half decades, that was how the story remained, until the release of Twin Peaks: The Return.

With Twin Peaks’ return to television screens, the series is no longer subverting the soap opera stylings of the late 80s, but rather responding to the prestige serialised format that it once initiated.  Having been a clear inspiration for genre defining programs as diverse as Sopranos, The X-Files, Breaking Bad, Fargo, and Lost, having been endlessly parodied and shown deference by shows like Gravity Falls, Saturday Night Live, Northern Exposure and The Simpsons, Twin Peaks was able to steer even further into its idiosyncratic Lynchian collision of surrealist dreamscapes and absurdist personality quirks without network television restrictions, but it was also now compelled to grapple with its own legacy.

twin-peaks-banner-0ba4582f976994786a24da51f0a7f879f

IMAGE: Twin Peaks (ABC)

Twin Peaks – as its very name has always implied – is ultimately about duality.  About the duality of good and evil in every soul; of the symbiotic nature of family man Leland Palmer and the abusive spirit ‘Bob’ that possessed him; of the disparity between the angelic image of Laura Palmer that her hometown embraced and the unhinged, emotionally damaged person that she was in her private life; of the idyllic Americana town and the seedy, violent underbelly lurking beneath its bright smiles and cherry pie.  And now the series is able to explore this yin and yang in its own structure.

With the return of Twin Peaks, the image with which the original series concluded – a cracked mirror and the twisted visage of Bob-Cooper – now presents a different thesis statement for the entire narrative.  No longer the end but instead the midpoint of the tale, this portrait of two faces confronting each other through a shattered screen becomes the pivot for a re-examination of both text and audience.

As the return series has played out it is clear that it now operates as a twisted reflection of its first iteration, with even their narratives, and the principle character Dale Cooper, playing this out.  In the original series the plot begins as a straightforward murder mystery, only gradually, over the course of several episodes, revealing its true nature as a gothic nightmare of mysticism and prophesies.  It ends in a penetration of the metaphysical as Cooper enters the Black Lodge spirit world, a space heretofore only glimpsed in dream.  In contrast, the new series begins already in that mystical space, taking several episodes to seemingly return to the world of relative normality.

Similarly, in the original Twin Peaks, Cooper begins his journey as an upright, impartial agent of the law and devout believer in Tibetan Buddhism.  Over the course of the series, however, his legal and spiritual detachment becomes steadily compromised.  He develops a brief attraction to schoolgirl Audrey Horne; becomes fixated on the manifest evil of Bob; pursues revenge against Windom Earle; is haunted by his relationship with a previous lover, and is tempted by his attraction to another.  The once stoic Cooper eventually loses himself entirely, drawn by his attachments to the world into the Black Lodge where he is overtaken by Bob.*

The new series reveals that Cooper has spent the past twenty five years trapped in a metaphysical spirit world, divorced entirely from those distractions of the flesh that once damned him.  In his return to Earth, he is deposited into the life of a doppelganger, Dougie Jones, but for the majority of the season has remained a bewildered figure, capable only of mirroring back what others say – his parrot speech mistakenly intuited by others as meaningful.

Pointedly, as he tries to reclaim himself through a fog, Dougie-Cooper becomes an audience surrogate for the experience of watching the new season – no doubt to the frustration of many members of the audience.  While Cooper shuffles awkwardly through the life of the man he now inhabits, a stranger to himself in his reborn state, he is sustained by the iconography of his previous existence.  The symbolism of a lawman drawing his gun; the shimmer of a police badge; the sound of the American national anthem; the taste of ‘damn fine’ coffee and cherry pie; the feel of a tight black suit across his shoulders; each episode tantalises both Dale-as-Dougie and the viewer with remembrances of the show that once was.

twin-peaks-dougie -coffee

IMAGE: Twin Peaks: The Return (Showtime)

