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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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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Orwell’s Egalitarian Problem
George Orwell’s Nineteen Eighty-Four is a book whose influence exceeds its readership. It resembles a Rorschach test; moulding itself to the political prejudices of whoever reads it. It also has a depth which often goes unnoticed by those fond of quoting it.
The problem isn’t that people cite Orwell, but that people cite Orwell in a facile and cliched manner. The society of Oceania which Orwell creates isn’t exemplified in any contemporary state, save perhaps wretched dictatorships like North Korea or Uzbekistan. It’s thus not my intent to draw on Nineteen Eighty-Four to indict my own society as being “Orwellian” in the sense of being a police state, a procurer of terror, or engaged in centralised fabrication of history. A world of complete totalitarianism of the Hitlerian or Stalinist kind hasn’t arrived (not yet at least), but Nineteen Eighty-Four still has insights applicable to our day.In Nineteen Eighty-Four, the protagonist, Winston, is suffocated by the miserable tyranny he lives in. The English Socialist Party (INGSOC) controls all aspects of Britain, now called Airstrip One, a province of the state of Oceania. It does so in the name of their personified yet never seen dictator, Big Brother. When Winston is almost at breaking point, he meets fellow party member, O’Brien. O’Brien, Winston thinks, is secretly a member of the resistance, a group opposing Big Brother. O’Brien hands Winston a book called The Theory and Practice of Oligarchical Collectivism. This book is supposedly written by Emmanuel Goldstein, arch-nemesis of Big Brother, and details the secret history and workings of Oceanian society, something unknown to all its citizens.
Oligarchic collectivism is the book’s term for the ideology of the Party in response to a repeating historical situation. Previous societies were characterised by constant strife between three social classes: the top, the middle, and the bottom. The pattern of revolution across history was always the middle enlisting the bottom by pandering to their base grievances. The middle would use the bottom to overthrow the top, install itself as the new top, and push the bottom back down to their previous place. A new middle would form over time, and the process would repeat.
INGSOC overthrew the top through a revolution, in the name of equality. What it actually achieved was collectivised ownership at the top, and so it created a communism of the few, not unlike classical Sparta. The rest of the population, derogatorily called “proles”, live in squalid poverty and are despised as animals. They’re kept from rebelling by being maintained in ignorance and given cheap hedonistic entertainment at the Party’s expense. INGSOC nominally rules on their behalf, but in reality is built upon their continual oppression. As Goldstein’s book puts it:
“All past oligarchies have fallen from power either because they ossified or because they grew soft. Either they became stupid and arrogant, failed to adjust themselves to changing circumstances, and were overthrown; or they became liberal and cowardly, made concessions when they should have used force, and once again were overthrown. They fell, that is to say, either through consciousness or through unconsciousness.”
In other words, the top falls either by failing to notice reality and being overthrown once reality crashes against it, or by noticing reality, trying to create a compromise solution, and being overthrown by the middle once they reveal their weakness. INGSOC, however, lasts indefinitely because it has discovered something previous oligarchies didn’t know:
“It is the achievement of the Party to have produced a system of thought in which both conditions can exist simultaneously. And upon no other intellectual basis could the dominion of the Party be made permanent. If one is to rule, and to continue ruling, one must be able to dislocate the sense of reality. For the secret of rulership is to combine a belief in one’s own infallibility with the Power to learn from past mistakes.”
INGSOC can simultaneously view itself as perfect, and effectively critique itself to respond to changing circumstances. It can do this, we are immediately told, through the principle of doublethink: holding two contradictory thoughts at once and believing them both:
“In our society, those who have the best knowledge of what is happening are also those who are furthest from seeing the world as it is. In general, the greater the understanding, the greater the delusion; the more intelligent, the less sane.”
It’s through this mechanism that the Party remains indefinitely in power. It has frozen history because it can notice gaps between its own ideology and reality, yet simultaneously deny to itself that these gaps exist. It can thus move to plug holes while retaining absolute confidence in itself.
At the end of Nineteen Eighty-Four, the Inner Party member O’Brien tortures Winston, and reveals to him the Party’s true vision of itself:
“We know that no one ever seizes power with the intention of relinquishing it. Power is not a means, it is an end. One does not establish a dictatorship in order to safeguard a revolution; one makes the revolution in order to establish the dictatorship. The object of persecution is persecution. The object of torture is torture. The object of power is power. Now do you begin to understand me?”
