When you hear talk of globalisation, the winners and losers have become fairly set categories: the “winners” are the hyper-mobile, global class that are capable of picking up and putting down almost anywhere, whether that is London or LA, Tokyo or Berlin, Moscow or – well, maybe not Moscow, at least not at the moment.
These winners are the beneficiaries of the most dynamic economy that has ever existed in history before, in such a way that – even if we cannot put a hard date on it – I think it is pretty clear that the modern global economy defines the contemporary era of mankind more than anything else. We are living in the “global age” and there will inevitably be those for whom that age is good.
And then there are those for whom that age is bad. These are the majority of people whose lives are usually spent in one place, from school to work and, if they’re lucky, a few years of retirement. They might be more mobile than their ancestors, for whom life was inevitably spent in the same village, whilst they travel around their county or district but, broadly speaking, never stray too far.
These are the losers, we are told. They have suffered the effects of globalisation – declining industry, evaporating investment, creaking and groaning infrastructure – but are powerless to do anything about it, as they get caught in a cycle in which power follows money and money flows away.
So why not go where the money is? Why not travel abroad, where the work is? Part of the reason is that the last thing the “losers” have left is each other. The day before the In/Out Brexit Referendum, news vox-pops of people on the street saying they would vote to Leave, when asked why, gestured and said “look around. What do I have left to lose?” The backdrop of shuttered shops and boarded windows was the answer, and it wasn’t a very compelling one.
But the answer off-screen was one that the Remain camp had tried to buy into – they had their families, their households, their communities. When David Cameron claimed Brexit would “put a bomb” under the British economy, and George Osborne’s treasury pumped out statistics on the damage it would do to the average household, they were trying to speak to the rational brain that fears material loss. It made sense – it was the same brain they had been speaking to for six years with messages of necessary spending cuts, tax breaks, and increasing job opportunities.
Except this did not work because that audience was not there. The average person did not have the material loss to be threatened, and at a time when fatherlessness was rising, families were breaking down, and over three million households were single-parent; even that small amount to lose was felt to be lost already.
The one thing that the losers had left was their community – and by and large, these were communities that had been decimated by the austerity years. So, they stayed, because their families might be thin and disappearing but their community remained fairly strong.
When Karl Marx decided that the slow transfer of people from the countryside to the cities meant that the “proletariat” would emerge, he was attempting a scientific analysis of what was already happening. As people moved from field to factory, leaving behind their old places in the world and attempting to take up new ones, they forged bonds of solidarity to replace the ones they lost. Human beings are deeply sociable, both from an inherent reality, and an existential need; we can only come into this world as a result of others, but we need to be seen and recognised while we’re here.
So, Britain especially saw the rise of industrial communities – and not just the political conscious-raising efforts of Trade Unions, for politics is tiresome and boring, really. There were also football clubs, local churches, free schools, civic action groups, and so on – in Bristol, there were 400 alone. I’m sure Marx’s miserable mind was able to only imagine the political, but in truth the personal is so much more interesting and enriching than the political. Don’t be fooled that they are the same thing.
This is an excerpt from “Nuclear”.
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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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Against the Traditionalists
A Premise:
Deep, and yet deeper down, below the marsh slime and the swamp rot, even underneath poppy roots and the granite rows, Old England’s Foundations lie. While thinned and turned soils are cold and damp, the fiery Mantle warms and pulses, twisting round and circling on itself; the Core sees into itself and ponders on its shadows; to reach out into the cold and dark, hope perchance to find new wheels to turn, or perhaps not. Content, in the underworld, dreaming of the pictures of its marble face, Old England’s Foundations are buried the deepest, overwritten by thin and beaten sheets of plaster and tissue paper.
