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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Britain’s Brown Scare
A spectre is haunting Britain – the spectre of fascism. At least, that’s what we’re told.
In Technology, Communism, and The Brown Scare, Curtis Yarvin defines The Brown Scare as: “America’s ginormous, never-ending, profoundly insane witch-hunt for fascists under the bed.”
However, it is blatantly apparent that this witch-hunt is not inherently American in character. Indeed, such paranoia greatly afflicts the wider Western world, and certainly the United Kingdom.
This month, Sadiq Khan, Mayor of London said: “Those that have legitimate objections [to ULEZ expansion] are joining hands with a far-right group.”
“Let’s call a spade a spade, some of those outside are part of the far-right, some are Covid-deniers, some are vaccine deniers, some are Tories.”
Currently, ULEZ (Ultra-Low Emission Zone) covers all areas within the North and South Circular Roads, but is set to expand across all London boroughs from 29th August 2023.
Vehicles that are not ULEZ-compliant will receive a daily charge of £12.50. This means that cars, motorcycles, vans, and specialist vehicles up to and including 3.5 tonnes, and minibuses up to and including 5 tonnes, will be charged.
Exemptions will be given to lorries, vans, or specialist heavy vehicles over 3.5 tonnes, and buses, minibuses, and coaches over 5 tonnes, which will continue to pay the Low Emissions Charge (LEZ) charge.
Unsurprisingly, there have been a range of objections to ULEZ expansion.
Many commuters cannot afford the charge and fear it will be detrimental to small businesses. Others are angered that no such proposal was included in Khan’s manifesto, and that the results of the ensuing consultation on ULEZ expansion have been ignored.
Some object to the planned expansion of surveillance that is required to make the policy workable, whilst others argue ULEZ is unworkable altogether and will not help lower carbon emissions.
On the whole, none of these positions are conspiratorial. If anything, they’re all pretty straightforward expressions of democratic and economic concern.
Nevertheless, all these objections are irrelevant because, at least according to Khan, opposition to an arbitrary proposal that will destroy livelihoods, expand mass-surveillance, and do little to help the environment is, allegedly, tainted by vague “FAR RIGHT” (!!!) tendencies.
As many have surmised, this is nothing more than a political tactic. Khan hopes that by condemning objections as “FAR RIGHT” (!!!), the Anti-ULEZ campaign will divert time, energy, and resources away from protesting his insane and popular policy, and towards expunging their association with the unnamed, unsubstantiated, likely fictitious and/or irrelevant “far-right group”.
Whilst this is true, it misses a more straightforward point, albeit one that is harder to bring up: just because something is “FAR RIGHT” (!!!) doesn’t mean it’s wrong.
Why would it matter if ULEZ is opposed by the “FAR-RIGHT” (!!!)? As a policy, ULEZ is either good or bad depending on its intent, feasibility, and results and should be deliberated and implemented accordingly.
Unfortunately, the Sensible People, despite their obsession with Forensics, care very little for detail. Totally PR-brained, the ‘connotations’ of one’s words carry infinitely more weight than what one actually says.
As such, they are not only inclined to pedantic language-policing, they assess politics by every metric other than policy.
Take the Wakefield controversy as another example. A group of four children, and their families, received death threats after word got out that one had smudged a copy of the Quran, the Islamic holy text, as well as a suspension from their school, despite the headmaster’s declaration that there was: “no malicious intent by those involved.”
Consequently, the boy’s mother was dragged into the local mosque – by the police, no less – in what can only be described as Modern Britain’s equivalent of a Struggle Session.
Teary, veiled, and evidently shaken, she profusely apologised for the behaviour of her son, who is autistic, stating: “[he] doesn’t always realise what is appropriate and what is not appropriate.”
As we all know by now, in Modern Britain, the role of the police isn’t to prevent the type of crime that led to its founding. Recent data, published in The Times, shows that serious crimes, including but not limited to: harassment, assault, stalking, and criminal damage are virtually legal, and that charge rates have plummeted to an all-time low since 2015.
Rather, the purpose of the British police is to calm the ungrounded fears of society’s most unhinged members, those who believe that Britain’s traditional identity, and the preservation of it, inherently predisposes people to THE FAR-RIGHT (!!!), and that there is an omnipresent conspiracy to turn Britain into the least ethnically homogenous ethnostate in history.
As such, the permanent policy of the contemporary British state is not protection, but social engineering; it is one of never-ending, domestic, ‘de-Nazification’.
In fact, this establishment-sanctioned whataboutism, perpetually pointing the finger at the FAR-RIGHT (!!!), is so pervasive that not even national travesties can escape its grasp.