Looking at this glacial return of the Cooper character unfavourably (as of this writing, 11 episodes into the 18, he remains adrift), one might be inclined to argue that Lynch and Frost are mocking their fans, reflecting their audience’s longings back at them as a criticism.  For any fans who longed for the return of the series to be little more than a reprisal of old memes – red curtains and black coffee and a young girl wrapped in plastic – Dougie-Cooper shuffling mindlessly through the iconography of the original text appears to be representative of the creative stagnation such a constrained revival would present.  If the show were merely to operate as a wellspring of nostalgic signifiers, then raising it from the grave would be redundant.  Looked upon more favourably, however, Dougie-Cooper’s journey mirrors the tenacity of the show’s fans, who for two and a half decades, while their series lay suspended, could do little more than celebrate what they remembered of their show, while always hoping for something new.  From such a perspective, Dougie-Cooper drinks deep of the familiar, encouraged onward by glimpsed dreams of one-armed, backward talking spirits, in order to sustain his return to a thoroughly unfamiliar world.

Because return – and the implications of returning to a place that has changed in your absence – is at the heart of this new series.  It’s so integral to the theme that it is actually in the title.  This is not just Twin Peaks, or Twin Peaks part 2, it is Twin Peaks: The Return.  It is about the nature of return itself.  Of returning to a place.  Returning to memories of what was once familiar.  Returning to the person one was long ago.

Twin Peaks, as both a narrative and text, is able to offer itself up as unique example of the difficulties such a return presents, with Lynch and Frost revealing the way in which reflection necessarily returns an altered vision back at us, our perception changed in the act of looking.  We peer into the show presuming to know what it is and what it should look like, only to receive back a cracked image that continues to frustrate our expectations.

In its original series run Twin Peaks was about the search to understand the undercurrent of psychological darkness beneath the mask of civility.  Lynch and Frost created a world of nostalgic Americana so that we, the audience, could watch Cooper descend through the comforting layers of a soap opera into the horrors that stir such narratives into being.  The series return denies the audience such a distancing objectivity.  Twin Peaks is no longer the subversive surprise upending the comforts of procedural, predictable television.  It is a product of its own mythos; of its audience’s desire to continue that journey, longing for the familiar and yet hungry for the new.  The nostalgia it seeks to erode is no longer abstract: it is part of the text itself.

The act of watching has changed both audience and text.  We stare at ourselves in the mirror of our television screens.  The darkness is in us.  And the longing to reclaim what is lost – and the revelation that this might not be possible – continues to haunt.  Whether Cooper, audience and text can defy the darkness that threatens them and reclaim the light that began the series remains to be seen.  In the coming weeks a new final image will conclude this three decades long narrative; and what it will reflect about its audience and its own legacy is the real mystery that the show was always trying to solve.

TwinPeaks posters

IMAGE: Twin Peaks: The Return (Showtime)

* Indeed, ‘Bob’, too is a perfect representation of the theme of reflection in the series: a palindrome with a void in the middle…


Assassin’s Creed: Man Against The Machine

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assassins creed 3 town

I was hunting for a UFO when I finally snapped.

Scampering across the wilderness, watching the silhouette of a tree on the horizon coalesce from out of the draw distance haze, I knew, before I had even confirmed the sight, what I was going to find.  But I pushed my avatar character forward anyway, watching him hunch in his predatory sprint, heading toward an inevitable disappointment.

I was playing out the last of what had now been several ‘Frontiersman missions’ in Assassin’s Creed 3.  These were optional side quests wherein the game’s protagonist, Connor, after overhearing some piece of whispered legend, sets off into the American wilderness searching for answers.  And given that each of these local mysteries includes tales of spooky ghosts, otherworldly murders, or impossible beasts, these vignettes play out like fleeting colonial X-Files investigations, unravelling the fact from the fiction in America’s early urban mythology.