Yet, this is a fantasy: circumstantial myths of Old England, and its Foundations. Those marshes were sealed, and the swamps became roads, and the shapes and the names of the trees do not matter anymore. Accumulated plays turned in on themselves and became a meaningless fresco; the hand-me-down uniform, hoarded in poverty, with no weavers to craft anew. That Core is no form but a feeling, fleeting and shallow, giving only the image of warmth. Gawp at the statues and the towers and the gold on the wall. They were never yours.
Intermission, The Alchemists’ Folly:
Higher, and yet higher so, far reaching beyond the sea and above the clouds, up and up Nature’s Ladder, climbs a Champion. For all its power and glory. He soon received the ravenous attention of The Crow, the most cunning of all the birds. It said: “I have seen many climb, and their plans dissolved away, but wear my feather, and sing my song, and Nature’s sure to play”. The Crow put a feather on The Champion’s shoulder, and The Champion cawed until he had near reached the clouds. He looked down to measure his climb, and one cheek was slashed by The Crow’s feather; he saw many other smaller birds with more beautiful sounds and colours than The Crow, hiding fearfully away in their nests.
Higher and higher, between the feathers and the stars, up The Ladder, climbed The Champion. The clouds from below were sunlit pillars in the sky yet seemed smoke and fog inside. At once, the guiding stars were blotted out, and The Champion was frozen in the dark. He begged it clear, and The Cloud said: “Truly, Nature loves to hide, and seems at first a chaos sight, but learn its ways, obey and pay, by water’s path will light”. The Champion’s waterskin was plucked by a gale, and The Cloud gave in credit due a magic hailstone, and it magnified the light of the stars. His fingers were cold and heavy, his water was lost, and the constellations seemed more twisted than ever before; but, with the dim path seen by magic divined, The Champion waged on.
An earthquake struck, and The Ladder path fell; weathered wood, by many footsteps heeled, shattered with the turning of a generation. His bearing steers all amiss under the dizzying constellations, for the old way is no more; and The Champion loses their footing, curses the folly, and plummets into brine under the bottommost rungs; championing, no more. The Fool who works with wood and nail, at the bottom of The Ladder, did not build houses that day, for another ladder was built by him; and The Fool then propped it, already to seize the opportunity, to climb the path again. But The Cloud and The Crow remain in their Nature, as they wait between the salt and the stars.
Their Conclusion:
Hailing practice and ritual, making nothing new, and the new, ugly; what comes from a fool’s history? Yesterday’s legislation becomes today’s tradition, and old and common habits are preserved by kitsch committee. To justify what happened, because it happened, accounting to stacked sediments of past scoresheets? If that is good, then good is evil; bored eyes make nothing beautiful around our empty hands, so we make eternities of nothing, and are compassed about by our enduring appetites. With Nature as your sentimental measure, you pay tribute to accidental shadows on the wall. Where is The True, The Good, The Beautiful? God have mercy on your windswept souls.
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Joel Coen’s The Tragedy of Macbeth: An Examination and Review
A new film adaptation of Shakespeare’s Scottish tragedy, Joel Coen’s 2021 The Tragedy of Macbeth is the director’s first production without his brother Ethan’s involvement. Released in select theaters on December 25, 2021, and then on Apple TV on January 14, 2022, the production has received positive critical reviews as well as awards for screen adaptation and cinematography, with many others still pending.
As with any movie review, I encourage readers who plan to see the film to do so before reading my take. While spoilers probably aren’t an issue here, I would not want to unduly influence one’s experience of Coen’s take on the play. Overall, though much of the text is omitted, some scenes are rearranged, and some roles are reduced, and others expanded, I found the adaptation to be a generally faithful one that only improved with subsequent views. Of course, the substance of the play is in the performances of Denzel Washington and Frances McDormand, but their presentation of Macbeth and Lady Macbeth is enhanced by both the production and supporting performances.
Production: “where nothing, | But who knows nothing, is once seen to smile” —IV.3
The Tragedy of Macbeth’s best element is its focus on the psychology of the main characters, explored below. This focus succeeds in no small part due to its minimalist aesthetic. Filmed in black and white, the play utilizes light and shadow to downplay the external historical conflicts and emphasize the characters’ inner ones.