Charlie Peters’ recent documentary, aired by GBNews in February, outlined the scandalous racially charged abduction, trafficking, and rape of thousands of young white girls by south Asian men; a practice which took place across the UK over multiple decades.
Despite the eye-watering amount of completely preventable suffering caused by the scandal, it was clear that such evil was continuously swept under-the-rug by British police; specifically, for the sake of “political correctness” and “community cohesion.”
Like the police, whose complicity in suppressing public knowledge of the scandal has not resulted in a single firing, left-leaning and liberal-leaning individuals, led by a pseudo-academic, are calling for the censorship of Peters’ documentary, believing it emboldens the far-right, stokes racial stereotypes, and promotes “hate” and “division”.
Needless to say, but worth saying nonetheless, when 1 in 73 Muslim males in Rotherham are involved with paedophilic rape gangs, there is no community cohesion to fuss over – it simply doesn’t exist.
This is perhaps the defining feature of Britain’s Brown Scare: it prevents people from understanding what is right in front of them, whether it’s the condition of one’s community or one’s own material interests.
The Manchester Arena bombing, the deadliest terrorist attack and the first suicide bombing in the UK since the 7/7 bombings, conducted by a foreign-trained Islamist that came to Britain as a refugee, has been retroactively rewired to make the bombing about the threat of FAR-RIGHT (!!!), as opposed to Islamist, radicalisation.
No doubt about it, if a civilisation-ending meteor were to crash into Earth, Britain’s pseudo-intelligentsia, the Waterstones Intellectuals that they are, would use their last moments to make pseudo-profound remarks about how such a travesty would ‘embolden’ THE FAR-RIGHT (!!!).
All this said, it’s clear that this delusional preoccupation with an impending fascist threat isn’t a recently-concocted political tactic. Rather, it is at the centre of the West’s post-war secular theocracy. As such, we can expect The Brown Scare to afflict wider culture, more so than mainstream politics, and indeed it does.
Whether it’s Coronation Street’s goofy storyline about a white working-class kid joining the “FAR-RIGHT” (!!!) after he’s replaced by a refugee at his old school, or the upcoming 60th anniversary special of Doctor Who, which is set to feature an antagonistic “FAR-RIGHT” (!!!) party, aestheticized as a mishmash of every “FAR-RIGHT” (!!!) development as of recent: GBNews, Patriotic Alternative, MAGA, Brexit Party, Vote Leave, The Conservative Party, you name it.
Drag Queen Story Time, which involves an adult-entertainer talking to infants about sexual exploration, gender identity, and… other things – Y’know, good family-friendly stuff – was hosted at Tate Britain, inciting sizeable protests and counter-protests. How did the media portray this debacle? As a far-right attack on human rights, but ultimately a triumph for liberal society.
Erstwhile, Prevent, the government’s own anti-terror programme, has flagged various films and TV series as FAR-RIGHT (!!!) material, including but certainly not limited to: Zulu, The Dam Busters, Yes Minister, Civilisation, The Thick of It, and (perhaps most ridiculously of all) Great British Railway Journeys.
In addition, the list features authors ranging from Thomas Hobbes and John Locke to Thomas Carlyle and Edmund Burke. Tolkien, Lewis, Conrad, Huxley, even Orwell, make a debut on an official red-flag list used and taken seriously by the British state.
Even the works of our national poet, Shakespeare, were listed as potentially dangerous material. Considering this, it’s no wonder they are being adapted to conform to our post-war neurosis, with a recent showing of The Merchant of Venice being about fighting Oswald Mosley’s Blackshirts.
At this point, one cannot pretend that the scare is just a fringe, confined conspiracy – it’s a widespread, mainstream conspiracy theory that masses of people, “low-status” or “high-status”, have bought into wholesale.
Things have gotten so bad that the BBC, not exactly in good books of “THE FAR RIGHT” (!!!), or the right in general for that matter, had to release a press statement telling people stating that, despite rumours of a “sixth episode” being pulled to avoid “right-wing backlash”, no such episode of Sir David Attenborough’s new series, Wild Isles, exists or has ever existed.
Given this daily bombardment of delusion, there is a tendency to push back; to demonstrate a more measured approach to the topic of fascism, usually echoing, or making direct reference to, Orwell’s words in What is Fascism?:
“The word is almost entirely meaningless. In conversation, of course, it is used even more wildly than in print. I have heard it applied to farmers, shopkeepers, Social Credit, corporal punishment, fox-hunting, bull-fighting, the 1922 Committee, the 1941 Committee, Kipling, Gandhi, Chiang Kai-Shek, homosexuality, Priestley’s broadcasts, Youth Hostels, astrology, women, dogs and I do not know what else.”
