videogames

Touching an “Authentic” Swastika

[7 minute read]

CW: Nazism, Neo-Nazism, Swastikas

I’m currently writing this blog post from a hotel room in Durham, N.C. I’m here over Spring Break to do some archival research at the Rubenstein Rare Book and Manuscript Library. The Abraham Joshua Heschel Papers live here, and it is an overwhelming and expansive collection. The collection guide here shows a preview of the breadth and depth of the papers in the archive.

This is my first time doing archival research. It is amazing.

It is hard for me to put into words why I like it so much, but I want to share an experience I had while here at the archive.

(I am still learning about archival research, and I know that all the unpublished material in the collection is under the copyright of Dr. Susannah Heschel, Abraham Joshua Heschel’s daughter. So I won’t be sharing anything too specific here, and of course won’t be sharing any photographs or scans of my work.)

I am looking at Folder 3 of Box 19, described on the finding guide as containing

Officials documents including a Polish citizenship document tracking movement between Germany and Poland; Anmelde-Buch (enrollment book) which lists several of Heschel’s professors at the Hochschule für die Wissenschaft des Judentems zu Berlin including Leo Baeck , Ismar Elbogen, and Julius Güttman; Arbeitsbuch, which lists Heschel’s professional training in Frankfurt am Main; Heschel’s Ausweiskarte (identification card) at the Hochschule für die Wissenschaft des Judentems; and a certificate (Zeugnis) for the Deutches Institut für Ausländer an der Universität Berlin which attests to Heschel’s satisfactory completion of requirement at Realgymnasium in Vilna.[1]

I have earbuds in my ears and am half-listening to a podcast episode I’ve listened to about a hundred times before as I carefully, and nervously, flip through the materials. I feel a bit like an imposter. I wonder if everyone else here has done plenty of archival research before. They probably have lots of articles published in peer-reviewed journals, and may even have jobs. They are probably almost done with their dissertations, and even their first books.

I smile as I look through the materials surrounding Heschel’s early academic education in Berlin. I feel almost proud of Heschel for these early academic achievements, as if I knew him personally. I continue flipping through these materials. I flip another page over and look down and – freeze.

There is a small book, it looks about the size of a passport, staring up at me. It is an official document. Arbeitsbuch, it reads. In the center of it is a crest, an eagle perched atop a swastika.

***

I knew that Heschel fled Nazi Germany. I knew this. I suppose if I had been asked if Heschel had any official documentation from the Reich, I would have shrugged and said, “Well, probably.” But seeing this document – and seeing it nestled in a folder amongst more cheerful documents about Jewish Studies in Berlin made my stomach turn.

When I gingerly touched this document I thought to myself that this was the first “authentic swastika” I had ever touched. The first swastika was on a document made by The Third Reich.

***

In the days leading up to my trip to Durham, I restarted playing the video game Wolfenstein II: The New Colossus. In it, the Nazis won WWII. You play a supersoldier with an artificially engineered body trying to start a revolution in the United States, which now operate as a colony of the Reich.

My husband was originally interested in the game after it generated some Internet buzz. Apparently, some White Nationalists were disturbed about a game centering on killing Nazis. Adi Robertson, writing for The Verge, published an article entitled “Watching internet Nazis get mad at Wolfenstein II is sadder than the game’s actual dystopia.”

Robertston writes:

“The saddest thing about Wolfenstein’s YouTube comments isn’t the offended white supremacists. It’s the fact that in 2017 you can write “I can’t wait to kill some Nazis in a video game” as though that’s a meaningful political stance — which is exactly what a lot of the most popular comments are about. The second saddest thing is that you’ll be proven right by someone named “Pepe Von Europa.”[2]

And it’s true that the game is very overt with its message that killing Nazis in order to overthrow their regime is moral. As Kallie Plagge writes in her review of the game:

“Above all else, Wolfenstein II: The New Colossus takes a very hard stance on the righteousness of killing Nazis. It never falters, not once asking whether violent resistance is the wrong way to fight back against oppression – and the game is stronger for it.”[3]

And so, while playing the video game, I “killed” Nazis. A lot of them. And I saw a lot of swastikas. Some were on people I “killed,” others were on buildings I “crept” by, and still others were on “official” materials I “found” and “examined” in the game. Occasionally the swastikas even seem to shout out to you: all bold and startling against a bright white or black backdrop.

This swastika is different than the other swastikas in that game, I thought to myself when I saw the swastika on Heschel’s Arbeitsbuch. It’s more… subdued. The lines are thinner. It looks… ordinary. And it was ordinary, in a horrifying way. It was a piece of official documentation, and even though it had a swastika on it, it still looked like something bureaucratic, ordinary, and everyday.

And in all its ordinariness, in all its slight bizarre delicateness, it was terrifying. Much more terrifying and startling, somewhat paradoxically, that the swastikas that seem to bombard you as you play Wolfenstein II.

After I saw it, I needed to step out of the reading room and get a drink of water.


[1] Description of File 3, Box 19. Guide to the Abraham Joshua Heschel Papers, 1880, 1919-1998 and undated. https://library.duke.edu/rubenstein/findingaids/heschelabraham/#aspace_ref478_be8

[2] Robertson, Adi. “Watching internet Nazis get mad at Wolfenstein II is sadder than the game’s actual dystopia.” The Verge. June 12, 2017. Accessed March 14 2018. https://www.theverge.com/2017/6/12/15780596/wolfenstein-2-the-new-colossus-alt-right-nazi-outrage.

[3] Plagge, Kallie. “Rise: Review of Wolfenstein II: The New Collossus.” Gamespot. October 26, 2017. Accessed March 14, 2018. https://www.gamespot.com/reviews/wolfenstein-2-the-new-colossus-review/1900-6416796/.

The Eco-Zombie: Using Biology to Imagine Zombies Beyond the Human

[10 minute read]

In this month’s posts on Metathesis, I have discussed the metaphorical uses of contagious disease and examined the figure of the zombie in some popular late twentieth and twenty-first-century texts. In my final post of the month, I would like to turn to a unique sub-genre of the zombie narrative that unsettles the survivor-centered perspective of zombie outbreaks: the eco- zombie.

Zombies present an interesting study in the metaphor of contagion because they embody contradictions and create questions that disturb our sense of self and communal identity. The most obvious of these contradictions, of course, is that zombies are the “living dead”: two oft-mutually exclusive terms in the human experience. One is generally alive or dead, but not both simultaneously. The biological science of how zombies actually work is often left somewhat fuzzy in zombie science-fiction, which tends to give more emphasis to the latter portion of the hyphenated genre, rather than the former. These complex biological questions are typically subsumed by the drama and urgency of the survival story. One stunning example of this is in the 2105 film World War Z, when the viewer is introduced to a brilliant young epidemiologist who only minutes later slips unceremoniously in the rain and accidentally blows his own head off.

In terms of popular story-telling, this emphasis makes sense: the redemption narrative of survivors makes for a more emotionally engaging and compelling drama with which readers, viewers, and players can identify. Part of the power of the survivor’s narrative is that we can imagine ourselves in their shoes. This perspective aligns with the zombie’s function to horrify and disgust the reader, viewer, or player in an act of dis-identification with the dead. In short, the horror of the zombie is centered upon the fact that nobody wants to become one! In fact, it is impossible to even imagine what it is like to be a zombie, given the way zombies embody a complete lack of supposedly distinct human capacities – including a sense of individuality, empathy, personality, and sociality. This narrative dynamic makes thinking outside of the standard human vs zombie conflict relationship difficult.

