Driving may well be the biggest psy-op in modern history. The car has often been depicted as the symbol of freedom, the ability to go wherever one pleases – to emancipate oneself from the circumstances they find themselves in, and to strike up a new existence elsewhere. There’s a reason they talk of the ‘open highway’. Maybe in America this imagery resonates. After all, America has the size necessary for road trips to take you to genuinely isolated places. But America is America, and Britain is Britain. If you woke up at a random place on the British Isles, you could walk in any direction and find a marker of civilisation and follow it to safety before you were seriously close to death.
This fact is part of Britain’s charm, we really are the national equivalent of The Shire. A place where just the natural landscape lends itself to safety. Our island status makes it easy to defend, and our size allows us to grow, but not isolate ourselves from one another. Considering this, there really is no escape from civilisation in Britain. This may well be why exploration and adventure are such a large part of our culture: the only way to experience these things was to leave the country.
These facts make cars not so much a freedom, but a restriction. There is no ‘open road’ in Britain, just congested highways and country lanes that were fit for horses and carriages, not Land Rovers and BMWs. Driving in modern Britain means going from your box apartment to your box office, all facilitated by your box car. What do you get for the privilege of this freedom? More paperwork, bills, and another thing to look after. These are just the personal costs, the social costs are much greater. Huge swathes of land have to be taken up to facilitate cars. Roads are just the beginning, parking, driveways, motorways and car-related services such as petrol stations and garages all take up space that could otherwise be allocated for residential use. Cities such as Rome enchant those who visit because they were structured around the human and not the car. The streets of Rome have natural, organic arcs to them which obscure the street ahead. Cars don’t do well with too many turns, and so roads become long stretches that give the eyes nothing to feast upon but the gruelling monotonous journey ahead, often accompanied by ‘humorous’ bumper stickers or, God forbid, billboard emblazoned with advertisements – turning your commute into an advertisement break between your diminishing private life, and your gruelling work life.
So what should replace the roads? Surely we still need all of the creature comforts of the modern world, and if we don’t have roads between towns or within them, we can’t have any trade. First and foremost, people will not simply sit in their homes and starve because the A419 has been ripped up and they cannot reach a Tesco. Where there’s mouths to feed, there’s money to be made, and a new wave of farm-to-table markets would be incentivised to emerge locally. Now that walking is the main way of navigating towns and cities, commerce has to spread out to accommodate. No longer will there be massive central hubs of consumption, but small decentralised centres catering to the bespoke needs of communities on the most elemental level. For transport between these centres, the newfound cash not spent on road maintenance can be used to build trams to move people between these different centres allowing cross-pollination of consumers without the homogenisation of products that comes with shoving those products in vans and moving them across towns.
Of course, there are those goods which simply cannot be manufactured locally, and certain goods like fish are quite obviously not easy to come by if you’re not on the coast. To this end, a massive expansion and upgrade to the railways is needed. Expansion to offset the now-defunct road freight industry, and upgrades to ensure timely delivery of goods. This would mean moving away from much of the Victorian-era railway, but returning In full force to the Victorian-era spirit of industrialisation and progress. Rail freight is often cheaper per-mile than road freight, and allows for quick loading and unloading of containers, rather than manual loading and unloading from the back of lorries.
In order for rail to dominate the British landscape, the failures of the British state can no longer be tolerated. It shouldn’t take a decade to open a railway for public consultation, only to downscale it before any serious construction has taken place. Instead, a reactive and dynamic centralised infrastructure is required that clears out the dead weight who would stand in the way of a new vision of Britain – one in which the countryside is reclaimed from the concrete mess of roads, and the rewilded landscape tears past the window of your maglev as you travel from Plymouth to Edinburgh in four hours, rather than ten.
However, the removal of roads doesn’t require the end of private travel. Instead, we can simply take paramotors to the skies and fly to any number of open fields. Paramotors are statistically safer than cars, and can go at around 60mph. Private travel in Neo-Britain would mean the removal of box cars to open skies, overlooking a renewed landscape. For those who prefer to remain grounded, the reclaimed land doesn’t need to be privatised, it can be kept public and traversed by anyone who rents a quad bike and decides to drive through the wilderness to visit their friend a town over, or anyone who just wants to to ramp around the countryside for the day.