This tendency is completely understandable. When Reform UK and left-wing individuals with mildly gender-critical views are listed alongside fringe and powerless Neo-Nazi weirdos as threats to society, one gets the impression that those seeking to affirm the veracity of UK-wide fascist collusion are, to say the least, scraping the barrel.
However, this misses the overarching point: according to those afflicted by Britain’s Brown Scare, nothing is in possession of any inherent quality.
From raiding wallets to raping, bombing, and harassing children, from blacklisting timeless literature to human trafficking, things most people would consider egregious, only become worthy of condemnation depending on their imagined relative proximity to Adolf Hitler, or their hypothesised potential to ‘embolden’ the “FAR RIGHT” (!!!).
Most recently, of course, Gary Lineker has been suspended from the BBC after he compared the government’s recent attempts to crack down on illegal channel crossings to 1930s Germany.
Whether one thinks Lineker deserves to be suspended or not is beside the point: Britain’s Brown Scare is believed by those in positions of considerable influence, not just nutty FBPE parochialists.
With a general election set to take place next year, and a Labour victory all but officialised, we can expect Britain’s Brown Scare to get worse, especially when Modern Britain’s founder, Tony Blair, is effectively shadow-leading the party.
Besides, how are Labour meant to remain in power if they don’t satiate the delusions of those that support them to save the NHS and immigrants from Tory Brexit Fascist UKIP Stalinism?
However, none of this means Labour is popular. The British people would like nothing more than a new party, with one-quarter of Brits saying they would support a party led by Farage, which is prepared to lower immigration, bring economic stability and growth, and tackle crimes that people actually care about.
It goes without saying that such a party, unlike the current Conservative Party, should be willing to protect right-minded citizens from the detached and paranoid fury which afflicts much of the populus, and threatens what remains of our livelihoods and liberties.
Many things can happen in politics, but one thing is certain: as long as the Brown Scare continues to spread, speaking the truth will remain a revolutionary act, and those with an outlook barely distinct from David Icke will be considered Sensible Centrists by everyone in a position of power.
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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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Immaturity as Slavery
“… but I just hope the lad, now in his thirties, is not living in a world of secondhand, childish banalities.” – Sir Alec Guinness, A Positively Final Appearance.
The opening quote comes from a part of Alec Guinness’ 1999 autobiography which greatly amuses me. The actor of Obi Wan Kenobi is confronted by a twelve-year-old boy in San Francisco, who tells him of his obsessive love for Star Wars. Guinness asks if he could do the favour of “promising to never see Star Wars again?”. The lad cries, and his indignant mother drags him away. Guinness ends with the above thought. He hopes the boy is weaned from Star Wars before adulthood, lest he become a pitiful specimen.
Here enters the figure of the twenty-first century man-child, alias the “kidult”. He’s been on the radar for a while. Social critic Neil Postman prophesies the coming of “adult-children” in The Disappearance of Childhood from 1982. American journalist Joseph Epstein calls this same creature “The Perpetual Adolescent” in a 2004 article of the same name. But the best summary of this character I’ve yet found is by the writer Jacopo Bernardini, from 2014, to which I can add but little.
The kidult is one who lives his life as an eternal present. As the name suggests, his life is a sort of permanent adolescence. He is sceptical of traditional definitions of adulthood, so has deliberately shunned milestones like marriage and childbearing, in favour of an unattached lifestyle which lasts indefinitely. His relations with other people remain short and shallow; based entirely on fun and mutual use (close friendships or passionate love-affairs are not for him).
Most importantly, the kidult doesn’t change his tastes or buying habits with age. The thresholds of adolescence and maturity have no bearing on the things he likes and purchases, nor how he relates to these things. Not only does he like the same toys and cartoons at thirty as he did at ten, but he continues to obsess over them and impulsively buy them like when he was ten. Enjoying childhood fare isn’t a playful interlude, but a way of life which never ends. He consumes through instant gratification, paying no thought to any long-term pattern or goal.
Although it must not strike the reader as obvious, I think there exists a link between Guinness’ “secondhand, childish banalities” and a kind of latter-day slavery. To see the link needs some prep work, but once laid, I think the reader will see my point.