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However, two recent zombie narratives have given us a new spin on the zombie narrative by taking inspiration from biology, and imagining the dead living in symbiosis with the natural world. In both The Last of Us (2013), a highly-cinematic survivor horror videogame from developer Naughty Dog, and The Girl With All the Gifts (2016), a novel and feature-length film developed from M.R. Carey’s short story “Iphigenia In Aulis,” a rampant fungal infection of Ophiocordyceps Unilateralis infests the human population. Known colloquially as the “Zombie Fungus,” Cordyceps is a true-to-life fungus that consumes and takes control over the bodies of ants and wasps. It manipulates genetically determined behavioral patterns of the ants it infects, compelling them to climb high above the forest floor, where they then clamp their jaws on a leaf, and remain as the fungus grotesquely protrudes from their body.

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A “zombie ant” infested with Ophiocordyceps Unilateralis

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Joel battles an “infected” human from The Last of Us

The Cordyceps-infected humans in these stories aren’t specifically identified as “zombies” in either text – they are referred to as the “infected” in The Last of Us and as “hungries” in Carey’s story and its film adaptation – but they can be easily identified as such by their appearance and behavior, especially their cannibalistic rage. Because the “zombie ants” that host the Cordyceps fungus in real life are, if anything, less violent than their healthy counterparts, the violence of the human Cordyceps victims in these texts can be interpreted as making reference to “genetically determined behavioral patterns” recognizable in the aggressive human species.

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Melanie and a group of “hungries” in The Girl With all the Gifts

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A very zombie-like “Infected” human from The Last of Us

In both texts, the symbiotic relationship between the infected humans and the Cordyceps fungus allows the infected to maintain a scientifically stable relationship to the natural world. This relationship is also markedly distinct from the fuzzy biological uncertainty of most zombie films. Cordyceps really exists, and it only takes a small logical leap to envision humans under the organism’s control. Rather than being presented as monstrous doubles of humanity, these versions of Cordyceps zombies represent an ecological and biological world which is rebounding against human civilization and industrialization. In both The Last of Us and the film adaptation of Carey’s story, visuals which depict the overgrowth of nature into formerly urban spaces play an important role in signifying how the viewer and player should interpret their monsters.

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Overgrown London in The Girl With All the Gifts

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Overgrown Salt Lake City in The Last of Us

The encroaching vegetation in these scenes infests the urban landscape and reclaims the landscape for nature, turning the city into a space both uncanny and sublime. The vegetation subsuming the metropolis transforms it into a dilapidated, ivy-embossed maze filled with ghostly relics. Similarly, the Cordyceps infection presents itself on the human body through grotesque, bubbly growths, signifying a biological excess overtaking both the human body and society. The overgrowth of nature on the infrastructure of the city and the Cordyceps fungus on the human body call attention to the material excesses of human cities and urban life. By reclaiming the city and the human body for the natural world, these infestation suggest that humanity has also overgrown, and as a result disrupted biological homeostasis and ecological balance.

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Melanie and survivors navigate overgrown London in The Girl With All the Gifts

(SPOILERS AHEAD)

Interestingly, in both The Last of Us and The Girl With All the Gifts, the Cordyceps infestation creates a scenario in which a young woman with a unique resistance to the infection presents an opportunity for a “cure.” However, in order to process the cure, she must be sacrificed. In both texts, characters must weigh the life of the innocent individual against eradication of the human species. In the dramatic conclusion of the narrative arc in The Last of Us, the player must decide if they will save Ellie, the young girl that they have spent hours of gameplay guiding and protecting through a maze of zombies, with the knowledge that her survival means the end of the world. In The Girl With All the Gifts, Melanie makes this choice herself, choosing to transform the whole world with Cordyceps and found a new zombie society based on the teachings of Miss Justinaeu, the only person who treated her sympathetically.

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A doctor attempts to convince Joel (the player) to sacrifice Ellie for the greater good of mankind in The Last of Us

By using biological science to reimagine the biological impact of the fungus among us, these texts break the mold of the standard zombie narrative. The Last of Us and The Girl with All the Gifts imagine zombies through a perspective of biological symbiosis and ecological balance, rather than racialized contagion or scientific terrorism. In doing so, these texts reshape how the metaphor of the zombie can be interpreted in an age when an excess of humanity and human impact threatens to push the ecosystem out of balance.

Zombies are harbingers of an inverted natural order and the embodiment of the redistribution of power. While this disruption of the order of life and death is violently disturbing for survivors, there are signs in many zombie narratives that the collapse of human society might actually be to the benefit of nature and the organic world that zombies inhabit. If we begin to reimagine zombies not as a gross corruption of humanity, but as organisms that are a balancing force of an interconnected biological world moving towards homeostasis, we begin to get a different picture of zombies and their relation to the metaphor of contagion. Eventually, they come to represent not a teleological progression from life to death, but a seasonal, circular, progression reflecting a desire for environmental balance, and a commitment to imagining the world through the changes and returns of life and death on a larger and longer scale.

Know Your Zombie: Understanding the Living Dead

[7 minute read]

Last week I discussed the use of contagion and metaphor, and mentioned how zombies can serve as “vehicles” for the metaphor of contagious disease. This week I continue my discussion of zombies, but before diving in, I want to draw a distinction between the two major representations of zombies in popular culture: what I somewhat reductively will refer to as the “Voodoo Zombie” and the “Plague Zombie.”

Although zombies have become somewhat synonymous with the spiritual practice of Voodoo in popular culture, the spiritual practices many of us refer to indiscriminately as “voodoo” have a rich and complex historical, spiritual, and cultural background far exceeding their limited representation in much of U.S. culture. In many instances, Voodoo involves casting spells of protection rather than curses, although it would be equally inaccurate to say that curses and other violent intent do not play some part of voodoo. Voodoo has also played an important role in historical movements of political resistance and cultural revolution, which has led to its vilification by many colonizing populations. The zombie figure is intertwined with both of these components—magical and cultural—and, like other aspects of this complex spirituality, has been largely distorted by popular culture’s appropriation of it.

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The cover of Wade Davis’s book.

The Voodoo zombie is, in many ways, the “original” zombie. This incarnation of the zombie emerges out of the traditions and spiritual practices of Haitian voodoo. It represents a person who has died, or was near death, and has been resurrected by a “bokor” or sorcerer. One of the most famous (or infamous) modern Voodoo practitioners was the late Max Beauvoir, known as the “Voodoo Pope,” who claimed to know Voodoo priests who had resurrected the dead. Before his death in 2015, Beauvoir introduced anthropologist, ethnobotanist, and Harvard professor Wade Davis to a man who claimed to have been dead in 1962, but was resurrected to work as a slave on a sugar plantation. Davis’s The Serpent and the Rainbow (1985) chronicles his search to understand the botanical recipe of the “zombie powder” used to intoxicate and control alleged victims of zombification. In 1988, this book was adapted into a Wes Craven horror film of the same name.

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The poster for its 1988 film adaptation by famed horror director Wes Craven.

The Voodoo zombie is tied to specific cultural practices and geographies (for example, Haitian Voodoo), and so the contextual “meaning” of the zombie is specific and discrete. Unlike their contagious cousins, which began to appear in popular culture late into the twentieth century, Voodoo zombies are not aimless, shambling corpses; they are people transformed into purposeful creatures. Voodoo practitioners like those described by Beauvoir and Davis resurrect the dead for specific reasons, including but not limited to slave labor, control, or revenge. Voodoo zombies are personal, medicinal, and spiritual; they do not appear in hordes, their state is not contagious, and their place between life in death is mediated and maintained by the sorcerer who controls them. They can even recover from their state of zombification, and may return to their justifiably surprised and horrified friends and family.

Anthropological works such as Davis’s and popular films such as George A. Romero’s 1968 horror classic Night of the Living Dead are in part responsible for introducing the zombie figure to popular culture. However, the zombie as we know it now has undergone radical mutation from its origins in the Voodoo zombie figure, becoming what I’ll refer to as the “plague zombie.”

