Much of the British right occupies itself with complaining about the dismal state of things. This does not lack all merit, but everyone with a functioning mind should understand by now that highlighting the ‘hypocrisy’ of political opponents or bleating about the latest manifestations of madness will change nothing. Then there are those of a more enterprising sort, predominantly North Americans, who turn political frustrations into a business opportunity by selling products solely on the basis that they are not from whichever socially liberal company riled them up. This also achieves very little in the grand scheme of things and portrays a right that is incapable of articulating an independent vision of the world.
Now we have an alternative in The Exhibition, an opening salvo from a group of artists who desire a culture which energises and inspires once again. Here was no place for coordinated agitprop, self-loathing or any of the other trends which make contemporary art so entropic and tiresome. Instead, the walls and pedestals of the Fitzrovia Gallery were adorned with a tangible yet heretofore seemingly unobtainable motivation towards creation.
Am I overplaying its significance? That is partially a question for posterity, yet even for laymen the momentum and excitement these artists are generating is undeniable. The art on display was eclectic in styles, themes and mediums across several dozen pieces. More importantly, however, it was fundamentally good art made by individuals who clearly have a passion for their craft. The nature of this act is political in its affront to progressive sensibilities, but the artists’ avoidance of explicitly political works served their aim of aesthetic appeal. The Exhibition was not a petty episode of ‘culture warring’, but something beyond it with a burgeoning artistic language reemphasising power, virtue and beauty within the human condition. In this sense, modernist inspirations could cooperate with more traditional styles without too much friction, and perhaps the breadth of traditions available to artists in the present can allow synthesis without imitation. I know too little about art to determine the originality of what was on display compared to historical forms, but it was nonetheless impressive to see.
Beyond my emphatic recommendation, I shall mention a few features of The Exhibition which stood out during my visit for those unable to attend; accompanying images can be found fairly easily on the artists’ Twitter feeds. It would be amiss to not mention our very own Sam Wild’s contributions. Amongst his works were a couple of our magazine covers, which are vivid watercolours in actuality. Three textiles by Ferro were a surprising but worthwhile inclusion, according to the website in the Arts and Crafts tradition yet with uniquely mystical patterns. The larger paintings, belonging to Alexander Adams, Matthew Fall McKenzie and Harald Markram, provided yet another advantage to holding this exhibition in that viewing art online seldom gives a sense for each piece’s scale. The epic scenes depicted on several larger canvasses by McKenzie and Markram were simply fantastic. Indeed, all the art on show had more impact from being proudly arranged in a gallery than could be obtained in front of a screen.
I hope this will be the first act in a more active reaction from these artists against cultural stagnation and decline. From my conversations with the artists present during my visit, they are certainly willing to continue fighting for culture. It shall be up to readers and fellow writers to continue supporting this (and other worthy endeavours) in the absence of friendly institutions or the wealthy patrons of times past. At least it has now been proven that our aspirations for the future of culture have the ability to become reality.
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Is it Possible to Live Without a Computer of Any Kind?
This article was originally published on 19th May 2021.
I am absolutely sick to death of computers. The blue light of a screen wakes me up in the morning, I stare at another computer on my desk for hours every day, I keep one in my pocket all the time and that familiar too-bright glow is the last thing I see before I close my eyes at night. Lockdown undoubtedly made the problem much, much worse. Last year, a nasty thought occurred to me: it might be the case that the majority of my memories for several months were synthetic. Most of the sights and sounds I’d experienced for a long time had been simulated – audio resonating out of a tinny phone speaker or video beamed into my eyes by a screen. Obviously I knew that my conscious brain could tell the difference between media and real life, but I began to wonder whether I could be so sure about my subconscious. In short, I began to suspect that I was going insane.
So, I asked myself if it was possible to live in the modern world without a computer of any kind – no smartphone, no laptop, and no TV (which I’m sure has a computer in it somewhere). Of course, it’s possible to survive without a computer, provided that you have an income independent of one, but that wasn’t really the question. The question was whether it’s possible to live a full life in a developed country without one.