Unlike Mulder and Scully’s adventures, however, here Connor repeatedly finds each story to be a bogus exaggeration.  A ‘haunted’ lighthouse proves to be just a tattered blanket on some sticks; tales of the fearful Kraken dissolve with the discovery of a rickedy diving suit; the fearful visage of the sasquatch turns out to be some old hermit squatting in a cave.  The closest the paranormal seems to dance with these campfire tales is hunting for the Headless Horseman, where a grim figure actually is spotted riding off into the wilderness.  But given that this is almost certainly just some homicidal maniac with a carved pumpkin on his head, it’s hardly the proverbial smoking gun to prove that Jacob Marley, ALF, and Elvis are sharing a rented condo in the Bermuda Triangle.

And here I was, at the end of this run of anticlimaxes, responding to the sighting of a UFO in the area.  Running across that clearing I already knew what I was going to find.  Knew in my head and my heart exactly what it was going to be.  And yep, there it was.  Not a space ship or a flying saucer, but a single umbrella fluttering in a tree.

An umbrella in a tree.

Of course, it’s meant as a bit of light comedy.  Can you believe those crazy stories?! it seems to say.  The people of this time are apparently so ignorant that a wind-swept parasol inspires tales of life beyond the stars!  But the joke is also at your expense as the player.  Look at you, you big silly, it says.  Chasing all over the countryside after a bunch of wild fantasies!

…Which would be very droll, except: isn’t this the game where the storyline – the entire main storyline – concerns a civil war between factions of an alien forerunner race who have prophesised the end of the world?  A tale in which dead extraterrestrials masquerade as gods in order to shape the DNA and psyche of every human being that has ever lived?  The series principally concerned with two clandestine cabals of zealots locked in an endless ideological conflict – expansive armies (that have gone unnoticed by the general populace) that are directly involved in every single major moment in the history of the world?  Didn’t the whole plot of the past several games explain that every religion, philosophy, and social structure in human history is inextricably tied to some weird Dan Brown fever dream of the Freemasons/Illuminati/Skull and Bones/Mouseketeers – a secret organisation that built a machine (part alien!) that can help you re-live the memories of your ancestors through inherited-genomes-pseudo-science-expositional-techno-babble?

That game?!

…But yeah: Bigfoot?  That’s just nuts.

And at that moment, scampering up the tree to let the game laugh at my willingness to jump through its hoops, something snapped.  I realised, all at once, that I had lost any investment I had in the series – that even though I might well continue playing the Assassin’s Creed games in future (and I did), a fundamental bond between audience and text had nonetheless been ruptured, and would likely never return.

That, of course, was just my personal breaking point, but if the response to the past few installments of the game are indicative of anything, I am clearly not the only one starting to lose interest.  Perhaps it was a product of the saturating ubiquity of the franchise.  In just a few months after Assassin’s Creed: Unity launched, several other Assassin’s branded games had already been announced or released: mobile apps, 2D stealth platformers, reissues of older games.  Perhaps the company burned off a lot of good when Unity emerged as one of the most unpolished, bug-riddled, glitchy games in history – its reputation further sullied when it was revealed that a press embargo from Ubisoft had actively prevented reviewers from mentioning any of these flaws until after the game was already in stores and purchased by fans.  It’s follow up, Syndicate, by many accounts, presented a more polished game with more welcome innovation, but the response was still depressed enough to warrant taking a year off from the annual release cycle, to let the franchise rest for a spell, and to pour more attention into a soft-reboot for the series, the just-released Assassin’s Creed: Origins.

Whatever the reason, it seems true to say that even some of the series’ most ardent supporters are now more likely to express cautious optimism than shouts of ‘Take my money!’, and I suspect that it might be Assassin’s Creed 3 the carries the burden for this shift – the game in which the series finally revealed its whole teased meta-narrative to be nothing more than an umbrella fluttering in a tree.

assassins creed 3 horse

Land Of The Free ..ish

In many ways Assassin’s Creed 3 tried to be as epic, grand and sprawling as the country – colonial America – that it sought to reflect.  But it was a mess.  Part techno-babble sci-fi, part historical drama, part thumping action spectacular, part maudlin family soap opera, part power fantasy, part mash note to hopeless emo nihilism, part meta-fictional commentary on the conventions of videogames, part unabashed exploiter of every hammy videogame trope, the game was awash with fundamental contradictions.