Roads are an ugly blight on Britain, they turn a once green and beautiful isle into a grey, dead landmass full of grey, dead people. They facilitate a society built around machinery and not around the character of the people who compose it. There are those who want to end the growth of technology where it stands. These people will lose out to those who wield the weapon of tech. There are also those who wish to simply allow tech to override their humanity. Indeed, we see this in the fact most of our cultural events (including Project 22) are experienced through a screen. Instead, I propose a third way: that technology is a tool in the hands of those who wield it, and through a great strength of will, we can adapt it to the world we live in. We ought not to see technology as an escape from nature, nor as a means to become stewards of nature. We are a part of nature, and must shape ourselves and our societies to work in tandem with it. To that end, we must rip up the roads.
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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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Ride (read) or Die: 2023 Book Report (Part III)
Following on from last years experiment of attempting to read at least 10 pages of a book a day to increase my reading, I found it thoroughly enjoyable and wished to continue my reading journey in 2023. About halfway through last year, a friend of mine suggested to me that the 10 pages target could be detrimental to my overall reading, as it would encourage me to simply put the book down after just 10 pages (something I later realised it was doing). This year, I chose to do away with the 10 pages target and have decided to just make a pledge to read every day. In the first week of the year, I have already read considerably faster than last year, so I think perhaps my friend was on to something.
I also realised, reading back on last years review scores, that I was a very generous reviewer. I think this was because I did not have enough experience to know what made a book good or bad. I hope that my reviews can be more reflective of the overall reading experience this year.
Book 11: The 48 Laws of Power by Robert Greene
Read from: 28/10/2023 to 28/11/2023
Rating: 3/5
I had seen this book pushed quite heavily online before by certain influencers and I was always curious to see what it was about. Robert Greene appears to have written a considerable number of these types of books, so I was very intrigued to know what the fuss was. I thought the book was fine but definitely lacking in some areas.
The book is essentially a series of lessons regarding how to better navigate life in a more Machiavellian way to attain power. Some of the ideas put forward are genuinely very interesting, and it was nice to have certain topics explained a certain way. Other areas seemed a bit obvious and repetitive which was annoying whilst trying to get through the book.
A lot of Greene’s rules essentially boil down to ‘don’t tell other people what you are up to’, which I suppose is a pretty good rule to follow if you are hunting power. But there are only so many times you can hear that ‘rule’ phrased differently before you start getting bored.
Greene backs up his claims with a plethora of anecdotes which I mostly enjoyed. He fell into the same trap as before, however, in that a lot of the anecdotes start to blend into one after a while – especially after using the same anecdote repeatedly. If I never hear the name ‘Charles Talleyrand’ again it will still be too soon! I only become disillusioned with Greene’s anecdotes after he started discussing the English civil war – an area of his anecdotes I was much more versed in than revolutionary France or Renaissance Italy. He made some obvious oversimplifications which annoyed me and made me question the legitimacy of some of his other tales to back up his ideas. I don’t think that this invalidates what he was saying, I just wish he had left less up to speculation regarding whether or not he actually knew the history.
Overall, a good book which I would still recommend. His insight is useful, and this would be a pretty good primer for Machiavellian style thinking. I would say, however, that you should stick to the audiobook over the actual paperback – it will make it easier to digest.
Book 12: One Day in the Life of Ivan Denisovich by Aleksandr Solzhenitsyn
Read from: 06/11/2023 to 09/11/2023
Rating: 5/5
I was strolling through Belfast on a trip there recently, when I picked up this book at a Waterstones for my flight home. Something short to keep me occupied and also increase my book tally on Goodreads before the end of the year. Sure enough, on my (very short) flight back to Newcastle the same day, I ploughed through about a third of it. I found it very difficult to put down and ignore, as I have my other books recently.
As the title suggests, the book tells the story of one day in the life of Ivan Denisovich – a prisoner at a Soviet Gulag in the early 1950s. It takes you through his agonising routine right from the moment he wakes up to when he finally goes to sleep again. It details the way in which he navigates the trials and tribulations of life in the Siberian gulag he is currently imprisoned in, and the many interactions he has with the other prisoners. The book is too short to summarise without spoiling the whole thing, so I won’t do that. I would highly recommend that you take the time to just read it instead.
