A Premise:
Deep, and yet deeper down, below the marsh slime and the swamp rot, even underneath poppy roots and the granite rows, Old England’s Foundations lie. While thinned and turned soils are cold and damp, the fiery Mantle warms and pulses, twisting round and circling on itself; the Core sees into itself and ponders on its shadows; to reach out into the cold and dark, hope perchance to find new wheels to turn, or perhaps not. Content, in the underworld, dreaming of the pictures of its marble face, Old England’s Foundations are buried the deepest, overwritten by thin and beaten sheets of plaster and tissue paper.
Yet, this is a fantasy: circumstantial myths of Old England, and its Foundations. Those marshes were sealed, and the swamps became roads, and the shapes and the names of the trees do not matter anymore. Accumulated plays turned in on themselves and became a meaningless fresco; the hand-me-down uniform, hoarded in poverty, with no weavers to craft anew. That Core is no form but a feeling, fleeting and shallow, giving only the image of warmth. Gawp at the statues and the towers and the gold on the wall. They were never yours.
Intermission, The Alchemists’ Folly:
Higher, and yet higher so, far reaching beyond the sea and above the clouds, up and up Nature’s Ladder, climbs a Champion. For all its power and glory. He soon received the ravenous attention of The Crow, the most cunning of all the birds. It said: “I have seen many climb, and their plans dissolved away, but wear my feather, and sing my song, and Nature’s sure to play”. The Crow put a feather on The Champion’s shoulder, and The Champion cawed until he had near reached the clouds. He looked down to measure his climb, and one cheek was slashed by The Crow’s feather; he saw many other smaller birds with more beautiful sounds and colours than The Crow, hiding fearfully away in their nests.
Higher and higher, between the feathers and the stars, up The Ladder, climbed The Champion. The clouds from below were sunlit pillars in the sky yet seemed smoke and fog inside. At once, the guiding stars were blotted out, and The Champion was frozen in the dark. He begged it clear, and The Cloud said: “Truly, Nature loves to hide, and seems at first a chaos sight, but learn its ways, obey and pay, by water’s path will light”. The Champion’s waterskin was plucked by a gale, and The Cloud gave in credit due a magic hailstone, and it magnified the light of the stars. His fingers were cold and heavy, his water was lost, and the constellations seemed more twisted than ever before; but, with the dim path seen by magic divined, The Champion waged on.
An earthquake struck, and The Ladder path fell; weathered wood, by many footsteps heeled, shattered with the turning of a generation. His bearing steers all amiss under the dizzying constellations, for the old way is no more; and The Champion loses their footing, curses the folly, and plummets into brine under the bottommost rungs; championing, no more. The Fool who works with wood and nail, at the bottom of The Ladder, did not build houses that day, for another ladder was built by him; and The Fool then propped it, already to seize the opportunity, to climb the path again. But The Cloud and The Crow remain in their Nature, as they wait between the salt and the stars.
Their Conclusion:
Hailing practice and ritual, making nothing new, and the new, ugly; what comes from a fool’s history? Yesterday’s legislation becomes today’s tradition, and old and common habits are preserved by kitsch committee. To justify what happened, because it happened, accounting to stacked sediments of past scoresheets? If that is good, then good is evil; bored eyes make nothing beautiful around our empty hands, so we make eternities of nothing, and are compassed about by our enduring appetites. With Nature as your sentimental measure, you pay tribute to accidental shadows on the wall. Where is The True, The Good, The Beautiful? God have mercy on your windswept souls.
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Deconstructing Samurai Jack
Samurai Jack was an American animated TV series that premiered on Cartoon Network in 2001 and ran for, eventually, five seasons. The story follows the adventure of an unnamed samurai travelling through a dystopian future governed by a demonic wizard named Aku. What makes Samurai Jack unique is the moral paradigm that can be read into the central premise of the plot, neatly summarised by the tagline of the opening sequence: ‘Gotta get back, back to the past, Samurai Jack.’
The world that the samurai fights to destroy – a world corrupted at every level by Aku’s evil – is unambiguously modern in character. When he is cast through a time portal at the end of the first episode, he falls out into the squalid depths of a futuristic inner city ghetto. He drops out of the sky into a world of towering black skyscrapers, massive electronic billboard advertisements and sky-streets jammed with flying motorcars. The thunderous roar of the city’s traffic disorients and terrifies him.