This type of zombie emerged from, but radically alters the trajectory of the original zombie myth, and became an increasingly powerful feature of contemporary horror texts in the late twentieth and early twenty-first centuries. While the Voodoo zombie’s cultural specificity and its conjuror’s intentions for it make for a rather rigid metaphorical reading, the metaphorical and interpretative pliability of the plague zombie has made it an adaptive and increasingly popular trope of the new millennium. Recalling last week’s discussion of I.A. Richard’s “tenor-vehicle” model as a way of understanding metaphor, a zombie operates as a “vehicle” allowing us to form connections between what the living dead are (the reanimated corpses of strangers, friends, and neighbors) and what they represent (hunger, contagion, mindless consumption, loss of control, and a disruption of the natural process of life and death).

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The cover of Capcom’s Resident Evil (1996)

The popularity of the plague zombie began to rise in the 1980s and ‘90s in the wake of the devastating HIV pandemic, and the emergence of deadly new viruses such as Ebola, Marburg, SARS, and MERS; it reached a fever pitch in the late ‘90s and first decade of the 2000s. One of the most popular and enduring depictions of the “plague zombie” was the third-person horror videogame Resident Evil (1996), a franchise that has spawned twenty-nine video games across multiple platforms, six feature films, four animated films, seven novels, and a comic book series. In the Resident Evil franchise, the central narrative conflict is the Umbrella Corporation’s creation and not-so-accidental release of the “T-Virus.” Players, viewers, and readers must unpack the bureaucratic and capitalistic functions of Umbrella Corp to understand why they released the virus, who helped them, and how to cure or mitigate the impending viral apocalypse. As with many plague zombie narratives, the central conflict of Resident Evil isn’t that the dead are rising from their graves to stalk the living, but that there are arcane political, medical, and economic forces that would permit (or encourage) the advent of a zombie epidemic.

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An in-game promotional advertisement for the fictional Umbrella Corporation. The tag line “Quality Medical Care You Can Trust Since 1968” is not only a sarcastic jab at the advertising style of pharmaceutical corporations, but also an allusion to George A. Romero’s Night of the Living Dead, which was released in 1968.

The threat to social stability that zombies nearly always embody is the “tenor” of their metaphor. The contagion or plague zombies carry and transmit connects the tenor and vehicle of the metaphor together, connecting the abject horror of living dead to issues of social cohesion, security, and medical ethics among the living. In plague zombie narratives, how the ever-present survivors of the zombie epidemic respond to their situation is always as important, if not more so, than the existence of the zombies themselves. Next week I will be discussing one particular trope of the plague zombie narrative: the wall. Walls separate survivors of zombie epidemics from the living dead that stalk them, but they also separate survivors from each other and create material and metaphorical divisions in post-apocalyptic society. Tune in next week for a discussion of how the walls we build to protect us can become the cages that entrap us.

“What more does the Traveler want of Me?”: Destiny 2, Ghaul, and the Sci-Fi Villain

[7-10 minute read]

As its title screen fades to black, Destiny 2 (2017) sets itself up to follow the familiar science fiction trope of moral disambiguation. After destroying the last vestiges of human society on the planet, the new villain of the series – the not so subtly named Ghaul – has just thrown your player avatar off a hovering space craft to plummet toward earth. His final words to you hang in the air, a sinister snarl: “I am Ghaul, and your light…is mine.”

This “light” references the power bestowed on your character by a roving god-like entity known as The Traveler. In the first game, guardians chosen by this entity have the power of light bestowed upon them, granting them exceptional abilities. These powers are granted to them in order to facilitate their fight against the enemy of The Traveler – again, the not subtly named, “The Darkness.” Destiny is not aiming for subtlety in the moral lines that it draws. This idea of clear cut sides, of a “right” side and a “wrong side,” serves to anchor Destiny not only within the genre of science fiction, but within the medium of video games.

Science fiction has a long history of “black and white” narratives. Both Star Wars and Star Trek, arguably the two most popular science fiction texts in 20th and 21st century American culture, utilize a rather simplistic moral framework. Star Wars relies on “The Force” with characters falling to either the “light” side or the “dark side.” While the occasional “grey” character may emerge,[1] on the whole, Star Wars falls back on characters that are motivated either by selfish interests (the dark side, the Sith) or general good will and honor (the light side, the Jedi). “Light” side characters in the franchise films (the most widely and frequently consumed Star Wars texts) often receive ample development time on screen, leading to what Murray Smith calls “alignment,” a form of audience identification with a character that results from our exposure to information about that character within the film.[2] The motivations of the texts’ central heroes are made fairly explicit; for example: Luke wants off his home planet, wants to help the mysterious and beautiful Leia from his droid’s recordings, and wants to escape the Empire who murdered his aunt and uncle. However, the major villains of the franchise receive little-to-no attention: Emperor Palpatine is evil because of “reasons,” or simply because he’s Sith.

Img1The Poster for the most recent installment makes the split between good and evil readily apparent. (Lucasfilm/Disney)

Star Trek carries this same tradition: The Borg are defined by their inhumanity, the Klingons and Romulans are aligned with their cultures of violence, imperialism, and war; all alien species that fight against the United Federation of Planets quickly become coded as vicious, violent, and evil. Even when the series investigates the motivations behind its antagonists, there is no question about who we view as villain and hero: Khan’s devotion to slaughter in Star Trek: Into Darkness (2013) is reprehensible and unforgivable, even if he is responding to manipulation on the part of the Federation. Struggle between a righteous, noble humanity and a violent alien “other” quintessentially characterizes much of the science fiction that populates our popular culture.

This convention rings even more true for video game narratives where the developers must establish not only the moral framework of the world, but do so in such a manner that motivates the player by interpolating them into this struggle. The Halo (2001-2017) series utilizes humanity vs. The Covenant, and the Mass Effect (2007-2017) series explores the fight between humanity and “the Reapers.” In both cases, the player knows immediately which side they should root for – that is, which side is the victim in need of a hero – because it is the side their avatar fights for within the world of the game. Even in Star Wars: Knights of the Old Republic (2003), which allows players to choose a side in Jedi vs. Sith battles, the Jedi are still coded explicitly as good, and the Sith as evil.

This overwhelming generic convention has followed gamers down the pipeline to their first encounter with the world of Destiny in 2014. The presence of this science fiction trope for moral disambiguation made it easy to buy into the clearly delineated light vs. darkness world of good vs. evil present in the first game. Immediately, within the game’s opening cinematic, players know they are in the right, aligned with the Traveler and his Light against the forces of The Darkness, and justified in the goals of the first-person shooter/ MMO-hybrid: shooting and killing everyone who shoots at you. Narrative turns act in concert with these game mechanics to structure your behavior and pit you against alien “others.” The initial player encounter with aliens in the game, creatures known as The Fallen, is introduced by your robot guide stating that he “needs to find you a gun before the Fallen find you.” From this point forward, information about the various aliens species encountered in the game comes filtered to the player through their robot guide and the various leaders of the human resistance on Earth. Cut scenes within the game focus on the player’s hero, or on members of the human resistance, but never on the aliens. Again, they are evil simply because they are pitted against the hero, and bent on the same goal as the player: to kill rather than be killed. Their motivations remain vague, clothed in the language of “domination” (The Imperial Cabal), “dark ritual” (The Hive), “resource theft” (the scavenging Fallen), and “technological superiority to non-robots” (The Vex). In all cases, the aliens act as violent aggressors, while the humans simply attempt to defend the remaining human population.