The narrative spanned two continents and several major cities.  It jumped between two distinct time periods.  It concerned itself with three major protagonists, all competing for the player’s attention.  There were even at least three epilogues to the game.  Literally: three epilogues.  (It’s no wonder the credits of the game run for about the length of an average Peter Jackson film.)  At some moments the narrative is filled with pretentious bloat – long meandering speechifying and posturing – but at others it is inscrutably lean – whole years of narrative development are skipped, characters inexplicably disappear or send you off on quests that have little justification.

To its credit, the game sought to explore some of the real world injustices and hypocrisies that littered the overly-romanticised age of America’s founding fathers, thereby questioning the wilful mythologising of history.  Here George Washington is depicted at times as a ruthless mercenary, even willing to order the slaughter of whole tribes of Native Americans, something true to historical record.  Ben Franklin’s infamously lecherous letter to a friend extolling the benefits of choosing an older mistress is quoted directly.  But at the same time, the game indulges a cartoonishly oversimplified revisionist conspiracy history, and frequently sidelines some inconvenient truths.  There are very few African American slaves depicted in the game, with slavery itself largely hand-waved away early in the narrative by Samuel Adams; and complex social conflicts always boil down to the game’s fantastical Templar versus Assassin’s conceit.

And it is in this, the game’s central thematic exploration of the conflict between the Templars and the Assassins – between an oppressive, clandestine society devoted to social engineering human history, and an (ironically highly organised) group of murderous anarchists striving to thwart their plans for some amorphous definition of freedom – that the issues with the game become most pronounced.

Up until Assassin’s Creed 3 the franchise had built upon each previous iteration, continuously cramming more content, more side objectives, more mini-games, into its endlessly expanding coffers.  As the series wore on, however, it became progressively overburdened with extraneous mechanics, with AC3 arguably its most overstuffed.  (Which, if one wants to get snarky for a second, seems a little ironic considering how much of its narrative is spent chastising its imperialist characters for serving an empire that wants to arrogantly overstretch itself…)

The game boasts a multitude of weapons; a series of stat upgrades; stealth, melee and projectile combat; vehicle travel; an assassin squadron to recruit, order about, and micromanage; hunting; item crafting (with recipes); lock-picking; a selection of playable historical board games; a small homestead and trading sim; cryptic puzzles; fort liberations; horse riding; an entire naval control and combat system (because for almost no reason you’re made a ship captain too); infantry orders; canon targeting; for one entire expository sequence you become a spirit eagle flying through the air avoiding obstacles because… I guess that’s something else to do.  On and on and on…

And yet, despite this glut of options, the game repeatedly strips away this wealth of choice in order to funnel the player into passive, scripted sequences.  Learning to lead a battalion of men and offer them cover fire with a canon is used precisely once – seconds after that mechanic is explained – and never seen again.  Many of the assassinations are impossible unless approached from specific angles expressly dictated by the game designers.  Cinematic sequences force the player down narrow, non-interactive pathways.  Most peculiarly, several fight scenes with major antagonists turn into straight battles of attrition in which the player character must be manoeuvred around to some piece of interactive scenery where he is required to utilise pre-rendered contextual attacks.

This restriction is perhaps most clearly displayed in the game’s much maligned introductory chapters.  Rather than allowing the player the freedom to explore their world, the game directs them, over the course of several hours, in how they are to move and behave, drip feeding them new skills and dictating how to use them.  Indeed, you are so confined in this tutorial period that you spend a good portion of it trapped on the deck of a boat, surrounded by open ocean that offers only inglorious death.

