Over the past few decades, it has become the norm that when a person is in trouble they rely on the state and not their family. When a man is in financial trouble he is infantilised by the state as he turns to universal credit. When a man has personal troubles, he feels more confident in turning to a stranger qualified as a ‘therapist’ than to find comfort in the arms of his loved ones. When a man needs education, he turns to the state-approved curriculum in a run-down, crowded comprehensive school rather than carrying on his father’s trade or learning for himself. The state has effectively become the parent.
Now, this is not to say that there aren’t situations in which individuals may need support outside their family; there are times when getting help from the community is important. The average person is stuck between two ideas: that families shouldn’t be dependent on the state and that we shouldn’t let children suffer because of their family situation. However, the default in modern society is to turn to the state first and the family second. Regardless of how altruistic the intent is, the state has incentivised such behaviours by creating a system where children are more dependent on the government than their parents. This, in turn, incentivises single-parent households and mothers to enter the workforce; needing to spend less time at home thanks to state-provided childcare. Whether that be providing free childcare or encouraging women to pursue careers through promoting university, the government has encouraged mothers to leave their children to go to work. This was especially seen under Blair’s government which provided free part-time nursery places for all three and four-year-olds or targeting 50% of the population to go to university.
As stated by Peter Hitchens:
“The whole idea of public policy towards childhood now is that children should spend as much time as they possibly can away from their mothers. I am taxed so that children can be put in nurseries so their mothers can go out and work in call centres.”
Of course, this is not to say that women should not go to work. However, through these policies, the government has incentivised women to put work in front of their family. This has led to major negative effects for children such as a significant rise in mental health problems over the past few decades.
The family, and by extension the community, should offer a support system. When a person is in need, relying on family is much more reliable and rewarding than government benefits. Family tends to be much more reliable than the impersonal government that changes every few years. And when there are times where the family fails, private charity is there as a safety net for the most vulnerable of society.
In addition, the government deprives families of the responsibility to give to charity as society trusts the government to show their altruism by providing welfare for those in need. By removing individual responsibility through government enforced philanthropy, community connections are withered.
However, our current system means that the support many children receive is from faceless civil service workers rather than seeing the generosity of their neighbours. During the last decades of life, our elderly receive their support from state pensions instead of their family. Their earnings in their working life have been taxed, with the government using their money on projects that don’t benefit them or their loved ones. Due to this, they’ve not been able to build up wealth to pass on to their children. In addition, the state creates a division between generations, as the young are forced to pay for an increase in social care through the national insurance increases which creates disdain between the young and old. The state deprives the family of its role – it incentivises disconnect between generations and a reliance on the state rather than those closest to you.
A strong family creates happiness, security and prosperity. It helps each generation learn from the last and grow. It allows children to grow up as individuals with diverse perspectives and ideas, not just the taught lessons from state education. It allows children to have an identity within the family while retaining their individuality. This isn’t something that can be replaced by faceless bureaucrats. The family should come first, not the state.
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The Chinese Revolution – Good Thing, Bad Thing?
This is an extract from the transcript of The Chinese Revolution – Good Thing, Bad Thing? (1949 – Present). Do. The. Reading. and subscribe to Flappr’s YouTube channel!
“Tradition is like a chain that both constrains us and guides us. Of course, we may, especially in our younger years, strain and struggle against this chain. We may perceive faults or flaws, and believe ourselves or our generation to be uniquely perspicacious enough to radically improve upon what our ancestors have made – perhaps even to break the chain entirely and start afresh.
Yet every link in our chain of tradition was once a radical idea too. Everything that today’s conservatives vigorously defend was once argued passionately by reformers of past ages. What is tradition anyway if not a compilation of the best and most proven radical ideas of the past? The unexpectedly beneficial precipitate or residue retrieved after thousands upon thousands of mostly useless and wasteful progressive experimentation.