There was something extremely biting about the way that this was written. The author, Solzhenitsyn, was a prisoner in a gulag for eight years, so he had a considerable amount of his own experience to draw from when writing this book. His main character, Ivan, is incredibly relatable and felt very human. Not necessarily a good or a bad person, just someone trying to survive and make the best out of a bad situation. Going so far as to describe his day as ‘a good one’ simply because he was able to get slightly more food after doing some favours for other inmates; routinely breaking minor rules to make his life easier, working cordially with his inmates, and doing everything possible to do as little work as possible for as much reward as he could.
Every aspect of the story felt very believable and not exaggerated; I never felt as though I was having the wool pulled over my eyes by what is, essentially, a piece of anti-communist propaganda. He describes the guards as harsh but lazy, the other inmates are not depicted as saints, but as a wide array of people with different motives and agendas – a very real and convincing story.
The book is very well written and was a genuinely fascinating insight into gulag life, an area which I have always been interested in but never researched much. It is a genuine ‘must-read’ for anyone interested in that aspect of Stalinist Russia and the early-cold-war Soviet system of punishment. It is also a delightfully short book and reads very easily. As I said before, I would thoroughly recommend reading this.
Book 13: Star by Yukio Mishima
Read from: 21/11/2023 to 22/11/2023
Rating: 5/5
I read two books by Yukio Mishima last year, and he is fast becoming one of my favourite authors. I was enticed to buy this book from the moment I saw it; a short story by Mishima is often a treat and I was not at all disappointed by this one.
The story revolves around the main character Rikio, a young Japanese actor in the prime of his career, and his ugly assistant and lover Kayo. The story revolves around his struggle with fame and the fleeting nature of his career; it also spends a fair amount of time touching on the absurdity of the film industry in Japan in the 1960s and 70’s (something which Mishima was personally accustomed to) and how Rikio navigates it as best as he can.
Due to the relatively short nature of the book, writing too long of a review would spoil it. However, I will say that I was absolutely entranced by Mishima’s style of writing and his amazing ability to describe some of the more vulgar elements of life (masturbation, sex, drug abuse, etc) in such a poetic and charming way. His powerful use of metaphor continues to amaze me with every book of his that I read. His characters feel painfully real, and his skill at describing scenes and people in such brevity are fantastic.
I would recommend this book to anyone interested in getting into Mishima and Japanese fiction. I thoroughly enjoyed it.
Book 14: The Call of Cthulhu by H.P. Lovecraft
Read from: 23/11/2023 to 27/11/2023
Rating: 5/5
Much like many other ‘American Classics’, the Call of Cthulhu is one of those books which seems to have considerable prominence in online circles solely due to the fact that large amounts of American teenagers are forced to read it at High School. As I am not (and never have been) an American teenager, I have had very little exposure to Lovecraft’s short stories besides the occasional reference on television or through conversations with American’s online. I must say, however, I was thoroughly impressed by this book and Lovecraft’s writing style.
The book is written from the perspective of a young man going through the notes of his dead relative, a university professor who seems to have stumbled on some kind of conspiracy regarding an ancient god-like figure, Cthulu, who drives people to madness. The story details, from the authors point of view, how he came to discover his uncle’s notes and the journey he went on to validate their authenticity. At the start of the book, he is quite the cynical sceptic; by the end of his journey, he is a terrified believer who wishes that his works are never found and is constantly paranoid that he will be murdered for what he has uncovered – that Cthulu is indeed real and that his very brief appearance made many ‘sensitive young men’ (artists, architects etc) all around the world go mad.
I am not a fan of horror films; I find them quite unpleasant. However, I have thoroughly enjoyed reading horror. The writer has no opportunity to shoehorn in cheap ‘jump scares’ and low budget special effects. Horror fiction has to be well written and, instead of a brief thrill, creates a genuine sense of dread. I could feel my own arm hairs pricking up with goosebumps whilst reading it.
I genuinely really enjoyed this book, and will be reading more of HP Lovecraft’s works in the future. A good read and a good introduction to his style of writing and short stories.
Book 15: The Shadow Over Innsmouth by H.P. Lovecraft
Read from: 27/11/2023 to 29/12/2023
Rating: 5/5
This was my final book of 2023 and was purchased alongside ‘The Call of Cthulhu’. I would have finished it much quicker if it weren’t for the many various Christmas festivities that fall at this time of year which has significantly impeded my reading progress.