The reason that this opening chapter is so constrained is revealed in a plot twist misdirect: the character you are playing, Haytham Kenway, is actually a devoted Templar – not the freedom-spruiking Assassin you presumed him to be.  Thus, this kind of rigid, claustrophobic play-style is entirely representative of his world-view.  When the game’s true historical protagonist is revealed, Kenway’s illegitimate Native American son Ratonhnhaké:ton, or Connor, the stage seems to be set for a direct interrogation of the irresolvable yin and yang spiral at the heart of the game series.  Having literalised the conflict between Templar and Assassin as father and son, by asking you to play as and empathise with both men, the game appears ready to weigh free will and totalitarian order against one another on a global and personal scale.

But then it goes on to repeatedly undercut this intriguing conceit.

What happens instead, over the course of a dozen more hours, is a curiously undercooked build up to a rote fight.  Connor eventually meets his father and arbitrarily agrees to start running errands for him, with any notion of free will disregarded as neither the player, nor the supposedly independent Connor himself, is permitted to do anything but follow Haytham’s morally questionable instructions.*  Soon Connor is predictably double crossed, and the father that you were compelled to play, whose goals you were at first invited to empathise with, is reduced to merely a stiff, narcissistic zealot, his motivations for diligently serving the Templar order and spreading imperial dominance across the globe through violent oppression no more nuanced than any other moustache twirling villain.

The climactic battle between Connor and his father – the supposed resolution of the conflict between these two characters and the culmination of the game’s oversimplified metaphorical exploration of their world views – becomes merely another endorsement of constraint.  For all of his innumerable fighting styles and weaponry and companions, Connor (and the player that gives him agency) can only win this scripted fight if he performs precisely as the game dictates, by participating in the game’s obsession with counters and interactive objects – effectively a series of dressed up quick-time events.

So at the climax of Connor’s narrative, although incessantly paying lip service to the notion of ‘freedom’, and supposedly using him as a symbol of defiance, Assassin’s Creed 3 instead persists in stripping any such freedoms away, forcing the player down a singular, preordained path from which they cannot stray.

assassings creed haytham

The God Is The Machine

The disregard for free will that plays out between Connor and Haytham proves to be merely a microcosm of the journey that culminates in Assassin’s Creed 3, and that has played out in the series’ meta-game over several years and in multiple instalments.

The linking narrative that drove the numbered instalments of the franchise up to that point concerned Desmond Miles in the present day, a man living out the memories of his ancestors in a device called the Animus – essentially a virtual reality suite.  When the series began Desmond was essentially a bit of immersive narrative point of view, a way to contextualise the historical game play and give the whole experience more immediacy for the player.  And this premise offered the Assassin’s Creed games one of the most exciting opportunities for exploring the relationship between creator, audience and text in the history of fiction.

In a manner that no other medium could attempt, the Assassin’s videogames invited their player to be an inextricable participant in the thematic exploration of control and freedom at the heart of the narrative.  You, as player, controlled Desmond, who in turn controls an historical figure (which could change between instalments), with each layer of the fictive onion becoming ever more loaded with irony.  The historical figure (Altair; Ezio; Connor; Edward, etc) believes that he has autonomy, but he is ultimately being shepherded by Desmond, who is himself being piloted by the player – them self ultimately subservient to the design of the game, the Animus itself into which you peer.

You’re essentially playing as the ultimate turducken of antiestablishment freedom fighters, always within the regimented, pre-rendered playpen that has been walled off for you, and that will only allow you to progress if you perform as it dictates.  Kill too many civilians?  Well you’re out of phase and have to restart.  Tried to jump out of the arbitrary boundaries of the landscape?  Well you get reloaded back in place.  Keep dying and getting thrown back to a checkpoint?  Well that’s because according to history you didn’t die there, so you get to restart and do it properly.  A civilian NPC is glitching out in the background?  Well this is a computer simulation, after all.

In Assassin’s Creed 2, this immersion culminated in a thrilling moment of expository dialogue in which Ezio meets Minerva, an ancient alien who had disguised herself as a Roman god, only to have her turn away from him and talk directly to the audience, rupturing the fourth-wall and dragging the player them self into the fiction.  In its direct sequel, Brotherhood, there was enormous horror evoked when the Desmond character was possessed by an otherworldly force and forced to kill an ally.  No matter what buttons you as player pressed to avoid this fate, the character was inexorably propelled toward the deed.**

As the series went on, Desmond’s present day journey hinted at some grand role that he was apparently going to play.  As an individual with free will he was going to be pivotal in saving the world at the end of 2012.

