Culture is often a bearer of such practical wisdom. Indeed, the reason we listen to the experienced and wise, despite their lack of formal education, is that their experience has imparted practical wisdom. Theoretical wisdom is implicit in this down to earth practicality. Although the village elder might not be able to say why a certain behaviour is virtuous, her account, being correct, could be elaborated to reveal a true and natural principle. Extending this to an entire culture, we have one basis for social conservatism. The accumulated experience of ages has a sort of implicit wisdom to it, which can be potentially made into a theory, even though nobody may have yet done so. However, this isn’t enough, lest we be agnostic pragmatists like David Hume. For the one clinging to classical ideas, all practical wisdom has a theory behind it whose objective springs we can discover through reason.
One such cultural heirloom that is greatly misunderstood these days is aristocracy. Most cultures in human history have had aristocracies of some type. A noble class existed in ancient Mesopotamia, Persia, Mesoamerica, the Andes, Egypt, China, Japan, Greece, Rome, among the Celts, as well as mediaeval and early modern Europe. Indeed, aristocracy of some type has been one of the most common institutions of humanity across history. Yet in the last three hundred years, aristocracies have shrunk, from the predominant ruling elites of the world to disempowered and mocked cliques, clinging to privileges regarded as archaic.
Britain is one of the few countries that still has an institutional aristocracy. But its influence is ever diminishing, its numbers ever depleting, and its ideals waned to nothing. I doubt many would contradict me if I said its public image is far from positive. I believe the cause of this decline is that it is a remnant of a previous ethical outlook, one rooted in ancient Greek and Roman thought, and Christianised in the Middle Ages. This outlook collapsed in Britain during the eighteenth century (before it did in most of Europe). Whig liberal philosophers like John Locke chipped at its foundations. The aristocracy as a result became an institution without a purpose, embedded in a new society totally hostile to it.
So, what are these foundations? I think three: human goodness as function, a communitarian spirit, and a family-centred life. Really, it’s only the first, functional goodness, the latter two being elaborations of it.
Goodness as a function is simple. To be good is to function properly according to a species’ ideal. In the same way a good hammer is good at banging nails, and a good oven at baking bread, so a good human being is good at “human-ing” to coin a verb. The question ‘what is goodness?’ for ancient and mediaeval thinkers is almost invariably ‘what’s the function of humans?’ Yet because humans have reason, unlike animals who merely follow their instincts, our function involves more than survival and reproduction. We make art and science, and can appreciate the value of things through understanding. We are the animal that is happy with a garden and a library, as Cicero says.

This is an excerpt from “Mayday! Mayday!”. To continue reading, visit The Mallard’s Shopify.
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It’s time to consign plaques to history | Robert Poll
When the government launched its ‘Retain and Explain’ policy in January 2021, those of us who value our heritage and see through the attacks on it greeted it with cautious optimism. Sadly, the unveiling of a new plaque in Shrewsbury about Clive of India has proved that caution well placed.
For the policy helped close one battleground over removal, only to open up another much bigger one over history itself. History has always been open to interpretation and reinterpretation, but never, until now, has one single version been declared the ‘correct’ one. We have entered a dangerous new era for the study of history, where debate is increasingly controlled, its terms of reference defined by one group with one particular agenda.
Plaques were touted as a compromise, but handing editorial control of history to those who want to rewrite it is not so much a compromise as an act of unconditional surrender. Turning a monument into an anti-monument is a much more powerful victory than simply removing it. The Chairman of the Edinburgh’s ‘Slavery and Colonialism’ review is upfront about not wanting to remove statues, preferring instead to project his own version of history onto them. And it very much is his version of history. The review has descended into chaos and threats of legal action from academics who have been excluded and dismissed as a ‘racist gang’. These include Professor Sir Tom Devine, Professor Jonathan Hearn and Professor Angela McCarthy. The cry of ‘racist’ – long used to shut down criticism and debate – has now permeated academia as those with the ‘right’ views sense the opportunity to control public discourse (and then to reap the financial rewards through appointments, book and media deals).