Right away, upon getting rid of my computers, my social life ground to a halt. Unable to go to the pub or a club, my phone allowed me to feel like I was still at least on the periphery of my friends lives while they were all miles away. This was hellish, but I realised that it was the real state of my life – my phone acted as a pacifier and my friendships were holograms. No longer built on the foundation of experiences shared on a regular basis, social media was a way for me to freeze-dry my friendships – preserve them so that they could be revived at a later date. With lockdown over though, this becomes less necessary. They can be reheated and my social life can be taken off digital life support. I would lose contact with some people but, as I said, these would only be those friendships kept perpetually in suspended animation.
These days large parts of education, too, take place online. It’s not uncommon now in universities, colleges and secondary schools for work and timetables to be found online or for information to be sent to pupils via internal email networks. Remote education during lockdown was no doubt made easier by the considerable infrastructure already in place.
Then there’s the question of music. No computers would mean a life lived in serene quiet; travelling and working without background sound to hum or tap one’s foot to. An inconvenience, maybe, but perhaps not altogether a negative one. Sir Roger Scruton spoke about the intrusion of mass-produced music into everyday life. Computer-produced tunes are played at a low level in shopping centres and restaurants, replacing the ambient hum and chatter of human life with banal pop music. Scruton believed that the proper role of music was to exalt life – to enhance and make clear our most heartfelt emotions. Music today, though, is designed to distract from the dullness of everyday life or paper over awkward silences at social events. He went so far as to say that pop consumption had an effect on the musical ear comparable to that of pornography on sex.
The largest barrier, however, is the use of the internet for work. Many companies use online services to organise things like shift rotas, pay and holidays and the entire professional world made the switch to email decades ago. How feasible is it to opt out of this? Short of becoming extremely skilled at something for which there is both very little supply and very high demand, and then working for a band of eccentrics willing to accommodate my niche lifestyle, I think it would be more or less impossible. Losing the computer would mean kissing the possibility of a career goodbye.
Lockdown has also sped up the erosion of physical infrastructure required to live life offline as well as accelerated our transformation into a ‘cashless society’. On average, 50 bank branches have closed every month since January 2015, with over 1000 branch closures across the country in the last year alone. It also seems to have wiped away the last remaining businesses that didn’t accept card payments. The high street, already kicking against the current for years, is presently being kept alive by Rishi Sunak’s magic money tree while Amazon records its best quarter for profits ever. It’s no mystery to anyone which way history will go.
I’m lucky that my parents were always instinctively suspicious of ‘screens’. I didn’t get a smartphone until a good way into secondary school and I got my first – and only – games console at the age of 16. I keenly remember getting a laptop for my birthday. I think my parents gave it to me in the hopes that I would become some kind of computing or coding genius – instead, I just played a lot of Sid Meiers Civilisation III. My dad would remind me that nothing on my computer was real, but that didn’t stop me getting addicted to games. If it wasn’t for my parents’ strong interventions I would likely have developed a serious problem – sucked into the matrix and doomed to spend my youth in my bedroom with the blinds down.
All year this year I have wrestled with my media addiction but been unable to throw it off. I told my friends that I was taking a break from social media, I deactivated my Twitter account, I physically hid my phone from myself under my bed, and yet here I am, writing this on my laptop for an online publication. When I got rid of my phone I turned to my computer to fill the time. When I realised that the computer was no better I tore myself from it too… and spent more time watching TV. I tried reading – and made some progress – but the allure of instant reward always pulled me back.
I’m not a completely helpless creature, though. On several occasions I cast my digital shackles into the pit, only to find that I needed internet access for business that was more important than my luddite hissy-fit. Once I opened the computer up for business, it was only a matter of time before I would be guiltily watching Netflix and checking my phone again. It’s too easy – I know all the shortcuts. I can be on my favourite time-absorbing website at any time in three or four keystrokes. Besides, getting rid of my devices meant losing contact with my friends (with whom contact was thin on the ground already). Unplugging meant really facing the horrific isolation of lockdown without dummy entertainment devices to distract me. I lasted a month, once. So determined was I to live in the 17th century that I went a good few weeks navigating my house and reading late at night by candlelight rather than turning on those hated LEDs.