It’s here where I part ways with Orwell. For a moment, O’Brien has revealed to Winston one-half of what Inner Party members think. Doublethink is the simultaneous belief in the Party’s ideology, English Socialism, and in the reality of power for its own sake. INGSOC is simultaneously socialist and despises socialism. Returning to Goldstein’s book:
“Thus, the Party rejects and vilifies every principle for which the Socialist movement originally stood, and it chooses to do this in the name of Socialism. It preaches a contempt for the working class unexampled for centuries past, and it dresses its members in a uniform which was at one time peculiar to manual workers and was adopted for that reason.”
Orwell creates this situation because, as a democratic socialist, he’s committed to the idea of modern progress. The ideal of equality of outcome isn’t bad, but only the betrayal of this ideal. Orwell critiques the totalitarian direction that the socialist Soviet Union took, but he doesn’t connect this to egalitarian principles themselves (the wish to entirely level society). He therefore doesn’t realise that egalitarianism, when it reaches power, is itself a form of doublethink.
To see how this can be we must introduce an idea alien to Orwell and to egalitarianism but standard in pre-modern political philosophy: whichever way you shake society, a group will always end up at the top of the pile. Nature produces humans each with different skills and varying degrees of intelligence. In each field, be it farming, trade or politics, some individuals will rise, and others won’t.
The French traditionalist-conservative philosopher Joseph de Maistre sums up the thought nicely in his work Etude sur La Souveraineté: “No human association can exist without domination of some kind”. Furthermore, “In all times and all places the aristocracy commands. Whatever form one gives to governments, birth and riches always place themselves in first rank”.
For de Maistre the hard truth is, “pure democracy does not exist”. Indeed, it’s under egalitarian conditions that an elite can exercise its power the most ruthlessly. For where a constitution makes all citizens equal, there won’t be any provision for controlling the ruling group (since its existence isn’t admitted). Thus, Rome’s patricians were at their most predatory against the common people during the Republic, while the later patricians were restrained by the emperors, such that their oppression had a more limited, localised effect.If we assume this, then the elite of any society that believes in equality of outcome must become delusional. They must think, despite their greater wealth, intelligence and authority, that they’re no different to any other citizen. Any evidence that humans are still pooling in the same hierarchical groups as before must be denied or rationalised away.
This leads us back to the situation sketched in Goldstein’s book. What prevents the Party from being overthrown is doublethink. The fact it can remain utterly confident in its own power, and still be self-critical enough to adapt to circumstances. In Nineteen Eighty-Four, the former is exemplified in the vague utopian ideology of INGSOC, while the latter is the cynical belief in power for its own sake and willingness to do anything to retain it. But against this, no cynical Machiavellianism is necessary to form one-half of doublethink. A utopian egalitarian with privilege is doublethink by default. At once, he believes in the infallibility of his ideology (he must if he’s to remain in it), and is aware of his own status, continually acting as one must when in a privileged position.
How does this connect to that most Orwellian scenario, the permanent hardening in place of an oligarchic caste that can’t be removed? As Orwell says through Goldstein, ruling classes fall either by ossifying to the point they fail to react to change, or by becoming self-critical, trying to reform themselves, and exposing themselves to their enemies. Preventing both requires doublethink: knowing full well that one’s ideology is flawed enough to adapt practically to circumstances and believing in its infallibility. The egalitarian elite with a utopian vision has both covered. If you truly, genuinely, believe that you’re like everyone else (which you must if you think your egalitarian project has succeeded), you won’t question the perks and privileges you have, since you think everybody has them. That takes care of trying to reform things: you don’t.
Yet, as an elite, you still behave like an elite and take the necessary precautions. You avoid going through rough areas, you pick only the best schools for your offspring, and you buy only the best houses. As an elite, you also strive to pass on your ideology and way of life to the next generation, thus replicating your group indefinitely. Thus, you simultaneously defend your position and believe in your own infallibility.Could an Oceanian-style oligarchy emerge from this process? Absolutely, provided we qualify our meaning. The society of Nineteen Eighty-Four lacks any laws or representational politics. It has no universal standards of education or healthcare. It functions as what Aristotle in Politics calls a lawless oligarchy, with the addition of total surveillance. But this is an extreme. What I propose is that egalitarianism, once in power, necessarily causes a detachment between ideology and reality that, if left to itself, can degenerate into extreme oligarchy. The severe doublethink needed to sustain both belief in the success of the project and safeguard one’s position at the top can accumulate over time into true class apartheid. This is, after all, exactly what happened to the Soviet Union. As the Soviet dissident and critic Milovan Dilas, in his book The New Class: An Analysis of the Communist System, put it:
“Every private capitalist or feudal lord was conscious of the fact that he belonged to a special discernible social category. (…) A Communist member of the new class also believes that, without his part, society would regress and founder. But he is not conscious of the fact that he belongs to a new ownership class, for he does not consider himself an owner and does not take into account the special privileges he enjoys. He thinks that he belongs to a group with prescribed ideas, aims, attitudes and roles. That is all he sees.”