Though primarily shown by the performances, the psychological value conflicts of the characters are concretized by the adaptation’s intended aesthetic. In a 2020 Indiewire interview, composer and long-time-Coen collaborator Carter Burwell said that Joel Coen filmed The Tragedy of Macbeth on sound stages, rather than on location, to focus more on the abstract elements of the play. “It’s more like a psychological reality,” said Burwell. “That said, it doesn’t seem stage-like either. Joel has compared it to German Expressionist film. You’re in a psychological world, and it’s pretty clear right from the beginning the way he’s shot it.”
This is made clear from the first shots’ disorienting the sense of up and down through the use of clouds and fog, which continue as a key part of the staging throughout the adaptation. Furthermore, the bareness of Inverness Castle channels the focus to the key characters’ faces, while the use of odd camera angles, unreal shadows, and distorted distances reinforce how unnatural is the play’s central tragic action, if not to the downplayed world of Scotland, then certainly to the titular couple. Even when the scene leaves Inverness to show Ross and MacDuff discussing events near a ruined building at a crossroads (Act II.4), there is a sense that, besides the Old Man in the scene, Scotland is barren and empty.
The later shift to England, where Malcolm, MacDuff, and Ross plan to retake their homeland from now King Macbeth, further emphasizes this by being shot in an enclosed but bright and fertile wood. Although many of the historical elements of the scene are cut, including the contrast between Macbeth and Edward the Confessor and the mutual testing of mettle between Malcolm and MacDuff, the contrast in setting conveys the contrast between a country with a mad Macbeth at its head and the one that presumably would be under Malcolm. The effect was calming in a way I did not expect—an experience prepared by the consistency of the previous acts’ barren aesthetic.
Yet, even in the forested England, the narrow path wherein the scene takes place foreshadows the final scenes’ being shot in a narrow walkway between the parapets of Dunsinane, which gives the sense that, whether because of fate or choice rooted in character, the end of Macbeth’s tragic deed is inevitable. The explicit geographical distance between England and Scotland is obscured as the same wood becomes Birnam, and as, in the final scenes, the stone pillars of Dunsinane open into a background of forest. This, as well as the spectacular scene where the windows of the castle are blown inward by a storm of leaves, conveys the fact that Macbeth cannot remain isolated against the tragic justice brought by Malcom and MacDuff forever, and Washington’s performance, which I’ll explore presently, consistently shows that the usurper has known it all along.
This is a brilliant, if subtle, triumph of Coen’s adaptation: it presents Duncan’s murder and the subsequent fallout as a result less of deterministic fate and prophecy and more of Macbeth’s own actions and thoughts in response to it—which, themselves, become more determined (“predestined” because “wilfull”) as Macbeth further convinces himself that “Things bad begun make strong themselves by ill” (III.2).
Performances: “To find the mind’s construction in the face” —I.4
Film adaptations of Shakespeare can run the risk of focusing too closely on the actors’ faces, which can make keeping up with the language a chore even for experienced readers (I’m still scarred from the “How all occasions” speech from Branagh’s 1996 Hamlet); however, this is rarely, if ever, the case here, where the actors’ and actresses’ pacing and facial expressions combine with the cinematography to carry the audience along. Yet, before I give Washington and McDormand their well-deserved praise, I would like to explore the supporting roles.
In Coen’s adaptation, King Duncan is a king at war, and Brendan Gleeson plays the role well with subsequent dourness. Unfortunately, this aspect of the interpretation was, in my opinion, one of its weakest. While the film generally aligns with the Shakespearean idea that a country under a usurper is disordered, the before-and-after of Duncan’s murder—which Coen chooses to show onscreen—is not clearly delineated enough to signal it as the tragic conflict that it is. Furthermore, though many of his lines are adulatory to Macbeth and his wife, Gleeson gives them with so somber a tone that one is left emotionally uninvested in Duncan by the time he is murdered.