The book follows the story of a young student who is touring the old towns and villages of the New England coast during a gap year in his studies. During his travels, he comes across the town of Innsmouth whilst making his way to Arkham. The town is shunned by the locals of the surrounding villages and is falling into a very ruinous state. During his visit, he meets an old drunkard who explains to him that the town is infested with fish-people who worship ancient eldritch gods and sacrifice people to the sea.
Due to its short length, to say any more about the plot would spoil it. However, I found the story very gripping and exceedingly exciting. I felt genuinely frightened during much of the latter half of the book and thoroughly enjoyed the way the town and its people were portrayed. Lovecraft does an excellent job at thrilling the reader and the book is worthy of the praise it receives.
I would recommend this book to anyone interested in classic American fiction or someone interested in the works of Lovecraft specially. However, I would say that it would probably be better to read ‘The Call of Cthulhu’ first, as this book is referenced quite heavily near the middle and end of Shadow over Innsmouth.
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Ride (read) or Die: 2023 Book Report (Part II)
Following on from last years experiment of attempting to read at least 10 pages of a book a day to increase my reading, I found it thoroughly enjoyable and wished to continue my reading journey in 2023. About halfway through last year, a friend of mine suggested to me that the 10 pages target could be detrimental to my overall reading, as it would encourage me to simply put the book down after just 10 pages (something I later realised it was doing). This year, I chose to do away with the 10 pages target and have decided to just make a pledge to read every day. In the first week of the year, I have already read considerably faster than last year, so I think perhaps my friend was on to something.
I also realised, reading back on last years review scores, that I was a very generous reviewer. I think this was because I did not have enough experience to know what made a book good or bad. I hope that my reviews can be more reflective of the overall reading experience this year.
Book 6: Memoirs of a Kamikaze by Kazuo Odachi
Read from: 20/02/2023 to 23/04/2023
Rating: 5/5
I only came upon this book by accident whilst watching a video essay about Kamikaze pilots during the second world war. It was used as source material for the video, and was referenced frequently throughout. The gripping title alone was enough to get me interested in the story, and at the time I was in a bit of a frenzy of purchasing Japanese authored books (this can be seen in the chunk of Japanese books I reviews last year). Certain to say, I was amazed at the quality of this book, and the incredibly interesting story that it told.
The book was written by Kazuo Odachi, a now 96-year-old former Japanese fighter pilot who, after almost 70 years of silence on the matter, decided to tell his story in becoming a Kamikaze. The book details his childhood, and how growing up in a rural area of Japan meant that his main amusement was laying in tall grasses watching pilots train at the local aerodrome. At this age he would also discover the Japanese martial art of Keno, something which he talks about at great length in the latter half of the book, and clearly has had a huge impact of him. When the war began, he was still only a boy, and so he was only able to join up quite close to the end of the war. A very gifted young man, he was selected to become a fighter pilot, and would spend considerably time in the pacific engaged in various fighting missions.
Kazuo explains how, as the war began to turn against Japan, he – along with many of his friends – were forced to volunteer to become kamikaze pilots. He explains in painful detail the events which unfolded around them, and how they were powerless to decline the request to engage in suicide missions. Much mystery surrounds the motivations of Kamnikaze pilots, but Kazuo repeatedly states that no one actually wanted to be made to do it, but felt that it was the right course of action to preserve Japan and keep the country safe. He reflects on this a lot in the later half of this book, and states repeatedly that he lives his life to the fullest in honour of the men who gave their lives before him. Flying 8 unsuccessful Kamikaze missions (more common then you would think), Kazuo also goes over how lucky he feels to be alive and how easily it could have been him dead instead.
The second half of the book covers his life post-war, his time as a policeman and dealing with Tokyo’s criminal gangs. He also talks in great depth of his love of Kendo, and how he still continues to practice the martial art, even in his advanced old age.
I really enjoyed this book, it gave a very insightful view into a point in history which is cloaked in misinformation and ignorance of understanding. Kazuo eloquently and expertly paints a vivid picture of his experiences, and does not shy away from his more controversial opinions on the events that unfolded in his time before, during, and after the war.