To get an Oceanian scenario, you don’t need egalitarianism plus a Machiavellian will to power, forming two halves of doublethink. You just need egalitarianism.
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Mania by Lionel Shriver (Book Review)
Lionel Shriver’s latest novel, Mania, imagines a world in which the concept of intelligence has become taboo. ‘Dumb’, ‘stupid’, ‘moronic’ and every other synonym that might adequately describe the mentally deficient have become unspeakable terms of offence, while IQ tests and entrance exams alike are outlawed on the grounds of elitism. Idiots are not a protected class, however, because the prevailing ideology posits that idiots simply don’t exist. In this egalitarian utopia, everyone is equally smart. To suggest anything to the contrary is to commit a hate crime punishable by professional ruin and social ostracism.
If this all sounds familiar, it’s because Mania is a pointed parody of the socio-political logic of what Shriver, in a recent piece for UnHerd, described as the ‘collective crazes’ of the last decade: transgenderism, #MeToo, Covid lockdowns and Black Lives Matter. Her journalism has tackled each of these movements individually and collectively, but Mania is her first work of fiction to deal with the twin forces of political correctness and cancel culture head on. It’s perhaps worth pointing out that her recent novel, The Motion of the Body Through Space, featured as part of its subplot a diversity hire whose incompetence leads to the breakdown of the transport system in Hudson, New York – which landed Shriver in hot water during a promotional tour of the book. But critics will struggle to condemn Mania as offensive. For while the novel is implicitly critical of radical progressive politics, the Mental Parity movement is a squarely fictional creation. Even in the fragile political climate of 2024, the foolish remain fair game as an object of ridicule.
Mania’s characters are recognisable archetypes of any cowed and paranoid society. Plucky, witty and dangerously opinionated, Pearson Converse is one of Shriver’s most autobiographical protagonists, mirroring everything from the author’s overbearingly religious upbringing to the rebellious mentality it imprinted on her. Her defiance in the face of the Mental Parity movement makes Pearson a black sheep in polite society, but stems from a desire to protect her two eldest children, a pair of prodigies who in any other age would have a bright future lined up for them. It is the third child, Lucy, who, having grown up in an age in which Mental Parity has become the mainstream, constitutes an unlikely antagonist, blackmailing her mother and policing her language and behaviour. It is telling that Lucy’s ideological and cognitive equivalents throughout Mania are the teachers, politicians and television presenters, and that perhaps the only other thing they have in common is an unmerited power over those who dare to speak out.
But the real conflict that rages like a dynamo from Mania’s first pages to its dramatic conclusion is more nuanced, more complicated than a simple black-and-white battle between critical thinking Davids and knuckle-dragging Goliaths. Despite Pearson’s career as a university professor, the book focuses less on the shadowy cabal of academics pulling the strings of Mental Parity than on those who are complicit with the regime, or merely undecided. It is complacency that drives a wedge between Pearson and her comparatively apolitical husband, Wade, whom she accuses of ‘sit[ting] this whole thing out on the sidelines, watching, or declining to watch.’ Far more sinister is the character of Emory, Pearson’s lifelong pal, whose position on the whole thing is not neutral but ambiguous. What makes Emory particularly villainous is not that she is a believer, but that she is a non-believer, prepared to manipulate the burgeoning climate of paranoia for her own gain, advancing her career as a talkshow host by producing disingenuous op-eds on microaggressions or thought crimes and thereby embodying, by Pearson’s account, ‘the intelligent face of stupid’.
As Emory rides the coattails of this movement, Pearson’s own career – not to mention her family life and reputation – begins to spiral. Her first brush-in with the tyrannical power of Mental Parity comes when she assigns her literature class a novel that the self-anointed censors have exorcised from the Western canon. The scene is reminiscent of the opening of last year’s American Fiction, in which Monk, a black professor, writes on the class blackboard the name of a Flannery O’Connor story, only for a blue-haired white girl to object that she finds the title – ‘The Artificial Nigger’ – offensive. Monk is laid off from his job as a consequence. Pearson doesn’t quite lose her job for assigning Dostoevsky’s The Idiot to her class, but the stunt earns her the resentment of colleagues and students both, as well as a stern warning. What leads to her eventual dismissal is her later deployment of the word ‘retard’ during a tirade in class. Typically, the scene is filmed by every student in the class and uploaded to the internet.