And yet, the digital world is tightening around us all the time. Year on year, relics of our past are replaced with internet-enabled gadgets connected to a worldwide spider web of content that has us wrapped up like flies. Whenever I’ve mentioned this I’ve been met with derision and scorn and told to live my life in the woods. I don’t want to live alone in the woods – I want to live a happy and full life; the kind of life that everyone lived just fine until about the ’90s. I’m sick of the whirr and whine of my laptop, of my nerves being raw from overuse, of always keeping one ear open for a ‘ping ’or a ‘pop’ from my phone, and of the days lost mindlessly flicking from one app to the other. Computers have drastically changed the rhythm of life itself. Things used to take certain amounts of time and so they used to take place at certain hours of the day. They were impacted by things like distance and the weather. Now, so much can occur instantaneously irrespective of time or distance and independent from the physical world entirely. Put simply, less and less of life today takes place in real life.
The world of computers is all I’ve ever known and yet I find myself desperately clawing at the walls for a way out. It’s crazy to think that something so complex and expensive – a marvel of human engineering – can become so necessary in just a few decades. If I can’t get rid of my computers I’ll have to learn to diminish their roles in my life as best I can. This is easier said than done, though; as the digital revolution marches on and more and more of life is moved online, the digital demons I am struggling to keep at arm’s length grow bigger and hungrier.
I’m under no illusions that it’s possible to turn back the tide. Unfortunately the digital revolution, like the industrial and agricultural revolutions before it, will trade individual quality of life for collective power. As agricultural societies swallowed up hunter gatherers one by one before themselves being crushed by industrial societies, so those who would cling to an analogue way of life will find themselves overmatched, outcompeted and overwhelmed. Regardless, I will continue with my desperate, rearguard fight against history the same way the English romantics struggled against industrialisation. Hopeless my cause is, yes, but it’s beautiful all the same.
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Book Review: Ten Year Anniversary, The Demon in Democracy, by Ryszard Legutko | Ryan Anderson
A rarely remarked upon effect of Covid-19 has been the neglect of works that would have ordinarily garnered broader acclaim. Thus, as we’ve been distracted by the medical events, an assortment of commendable offerings have largely escaped public attention. One such work is ‘The Demon in Democracy: Totalitarian Temptations in Free Societies’ by Polish academic and European Parliament member, Ryszard Legutko. Originally published in 2012 as Triumf Człowieka Pospolitego (Triumph of the Common Man), then edited and first appearing in English in 2016, Legutko’s book is a rare recent work of real import. A decade on from its original publication, Legutko’s book is still one of the best indictments yet of our liberal age
In a similar vein to the works of Christopher Lasch and John Gray, Legutko’s is an account that is tepid towards the Thatcherite consensus that has come to define the right whilst resisting the easy overtures of our dominant left-liberalism. It’s a book that illuminates the errors of the age as it rejects the pieties that our epoch demands.
Like Ed West, Michael Anton and Christopher Caldwell, Legutko is one of few contemporary writers willing to provide an honest account of the liberal status quo. By not succumbing to our assorted unrealities, Legutko is able to articulate the inadequacies of liberal democracy without the pusillanimous equivocation that’s sadly all too prevalent. The book is thus a welcome addition to what is an otherwise bleak scene for the conservatively inclined, entrapped as we are in the all-pervasive mould of liberalism.
Such commendations aren’t restricted to this reviewer, however. Figures such as Harvard’s Adrian Vermeule and Notre Dame’s Patrick Deneen have been equally effusive. For as Vermeule wrote: “Legutko has written the indispensable book about the current crisis of liberalism and the relationship of liberalism to democracy”, while for Deneen the book is a “work of scintillating brilliance. [With] every page…brimming with insights.”
High praise, undoubtedly, yet it’s well vindicated upon reading. The central thesis is that despite an outward appearance of difference, communism and liberal democracy share a range of similarities. An observation that appears prima facie preposterous, yet after 180-odd pages of tightly-packed prose the reader is unable to avoid this unsettling insight.