But whereas the Assassin’s Creed series had once been so good at incorporating these videogame conventions into their fiction, using these limitations as colour for the tale and exploring the strange frisson of pre-programmed content and potential player agency, in AC3 they were forced to make a definitive statement about just how much input the player could ever have on the story, and their answer was dishearteningly grim.

In AC3, as the textual and metatextual worlds collided with the release of the game in late 2012, the audience’s role, at all three levels of the games narrative – Connor, Desmond and Player – is finally revealed to be entirely perfunctory.  Connor’s entire life story is reduced to a means to finding a key for a locked door.  You wrestle your way through forty hours of side missions and lock picking games and upgrade trees and ship sailing, sit through a Forrest Gump-style greatest hits package in which Connor is inexplicably pivotal to every major moment of American history, all just to watch a guy throw a necklace into a hole (a necklace that looks conspicuously like a computer disc, meta-fans). Then, after waiting for that cut-scene to end, you shift back to Desmond’s time period, to passively watch yet another scene play out that entirely undermines any illusion of agency you may have still had…

Back in the ‘real world’, Desmond, digs up the magic key, opens a mystical door, and in a lengthy exposition dump with two ancient aliens, Minerva and Juno, he is told that humanity is weak, and civilisation is unsalvageable.  The aliens opine that all religions and social structures are doomed to corruption because human beings are inexorably self-destructive and need to be controlled, and in a particularly patronising dialogue Minerva dismisses humanity as ‘children’ who have ‘squabbled over [her people’s] refuse’, incapable of saving themselves or even understanding their place in the universe.

But rather than defy this categorisation of humanity as weak-willed followers, Desmond seemingly goes on to prove it true.  He is told to kill himself in order to free the despotic alien Juno – an act that has been orchestrated by Juno herself – and bizarrely, Desmond immediately agrees, once again with no choice or input from the player.

The whole series therefore reveals itself to be a build up to a willing, wilfully ignorant, suicide.  Desmond, surrendering all autonomy, is struck lifeless in a wash of light, with he, the narrative, and the player, all suddenly rendered moot, reduced, like everyone else in the series, to pawns moved at the behest of forces beyond their comprehension.

Juno is released into the world, temporarily preventing some sun-spot related world catastrophe, but free once again to enslave humanity.  She laughs, seemingly at both the dead Desmond and the player, and swaggers off stage to scheme her way through the inevitable threatened sequels.  Even the epilogue of the Connor story reveals (in a cut scene afterthought) that despite spending the game desperately striving to save his people’s land, they simply move away without Connor anyway.

In a game series that claimed to be celebrating the audacity of liberating oneself from tyranny, Assassin’s Creed chose to use the concluding game of its initial trilogy, a game set in the messy chrysalis of the American revolution, to state that ‘freedom’ is merely the illusion of choice in a state of willing constraint.  The ending of the Desmond Miles story, both in narrative and gameplay, proving to be merely a joke at the expense of the player.  Look at you, you big silly, it says.  Thinking you were an autonomous individual with an impact on anything of substance…

Assassin’s Creed 3 becomes an enormous, beautifully rendered sandbox game designed just to kick sand in your face.  In its final moments it shows that the only way in which to ‘win’ the Assassin’s series was to not play at all.  Having led its audience on a multi-episode chase – promising revelations, promising autonomy, promising UFOs, it revealed itself to be nothing more than an umbrella fluttering in a tree.