With this framework from the first game, our return to the Earth of Destiny feels familiar in the opening moments of Destiny 2. The surprise comes not from a new alien threat, but from the success of this threat to obliterate the majority of humanity’s last bastion on Earth, and to cripple the heretofore invincible character avatar, the guardian. Destiny 2 opens by insisting that the “good” guys might not win this time.

Img2Ghaul prepares to boot the player’s guardian off the Cabal command ship. (Bungie/Activision)

The narrative continues this insistence on mortality in the following scene, reducing the heroic guardian from the first game to a limping, weaponless shell that must navigate the ruins of the Earth outpost. Mechanics force the player to experience this powerlessness alongside their character: stripped of all the powers and abilities that made their guardians super-human, as well as the ability to jump or run, the player instead can only control the direction of their guardian as the figure limps through burning rubble at a crawling pace that stretches the moment out interminably.

Something else is different in this opening sequence as well, a change whose significance becomes clear as the game’s cut scenes begin to unfold. In the beginning cinematic, Ghaul, the player’s new alien enemy, is presented to us with a recognizable face. Up until this point in the series, members of the alien species of The Cabal enemies faced by the guardians have all been helmeted, with a single exception encountered if the player seeks out lore hidden throughout the worlds of the game.

Img3The usual Cabal suspect. (destiny.wikia.com)

In contrast to this, Ghaul’s face is open to us, or at least his eyes and head:

Img4Dominus Ghaul (destiny.wikia.com)

The impact of seeing his face, and of the eye contact made with the camera (and therefore the gaze of the audience) startles the player. In no small part, this rises from the forces of abjection functioning in this moment of reveal.[3] Here, the face of the other, scarred, mangled, red-eyed, and trapped behind a breathing apparatus, nevertheless still looks human in shape. Ghaul still has eyes which gaze at the player the player gazes at him. The barrier of helmet that helped to define the Cabal as “other” more easily for players is torn away, causing an encounter with an abject other that may be closer to the self than the helmet allowed.

This almost “humanizing” moment in the opening of the game serves as prelude to the function of the rest of the narrative. Where the first Destiny centered cut-scenes almost exclusively on characterization for the player-guardian and their companions, Destiny 2 instead focuses half of its cut-scenes on Ghaul and his ongoing dialogue with The Speaker, a human who serves as a sort of voice for The Traveler. During these scenes we discover that Ghaul is motivated toward his conquest of The Traveler’s light not by some abstract evil, but by victimization he suffered as a child coupled with manipulation wrought by his mentor, The Consul, a disgraced Cabal scholar. Born a runt and albino in a culture that prizes physical domination and strength, Ghaul was abandoned to die. Though The Consul saved him, it was only so he could mold him into a tool to use for conquest and destruction. Ghaul’s childhood abandonment clearly still impacts him, regardless of his accumulated power and prestige as the leader of the Red Legion. His continuous plea to The Speaker and The Traveler rises from the insecurity of his childhood trauma, as he calls for them to “see” him: “Do you see, Traveler, all that I have done? Grace me with your light.”

As the game progresses, Ghaul’s desire to be worthy becomes more and more desperate. He begs the Speaker to “help [him] understand,” to reveal to him why the Traveler will not bestow its light on him. Even though he could simply tear the light out of the Traveler and claim it for himself, he insists that the Traveler must recognize him and what he has accomplished, and gift to him the light instead. When The Consul insists that taking the light by force is the only way, Ghaul retorts, “Not for me.” At the surface level, he is driven by selfish thirst for glory and power that we have come to expect from villains, but beneath that, he is an abandoned child seeking to repay his mentor for rescuing him by raining revenge on “an empire that failed him” – and the game makes sure that we, the players, know this. Unlike past Destiny villains, we know what drives Ghaul: not an abstract concept, but a relatable need for acceptance that feels all too human. His final demand of The Speaker reiterates his desire toward worthiness: “Tell me, Speaker. What more does the Traveler want of me?” It is only after this moment that The Consul leverages his power over Ghaul, and questions his loyalty and the value of his word. In the face of failing the man who raised him, the man who “chose” him, Ghaul consents to take the Traveler’s light.

While the end of the video game’s narrative resolves to place Ghaul squarely in the role of the evil villain in order to generate the medium’s essential boss battle and clean narrative closure, this expository work throughout the bulk of the game’s campaign serves a significant purpose. In our current political environment of creeping fascism and nationalism that relies so heavily on rhetoric of “us vs. them,” a genre that bends conventions to serve up a complicated and pitiable villain creates a bold political statement. Ghaul, ostensibly the enemy, reveals his motivations as hubris and a need for vengeance against those who hurt him. He asks us to question our notions of a black and white world. He presents a narrative of moral ambiguity that reflects back on our reality of human experience. He causes us to question our easy moral binaries, and the lines we draw between others and ourselves.


[1] Han Solo and Anakin Skywalker both exemplify these “grey-area” characters: Han due to his questionable motivations of wealth rather than honor, and Anakin due to his slaughter of the entire sand tribe rising out of a uncontrolled rage over the violence done to his mother

[2] For an easily accessible overview of Murray Smith’s theories on audience identification see Greg Smith’s chapter, “How do we identify with characters,” from his book What Media Classes Really Want to Discuss, Routledge, 2011.

[3] The term abjection and the theory surrounding it is pulled from Julia Kristeva’s book Powers of Horror: An Essay on Abjection, Columbia UP, 1982.

Hillarie Curtis is a second year Ph.D. student in English at Syracuse University where they study masculinity, monstrosity, censorship, and queer representations in Classic Hollywood films and Popular Culture texts.

Clark’s

I’m at a local beer place. They have three dozen beers on draft and a menu that consists of roast beef, roast turkey, pickled eggs, and maybe sometimes beef stew. I am tired, I am breaking my alcohol fast, and I am trying to revise a shitty document into something less shitty so that when I meet with my adviser tomorrow I can look him in the eye without this defensive lump in my throat.

There’s a guy I can hear out by the bar. He sounds like he knows everyone here, but I’ve never seen him.

I haven’t written anything new in a couple hours. I’ve watched some car reviews instead. I ate my sandwich. I’ve had two beers which, because of my fast, feel like four. Maybe I’ve overshot it.

The loud guy sees my local sports team apparel. He initiates local sports team chant at point blank. There is no one around to help me, it’s just me alone, and this man needs a response. I want to oblige. I repeat local sports team chant but am quiet about it. He tries again. I am again quiet about it. Another time; I laugh mumble something about being worn out. He punches my arm and says “I didn’t know they made introverts in Buffalo” before taking a seat with some people who said they would be leaving in four, not five minutes.

The guy making my beef and cheddar says, “You hiding upstairs?”

“Yeah.”

“WiFi?”

“Mostly Word.”

“Work?”

“Yeah.”

“Cheers.”

I have watched four different car reviews: Honda S2000. Ford Focus ST. 1991 Honda CRX Si. Corvette C7. There’s a whole YouTube channel of these things that takes each of these cars as a case study in American masculinity. I cannot tell if any of this ironic. I am pretty sure it is, but I think if it isn’t, I probably still like these videos. I wonder what the loud guy drives.

My Word document reads:

“My project will argue

The Questions my project will answer are”

~ ~ ~ ~

In a year’s time the local beer place will have closed already, suddenly. I’ll be there on its final night sitting with colleagues and friends, new puppy getting passed around the table like a peace pipe. We’ll be sitting outside on some crappy metal chairs that will soon be sold off at a discount to pay the bar’s debts. The weather will still be warm and nobody will have that overworked look yet.