After barely surviving his dramatic entrance, he is greeted by some locals who give him the name ‘Jack’ and speak to him in what is easily recognisable as a modern urban patois. ‘Yo, Jack! That was some awesome show!’ ‘Word! Jack was all ricochetically jump-a-delic!’ Their manner of speech contrasts heavily with Jack’s own old-fashioned and deliberately measured standard English. When Jack hesitantly asks where he is, he is told by these odd strangers that he is in the ‘central hub’ of Sector D. This is a placeless place, devoid of history or culture and labelled a ‘hub’ of a ‘sector’ in familiarly modern and soulless bureaucratic fashion.
Jack then stumbles into a seedy nightclub where he becomes even more distressed than before. He holds his hands to his ears, desperate to block out the loud, thumping techno music, and looks around wild-eyed at a room full of scantily-clad dancers and hideous aliens with bionic body parts. This new world is too bright and too loud for Jack. The world he came from is tranquil, soft and full of flower-filled meadows, rolling hills and beautiful snow-topped mountains. Aku’s world is vulgar, harsh and obnoxious. Jack is a man out of time, questing through the future in order to return to the past. He fights to turn the clock back in order to prevent the world around him from ever existing and to save the world he once knew. The tale of Samurai Jack is a reactionary, luddite Odyssey.
The first scene of the first episode is like something out of a bad psychedelic trip or a nightmarish fever dream. Everything is uncanny – the sun and moon are too large, the landscape is barren and red and the lone piece of flora in the scene is a twisted black tree. The giant moon eclipses the sun, shooting red lightning through the sky as the tree twists and morphs into the demon Aku. This terrifying moment, complete with deliberately unsettling sound effects, masterfully introduces the show’s main antagonist. It is also a prime example of Tartakovsky’s use of the environment instead of dialogue to evoke emotion and convey information about his characters.
Aku is able to see Jack through a magic mirror at all times, he can shapeshift endlessly and is immune to all physical weapons. Aku is more than a demon wizard – he is a malevolent god. He is informed instantly of Samurai Jack’s arrival in the future by his informant network that, throughout the show, seems to extend into every nook and cranny of the universe. Aku’s armies are inexhaustible, dwarfed only in size by the intergalactic mining operation he employs to sustain it. The entire universe is in the grip of an Orwellian state in the service of a quasi-Gnostic demiurge. The central premise of the show itself implies the extent of Aku’s dominance – dominance so complete as to be completely insurmountable, and able to be defeated only through time travel. Genndy Tartakovsky’s finest creation is a kids TV show set in a world that is incomprehensibly awful, where the main character faces completely hopeless odds and the main antagonist is all-powerful. Jack stands alone, armed only with a magic sword and the power of righteousness, and yet it somehow feels as though Aku fears him more than he fears Aku.
For the first four seasons Jack is an unchanging constant as the setting around him is repeatedly changed in line with his journey. Dialogue and character development are conspicuously limited in contrast to many other shows, but this speaks to the genius of Samurai Jack’s unique formula. The relationship between the main character and the setting are reversed – Jack is the unchanging stage. The story takes place around him but he stays the same, dressed in his characteristic white robes, forever a fish out of water. The only exceptions to this rule are the first episode, where Jack’s character is established, and the final season on Adult Swim, which takes a different and more mature tack.
Genndy Tartakovsky’s work for Cartoon Network is understandably constrained by limits of what is appropriate for children to watch before school, but when the show was moved to Adult Swim it became free to explore darker themes. For the first four seasons, Jack turns his deadly sword on his robotic and demonic enemies only. This allowed Tartakovsky to showcase Jack’s skill, defeating hordes of enemies that sometimes cover the entire horizon, without any graphic violence. The fact that Jacks opponents until the final season remain the minions of Aku, which are overwhelmingly robots, rather than the flesh-and-blood inhabitants of his fallen world is another way in which Aku and his evil are made to seem industrial in character, in opposition to noble, agrarian Samurai Jack.
The entire show is hand-drawn without outlines so that characters blend into their backgrounds. Lineless drawings give the animation a rudimentary, child-like appeal as well as greater flexibility with regard to proportions so that all of the characters’ movements feel powerful and dynamic. Action scenes are one of the great strengths of Tartakovsky’s cartoons – evident in Star Wars the Clone Wars (2003) earlier in his career right through to Primal, which aired just recently in 2019. All of this combined with the use of comic book-esque screen framing make the series feel more like a graphic novel come to life or an anime series than a Western kids cartoon. What’s more, Samurai Jack accomplishes this without sacrificing childish entertainment value.