To be a conservative, therefore, to stick to tradition, is to be almost always right about everything almost all the time – but not quite all the time, and that is the tricky part. How can we improve society, how can we devise better governments, better customs, better habits, better beliefs without breaking the good we have inherited? How can we identify and replace the weaker links in our chain of tradition without totally severing our connection to the past?
I believe we must begin from a place of gratitude. We must hold in our minds a recognition that life can be, and has been, far worse. We must realize there are hard limits to the world, as revealed by science, and unchangeable aspects of human nature, as revealed by history, religion, philosophy, and literature. And these two facts in combination create permanent unsolvable problems for mankind, which we can only evade or mitigate through those traditions we once found so constraining.
To paraphrase the great G.K. Chesterton: “Before you tear down a fence, understand why it was put up in the first place.” I cannot fault a single person for wishing to make a better world for themselves and their children, but I can admonish some persons for being so ungrateful and ignorant, they mistake tradition itself as the cause of every evil under the sun. Small wonder then that their hairbrained alternatives routinely overlook those aspects of society without which it cannot function or perpetuate itself into the future.
And there are other things tied up in tradition besides moral guidance or the management of collective affairs. Tradition also involves how we delve into the mysteries of the universe; how we elevate the basic needs of food, shelter, and clothing into artforms unto themselves; how we represent truth and beauty and locate ourselves within the vast swirling cosmos beyond our all too brief and narrow experience.
It is miraculous that we have come as far as we have. And at any given time, we can throw that all away, through profound ingratitude and foolish innovations. A healthy respect for tradition opens the door to true wisdom. A lack of respect leads only to novelty worship and malign sophistry.
Now, not every tradition is equal, and not everything in a given tradition is worth preserving, but like the Chinese who show such great deference to the wisdom of their ancestors, I wish more in the West would admire or even learn about their own.
Like the Chinese, we are the legatees of a glorious tradition – a tradition that encompasses the poetry of Homer, the curiosity of Eratosthenes, the integrity of Cato, the courage of Saint Boniface, the vision of Michelangelo, the mirth of Mozart, the insights of Descartes, Hume, and Kant, the wit of Voltaire, the ingenuity of Watt, the moral urgency of Lincoln and Douglas.
These and many more are responsible for the unique tradition into which we have been born. And it is this tradition, and no other, which has produced those foundational ideas we all too often take for granted, or assume are the defaults around the world. I am speaking here of the freedom of expression, of inquiry, of conscience. I am speaking of the rule of law, and equality under the law. I am speaking of inalienable rights, of trial by jury, of respect for women, of constitutional order and democratic procedure. I am speaking of evidence based reasoning and religious tolerance.
Now those are all things I wouldn’t give up for all the tea in China. You can have Karl Marx. We’ll give you him. But these are ours. They are the precious gems of our magnificent Western tradition, and if we do nothing else worthwhile in our lives, we can at least safeguard these things from contamination, or annihilation, by those who would thoughtlessly squander their inheritance.”
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Against Republicanism | Aidan Scott
Many Conservatives have noticed a worrying trend in polling recently. YouGov suggests that support for the Monarchy is falling, especially among younger people. For the first time in British history 19-24 year olds apparently support having an elected head of state instead of a hereditary one. When combined with His Highness the Prince of Wales’s constantly mediocre approval ratings, a grim future seems to loom ahead of us. Many of my colleagues have dismissed these signs as unimportant in the grand scheme of things. Perhaps they are right, but I cannot help but be worried, and my worry has driven me to write this article in defence of Monarchy against the evil that haunts modern Britain: Republicanism.