So far, we have seen plaques unveiled for three prominent historical figures – Henry Dundas in Edinburgh, Cecil Rhodes in Oxford, and now Clive – each one proving an exercise in unadulterated propaganda. I don’t intend to conduct a point-by-point rebuttal here, as defending reputations is not my primary objective. But it’s clear that the vital distinction between fact and opinion has been blurred. It is not a ‘fact’ that Clive “inflicted famine, poverty and other atrocities” on India, any more than it’s a fact that Rhodes’ activities “led to great loss of life” or that Dundas was responsible for the enslavement of half a million Africans.
It’s all too easy to paint a lazy caricature of Clive as a colonial bogeyman. Much harder to understand him in context as a man who overcame his own mental health issues to achieve astounding feats against a decadent and corrupt regime abroad and a hostile establishment at home resentful of his class and success. Instead, today’s agenda-driven historians have sided with that very same spiteful establishment. Not exactly progressive.
The plaque has proved a blunt tool for a delicate job. Aside from the problem of who writes them, there is the insurmountable one of space. Biographies of these figures run to hundreds of pages each and there is simply no way to boil these down to a hundred words with any semblance of nuance or credibility. The obnoxious ‘QR code’ may side-step the space issue, but still concedes the need to provide an official interpretation where no such need exists. With their limited resources, councils need to reprioritise running local services instead of assuming responsibility for history lessons.
And this is not even to broach the aesthetic argument against these blights on our public realm that deface our statues as surely as any graffiti. If the Edinburgh review gets its way, Scotland’s historic capital will become a forest of plaques, with a lecture and guilt-trip on every corner.
Plaques have had their chance to prove they can deliver balanced history and have conspicuously failed. These three fiascos should be more than enough to spell the end of the plaque as a serious tool of historical debate and of the ‘Explain’ part of Retain and Explain. Just as the government and Historic England has adopted a default position of objecting to any application to remove a statue, now is the time for them to do likewise and consign the plaque to history.
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Richard Weaver: A Platonist in the Machine Age
“Modern man is a moral idiot.” – Richard M. Weaver. 1948. Ideas Have Consequences.
The American cultural critic Richard Weaver (1910-1963) is unfortunately an obscure figure. However, I can’t conceive a thinker whose message would be of greater interest or novelty for the contemporary world. Weaver bewails the decadence and hopelessness of the twentieth century as much as Oswald Spengler or Jose Ortega y Gasset. Yet his account of their causes is far more philosophical: his explanation of the “dissolution of the west” is that it has abandoned its classical heritage.
For Weaver was a latter-day High Tory. A Platonist who thought ancient Greek mores were still alive among folk in the rural American south (his first work was on this very topic, see: The Southern Tradition at Bay). Already an oddity in the 1930s, he was the sort of conservative that has barely existed in the mainstream Anglophone world since the nineteenth century.
Weaver’s great work is Ideas Have Consequences, from 1948. It carries a single thesis from beginning to end. Europe’s mental decadence began at the close of the Middle Ages. It was then that the English churchman William of Ockham decided to abandon a doctrine almost universally held before him. A doctrine common to Socrates, Plato, Aristotle, and the Stoics. A doctrine believed by Catholics, Jews, Orthodox, and pagans. This doctrine is realism.
This is my partial review and partial meditation on Weaver. His prose is vast, so I can only chew over a selection of what it covers. I shall focus on three issues which stand out to me: fragmentation, the spoiled child psychology, and what Weaver calls the “great stereopticon”.
Realism is the view that abstract entities exist. For example, if I see the sun, a basketball, and a balloon, and call these all “spheres”, that word “sphere” refers to something separate from my mind. When I say, “All these things are spherical”, that term “spherical” describes a real feature of how the world truly is.
It was the widespread opinion of ancient and medieval people that such concepts as “redness”, “roundness”, “catness” and “humanity” were the basic building blocks of reality. These were the patterns that individual things conformed to, to make them what they are. Each one acts like the blueprint for a building. In the same way a pile of bricks isn’t a dome unless it has roundness, a pile of bones and organs isn’t a dog unless it has “dogness”. That is, unless it conforms to the pattern of an idealised dog.
Realism then allows for nature to have a sort of duty inherent to it. For, if to be a dog is to conform to the pattern of an ideal dog, then this pattern is what dogs should be. A dog that doesn’t eat meat, doesn’t play fetch, and doesn’t wag his tail fails to be a proper dog; and so, we call it a “bad” dog. Likewise, to be human is to embody the ideal pattern of “humanity”. Good people embody it better, and bad people embody it less.