assassins creed 3 desmond

Flying Your Freak Flag

Ironically, it was admitting the ultimate futility of its serialised narrative that would go on to make Assassin’s Creed 4: Black Flag such an enjoyable game.  As a sarcastic, self-serving pirate, the game’s protagonist Edward Kenway was completely distinct in its now woefully convoluted mythology, a refreshing blast of impertinence in a franchise bloated with faux gravitas.  The plot he was reluctantly drawn into was largely irrelevant and wilfully nonsensical (he puts on an assassin’s uniform he just found, and so, like something out of Greatest American Hero, he gains magical assassin-vision and can immediately start leaping off cliffs and performing stealth kills), but Kenway’s cynicism toward it seemed to mirror the player’s own:

‘Sure, sure, the spyglass of the ancients that can DNA stamp whatever…  Just give me my ship so I can sail the seas and goof around.’

The game’s Caribbean open world was immense and beautifully realised; you met some fun characters; could largely explore and distract yourself as you pleased; and the story, such as it was, made little sense (none at all if played with no prior knowledge of the series) and seemingly had no impact on anything.

Even the present-day framing narrative was marked by a wearied, self-mocking tone.  Desmond, the fixed point in the overarching tale was gone – literally a dissected corpse lying on a slab somewhere that you could only really learn about if you trawled through endless multimedia Easter eggs.  Characters from the previous series appeared only in bit cameos.  Now, you were just some faceless quality tester in a cubicle, actually working for the bad guys: a videogame company overtly modelled on Ubisoft itself that was intent on global domination by milking their golden goose franchise to hell.

Black Flag succeeded as a rowdy epilogue because it embraced its pointlessness, but this snarky, self-immolating tone was clearly not one that Ubisoft wanted to foster.  The next year’s release, Unity, was therefore straight back to pumping out revenge tales and the dread machinations of global cabals intent on enslaving the blah blah blah…  Continuing to advertise itself with promises of ‘hope’ and tides of ‘revolution’.  But whether or not fans of the franchise are going to follow the series any further down a path that has already been proven fruitless remains to be seen.

Curiously, the series’ future success might well depend upon what players thought of one of the few features that Assassin’s Creed 3 offered in spite of its pessimistic thematic bait and switch.

Connor’s home base throughout the game, the Davenport homestead, was actually a little self-contained community that gradually grew and changed over the course of the game.  Connor would meet people on his journeys and invite them to live on his land.  Over several years, with his (sometimes slightly creepy) assistance, these people would build new houses and buildings, fall in love, get married, start families.

And eventually, the members of this little makeshift community decide to make their own flag – a banner that they believe will better represent them than whatever design is being cooked up by the leaders of the newly minted United States.  What they make is a collage, a symbol of community stitched together from scraps.  It’s a lovely image – emblematic of the resourcefulness and defiance of this little civil enclave amidst the largely uncaring, hypocritical governmental forces amassing beyond their borders.  It is also a symbol of the narrative: a makeshift contrivance cobbled together in defiance of the crushing weight of history’s – and the franchise’s – grim inevitability.

What you make of Assassin’s Creed 3 – arguably what you make of the entire series going forward –seems to depend on how willing you are to ignore the game’s illusion of independence and instead focus on the little things.  If, rather than hoping for a logical narrative through line, or expecting any payoff to the thematic promises of free will overcoming subjugation, if you can concentrate instead upon the character beats and vignettes of humanity that play out amidst its oppressive design, there may be something still worth playing.

A UFO that turns out to be an umbrella?  Yeah, screw that.  But a flag made of scraps that just wants to celebrate the mess that is life?

That’s worth chasing.

Assassins Creed 3 UFO

* Even in side-missions you are inexplicably forced to do Haytham’s work for him.  Connor is still running around chasing Ben Franklin’s notes long into the game – even though he wasn’t the guy originally given that task.

** This moment gets ret-conned in an entirely unsatisfying way in Assassin’s Creed 3 when Desmond claims that he could have stopped himself from killing Lucy.  Apparently she was a Templar agent and he knew that, even though you didn’t and there was no evidence of such a ‘twist’ at all prior to her death.

[Note: an earlier version of this article was first published on PopMatters.]

 

 

 

 

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