However, what makes Samurai Jack stand out in a sea of well-animated cartoons is the story. Jack is a unique character that represents a sentiment not often explored in visual media – the sense of longing for a world you’re not even sure exists, or ever existed. The world around Jack is fetid and evil – but the world he remembers, was it ever truly as good as he remembers it to be? Was the world that was ever free of the corruption and evil that so disgusts him about the world – the ‘world that is Aku’ – that he fights to undo? Jack’s sense of alienation is deeper than that of a stranger in a strange land – he is a man trapped at the wrong place in time entirely. Not only is the world foreign, but everything is laced with and governed by Aku’s evil. The very ground on which he walks, the air through which he moves, is hostile to him. In our world where seemingly nothing can escape the plastic-coated grip of modernity, this cartoon asks whether it really is so crazy to feel like you’ve gotta get back, back to the past, Samurai Jack.
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A Plague Tale: A Post-apocalyptic Light Held Aloft
Respectively released by Asobo Studio in May 2019 and October 2022, A Plague Tale: Innocence and A Plague Tale: Requiem follow siblings Amicia and Hugo de Rune through a 14th-century France being torn apart by the Hundred-Years-War, the French Inquisition, and the Black Plague. Through the stories of both games, Amicia and Hugo must try to stay alive while maintaining hope in the things worth living for, all while searching for a way to save Hugo from a yet unknown sickness, the ‘macula.’
Having in my twenties platinum ranked several Metal Gear Solid games and The Last of Us, I felt right at home in A Plague Tale. However, inspired by, in addition to other post-apocalyptic games like TLOU, titles like ICO and even a Studio Ghibli film, the games’ stealth, buddy tactics, and progression of unlockables mesh the elements of several genres into an excellent gaming experience that goes far beyond formulaic stealth-action. Indeed, when not sneaking around guards, players must puzzle their way through swarms of rats with torches held aloft in what becomes the central motif of the franchise.
The two games form a unified whole, in my opinion, with the denouement of Innocence leading directly into Requiem; thus, if not explicitly specifying one or the other, when referencing A Plague Tale I will henceforth mean both games together. While an outstanding work on its own, with few areas that really stretch the player outside of the higher difficulties and character revelations too significant for merely the last third of a single game, Innocence is clearly a preparation for something larger in both gameplay and story. Fulfilling the expectation, Requiem increases the franchise’s breadth in length, map layouts, tools accessible to players, and the dynamic roles of side characters in both plot and puzzle. And yet, while changes are, of course, made between the two games (not all positive, in my opinion), the core narrative elements are consistent through both.
How the games tell the story is their best attribute, and one that was a major focus of Asobo Studio: they incorporate most of the plot-driving dialogue and characterization in the midst of the stealth and puzzle scenes. In previous-generation stealth games, one sneaks through a certain area and is rewarded with a cutscene or discovery that advances the story. This could often cause the stealth sections to become a bit utilitarian, with the back-and-forth between action and narration feeling like switching between two halves of the brain—not the best for maintaining story immersion or emotional investment.
However, with its use of furtive commentary and context-specific actions from side characters, A Plague Tale incorporates the narrative into the gameplay so seamlessly that the tension of the sneaking and action enhances the tension of the story conflicts, both external and internal, thus maintaining story immersion and blending all into a level of aesthetic experience I had rarely experienced. The tension as Amicia protects but also relies on Hugo and others with different sources of light as they traverse fields of dark, writhing rat swarms builds the sense not just of fear of failure, but of connection among and investment in the characters. This narrative aspect, alone—this integration of action and narrative—is enough reason to play the games, in that they show how modern games can tell a story in a new, verisimilar way that invests one in the increasingly layered characters more than just passive watching or trophy-focused strategizing might.
Leaving more thorough gameplay reviews to others (or, better, to players who will experience the games for themselves), I will focus below on the stories of each game. Each game has elements one doesn’t always encounter in today’s media and which make their plots deeper and more dynamic than are many other current post-apocalyptic, female-centric games. (Also, needless to say, spoilers ahead).
Innocence: ‘You can run…but no one can escape their own blood.’
A Plague Tale: Innocence’s opening chapter, titled ‘The De Rune Legacy,’ immediately places the game in terms of both aristocracy and historical context, motifs that thread throughout both games. Through the initial tutorial scenes of main deuteragonist Amicia walking the De Rune estate with her father, we learn that, a noble family in fourteenth-century France, the De Runes are beset by the wars afield with Plantagenet England and the steady growth of a new plague at home. We also learn that, due to the boy’s strange sickness, the macula, Amicia’s five-year-old brother, Hugo, has been kept separate from his fifteen-year-old sister for most of his life, with Amicia being closer to their father due to their mother’s being focused on healing the cloistered Hugo.