Though this is consistent with the production’s overall austerity, it does not lend much to the unnaturalness of the king’s death. One feels Macbeth ought not kill him simply because he is called king (a fully right reason, in itself) rather than because of any real affection between Macbeth and his wife for the man, himself. However, though I have my qualms, this may have been the right choice for a production focused on the psychological elements of the plot; by downplaying the emotional connection between the Macbeths and Duncan (albeit itself profoundly psychological), Coen focuses on the effects of murder as an abstraction.
The scene after the murder and subsequent framing of the guards—the drunken porter scene—was the one I most looked forward to in the adaptation, as it is in every performance of Macbeth I see. The scene is the most apparent comic relief in the play, and it is placed in the moment where comic relief is paradoxically least appropriate and most needed (the subject of a planned future article). When I realized, between the first (ever) “Knock, knock! Who’s there?” and the second, that the drunk porter was none other than comic actor Stephen Root (Office Space, King of the Hill, Dodgeball), I knew the part was safe.
I was not disappointed. The drunken obliviousness of Root’s porter, coming from Inverness’s basement to let in MacDuff and Lennox, pontificating along the way on souls lately gone to perdition (unaware that his king has done the same just that night) before elaborating to the new guests upon the merits and pitfalls of drink, is outstanding. With the adaptation’s other removal of arguably inessential parts and lines, I’m relieved Coen kept as much of the role as he did.
One role that Coen expanded in ways I did not expect was that of Ross, played by Alex Hassell. By subsuming other minor roles into the character, Coen makes Ross into the unexpected thread that ties much of the plot together. He is still primarily a messenger, but, as with the Weird Sisters whose crow-like costuming his resembles, he becomes an ambiguous figure by the expansion, embodying his line to Lady MacDuff that “cruel are the times, when we are traitors | And do not know ourselves” (IV.2). In Hassell’s excellent performance, Ross seems to know himself quite well; it is we, the audience, who do not know him, despite his expanded screentime. By the end, Ross was one of my favorite aspects of Coen’s adaptation.
The best part of The Tragedy of Macbeth is, of course, the joint performance by Washington and McDormand of Macbeth and Lady Macbeth. The beginning of the film finds the pair later in life, with presumably few mountains left to climb. Washington plays Macbeth as a man tired and introverted, which he communicates by often pausing before reacting to dialogue, as if doing so is an afterthought. By the time McDormand comes onscreen in the first of the film’s many corridor scenes mentioned above, her reading and responding to the letter sent by Macbeth has been primed well enough for us to understand her mixed ambition yet exasperation—as if the greatest obstacle is not the actual regicide but her husband’s hesitancy.
Throughout The Tragedy of Macbeth their respective introspection and ambition reverse, with Washington eventually playing the confirmed tyrant and McDormand the woman internalized by madness. If anyone needed a reminder of Washington and McDormand’s respective abilities as actor and actress, one need only watch them portray the range of emotion and psychological depth contained in Shakespeare’s most infamous couple.
Conclusion: “With wit enough for thee”—IV.2
One way to judge a Shakespeare production is whether someone with little previous knowledge of the play and a moderate grasp of Shakespeare’s language would understand and become invested in the characters and story; I hazard one could do so with Coen’s adaptation. It does take liberties with scene placement, and the historical and religious elements are generally removed or reduced. However, although much of the psychology that Shakespeare includes in the other characters is cut, the minimalist production serves to highlight Washington and McDormand’s respective performances. The psychology of the two main characters—the backbone of the tragedy that so directly explores the nature of how thought and choice interact—is portrayed clearly and dynamically, and it is this that makes Joel Coen’s The Tragedy of Macbeth an excellent and, in my opinion, ultimately true-to-the-text adaptation of Shakespeare’s Macbeth.
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