I would thoroughly recommend this book to anyone interested in the history of Japan, the second world war, and especially anyone who wishes to know more about the motivations and feelings of the young boys sent off to die in Kamikaze missions. I would posit that it is also helpful in understanding the mindset of those people who commit contemporary suicide attacks today. An excellent read!
Book 7: Macbeth by William Shakespeare
Read from: 23/04/2023 to 04/05/2023
Rating: 4/5
I found this book at the bottom of my brother’s old school bag whilst we were cleaning out the attic, safe to say it had been left there for quite a long time, probably around 5 years at this point. I am remarkably pleased that I came upon this old schoolroom copy because it came with a handy study/reading guide alongside it which added more historical and literary context to what was being said. I am glad for this because, as I am sure you can understand, a lot of what Shakespeare writes is not always easy to decipher given the differences between contemporary modern English and Tudor English – lots of ‘thys’, ‘thous’, and ‘thees’ can get a bit tedious after a while. If you’re going to try and read this, and you aren’t fluent in Tudor English, I would recommend finding a copy that comes with a study guide.
A thrilling tale with many twists and turns, Macbeth showcases Shakespeare’s ability to subvert the expectations of the reader (or viewer, as this is supposed to be a theatrical performance, not really a novel). The tale of Macbeth is based in medieval Scotland, and follows the titular Macbeth and his wife, as he navigates his options after being promised that he, but not his children, would become King of Scotland by three witches. Driven mad by their prediction, Macbeth’s attempts to secure Kingship and then ensure that his hypothetical children do proceed to be monarchs themselves, have tragic results. In a futile attempt to both secure and then change his own destiny, he betrays himself and everyone around him.
I wont spoil any major details of the story, at the very least because you were probably taught them at school at one point or another. I would instead like to talk briefly about the importance of this book for the English literary tradition and culture which it represents. Indeed, we often take for granted just how much of our contemporary understanding of ‘what makes a good plotline’ comes from Shakespeare and his influences at the time. The mans work stands high above contemporary work of its time, and it would be easy to forget just how ahead of his time he really was. His work stands as a testament to his genius, and to this day still casts a large shadow over what we consider a good or bad story. This is remarkably impressive for a man who lived a half a millennia ago.
Reading Macbeth, much like reading any of Shakespeare is a lot like learning Latin. You might not enjoy it; it’s very confusing; and a lot of the time you are left wondering what in the world anyone is talking about; but at the very least, it can give you a good and grounded understanding of the history of your own language, where certain tropes come from, and how you could use them yourself more often in your own speech.
Overall, I would recommend this book. I am disappointed that I never got to study it at school, and I am glad that I have been able to read it now instead.
Book 8: The History of the Spurn Point Lighthouses by G de Boer
Read from: 04/05/2023 to 18/05/2023
Rating: 4/5
I appreciate just how incredibly niche and uninteresting this book must seem to the average reader. I would argue that it is even less relevant than the ‘Trans-Siberian Rail Guide’ book which I read and reviewed last year (which was written to give directions to western travellers boarding the now obsolete Soviet railway system). However, as someone who actually lives very close to Spurn Point with a keen interest in lighthouses (yes, I am that boring) I found it quite an interesting read.
The book, as the title suggests, details the history of the various lighthouse projects which took place on the Spurn Point (for those who don’t know, this is a large sand bank at the mouth of the Humber estuary) from the early 1600’s to the 1960’s (when the book was written).
I completely understand why this seems uninteresting at first glance; but the book, almost accidentally, ends up discussing more about the complex social and legal situations in place in Britain in the 17th, 18th, and 19th centuries than it does about the lighthouses themselves.
The book details the true stories of the various warring factions in British maritime trade politics: the three Trinity House guilds (London, Hull, and Newcastle); sea captains; wealthy merchants; land developers; fleets of solicitors; ambitious venture capitalists; the fading aristocracy; parliamentary meddlers; and even the King of England (not to forget Cromwell of course). It provides a genuinely interesting insight into all of these interest groups and their constant struggle for control over the land and waterways of England, framed nicely around the construction of a highly controversial lighthouse in a rather uncontroversial part of Britain.