This means morality is a simple movement from how we are to how we ought to be if we fulfilled our ideal. Beings come into the world imperfect. They only arrive at their proper pattern through hard training and discipline. Moral rules like “don’t steal” and “don’t lie” are guides to help us get from one point to the other by telling us what being an ideal human consists of. Just like “eat meat”, “play fetch” and “wag your tail”, are commands telling the dog how to be a proper dog. This understanding is what, for example, informs Stoicism. Marcus Aurelius insists that the good man is virtuous regardless of what others do or say to him. Because his goodness consists of fulfilling an ideal pattern of conduct, which doesn’t change with the words or actions of others.
What if we deny all this though? What if, like William of Ockham, we declare this all superstition, and say general terms only refer to our own thoughts? This would make us nominalists, a word derived from the Latin nomen meaning “name”. We’d be saying abstract terms are mere names in the mind; conventions for grouping things together, which truly have nothing in common. This is where Weaver is true to his name and weaves us the consequences.
First, nature goes from how things should be to how things just are. Without ideals for things to aspire to, it becomes impossible to talk of imperfection. If there’s no ideal dog, for example, then there’s no such thing as a deficient dog. Dogs come in many shapes and sizes, some eat meat and live to fourteen, others never eat, and they die at one. But all are equally natural and morally neutral.
Applied to people, this causes the death of virtue. For, without an ideal human personality type, all our instincts, inclinations and desires also become morally neutral. Nature produces some people with an extreme hunger, and others with almost none. The human mind and body go from something that must be cultivated to meet an ideal, to a machine that runs on automatic. Passions just happen and calling them flawed now seems ridiculous. Weaver writes, “If physical nature is the totality and if man is of nature, it is impossible to think of him as suffering from constitutional evil”.
Fragmentation results from the loss of an ideal to hold knowledge together. For, where the ideal concept of a thing is lost, there’s no one principle to explain its parts. The blueprint of a house, once in my mind, makes everything about it understandable at a glance. But without the blueprint, the atrium, room, and corridor lose all meaning (imagine explaining what a corridor is to someone without any notion of a house and what it should look like). Since, from the realist perspective, the ideal is what determines knowledge, the long-term consequence cannot be but the elimination of truth.
As Weaver then says, modern man, “Having been told by the relativists that he cannot have truth, (…) now has “facts.”” Gentlemen of the Middle Ages to the eighteenth century, he notes, had a broad humanistic knowledge. They had it because they were schooled in a classical worldview. The gentleman of Ancien Regime Europe sought not pedantic obsession, but to know how ideals relate to each other. So he was like an architect, having the whole plan of the building before him. He could then inform the more expert workmen how best to make this plan a reality.
The gentleman has been gradually replaced by the specialised technocrat as the ruler of western societies. Every field (biology, economics, architecture, etc.) becomes isolated from the rest, and presents itself as the unique solution to all problems. Those who practice them, the technocrats, are each busy making the world in the image of their chosen subjects. The technocrat asks neither why, nor wherefore, but only how. This is, for Weaver, the “substitution of means for ends”. Since, having lost the plan which gives purpose to learning, the tool now becomes the aim. Statecraft becomes a competition between obsessives, who each advance only their own segregated hobbies because they no longer serve human nature.
Modern man is a “spoiled child” according to Weaver. The path to this is indirect, but obvious when seen. Once ideals are denied, everything that seems fixed and permanent becomes liquid. The cosmos is a machine which we can take apart and reassemble to our own fancy. A cat, for example, isn’t a natural type which ought to have four legs, meow, eat meat, etc. It’s a pile of flesh and bones just so arranged into cat-like shape. We can therefore change it as we see fit. And since humans ourselves have no ideal pattern to conform to, what we see fit is anything whatsoever. This is what Francis Bacon, the father of modern science, sets out to do when he says nature should “be put on the rack”, for our benefit.