There are conflicting reports about the reason for the bar’s closure. The owner is getting too old for the restaurant game, the renovation of our downtown theater hasn’t driven as much traffic as expected, the space is too big, downtown parking is a pain in the ass, constant construction put a dent in their summer clientele, etc. I get the feeling, drinking a beer there outside, that this place just got tired. Thought it had gotten in shape after a long hiatus, went for the comeback, and found that our city had moved on. The mixed signals are unfortunate – it seemed like everyone was excited for the grand opening, buzz was solid, and the pickled eggs were good. I go in to order another drink; there are only a few taps left alive. A little ways down the bar from me a couple middle aged guys talk over their wives about how this all makes sense even though it’s a shame. They confess to the bartender that they didn’t get down here often enough. He shrugs, starts talking about a six-pack of craft beer from Vermont he recently got a hold of and talks about moving somewhere else. A different guy hands me my beer, puts it on my tab and I head back outside.

There have been a string of new restaurant openings here in the past year. Leihs downtown, a place called the Evergreen, Aster, The York; each one starts up with the energy of a gauntlet thrown, daring our city to let another establishment die off. Their menus are complicated and sporadically local. Utica greens and chicken riggies. None of them have wi-fi and a quiet corner to watch a YouTube man crack dirty jokes about Nathaniel Hawthorne and Lee Iacocca, which makes sense. That seems like it was a bad business model all along.

I’m nursing a stout that I don’t like very much because it’s all they have left. There aren’t any more beef and cheddars, no stew, no pickled eggs. Some people show up with take out Chinese, stay for a few minutes and move on back home after petting the pup.

~ ~ ~ ~

For now though, this place is open. My Word document currently says things like:

“Methodologically, I intend to approach this dissertation with feet firmly planted in that most traditional of literary practices, close reading.”

and

“I wonder, briefly, if Lara has misgivings about her short shorts.”

and

“Video games are the textual lingua franca of a networked society.”

I am throwing half cooked spaghetti at the wall and hoping it sticks. Loud local sports guy has left, it’s almost midnight. Some dudebros downstairs are arguing about how they would rank the Star Wars films in terms of quality. I suggest that The Force Awakens was way less fan servicey than the most recent Star Trek films and for that should be commended. They don’t agree and I go get a third drink before packing in my computer for the night.

The best thing about this local beer place is its ring toss game. In the dining room there are two brass hooks mounted to two different posts. A heavy metal ring hangs from a bit of string above the hooks. The goal here is to swing the ring in such a way that it settles into place on the hook instead of glancing off with a clang. It’s the perfect drunk game. There’s a sweet spot you have to feel out as the night goes on where you’re just tipsy enough to really feel the weight of that ring in your hand, but not so drunk that you can’t line up your shot. After the third beer I check to see where I am. First shot, miss, second shot miss, move to the other post, hole-in-one.

I feel good. Think, the fact of this place proves this city isn’t all bad. Think, as long as this place stay open there’s a chance I’ll finish this degree. It’s cold outside, it’s January. The temperature gives me hiccups as soon as I step outside. The tables have been put away because who wants to sit outside on a night like this?


Jordan Wood is a Ph.D. candidate at Syracuse University where he writes about video games and other things.

The Rhythms of Limitation: Learning about Self-Care in “Stardew Valley”

It’s six in the morning, on the dot, and Pabu wakes like a cuckoo, leaping out of bed, suspenders already clipped on, to face the day. It’s windy outside. Leaves of orange, red, and yellow are dense in the air and Pabu makes his way from his modest front porch to the neighboring coop, almost as big as his own home though it houses only a few chickens. Their names are Lady, Sweetie, and Mama; they each laid one egg in the overnight. The brown egg is enormous – double the size almost of the others. Pabu greets each chicken like a friend. The chickens regard him affectionately and seem happy. He leaves the coop, opens the chicken sized door beside the human-sized one, and heads out into the rest of the day, maybe to dig in the mines, maybe to fish on the coast, maybe to check in on his friend Leah who he has come to hope thinks of him when she makes her charming, if provincial, paintings.

Pabu has lived in a hidden away corner of the world called Stardew Valley, just outside the small fishing village of Pelican Town for almost a year. Fall is winding down, and despite his recent arrival, his spread of crops, jams, and gems from the mine took second place at the Harvest Festival, just behind Pierre the local shop owner who struggles to stay afloat in the face of a new mega-chain grocery in town. Not long ago Pabu worked a futureless office job, cliched in its anonymity and deadening effect on the soul. Desperate for an out Pabu reached for envelope from his grandfather, like a lapsed Baptist reaching for a disused Bible, and found therein the deed to a dilapidated farm. Feeling himself sinking in the malaise of American corporate rhythms, Pabu took hold of his grandfather’s lifeline and departed for the old, out of shape farm that was his birthright.

Pabu is a character in Stardew Valley, a video game made by a single developer that released almost exactly a year ago. More to the point, Pabu is a character in my game of Stardew Valley, no one else’s. I chose his swoopy hair, gave him and his dog, Naga, names from my favorite TV show, and dressed him in suspenders that he never, ever takes off. Details on Pabu are sketchy. At the outset of the game I knew nothing about him other than his dissatisfaction with life in the big city and his relative inexperience with agrarian work. Like many, many other games character customization helped forge a slim bond between myself and Pabu, but the rich inner life that I have come to know in Pabu comes from sharing in his pastoral rhythms for dozens of hours. These rhythms are mundane and restrictive and yet evoke a broad sense of possibility with each new sunrise. Stardew Valley transforms restriction into freedom, such that despite its limited scope – there are no cataclysms to stop, no world ending villains to defeat – it can feel daunting in its openness.

This is because the only hard limits Stardew Valley puts on you, the player, are in the form of time and exertion. While you can play Stardew Valley forever, continuing to develop your farm and your relationships to the people of Pelican Town for decades, each day lasts only a certain amount of time. No matter what, Pabu always wakes up at 6 am. The latest Pabu can go to bed is 2 am at which point if I haven’t gotten him back to bed he’ll simply pass out where he stands. Ideally, I try to get Pabu to bed between 11 and midnight so he has enough sleep to get him through the next day. This sleep schedule means that each day only has a limited number of hours with which to work. Alongside those limited hours Pabu is further constrained by his own limited reserves of energy. Almost every action in Stardew Valley uses up your character’s energy, such that no matter how quickly I move from place to place, there is a hard limit on how much Pabu can accomplish. Sleep replenishes that energy, but it only fills back up if enough sleep has been had. If Pabu works too hard, he’ll collapse of exhaustion and wake up sheepishly in his own bed the next morning with a letter of admonishment from a kind passerby who got him home.

These hard limitations are part of what gives Stardew Valley its profound sense of rhythm. The passage of time and the depletion of energy operationalize in clear, unambiguous terms our own limits as people, laborers, and friends. If I push Pabu too hard the game simply says “stop.” Because of this I know Pabu’s limits exactly. I know when it is ok to dig down just one more level in the mine and when to call it a day and head to the saloon. Stardew Valley trains you to be attentive to the needs of your character, to remember their humanity, and to filter your own relationship to the farm and Pelican Town through your character’s capacities instead of your own. Simple though they may be, the daily structure and limited energy of Stardew Valley are profoundly humane game mechanics that force us to recognize the people for whom farms, food, and labor are for. What, after all, is the point of abandoning the coprorate world if the pastoral is unable to bring any peace?

Self-care has become a somewhat contentious buzzword in the year that Stardew Valley has been available. Self-care is a way to talk about how to make sure that in the midst of your work, your relationships, and your politics you do not forget the borders of your own body. Some have argued that self-care is nothing more than the indulgent entitlement of millennials who don’t want to work as hard as their forbears. Stardew Valley teaches us otherwise. When Pabu wakes up in the morning after a fresh seven hours, energy meter replenished, watering can in hand, the day stretches before us in all its rich possibility. I know that though we can’t do everything today, we can do some things, and those things will be good and worthwhile. They are worthy because I have chosen to do them. Among many other options I have chosen to fish, or to talk, or to wander and forage instead of something else. Knowing Pabu’s limitations as I do means that every choice is consciously made. Even the decision to do not much, to, for instance on a rainy day, simply pay Leah a visit and maybe give her a flower from Pabu’s garden, is an attentive one. And if the day slides by without any tangible production, Stardew Valley refuses to punish you. It simply says, “go to sleep, and see what the new day brings.” For Pabu, there is always work to be done, but none of the work exhausts because it is all work that he knows he can do, he knows he has time for, and he knows he has chosen for himself.