First to define servility. I believe the conservative writer Hilaire Belloc gave the best definition, and I shall freely paraphrase him. The great mass of people can be restricted yet not servile. Both monopolistic capitalism and socialism reduce workers to dependency, but neither makes them entirely slaves. Under capitalism, society retains an ideal of freedom, enshrined in law. Even as monopolists manipulate the law with their money, the ideal remains. Under socialism, state ownership is supposed to give all citizens leisure to do what they want (even as the state strangles them). In either case then, freedom is present as an ideal in theory even as it ceases to exist in practice. Monopolistic and socialist states don’t think of themselves as unfree.
Slavery is different. A slave society has relinquished even the pretence of freedom for a large mass of the working people. Servility exists when a great multitude are forced to work while having no productive property, and no economic independence. That is, a servile person owns nothing (or effectively nothing) and has no choice whatsoever over how much he works or for whom he works. Most ancient civilisations, like Egypt, Greece, and Rome were servile, with servility existing as a defined legal category. That some men were owned by others was as enshrined by law as the ownership of land or cattle.
Let’s put a little Aristotle into the mix. There are two kinds of obedience: from a free subject to a ruler, and from an unfree slave to his master. These are often confused but distinct. For while the former is reasonable, the latter involves no reason and is truly blind.
True authority is neither persuasion nor force. If an officer argues to a soldier why he should obey, then the two are equals, and there’s no chain of command. But if the officer must hold a gun to the man’s head and threaten to execute him lest he do his duty, this isn’t authority either. The soldier obeys because he’s terrified, but not because he respects his superior as a superior. True authority lies in the trust which a subordinate has for the wisdom and expertise of a superior. This only comes if he’s rational enough to understand the nature of what he’s a part of, what it does, and that some people with knowhow must organise it to work properly. A sailor understands he’s on a ship. He understands that a ship has so many complex functions that no one man could know or do them all. He understands that his captain is a wiser and more experienced fellow than he. So, he trusts the captain’s authority and obeys his orders.
I sketch this Aristotelian view of authority because it lets us criticise servility without assuming a liberal social contract idea. What defines slavery isn’t that the slave hasn’t chosen his master. Nor that the slave doesn’t get to argue about his orders. A slave’s duty just is the arbitrary will of his master. He doesn’t have to trust his master’s wisdom, because he doesn’t have to understand anything to be a slave. That is, while a soldier must rationally grasp what the army is, and a citizen must rationally grasp what society is, a slave is mentally passive.
Now, to Belloc’s prophecy concerning the fate of the west. The struggle between ownership and labour, between monopoly capitalism and socialism, which existed in his day, he thought would result in the re-institution of slavery. This would happen through convergence of interests. The state will take an ever-larger role in protecting workers through a safety net, that they don’t starve when unemployed. It will nationalise key industries, it will tax the rich and redistribute the wealth through welfare. But monopolies will still dominate the private sector.
Effectively, this is slavery. For the worker is protected when unemployed but has entirely lost the ability to choose his employer, or even control his own life. To give an illustration of what this looks like in practice: there are post-industrial towns in Britain where the entire population is either on welfare or employed by a handful of giant corporations (small business having ceased to exist). To borrow from Theodore Dalrymple, the state controls everything about these people, from the house they inhabit to the school they attend. It gives them pocket-money to spend into the private sector dominated by monopolies, and if they want to work, they can only work for monopolists. They fear neither starvation nor a cold night, but they have entirely lost their freedom.
This long preamble has been to show how freedom is swapped for safety in economic terms. But I think there’s more to it. First, the safety may not be economic but emotional. Second, the person willing to enter this swindle must be of a peculiar mindset. He must not know even a glimmer of true independence, lest he fight for it. A dispossessed farmer, for example, who remembers his crops and livestock will fight to regain them. But a man born into a slum, and knowing only wage labour, will crave mere safety from unemployment. Those who don’t know autonomy don’t long for it.
There now exist a troop of companies that market childish goods for adult consumption. They typically do this in one of two ways. First, offering childish products to adults under the guise of nostalgia. The adult is encouraged to buy things reminding him of his childhood, with the promise that he will relive it. Childish media and products are given an adult spin, and remarketed. Toys are rebranded as collectibles. Children’s films get unnecessary, adult-oriented, sequels or remakes (what Bernardini calls “kidult movies”). Originally child-friendly festivals or theme parks are increasingly marketed to childless adults.
The second way is by infantilising adult products. Adverts, for example, have gradually replaced stereotypical busy office workers and exhausted housewives with frolicking kidults. No matter how trivial, every product that is not related to Christmas, is now surrounded by giddy, family-free people engaged in play. The message we’re meant to get is that the vacuum cleaner or stapler will free us to act like children. By buying these things, we can create time for the true business of life: bouncing and smiling with one’s mouth open.