The rationale for this claim is as such: both are inorganic systems that involve unnatural impositions and coercive zeal in their pursuit of illusory utopias. Utopias that are to be achieved practically through technology and ‘modernisation’ and buttressed theoretically by the purported fact of human equality. The two are thus historicist projects, seeking to ground human affairs in delusions of ‘progress’ in lieu of any underlying nature.
Both platforms are thus mere dogma. They are, as Legutko states:
“Nourished by the belief that the world cannot be tolerated as it is and that it should be changed: that the old should be replaced with the new. Both systems strongly and – so to speak – impatiently intrude into the social fabric and both justify their intrusion with the argument that it leads to the improvement of the state of affairs by ‘modernizing’ it.”
The two systems are hence unable to accept human beings and political affairs as they actually are: man and the polis must be remoulded along the lines of each respective ideology. For the communists, this involves the denial of man’s natural egotism and the subordination of his individual efforts towards an ostensible communal good. That this requires extreme coercion in implementation, unfathomable violence in practice, and has been deemed a delusion since at least Plato’s Republic, is a tragedy that’s all too commonly known.
So far, nothing new. Yet it’s the author’s elucidation of the unsavoury aspects of liberal democracy that is of particular note, especially for us here at the so-called ‘end of history’ and in light of the easy-going liberalism that permeates our societies, even as they slip further and further into evident decay. As Legutko suggests, liberal democracy shares a proselytising urge akin to that of Leninist communism, yet it’s as equally blind to its theoretical errors and its evangelical impulses as was its communist forebear.
As Legutko sees it, a liberal-democratic man can’t rest until the world has been vouched safe for liberal democracy. Never mind that this liberal-democratic delusion requires a tyranny over the individual soul – we’re neither wholly liberal nor democratic – and entire groups of people. An emblematic example is the recent US-led failure to impose either democracy or liberalism (terms that Legutko fuses and distinguishes, as appropriate) on the largely tribal peoples of Afghanistan.
The justification for this liberal-democratic ‘imperialism’ is, of course, its final and glorious end. Once there’s a left-liberal telos insight, then all means to its achievement are henceforth valid. For the communists, their failures are now common lore. Yet for our liberal-democrats, their – still largely unacknowledged – fantasies continue apace, aided as they are by their patina of ‘enlightened improvement’ and by the imperial patron that enables them.
That the effects of all this liberalising are unnatural, usually unwanted and often utterly repulsive to the recipients tends not to matter. Like all movements of ‘true believers’, there is no room for the heretic: forever onward one must plough.
The ideological spell cast by liberalism is thus as strong as any other. As Legutko observes:
“The liberal-democratic mind, just as the mind of a true communist, feels as inner compulsion to manifest its pious loyalty to the doctrine. Public life is [thus] full of mandatory rituals…[in which all] must prove that their liberal-democratic creed springs spontaneously from the depth of their hearts.”
With the afflicted “expected to give one’s approving opinion about the rights of homosexuals and women and to condemn the usual villains such as domestic violence, racism, xenophobia, or discrimination, or to find some other means of kowtowing to the ideological gods.”
A stance that is not only evident in our rhetoric, but by material phenomena as well. One need only think of the now-ubiquitous rainbow flags, the cosmopolitan billboards and adverts, the ‘opt-in’ birth certificates, the gender-neutral bathrooms, the Pride parades, the gender-transition surgeries, the biological males in female events and so on to confirm the legitimacy of Legutko’s claims and our outright denial of physiological reality.
Indeed, here’s Legutko again: [the above] “has practically monopolized the public space and invaded schools, popular culture, academic life and advertising. Today it is no longer enough simply to advertise a product; the companies feel an irresistible need to attach it to a message that is ideologically correct. Even if this message does not have any commercial function – and it hardly ever does – any occasion is good to prove oneself to be a proponent of the brotherhood of races, a critic of the Church, and a supporter of homosexual marriage.”
This sycophantic wheedling is practised by journalists, TV morons, pornographers, athletes, professors, artists, professional groups, and young people already infected with the ideological mass culture. Today’s ideology is so powerful that almost everyone desires to join the great camp of progress”.