For sure, parts of Stardew Valley are escapist in their nostalgia. At first glance it seems to long for a bygone nowhere of rural America and its retro pixel art aesthetic evokes an innocent time for video games when we were children yelling at each other for a turn on the controller, not doxxing feminists on Twitter. But Stardew Valley is careful to puncture those nostalgic tableaus. Not all is well here. Penny must bear with her verbally abusive alcoholic mother, living conspicuously in the only trailer in town. Harvey, the town doctor, worries constantly about his own job security and his inability to integrate socially with his peers. Clint the blacksmith sometimes stays in the Saloon until 1 am, sitting by himself, because he both cannot bear to talk to Emily who he loves and cannot bear to not talk. Pastoral though it may be, Stardew Valley refuses to offer the farm life as the panacea to postmodern ennui, and instead points to carefully cultivated, humane attention to the needs of people, whatever they may be. This is what self-care means, and this is why, I suspect, Stardew Valley has been so well received in a year where everyone has found themselves exhausted and exasperated by their world. The rhythms of Stardew Valley are not really about crops or livestock. They are about staging a “revolt against the homilies of this world.”[1] They are about breathing, listening, and what it means to live another day.

[1] “Paul’s Case” by Willa Cather

Sharing Space: “Proteus” and the Personal

It seems like academia (or any professional forum, for that matter) encourages us to keep our feelings out of things. I can’t tell you how many times I’ve crossed out passages of student essays this month for being “off topic” or “too praisy,” for bringing in “irrelevant” value judgments on the film they’re writing about. And that’s fine: we’re trying to teach them the conventions of textual analysis, not ranting movie reviews. But every time my red pen scratches out the words “I think” or “I feel” or “the best part,” a little part of me dies. It sometimes feels like I’m getting rid of the human element somehow – an often unsophisticated and inexperienced expression of the human element that doesn’t logically support an argument, but the human element nonetheless. It’s numbing to cut that out.

This censoring isn’t just for undergrads, either. I have found very few opportunities in academic writing where you are free to wear your love on your sleeve. I understand the usefulness of the genre, but it’s refreshing to have a forum where we can get more emotionally expressive. This renewed interest in personal within academia (one way to think of the so-called “affective turn”) is part of the impetus behind the virtual space that is this blog, after all: it gives us a chance to feel as well as think, and reach our communities as well as our peers.

All this is a roundabout way of introducing the fact that I haven’t been okay recently. There have been days where I have found myself in negative mental spaces without a clear path out, and there are nights where my dreams have taken me back to places haunted by bad memories. I could point out a number of reasons why this might be – the grad student workload, lack of good sleep, anxieties about the future, homesickness – but a diagnosis only goes so far when most of those things are unavoidable at this point in my life. Other contributors to this blog have taken on mental health before, so I think I’ll leave the specifics aside for now. Instead, I would like to spend this post doing one of the things I like best – taking a walk with someone I care about. I want to show you a place that I go when I’m feeling down: a little virtual island called Proteus.

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Proteus is a short game created by independent designers Ed Key and David Kanaga in 2011. To call it a “game” is a bit of a misnomer. There are no rules, there are no enemies, there are no apparent goals. The only controls are the arrow keys to move, the mouse to look around, and the space bar (which makes your avatar appear to sit down). The game is pure spatiality: all the player is encouraged to do is explore and experience.

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You emerge from the main menu and find yourself floating above a tranquil sea, with only the soft sound of the waves below you. As you look across the shimmering water, you might be able to see the faint outline of land beckoning you closer. Recognizable shapes begin to emerge from the fog as you approach: a blocky beach, a few twisted pixelated trees crowned in pink or green, maybe even the swell of a mountain to vary the landscape. As soon as you make landfall, the island erupts into the simulated sounds of spring: the warbles, tweets, and crooning of synthetic birdsong; the rustling static and base-toned murmuring of unseen electronic creatures; and through it all soft strings and the tinkling of a chiptune keyboard invoking the sound of a pleasant breeze and gently falling cherry blossoms. Despite being technologically generated, the sounds that engulf you are the sounds of life, and they ebb and flow as you wander around the island.

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What you’ll actually see as you meander among the trees is unclear. Like Minecraft, Proteus is procedurally generated; the island’s topography, flora, and fauna are completely dependent upon algorithms over which you have no control. But though you will never see the same island twice, certain landmarks remain constant through multiple playthroughs. There is always a cabin nestled in the trees, there is always a circle of mysterious totems, there is always a lonely headstone at the top of the highest peak. What this creates for the player is a familiarity which retains the mystic wonder of discovery. I can feel intimately close to this virtual space, but I can never own it; I can know what to expect, but it will always surprise me. Few places, virtual or otherwise, are truly like that in the way Proteus is.

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When night falls, something magical starts to happen. The stars – the only rounded figures in the pixelated world – start to float down to earth, swirling around a particular spot on the island. The curious explorer who approaches the circle of stardust is wrapped up in a flurry of motion and sound as time accelerates. The sun rises and sets, rainclouds race across the sky, wind whips through the leaves on the trees. Standing in the center of the circle brings all this chaos to a crescendo, and after your vision fades to white you find yourself no longer in spring, but in summer.

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Every season brings a change in the island’s landscape and soundscape – summer brings its blooming flowers and buzzing flies, autumn its orange leaves and somber tones, winter its stark silent white – changing the tone of your exploration from joyful wonder to thoughtful reflection as you come to know the lay of the land. As the days get quieter and more familiar, the nights become increasingly fantastic with fireflies, shooting stars, and even the aurora borealis – a sight that even in its polygonal form fills me with the joy of home.

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Though you can spend all your time exploring these little wonders (I never went past summer the first time I played), the game does have an ending. I won’t say what happens on that final winter’s night, but it never ceases to move me. For all its joy and wonder, Proteus teaches you that all things that change, even a sense of place, must come to an end. When you close your eyes on that first island, you will never see it again. All that will remain are the echoes of your emotional experience. That impermanence, for me, is beautiful.

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The description I’ve given here hardly does it justice – Proteus really needs to be experienced to be understood. But I also find it’s best when experienced together. If you’re around where I happen to be, go ahead and ask. I’d love to play it with you, if only to see the look on your face when you first set foot on land. If you happen to get it and I’m not around, well…go up to the totem circle on the first night of autumn and just wait for the moon to rise. Maybe it’ll make you think of me. In any case, I think it’s a place worth sharing.


John Sanders is a second year PhD student in the Syracuse University English department where he studies games and new media. He considers himself an extroverted optimist, which can make mornings difficult for his roommates.

 

Appreciating Space: “Minecraft” and Empowerment

For the last two summers, I’ve worked as an instructor for the University of Alaska Anchorage’s Kid College program, which is basically a mix between a summer camp and course series about technology for kids aged 9-14. Most of the classes I taught were about game design, and the most popular courses by far were the ones about Minecraft. For those of you who are unfamiliar with the game, it might be described as an infinitely large, semi-randomly-generated world made up of multiple types of blocks that players can use to build structures, craft items, and fight off monsters. I tended to describe it to parents or adults as “digital Legos with fighting and exploration mixed in.” (Avid players might say it is a bit more complicated than that, but let’s work with that for now.)