In Britain, and I do not intend to comment on any other nation in this article, we have been ruled by Kings, Queens, and occasionally Emperors and Empresses, since written records began. Because of this it seems fair to regard Monarchy, in one form or another, as the native political system of the British peoples. Whilst our Monarchs have often been foriegn, the Throne has always been a native institution, never forced on us. The same cannot be said of Parliament, a Norman-French perversion of the Anglo-Saxon Witan. The only period where every part of Britain was not ruled by a Monarch was during Oliver Cromwell’s brief stint as Lord Protector during the interregnum, where he established himself as a hereditary Absolutist ruler, a King in all but name and legitimacy. As we all know, this unprecedented period was so terrible that after Cromwell’s death Charles Stuart, son of the previous King who Parliament murdered, was asked to come home from France and be Crowned King Charles II. The only time in history where Monarchy was abolished lasted a few short decades, and ended with Monarchy’s restoration.
I believe one of the most important reasons to defend Monarchy in Britain is because it is one of the few fully domestic institutions left. Indeed, it is the domestic institution, it acts as an immaterial liferope stretching back thousands of years, on one end it is held by our ancestors, and on the other end it is held by us today. Whilst in the past we may have had more ropes strung between us, none were as important as the Throne, and all others have been cut in the name of reform and progress. If we choose to let go we lose our last real connection to our forefathers, forcing us to drift aimlessly into the future like a raft untethered from a larger ship. Some would argue, of course, that just because a system is native does not necessarily lead to its being good and worth protecting. I admit that this is true in some cases; to the Aztecs human sacrifice was native, and so too was widow-burning native to the Indians. However, a system being native almost always acts as a reason in favour of its preservation, as it is these unique elements that make each nation recognisable against one another, or connects lands far apart which share common heritage. The Throne simultaneously differentiates us from our neighbours, whilst also ties us together with our friends in Australia, Canada, New Zealand, and many other nations who share the Queen as their Head of State. Until Monarchy is proven completely rotten it must stay, for our ancestors sake as much as ours.
Many have already written on the economic benefits the Monarchy brings for Britain. I find these arguments boring and unconvincing. For example, they often imply that we should support abolition if the Monarchy cost more than it brought in, an idea I find abhorrent. Instead an argument I find far more convincing, and one I hope Republicans will struggle to argue against, is the fact that the Monarchy acts as a foundation for every law in the country. Britain is well known for our unwritten “constitution”. Instead of writing a single document to clarify everything from rights to how Parliament is to sit we simply use the laws that our fathers, grandfathers, great grandfathers and so on wrote to settle these issues. If we find these laws no longer suit us, we pass new ones that supersede and replace them. I love this system. It grants us both flexibility and structure. Even if at times it can be confusing, it is uniquely ours. However, unlike in America where their constitution essentially derives its authority from itself, our beautiful tangled mess of a constitution is built on the firm foundation of the Monarchy. It is the only institution that was not founded by some law, rather each law gains its force and legitimacy from the Monarch themself. When one keeps this in mind, it seems impossible for Abolition to occur without also requiring huge constitutional reform. Trying to get rid of the Monarchy without upsetting our delicate Constitutional arrangement, like trying to remove a house’s foundations without causing the whole thing to collapse. It would not be enough to pass an amendment removing any mention of the Monarch from every law ever passed, the powers of the Monarch would have to be given to someone, and who does the general public trust with such immense power; Boris Johnson? Keir Starmer? The House of Commons? None of these people have proven themselves to be as prudent or farsighted as Her Majesty the Queen or any of her predecessors and none are worthy of the powers of State. Do you trust anyone to rewrite the entire British Constitution and not make a mess of it, or worse edit it in a way that benefits their party and their interests? You clearly shouldn’t, and the safest way to ensure they don’t is to fight to protect the Monarchy at all costs.
There are many points that I have failed to make in this article. Whether because I found them overdone or unconvincing, I have not written any argument that cannot in part explain my own personal devotion to our greatest institution, or why I will fight for its continuation until I draw my last breath. Such arguments can be found elsewhere, and perhaps I will write a more general ‘Monarchist Manifesto’ at a later date. I only hope to have contributed a few somewhat unique points in this extremely important debate.
God save the Queen.
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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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