Perhaps you aren’t particularly interested in the history of lighthouses on Spurn Point, but if you would like to learn a little bit more about the seemingly ridiculous and overcomplicated nature of competing factions in Britain from the 1600s onwards, I would sincerely recommend this book. It’s short, it refuses to ramble on endlessly, and it has some genuinely amusing moments tucked away inside.
Book 9: Dune (Dune #1) by Frank Herbert
Read from: 18/05/2023 to 22/06/2023
Rating: 5/5
A couple of years ago my dad mentioned that he was really excited to see the new Dune film that was coming out… I was amazed by this statement – my father has never expressed any interest in any film made after 1990, and I was absolutely shocked to see him genuinely excited about a new film. After a bit of prodding, I discovered that the Dune series were his favourite books, and that he still had all his original copies stuffed away in the loft somewhere. Intrigued by this revelation, I watched the Dune film when it came out, and also thoroughly enjoyed it.
A few months later, after seeing how much I had enjoyed the film, I was bought a copy by a friend, and it had been sitting on the shelf at home ever since. I have an immediate disgust reaction to long books, they remind me too much of the musty yellow paged old tomes on my grandmas book case which I was forced to read as a child to ‘practice my grammar’. Perpetually worried that, once I started reading it, it would take me months to complete, I was overjoyed when I found myself unable to put the book down. It was a thoroughly brilliant read, and I cannot recommend it enough.
The book is set in the very distant future, where man has conquered much of the known universe, and a neo-feudal system has been established to govern it. Computers which mimic humans (referred to as ‘thinking machines’) have been completely abolished, and humanity relies heavily on a drug-like substance known as ‘spice melange’ to achieve a heightened state of clairvoyance to navigate the stars. Three main power structures exist in the setting: The Emperor (an all powerful ruler), The Lansraad (a group of all the noble houses), and The Spacing Guild (an organisation of space navigators). They control shares in the ‘CHOAM Company’ which is the main source of the ‘spice’ which can only be found on the desert planet Arrakis.
Duke Leto Atreides is forced by the emperor to govern Arrakis and take it out of the control of his bitter rival, Baron Harkonen. After arriving, it becomes clear that he has been put into a trap, and the forces of the Harkonens are very much still in place on the planet. Leto’s son, Paul, must work with the planet’s natives, the Fremen, to defeat the Harkonens and secure the future of his noble house.
I could write pages and pages more about this story, but I have no intention of spoiling the plot for you. This book is fantastic and had me totally gripped by it for the month I was reading it. It lives up to the hype and is absolutely fantastic, definitely one worth reading.
Book 10: How to be a Conservative by Sir Roger Scruton
Read from: 23/06/2023 to 31/12/2023
Rating: 3/5
If you truly enjoy political theory and are interested in learning about small-c conservatism, I would recommend the book. Scruton clearly and (somewhat) briefly lays out the case for it here. He uses it to discuss the truths in Socialism, Capitalism, and conservatism – which he seems to perceive as a middle ground between the two.
This book took me almost 6 months to read because large sections of it are painfully boring. I was devastated by how much of a slog fest this piece has been to get through. After finding myself unable to pick this book up, I let myself slide and just started reading the other books in my collection at the same time instead – something I have never done before.
I had the same reaction reading Marx and other political theory books last year and in the past. I just couldn’t bring myself to carry on. I find the subject extremely boring. I think my personal issue lies in the fact that these types of work are by no means fictitious but are also not truly non-fiction. Theory seems to lie in a cursed middle ground of quasi-non-fiction which I just don’t care for.
Some aspects of the book are genuinely very interesting – Scruton discusses his time in Communist Czechoslovakia before the collapse of the USSR dodging the StB secret police and giving lecturers to disenfranchised ‘pro-democracy’ students in attics; which was an insightful moment. He talks a lot about the importance of good aesthetics and beauty in public life, which was a refreshing chapter to read through. Unfortunately, the rest of the book comes across as a bit of a snooze-fest. He himself admits that it is difficult to make conservatism sexy, and this book is certainly a confirmation of that.
As stated at the beginning, I would recommend the book if you are genuinely passionate about political theory. Otherwise, it might be best to give it a miss. A friend of mine joked with my whilst I was reading it that “It’s a great book to quote from, not one to actually read”, and I think he is more or less correct about this.
This is the second installment in a three-part series. Follow The Mallard for part three!
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