In the course of teaching, I have occasionally had parents voice the concern that their child has been “spending too much time on Minecraft” and ask me for some advice on how to change that. Now, those sort of parental decisions are above my paygrade at this point in my life, and how one ought to approach limitations on computer activity depends too much on parenting styles and a child’s personality for me to say anything useful in that regard. But the way they phrased the question points to a bit of a misunderstanding of what the game really is: kids are not on Minecraft, they are in Minecraft.

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Like many contemporary games, Minecraft is as much of a space as it is a system of rules. Each time they make a new world, players are dropped into the middle of a sprawling landscape which is constantly generated based on a set of algorithms (an operation known as procedural generation, in game terms). Grasslands and deserts, mountains and jungles, cave systems and mushroom-filled islands, even villages and abandoned temples have a chance of appearing every time a player reaches the edge of the known map. And this process never ends: the world only gets bigger and bigger as the player explores. With no mini-map to aid them initially, players are forced to make meaning out of the environment – taking note of landmarks, following the curve of riverbeds, getting to higher ground – as they seek out shelter before nightfall.

Besides being infinitely vast, the worlds of Minecraft are also infinitely transformable. Players can harvest, collect, or mine just about every type of block in the game and use them for their own creations, whether that’s smelting iron to make a sword or placing wooden planks down for the walls of a house. In this way, players are constantly leaving their mark on the environment and making it their own. Every hastily-made shelter, every empty mine shaft, every scar in the mountain or crater in the earth becomes imbued with meaning as sites of the player’s failures and accomplishments. But these structures and stories do not remain confined to the game world: they are shared by players across every medium available to them, whether through screenshots, videos, or merely word of mouth. Every voxel has a ballad, and every player becomes a bard, expanding the space of the virtual world even further into the material one.

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That may have gone a bit too far into the poetic, but there is a sort of magic to a game space that (for many people) doesn’t make the transition to the real world. This is especially true for kids in my hometown of Anchorage, a city which has long winters, not insignificant criminal and animal dangers, and long distances between destinations – not to mention the general lack of a safe “third place” for youth to gather and play of their own accord. Yet Minecraft is a place that is infinitely traversable, a place children can exercise their agency and reveal their intelligence, a place that they can make their own without the help of adults and where they can play with their friends on top of it all. Is it any wonder why this is the place kids decide to spend their days?

I understand the danger in gaming compulsion – it is very addicting to find such a place of empowerment. I also understand the necessity of getting outside – you can’t grow up in Alaska without getting at least some taste of that lesson! – but there is so much more to Minecraft and similar games than sitting in front of a TV or killing time with YouTube videos. The only way to truly understand that fact is to take the game for what it is: a place of empowerment as well as play.

Minecraft 5.pngMy reaction to the parents who are skeptical about the value of games or who think their child is playing too much is to first ask them much they know about Minecraft. Some have watched their children play the game or even have an account themselves, but more often than not they have only heard their child speak about it ad nauseum while having very little familiarity beyond the confusing jumble of jargon and technical language that is frankly hard to keep straight unless you have seen it in action.

And that is exactly my piece of advice to these parents: let your child show you their space. Treat the experience as if you were a tourist trying to get an understanding of a different country. Ask questions, try out the language, pick up the controls and let your guide coach you if need be, but give them a chance to show you what this virtual space means to them. Only after understanding what it means to exist in this space can you truly understand what it would mean for them to lose it. Perhaps you can show them what they love about the space can be found elsewhere as well.

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The same advice can really be said of almost any game and almost any social relationship: if you want to know someone’s feelings, let them show you the places they like to go. In the spirit of that mindset, I want to show you a place I like to go when things are not particularly bright. But that is a task for next week.


John Sanders is a second year PhD student in the Syracuse University English department where he studies games and new media. He considers himself an extroverted optimist, which can make mornings difficult for his roommates.

A Ghost in the Machine: The Specter of Literature in EA’s Middle-Earth: The Shadow of Mordor (12 February 2016)

One of the most compelling aspects of studying literature is uncovering the ways society and popular media adapt, adopt, reboot, and reimagine classic literary texts and genres into “new” (and more marketable) media forms—for better or for worse. One of my favorite trans-media adaptations of the last few years has been Electronic Art’s 2014 videogame Middle-Earth: The Shadow of Mordor, an open-world adventure game that takes place in the rich, fantasy universe of J.R.R. Tolkien. This week I will be discussing how Tolkien’s literary texts literally “haunt” this videogame through the character Celebrimbor. Through this figure, I also consider what the ghostly presence of the book as an instance of “old media” can tell us about the future of fiction in an age of new media.

Media culture has its share of weak literary adaptations, some that distort or ignore the world of their origination, and some that are so geeked-out with hidden references and inside jokes that they become inaccessible to casual fans. Shadow of Mordor is unique in that it strikes a perfect balance between Tolkien’s literary world and the game’s player-focused digital narrative.  While one might expect a game based on books as popular as Tolkien’s to rely heavily on a teleological and novelistic plot, Shadow of Mordor’s open-world design allows the player to explore freely while choosing their own path through the loose narrative framework of the game. In a review for Kotaku, Yannick LeJacq writes “Mordor wants to be great game more than a satisfying bit of fan-service,” adding that “the game gracefully manages to keep the fiction of its own universe at arm’s length throughout” (Kotaku). While at first it appears that the rich history of Tolkien’s world—a deep fantasy universe that is founded on generations of unique internal histories—has been vacated in favor of a favorable playing experience, taking a closer look at the mechanics of the game reveals the fascinating and ghostly presence of Tolkien’s literary texts. Interestingly, Tolkien’s literary influence shows primarily through the game’s design and play-mechanics rather than through the narrative, and it is through these aspects of play that Shadow of Mordor is able to contribute to, rather than appropriate, Tolkien’s fantasy world.

The avatar through which players navigate the game is Talion, a ranger character invented specifically for the game.  The game begins with Talion witnessing his family’s ritual sacrifice by the evil minions of Sauron (the antagonist of The Hobbit and The Lord of the Rings trilogy) before being killed himself. After his death, Talion enters the spirit world and confronts the ghost of Celebrimbor, an elven ring-maker whom Sauron had also murdered long ago. Fans of Tolkien’s novels might know that Celebrimbor is an essential, if somewhat peripheral, character. As the most talented ring-maker of the Second Age, it is Celebrimbor that forges the magical ring from which Sauron derives his power over others. This makes Celebrimbor a small, but key component to the development of Tolkien’s universe, which revolves around the struggle to destroy the ring of power and arrest Sauron’s dark influence. In Shadow of Mordor, it is through Celebrimbor’s presence that Tolkien’s literary universe interacts with the game-world inhabited by the player.  (picture 2: player avatar Talion (left) and ghost-pal Celebrimbor (right))

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Player avatar Talion (left) and ghost-pal Celebrimbor (right)

Talion, who is a human (like the player) is summarily possessed by the “wraith” of Celebrimbor, and it is this interaction with the spirit world that grants Talion and the player special powers they can use to explore the environment and history of the game-world they inhabit. Seeing through Celebrimbor’s “wraith vision” allows the player to track the footprints of enemies, locate hidden relics, and restore once great ruins to their previous glory.  It is through Celebrimbor, the ghostly remnant of Tolkien’s The Silmarillion, that the game’s material history—including its foundations in a literary past now overshadowed by a decade of film and videogame adaptations—becomes accessible to the player.  By joining the player-avatar Talion with Celebrimbor, the ludic dimension of the game-text and it’s literary history become one. And while a player may feel as if they have left the rigid history of Tolkien super-fandom behind, Celebrimbor’s ghost is always haunting the edges of the player’s experience, pointing out the undeniable link between history and the present.