I believe infantilism to be a kind of mental slavery. In both the above examples, three elements combine: ignorance and mass media channel anxiety into childishness. This childishness then binds the victim in servitude to masters who take away his freedom while robbing him in the literal sense.
An artificial ignorance created by modern education is the first parent of the man-child. Absent a proper and classical education, the kidult’s mind is an empty page. Lack of general knowledge separates him from the great achievements of civilisation. He cannot seek refuge in Shakespeare, Dostoyevsky, or Dante, for he has never heard of these. He cannot draw strength from philosophy and religion for the same reason. Neither can he learn lessons from history, for the world begins only with his own birth. Here is a type of mental dispossession parallel to an economic one. Someone utterly ignorant of the answers great people have given to life’s questions will seek only safety, not wisdom.
The second parent is anxiety. Humans have always been terrified of the inevitable decay of their own bodies, followed by death. The wish for immortality is ancient. Yet the modern world, with its scepticism, creates a heightened anxiousness. When all authority and tradition has been deconstructed, there is no ideal for how people ought to live. Without this ideal, humans have no certainty about the future. Medieval people knew that whatever happened, knights fought, villeins worked, and churchmen prayed. Modern man’s world is literally whatever people make of it. It may be utterly transformed in a very short time. And this is anxiety-inducing to all but the most sheltered of philosophers.
Add to this the rise of a selfish culture. As Christopher Lasch tells us, the nineteenth century still carried (in a bastardised way) the ideal of self-sufficiency and virtue of the ancient man. Working and trading was still tied to one’s flourishing in society. Since 1960, as family and community have disintegrated, the industrialised world has degenerated into a Hobbesian “war of all against all”. A world of loneliness without parents and siblings; lacking true friends and lovers. When adulthood has become toxic and means to swim in a sea of disfunction, vulgarity, substance abuse and pornographic sexuality; it’s no surprise some may snap and long for a regression to childhood.
Mass media is the third condition. It floods the void where education and community used to be. The space where general knowledge isn’t, now gets stamped by fiction, corporate advertising, and state propaganda. These peddle in a mass of cliches, stereotypes, and recycled tropes.
My critique of kidults isn’t founded on “good old days” nostalgia, itself a product of media cliches. Fashions, customs, and culture change; and the citizen of today doesn’t have to be a joyless salaryman or housewife to count as an adult. Rather, the man-child phenomenon is a massive transfer of power away from the small and towards the large. The kidult is like an addict, hooked on feelings of cosy fun and nostalgia which are only provided by corporations. These feelings aren’t directed to the good of the kidult but the organisation acting as a dealer. The dealer controls the strength and frequency of the dose to get the wanted behaviour from the addict.
Now we see how kidults can be slaves. First, they’ve traded freedom for safety (false as it is) like Belloc’s proletarians made servile. Unlike the security of a traditional slave, this is an emotional illusion. The man-child believes that there’s safety in the stream of childish images offered to him. He believes that by consuming these the pain of life will cease. Yet man-children get no material or mental benefit from their infantilism. Indeed, they’re fast parted from their money, while getting no skills or virtues in return. The security is merely psychological: a Freudian age regression, but artificially created.
Second, while authority in Aristotle’s sense means to swap another’s judgement for your own, for the sake of a common good you understand; here you submit to another’s judgement for the sake of their private good, which you don’t understand. Organisations seeking only profit or power impose their ideas on the kidult, for their benefit. An immature adult pursues only pleasure, lives only for the present, and thinks only in frivolous stereotypes and cliches implanted during childhood. He’s thus in no position to understand the inner workings of companies and governments. He follows his passions like a sentient puppet obeying an invisible thread, leading always to a hand just out of sight.
In the poem London, William Blake talks about “mind-forg’d manacles”. These are the beliefs people have which constrain their lives in an invisible prison of sorts. For what we think possible or impossible guides our acting. Once mind-forg’d manacles are common to enough people, they form a culture (what’s a culture if not collective ideas on how one should act?). Secondhand childish banalities are such mind-forg’d manacles if we let them determine us wholly. Their “secondhand” nature means the forging has been done for us, and this makes them more insidious than ideas of our own creation. For if what I’ve said above is true, they threaten to make us servile. If enough people become dependent on secondhand childish banalities, as the boy who met Alec Guinness, then the whole culture becomes servile. Growing up may be painful, but it’s a duty to ourselves, that we remain free.
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