In the same sequence, Amicia and her father discover an obscure underground menace plaguing the forest, and the family estate is raided by the Inquisition in search of Hugo. Soon separated from both parents, the two estranged children must make their way to the boy’s doctor, secretly an alchemist, discovering along the way that the menace beneath the ground are actually floods of rats that literally pop up whenever the two children—specifically Hugo—undergo stress.
From the start it is apparent that Innocence is a story of children of good aristocrats thrust into a world falling apart. As often happens with such stories of upending times, the changes necessarily involve and are bound up with the aristocrats, themselves, their being the holders and maintainers of their culture’s values. Foreshadowed by the heightened rat activity whenever Hugo has his debilitating headaches, it is revealed that the plague of rats destroying France is somehow connected to the macula inherited through Hugo’s family line.
Thus, threaded through this story of siblings trying to survive is the subtext that the conflict involves their bloodline—the children’s aristocracy. Like countless other stories of chosen children of unique birth thrust from comfort into a world of flux, Innocence becomes a bildungsroman of learning to survive in a world that, because of their bloodline, is suddenly suspicious of and antagonistic towards them, and which may be falling apart because of them. Implicit in the story is how much blame they should assume for the heritage they did not choose and know little about.
Besides the ubiquitous rats, Amicia and Hugo’s major antagonist is the Inquisition. While the trope of ‘ackshually, big church bad’ is tired, at best (and usually unbelievable for anyone with a working knowledge of history), in the game’s fantasy world the Inquisition works excellently, without breaking immersion with an anti-church bias too common in modern works. A quasi-official sect focused not on pursuing heretics but, rather, on harnessing and using the plague, the Inquisition actually serves to illuminate Hugo’s condition for the children and players.
The Grand Inquisitor Vitalis Benevent—ironically named, his being a decrepid old man of failing health—is a typical but no less excellent character, and his Captain of the Guard, Nicholas, has easily one of the best character designs I’ve seen in a while. Together they concretise an archetypal threat to young nobles: those who would use them and their blood to amass power. This is only made more insidious when the innocent and naive Hugo comes to the forefront for a section of the game.
Thus, as is common to such stories of a time of shifting values and structures, the question of who is friend and who is foe is foremost, and Amicia and Hugo must learn to be circumspect about whom they trust, a theme that will continue into the next game. Yet, at the same time, Amicia must balance exposing Hugo to the world’s dangers with maintaining his innocence; one of game’s most charming yet unnerving dynamics is the double layer of Amicia’s vigilance for possible threats and Hugo’s playful ignorance of their danger—as well as Amicia’s suggesting such things to distract Hugo (and herself) from their plight. It is through this interplay—the need to maintain innocence as a resistance against the darkness around them while facing and surviving it—that the siblings get to know each other and the story is told.
Added to the moderating effect Hugo’s youth has on the usual nihilistic brutality of such games, the world of Innocence, as well as of its sequel, does not come off as a standard postapocalyptic setting. The greatest reason for this is the studio’s choice of its historical place, which lends it a paradoxical undertone of familiarity. Whether or not players have a ready knowledge of the Justinian Plague which serves as the background for the game’s sickness, we’ve all heard of the medieval Black Death. We know it was horrible. We also know it was survived—and served as the threshold of the Renaissance.
Placed in this context not of annihilation but of survival, the games implicitly lend themselves to a conservative undertone. Horrible times have happened, and horrible people have made them worse, but so long as one can keep a localized light burning, the seeds of civilization will survive even in the smallest communities. Exactly this happens in one of the game’s many poignant images, that of the De Rune children and their by-then found family of vagrants living, growing, and learning to thrive in a broken down castle.
Furthermore, the growing relationship between Amicia and Hugo hinges on the implicitly conservative principle of personal responsibility and moral agency—especially regarding the exigencies of circumstance and one’s relationship to power, especially over those closest to us. A theme not uncommon in post-apocalyptic stories is whether or not a rupture of society justifies a full abandonment of morality and regard for life. Throughout the story, Innocence’s answer is ‘No.’ Amicia’s killing to protect Hugo is suffused with hesitancy, sorrow, and apology—a motif established in Innocence and explored much more fully in Requiem. Hugo’s parallel relationship with violence—with the possible loss of innocence it entails—has the added complexity of his being a child, but the impetus to control himself is no less present and upheld.