Thus whilst the tenets of liberal democracy clearly differ from those of 20th Century communism, both systems are akin in their propagandistic essence, as he writes:
“To be sure, there are different actors in both cases, and yet they perform similar roles: a proletarian was replaced by a homosexual, a capitalist by a fundamentalist, exploitation by discrimination, a communist revolutionary by a feminist, and a red flag by a vagina”.
Variations on this theme inform the entirety of the book and are developed throughout its five chapters: History, Utopia, Politics, Ideology, and Religion. Whilst there is some overlap, the book is written with a philosophical depth reflective of Legutko’s status and which only a few contemporary writers can muster. As Deenen remarks:
“I underlined most of the book upon first reading, and have underlined nearly all the rest during several re-readings. It is the most insightful work of political philosophy during this still young, but troubled century”.Yet the book isn’t exclusively an arcane tome. Aside from Legutko’s evident learnings, what further enhances the work is the author’s ability to draw upon his own experience. Born in the wake of the Second World War, raised in the ambit of Soviet communism, and employed in the European Parliament in adulthood, Legutko’s is a life that has witnessed the workings of both regimes at first hand.
The author recalls that the transition from communism to liberal democracy was greeted with an early enthusiasm that soon devolved into disenchantment. As he states, any initial exuberance steadily subsided, with Legutko sensing early on that “liberal democracy significantly narrowed the area of what was permissible – [with the] sense of having many doors open and many possibilities to pursue [soon evaporating], subdued by the new rhetoric of necessity that the liberal democratic system brought with itself.”
An insight which deepened the longer he worked within that most emblematic of our institutions of modern-day liberalism: the European Parliament. He writes:
“Whilst there, I saw up close what…escapes the attention of many observers. If the European Parliament is supposed to be the emanation of the spirit of today’s liberal democracy, then this spirit is certainly neither good nor beautiful: it has many bad and ugly features, some of which, unfortunately, it shares with communism.”Even a preliminary contact…allows one to feel a stifling atmosphere typical of a political monopoly, to see the destruction of language turning into a new form of Newspeak, to observe the creation of a surreality, mostly ideological, that obfuscates the real world, to witness an uncompromising hostility against all dissidents, and to perceive many other things only too familiar to anyone who remembers the world governed by the Communist Party”.
And it is this tyrannical aspect of liberal democracy to which Legutko ultimately inveighs. After some brief remarks on the eclipse of the old religion (Christianity) at the hands of the new, Legutko’s parting words are an understandable lament that liberal-democratic man – “more stubborn, more narrow-minded, and…less willing to learn from others” – has vanquished all-comers. As he adds:
“With Christianity being driven out of the main tract, the liberal-democratic man – unchallenged and totally secure in his rule – will become a sole master of today’s imagination, apodictically determining the boundaries of human nature and, at the very outset, disavowing everything that dares to reach beyond his narrow perspective.” A sad state whereby “the liberal democrat will reign over human aspirations like a tyrant”.In this regard, Legutko’s remarks echo the German proto-fascist-democratic-dissident, Ernst Junger, who ‘hated democracy like the plague’ and saw the triumph of America-led liberalism as an utter catastrophe. A posture which is also evident in Junger’s compatriot and near contemporary, Martin Heidegger, and in his notion of the ‘darkening of the world.’
Yet it’s perhaps the most famous German theorist of all, Friedrich Nietzsche, to whom we should finally turn and in whose light Legutko ends the book. Largely accepting the popularised Hegelianism of Fukuyama – that there’s no alternative to liberal democracy – Legutko nevertheless muses over whether our current status as Zaruthustrian ‘Last Men’ is a concession we must make to live in this best of all possible worlds or an indictment of our political and spiritual poverty.
As he concludes, the perpetuation of liberal democracy “would be, for some, a comforting testimony that man finally learned to live in sustainable harmony with his nature. For others, it will be a final confirmation that his mediocrity is inveterate.”
A more accurate precis of our current situation I’ve yet to see, and one of many such reasons to read this most wonderful of books.
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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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