Our own goodness, in other words, has come apart from any natural limit. This means goodness is now limitless pleasure (pleasure being the only thing remaining when all purpose is removed from nature). So, man becomes a “spoiled child” because he demands the fabric of reality itself be bent to his delight. Science goes from the quest for wisdom to the slave of indulgence. Progress now means destroying whatever stands in the way of comfort and convenience. The masses get used to thinking of nature not as what exists, but as an enemy that must be overcome. Rights without duties are the inevitable result.
Here Weaver, the abstract metaphysician, makes a practical point. The spoiled child endlessly consumes, because he sees no limit to his pleasure, and appetites grow with the feeding. Yet production means enduring discomfort for the sake of an end, and hedonists are averse to this. The hardest worker is the person who believes work improves him; the one who thinks the human ideal is fulfilled by work. But “The more [modern man] is spoiled, the more he resents control, and thus he actually defeats the measures which would make possible a greater consumption”.
Nominalism is the philosophy of consumption, but realism is the philosophy of production. A nominalist culture thus runs the risk of collapse through idleness.
A stereopticon, or stereoscope, is an old-fashioned machine used to look at three-dimensional stereoscopic images; the ancestor of 3D glasses. Weaver likens mass media in nominalist societies to a stereopticon because its aim is to maintain an illusion. For, Weaver thinks, the above modern project of specialisation, hedonism, and progress at all costs is fated to fail. If ideal concepts truly exist outside the mind, then all attempts to ignore them will end badly. They shall re-assert themselves at every attempt to destroy them, and thwart whatever projects are built on their denial.
As the ideal drops out, society fragments into myriad groups with incompatible perspectives. Like the blind men in the Buddhist proverb, each one touches the elephant and calls it a different animal. The biologist, the head of a social club, the accountant, and engineer; each fails to see the higher truth that unites his vision with the rest. Modern states face, then, the problem of getting these specialised obsessives to agree to a common action or set of beliefs. Thus, it presses mass media for this purpose. Radio, cinema, and television spin a narrative where endless consumption makes people happy, and progress is irresistible and unrelenting. Journalists and directors adopt a single “unvarying answer” to the meaning of life: pleasure, aided by technology and consumption.
Weaver believes the effect is to re-create Plato’s cave through media. The prisoners, chained in a cave, are forced to watch the parade before them: vapid film stars, gung-ho newsreels, advertisements for cars and coffee makers. They are spiritually and mentally starved yet believe the cure to their trouble is the shallow, materialistic life portrayed on the cave wall. This is not grand conspiracy according to Weaver. Rather, a society with such bloodless aspirations is forced to use propaganda. The unhappiness it causes would otherwise be too obvious for people to bear: “They [media] are protecting a materialist civilization growing more insecure and panicky as awareness filters through that it is over an abyss.”
Such a propagandised civilisation, our author warns, will suffer cyclic authoritarian spasms. Conditioned to think progress is relentless, modern man “… is being prepared for that disillusionment and resentment which lay behind the mass psychosis of fascism.” Long gone are the gentlemen who could move us from how we are, to how we ought to be, if we fulfilled our ideal. When the stereopticon fails, the public looks to anybody who can impose duties on them. These tend to be thugs fed on the same materialism as everyone else.
In conclusion, Weaver paints a picture of a culture undergoing a long, agonising death, yet clinging to the fantasy of its own life. Societies whose false idols are failing cope like a balding man whose hairs retreat ever more. He compensates with a combover until there’s nothing left to comb. Nominalism creates a contradictory culture. Glorifying pleasure, it expects heroism. Fragmenting the sciences, it expects wisdom. Destroying a common ideal, it expects its citizens to form a common front.
The treatment is polemical, and not a replacement for reading philosophers themselves. As a Platonist, Weaver unnecessarily denigrates Aristotle at times, blaming him for the decline of the medieval worldview. Yet some authors of similar politics to Weaver (like Heinrich Rommen or Edward Feser) would dispute this. He also glosses over Enlightenment projects like those of Rousseau and Kant without much analysis (Charles N. R. McCoy criticises them in much more satisfying detail). But for one wanting an overview of how a single wrong turn can doom a whole culture, Weaver’s clarity is unparalleled. His work is especially good as a locus classicus, with which to compare current trends against. Seldom, in my reading, do I find Weaver has nothing to say on a given topic.
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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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