Indeed, unlike other post-apocalyptic characters who grow increasingly solipsistic and nihilistic (*cough* Joel *cough*), it is Amicia and Hugo’s task to maintain moral responsibility and innocence in their respective ways when all others around them seem intent on dispensing with such things out of ambition or expediency. Virtue does not change, howevermuch the world around us seems to, nor does change relieve us of our basic nature as individual moral agents whose choices have real effects.
Although not an explicitly named theme, it is only by superceding their circumstances and instead placing themselves within a broader historical context of their aristocratic family line, while drawing closer to each other—that is, by accepting their aristocratic heritage and actively manifesting it in the present through corresponding behavior—that Amicia and Hugo are able to overcome the game’s conflicts. And, in the end, what remains is the very image that started the story: that of a family, native and found, drawing together to keep lit and held aloft sundry moments of innocent joy in order to humbly produce a better future.
Requiem: ‘Stop trying to be so tough. You might learn something.’
Picking up roughly six months after Innocence leaves off, A Plague Tale: Requiem finds the De Runes and their alchemist companion Lucas continuing their journey to heal Hugo of his macula. As signaled by the game’s opening chapter, ‘Under a New Sun,’ the sequel’s problems will seem different from its predecessor’s, but only on the surface. The Inquisition is behind them, but the deeper conflict remains—the need to treat Hugo’s macula before it reaches the next ‘threshold’ and further overtakes the boy while also avoiding pursuit from those who might try to stop or manipulate them.
After the game’s tutorial and introduction, the group visits a town in Provence to meet Magister Vaudin, another alchemist who might be able to help heal Hugo. However, Vaudin soon becomes a wedge in the relationship built through the previous game between Amicia (and the player) and Hugo. Foreshadowed previously by the minor dialogue of the tutorial, this and other events bring to the fore the question of whether or not the deuteragonists should trust potential allies.
In Innocence the core conflict was simply to protect Hugo, which, considering the siblings’ shaky relationship, was rightly not undercut by a serious questioning of motives and methods. However, in Requiem Amicia becomes so focused on protecting Hugo that she ends up pushing away potential help, not only the questionable alchemical order but even their mother and companion, Lucas. Amicia’s arguable overprotectiveness shows itself in two ways, a growing comfortability with violence and an inability to judge friend from foe (or visa versa).
In the game’s best element of complexity, the suspicion of allies is eventually turned on the increasingly violent Amicia, herself, who sees her growing willingness to kill yet cannot seem to mitigate it. The theme of protecting Hugo becomes, in a game about a pathogen, a psychological pathology in Amicia—her own sublimated macula that, like Hugo’s literal one, can just as easily be misused to disasterous effect should she blindly give herself over to its prejudices.
This type of storyline—that of the strong female suspicious of all purported help, especially from men, and whose toughness is altogether good and an end in itself—is, by now, nothing new. Those sympathetic to it will find many things to admire in Amicia, and can probably play the game without sharing my interpretation (a mark of a good work of narrative art in any medium). However, Requiem is, thankfully, not merely a story of a girlboss teenager giving the proverbial middle finger to allies who seem to hinder her in protecting Hugo. To be sure, despite admonitions from friends and family, Amicia does follow this arc—until the siblings fall in with Arnaud.
A mercenary whose soldiers have previously been thinned out by Amicia, the mercenary Arnaud pursues the De Runes at different portions of the game. However, Arnaud eventually saves the siblings from the uncontrollable effects of their own actions. Whereas the still childlike Hugo trusts Arnaud relatively quickly (Arnaud’s role as father figure for the siblings is a layer I don’t have time to examine here), Amicia remains skeptical—understandable, considering the concussion and remaining scar on her forehead he’d previously given her. However, implicit in the interactions between Amicia, Hugo, and Arnaud is the irony that by too bluntly rejecting Arnaud’s help in order to protect Hugo, Amicia might ruin the very innocence she has tried to preserve—a theme that has been there from the game’s beginning.
Perhaps more significant, the game thus reverses the ‘male allies = implicit enemies’ trajectory of many recent female-driven plots, instead arguably justifying Hugo’s trust rather than Amicia’s distrust. The game dares to introduce the complexity of an enemy actually turning out to be an ally—not unheard of in today’s stories, but rarely involving an older male.