Pearson is not even safe within her own home, which she considers a sanctuary of normality – only for Lucy to report her to social services. As a result, Pearson is required to take a six-week Cerebral Acceptance and Semantic Sensitivity class, with the aim of weeding out elitist language from her vocabulary:
Considering that ‘grasp’ could convey mastery some people lacked, we should instead ‘grip’ or ‘seize’ our coffee mugs. ‘Command’ could also mean an unjustifiable sense of intellectual dominion, so in a position of authority we should issue an ‘edict’ or ‘direction’. Admiring classifications such as ‘savvy’, ‘scholarly,’ and ‘erudite’ couldn’t help but imply the existence of benighted characters who exhibited none of these qualities, so if we were hell-bent on acclaiming colleagues, we should keep to wholesome, simple – sorry, uncomplicated – compliments such as ‘I like you’ or ‘That is good.’
If the attempt to jettison every contaminated word in the English language seems overkill, recall the institutional scramble only a couple of years ago, in which colleges across America issued ‘harmful language’ lists to students, singling out problematic obscenities such as ‘field’, ‘blackboard’, ‘straight’, ‘American’ and – you guessed it – ‘stupid’. Shriver herself conducted a highly entertaining takedown of this phenomenon for the Spectator. One gets the sense that this sterile dumbing down of the English language is what irks her the most, since the straitjacket of minimally offensive newspeak could not be further from the vibrancy and elasticity of the author’s own style. The unfortunate fact for her enemies is that Shriver is one of the most capable writers around. Her insights are profound and her prose is lucid, every sentence an immaculately crafted marvel of colloquial lyricism.
There is a disconcerting familiarity to the events of Mania, which echo some of the more maddening episodes of the last few years. From Sherlock to Columbo, films and TV shows which are seen to promote the notion of ‘cleverness’ are taken off air and removed from circulation. And a campaign to rename the city of Voltaire gains traction, since the views espoused by the author of Candide are no longer in step with those of its residents.
In a conversational aside we learn that the rest of the world thinks the West has lost its marbles. It’s clear that Shriver has borrowed liberally from the events and controversies that have defined the zeitgeist, but Mental Parity is a creation all her own. Indeed, the titular mania is such a powerful force that it has the effect of sidelining all other social justice movements. Anders Breivik receives public sympathy after murdering 69 members of the Norwegian Workers’ Youth League for exhibiting ‘less than spectacular intelligence’. Not only is the concept of Islamophobia absent from political discourse, but Western society’s fascination with race itself has become blessedly passé – to President Obama’s detriment. ‘Nobody gives a crap anymore about his being a black president,’ Emory states, when the Mental Parity movement is still in its infancy. ‘He’s a know-it-all president. It’s death.’ His replacement is the ‘impressively unimpressive’ Joe Biden, acclaimed for his ‘delectably leaden’ speaking style. But when even the doddering ineptitude of a potentially demented president proves insufficient to satisfy voters, the Democrats find a new champion in the form of Donald Trump. Across the pond, meanwhile, the UK’s decision to leave the EU becomes a win for progressivism, given the tendency of many Remainers to demonise Brexiteers as stupid.
The good thing is that this imagined mania is so much worse – and therefore more entertaining – than any of the real manias currently afflicting the Western world. Thanks to the Mental Parity movement, food produced in the US is no longer safe to eat, nearly all fatalities in the armed forces are caused by friendly fire and a brain drain has left America stunted, handing China and Russia the keys to world domination.
But while Mania is funny, razor-sharp and extremely readable, it’s also eerily realistic. For the seeds of Mental Parity may already have been sewn, and not just in the soil surrounding the R word. Universities are increasingly eschewing standardised examinations, while columnists wage war against the very idea of meritocracy. What’s more, in a further affront to the English language, last month it was announced that a new version of Scrabble was being released with simplified rules, in order to make the game ‘more accessible for anyone who finds word games intimidating’. If Lionel Shriver’s alternative history becomes the actual future, this fine novel will be the first for the chopping block. Read it while you still can.
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