Arnaud’s place in the story is by no means clear-cut, nor is Requiem a mere reactionary tale of an overweening teenage girl being cut down to size (which would, itself, be formulaic, simplistic, and boring). Nonetheless, the fact that he is allowed to add complexity to Amicia’s development—in a way that highlights her shortsightedness—is refreshing in that it keeps Amicia from falling into the prescribed tropes and, by now, chauvinistic stereotypes of recent heroines. Rather, through his similarities and differences with her, Arnaud serves to highlight the capacity of the untutored, rash Amicia to go overboard.
While, like the other side characters, he remains in the background for long portions of the game, the mercenary nonetheless continues to shift the story’s moral center away from Amicia, thus paradoxically allowing her to grow in how she responds to her own impulses. Inn my opinion the story could have used more of an explicit admission on Amicia’s part that Arnaud might have been right about a few things. Nonetheless, the mercenary adds a welcome complexity in that his presence—and the themes he concretises—keeps the story from falling into the simple formulae of other current media—something I, and many others, have been asking for for our female characters.
The De Rune Legacy
By layering the themes of its predecessor with a variety of new elements and subsequent possible interpretations, Requiem more than fulfills the setup of Innocence, and it secures both parts of A Plague Tale at the top of the post-apocalyptic genre. Both show what games are capable of and are well worth playing by both stealth veterans and those looking for a unique and involved aesthetic experience.
Furthermore, as with Innocence, Requiem expands the tropes it employs. Added to the recurrence of civilization’s rise and fall (which could have just as easily been the topic of my commentary on the game) is the localization of such vicissitudes in the individual Amicia, herself. Parallelling Hugo’s literal macula, Amicia’s choice of whether or not to give over to her wrathful passion and lose perspective and self control—really, the classical virtues of Prudence and Temperance—is that upon which the future will hinge.
Thus, whether intentional or not, for those willing to see it the games offer an implicitly conservative iteration of the post-apocalyptic setting. Considering that conservatism’s basic function involves, to paraphrase Mahler, the protection and preservation not of ashes but of flame—of that which we have and love, especially things like innocence, historical humility, and family connection, this is a fitting and timely nuance. The games are by no means simply ‘based cons do the apocalypse,’ but the inclusion of such elements does show how stepping from the path of prescribed ethos and character alignments can create an enriching work of art that will satisfy players of many stripes. With such diverse and complex elements—and, more importantly, the depth of immersion with which Asobo pulls them off—the franchise, itself, instantiates the very light that forms its central image, offering an implicitly brighter experience amidst a genre usually plagued and darkened by cosmic ambivalence and moral nihilism.
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Liberalism and Planned Obsolescence
Virtually everyone at some point has complained about how their supposedly state-of-the-art phone, tablet, laptop, or computer doesn’t seem quite so cutting-edge when it either refuses to work properly or ceases to function entirely after a disappointingly brief period of time. This is not merely the grumblings of aggravated customers, but a consequence of “planned obsolescence.” The term dates back to the Great Depression, coined by Bernard London in his 1932 paper Ending the Depression Through Planned Obsolescence, but a practically concise definition comes courtesy of Jeremy Bulow as “the production of goods with uneconomically short useful lives so that customers will have to make repeat purchases.” Despite being an acknowledged (and in some cases encouraged) practice, it is still condemned; both Apple and Samsung have faced legal action on multiple occasions for introducing software updates which actively hinder the performance of older devices. In the face of all this, planned obsolescence isn’t going anywhere so long as there is technology, nor does anyone expect it to. It is, as death and taxes are, one of the few certainties of life.
As the title of this essay suggests, I do not intend to delve any further into the technological or economic ethics of planned obsolescence. Interesting as they may be, I want to focus on how the concept appears in a political context; more specifically, in liberalism.
One of the core tenets of liberalism is a belief in the “Whig interpretation of history.” In his critique of the approach, aptly titled The Whig Interpretation of History, Herbert Butterfield outlined the Whig disposition as being liable to “praise revolutions provided they have been successful, to emphasize certain principles of progress in the past and to produce a story which is the ratification if not the glorification of the present.” To boil it down, it is the belief that history is a continuous march of progress, with each successive step freer and more enlightened than the last. A Whiggish liberal is dangerously optimistic in their opinion that history has led to the present being the greatest social, economic, and political circumstances one could hitherto be born into. More dangerous still is their restlessness, for as good as the present may be, it cannot rest on its laurels and must make haste in progressing even further such that the future will be even better. The pinnacle of human development lasts as long as a microwave cooking a spoon, receiving for its valiant effort little other than sparks, fire, and irreparable damage resulting in its subsequent replacement.
The unrepentant Whiggery of the modern world has prompted scholars of the Traditionalist School of philosophy to label it an aberration amongst all other societies, as the first which does not assign any inherent value to, or more accurately, openly detests, perennial wisdom (timeless knowledge passed down through generations) and abstract metaphysical truths. In the words of René Guénon, “the most conspicuous feature of the modern period [is its] need for ceaseless agitation, for unending change, and for ever-increasing speed.” Quite literally, nothing is sacred. One of the primary causes of this is that modernity, defined by its liberalism, is materialist, and believes that anything and everything can and should be explained rationally and scientifically within the physical world. The immaterial and the spiritual are disregarded as irrational, outmoded and unjustifiable; it is, as Max Weber says, “disenchanted.”
To understand this further, we must consider Plato’s conceptions of the two distinct natures of the spiritual and the material/physical world, “being” and “becoming” respectively. Being is constant and axiomatic, characterised by abstract ideas, timeless truths and stability. Becoming on the other hand, as the nature of the physical world, reflects the malleability of its inhabitants and exists in an endless state of flux. Consider your first car, it will alter with time, the bodywork might rust and you may need new parts for it, and indeed it may eventually be handed on to a new owner or even scrapped entirely. Regardless of what changes physically, its first car status can never be separated from it, not even when you no longer own it or it’s recycled into a fridge, for it will always hold a metaphysical character on a plane beyond the material.
Julius Evola, another Traditionalist scholar, succinctly defined a Traditional society as one where the “inferior realm” of becoming is subservient to the “superior realm” of being, such that the inherent instability of the former is tempered by orientation to a higher spiritual purpose through deference to the latter. A society of liberalism is unsurprisingly not Traditional, lacking any interest in the principles of being, and is instead an unconstrained force of pure becoming. Perhaps rather than disinterest, we can more accurately characterise the liberal disposition towards being as hostile. After all, it constitutes the “customs” which one of classical liberalism’s greatest philosophers, John Stuart Mill, regarded as “despotic” and a “hindrance to human development.” Anything which is perennial, traditional, or spiritual is deleterious to the march of progress unless it can either justify its existence within the narrow rubric of liberal rationalism, or abandon its traditional reference points and serve new masters. With this mindset, your first car doesn’t represent anything to do with the sense of both liberation and responsibility that comes with being able to transport yourself, it is simply a lump of metal to tide you over until you can get a more expensive lump of metal.
Of course, I do not advocate keeping a car until it falls to pieces, it is simply a metaphor for considering the abstract significance of things which may be obscured by their physical characteristics. In the real world, the stakes are much higher, where we aren’t just talking about old cars but long-standing cultural structures, community values and particularisms, and other such social authorities that fall victim to the ravenous hunger of liberal progressivism.
The consequence of this, as with all things telluric, material, or designed by human effort, is impermanence. Without reference to and deliberate denigration of being, ideas, concepts and structures formed within the liberal system have no permanent meaning; they are as fickle as the humans who constructed them. Roger Scruton eloquently surmised this conundrum when lambasting what he called the “religion of Rights”, whereby human rights, or indeed any concepts of becoming (without spiritual reference, or to being) are defined by subjective “moral opinions” and “legal precepts.” Indeed “if you ask what rights are human or fundamental you get a different answer depending whom you ask.” I would further add the proviso of when you ask, as a liberal of any given period appears to their successors as at best outdated or at worst reactionary. Plucking a liberal from 1961, 1981, 2001, and 2021, and sitting them around a table to discuss their beliefs would result in very little agreement. They may concur on non-descript notions of “freedom” and “equality”, but they would struggle to find congregate over a common understanding of them.
To surmise, any idea, concept or structure that exists within or is a product of liberalism is innately short-lived, as the ceaseless agitation of becoming necessitates its destruction in order to maintain the pace of the march of progress. But Actual people, regardless of how progressive or rational they claim to be, rarely keep up with this speed. They tend to follow Robert Conquest’s first law of politics: “everyone is conservative about what he knows best.” People are naturally defensive of the familiar; just as an aging iPhone slows down with time or when there’s a new update it can’t quite cope with, so too will liberals who fail to adapt to changing circumstances. Sadly for them, the progressive thirst of liberalism requires constant refreshment of eager foot-soldiers if its current flock cannot keep up, unafraid to put down any fallen comrades if they prove a liability, no matter how loyal or consequential they may have once been. Less, as Isaac Newton famously wrote, “standing on the shoulders of giants”, more “relentlessly slaying giants and standing on a pile of their fallen corpses”, which as far as I’m aware no one would ever outright admit to.
You don’t have to look particularly far to find recent examples of this. In the 1960s and 70s, John Cleese pioneered antinomian satire such as Monty Python and Fawlty Towers, specifically mocking religious and British sensibilities. Now, in response to his assertion that cultural and ethnic changes have rendered London “no longer English”, he is derided for being stuffy and racist. Indeed, Ken Livingstone, Boris Johnson, and Sadiq Khan, the three progressive men (in their own unique ways) who have served as Mayor of London since its establishment in 2000, lined up on separate occasions to attack Cleese, with Khan suggesting that the comments made him “sound like he’s in character as Basil Fawlty.” There is certainly a poetic irony in becoming the very thing you once satirised, or perhaps elegiac for the liberals who dug their own graves by tearing down the system, only to become the system and therefore a target of that same abuse at the hands of others.
Another example is George Galloway, a staunch socialist, pro-Palestinian, and unbending opponent of capitalism, war, and Tony Blair. Since 2016 however, he has come under fire from fellow leftists for supporting Brexit (notably, something that was their domain in the halcyon days of Tony Benn, Michael Foot, and Peter Shore) and for attacking woke liberal politics. Other fallen progressives include J. K. Rowling and Germaine Greer, feminists who went “full Karen” by virtue of being TERFs, and Richard Dawkins, one of New Atheism’s four horsemen, who was stripped of his Humanist of the Year award for similar anti-Trans sentiments. All of these people are progressives, either of the liberal or socialist variety, the difference matters little, but their fall from grace in the eyes of their fellow progressives demonstrates the inevitable obsolescence innate to their belief system. How long will it be until the fully updated progressives of 2021 are replaced by a newer model?
On a broader scale, we can think of it in terms of generational divides regarding social attitudes, where the boomers and Generation X are often characterised as the conservatives pitted against the liberal millennials and Generation Z. Yet during the childhood of the boomers, the United Nations was established and adopted the Universal Declaration of Human Rights, and when they hit adolescence and early adulthood the sexual revolution had begun, with birth control widespread and both homosexuality and abortion legalised. Generation X culture emerged when all this was fully formed, and rebelled against utopian boomer ideals and values in the shape of punk rock, the New Romantics, and mass consumerism. If the boomers were, and still are, ceaselessly optimistic, Generation X on the other hand are tiringly cynical. This trend predictably continued, millennials rebelled against Generation X and Generation Z rebelled against millennials. All of them had their progressive shibboleths, and all of them were made obsolete by their successors. To a liberal Gen Zer in 2021, it seems unthinkable that will one day be the crusty boomer, but Generation Alpha will no doubt disagree.
Since 2010, Apple’s revolutionary iPad has had 21 models, but the current could only look on in awe at the sheer number of different versions of progressive which have been churned out since the age of Enlightenment. As an object, the iPad has no choice in the matter. Tech moves fast, and its creators build it with the full knowledge it will be supplanted as the zenith of Apple’s capabilities within two years or less. The progressives on the other hand are inadvertently supportive of their inevitable obsolescence. Just as they were eager not to let the supremacy of their ancestors’ ideas linger for too long, lest the insatiable agitation of Whiggery be halted for a moment, their successors hold an identical opinion of them. Their imperfect human sluggishness will leave them consigned to the dustbin of history, piled in with both the traditionalism they so detested as well as the triumphs of liberalism that didn’t quite get with the times once they were accepted as given. Like Ozymandias, who stood tall over the domain of his glory, they too are consigned to a slow burial courtesy of the sands of time.
As much as planned obsolescence is a regrettable part of modern technology, so too is it an inescapable component of liberalism. Any idea, concept, or structure can only last for a given time period before it is torn down or has its nature drastically altered beyond recognition to stop it forming into a new despotic custom. Without reference to being, the world and its products are left purely in the hands of mankind. Defined by caprice, “freedom”, “equality”, or “democracy” can be given just as quickly as they can be taken, with little justification required other than the existing definition requiring amendment. Who decides the new meaning? And what happens to those who defend the existing one? Irrelevant, for one day both will be relics, and so too shall the ones that follow it. What happens when there is no more progress to be made? Impossible to say for certain, but if we are to take example from nature, a tornado once dissipated leaves behind only eerie silence and a trail of destruction, from which the only answer is to rebuild.
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