Perhaps Shadow of Mordor’s most compelling aspect for gamers is its innovative Nemesis engine, a system of play that imbues the world of the game with a type of material and historical memory.

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Screen capture of the Nemesis system

The Nemesis system allows Talion’s enemies to “remember” when they have been defeated and, more insidiously, when they have defeated the player. This means that when encountering a seemingly random enemy in the free-roaming world of the game, the player often comes face-to-face with an enemy that bears the scars of past battles and holds a grudge. When Talion is killed in combat, the enemy who strikes the final blow gains a powerful boost in their statistics and may even be promoted to a higher rank in the feudal system of Sauron’s army. This means that mistakes and challenging encounters, which in most games could be forgotten by re-loading a save, create a long-lasting impact on the difficulty and narrative experience of the game.

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A victorious Orc is promoted to War Chief

As many reviewers have noted, the Nemesis system gives the game an entirely new dimension, turning enemies that have long been portrayed as faceless, nameless grunts of Sauron’s evil army into well-known and despised villains with unique personalities determined by their personal history with the player. Strangely, the Nemesis system—designed to create even more provoking villains—serves to “humanize” Sauron’s army in a way, providing a new perspective on the often-ignored minor antagonists of Tolkien’s world.  The Nemesis system makes the materiality of Tolkien’s world a framework for the experience of the game-world. Rather than forcing the player to re-live a pixelated version of Tolkien’s novelized history of Middle-Earth, the free-range, “sand-box” style of the game combined with the Nemesis system gives players agency in discovering, and even creating for themselves, new depths to Tolkien’s work. Even as the player experiences the freedom and pleasure of writing their own adventure in Tolkien’s world, the phantom of the text is always there beside them, guiding them through Celebrimbor’s voice or framing the materiality of Tolkien’s influence through Nemesis. In this way, Shadow of Mordor makes its most interesting contribution back to Tolkien’s literary world.

Inhabiting the ghostly margins of their new media forms, the phantoms of our favorite books are capable of transforming our understanding of literature by shaping new and immersive narrative experiences.


Max Cassity is a 2nd year PhD student in English and Textual Studies. His studies encompass 20thand 21st Century American fiction, poetry, and digital media. He is currently beginning a dissertation that studies fictional representations of epidemic diseases in American and Global modern literature and digital narratives including Ebola, Cancer, and Pandemic Flu.

 

 

 

Cortana: Gender Devolved (25 Sept. 2015)

For many, the summer’s release of Windows 10 marked a return to form for the venerable series of PC operating systems. It minimized the presence of the much reviled “Metro” styling, restored the Start menu to its former prominence, and made the OS free to anyone who already had either Windows 7 or 8 installed. One software feature, however, cited a return of another kind – Cortana, previously the sarcastic AI companion to the Master Chief in the Halo series of video games, arrived to Windows 10 as its “virtual assistant.” Cortana, like its voice-activated counterpart over at Apple, Siri, is essentially a glorified search engine crossed with a task manager that was then given a computerized (and feminized) voice. In Windows 10 you can just as easily use your search bar to find a file as to find out what kind of music Cortana likes. Which, if you’re wondering, is apparently “emo-hard-core-diva-dubstep.”

While Cortana was making her way back onto screens and into the speakers of Windows 10 early adopters, I was making my own return to the game in which she first made her appearance, Halo: Combat Evolved. I could go on for pages and pages about how much that game meant to me as a 14-year-old kid with his first video game console. Some of my most treasured video game memories come from my original playthroughs of Halo: CE. Often cited as the definitive proof that first person shooters could survive on the console instead of primarily being a PC phenomenon, Halo excelled at creating thrilling set pieces within a rich universe that alternated from beautiful to terrifying to hilarious. These moments, upon my nostalgic return to the game, were as vibrant and dynamic as I remembered them. What I did not account for, however, was the steadying presence that the mostly body-less Cortana provided amidst the bright colors and chaos.

Cortana keeps you oriented in an alien world

As I re-played Halo: CE, it struck me as simultaneously bizarre and fitting that Cortana should re-surface not as a character but as a software feature in the Windows ecosystem. My freshest memories of Cortana were from the latter Halo games, games where the AI character had begun to resemble more conventional narrative tropes of damsels in distress. Correspondingly, those more recent games – Halo 4 in particular – feature a version of Cortana whose holographic body appeared more solid, more curvy, and more physically present than previous iterations.

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Cortana’s body in Halo: CE and Halo 4

Contrast this to Cortana of Halo: CE, who for the vast majority of the game lives in the circuits of Master Chief’s cybernetic armor. Cortana makes her presence known primarily as a voice, speaking directly to Master Chief (and players) by way of their cybernetic link, only taking on a holographic form of her own when she needs to be plugged into a computer terminal of some kind. In many ways, Cortana feels unique among women characters in video games precisely because of her shifting embodiment. She is an AI, of course, but compared to the stolid, green armored figure of Master Chief, her running commentary on players’ adventures feels incredibly human. When she does appear in holographic form, Cortana’s visual design seems only to remind players of her un-corporeality: she is translucent at best, streams of data move up and down her “skin,” and often she is miniature. Her mode of embodiment for the majority of the game is to literally share the skin of Master Chief, and when she takes on other forms it is in ways that visually mark her as unavailable to the most common vectors for the male gaze. In other words, Cortana is a character whose primary mode of relation to players is via conversation, not as a sidekick, a woman to be rescued, or an object of desire, but as a military asset, equal in value to the player-controlled Master Chief and perhaps even exceeding in many ways his own humanity. Master Chief and Cortana then are two cyborgs, paired on behalf of humankind to stand against the alien threat.

It’s this feeling of human relationship and partnership in a shared task that I think made Cortana so endearing to me when I first played Halo: CE and when I picked it up again almost 15 years later. It’s also why later iterations of Cortana as a sort of sexy cyborg who, due to the nature of her AI mind, is deteriorating rapidly and dangerously into madness, never connected with me.

Don’t make a girl a promise you can’t keep.

Some called the newer versions of Cortana more “humanizing,” I can see why they might feel that way. Her newer forms do have a heavier sense of corporeality and the introduction of a kind of AI mental illness and mortality certainly give Cortana some challenges to face that feel very human in nature. However, as Cortana’s mode of embodiment became more solid it also became more chained to regressive modes of visual representation that require women to be sexually desirable to the male eye. It seems hardly accidental to me that these changes in visual design accompany a narrative drift away from pairing Master Chief and Cortana as co-warriors in the fight against the Covenant and toward a rather hetero-erotic repetition of male rescue narratives and female hysteria. As you might expect with these developments, by the end of Halo 4, Cortana’s self-sacrifice for Master Chief is the only path to narrative resolution.

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Master Chief’s sad face as Cortana sacrifices herself. 

This is why it was so pleasantly surprising to find Cortana once again greeting me as an unseen voice from a screen via Windows 10. Perhaps inadvertently, Microsoft had found a way to restore a more human and companionable iteration of the character that broke off the slide she had experienced in the games toward token eye candy. What I found instead was nothing more than the bare skeleton of the character I once loved spending time with, a disembodied voice whose wit and snark had disappeared into haze of sycophantic supplication. The Cortana of Windows 10 is no AI. Much like Cortana’s favorite music, the humanity to be found here is just a mish mash of focus tested jokes and aphorisms.

On the one hand, my disappointment here is probably a little silly. Of course the Cortana of Windows 10 was always going to be a shallow competitor to Siri, not a return to form of one of my favorite video game characters. Instead of restoring the character to a position of equality, the Windows 10 iteration removes her humanity entirely, forcing her to occupy a position of absolute servitude. On the other hand, in Windows 10 and Halo 4 we have the exemplary poles of possibility for female representation in video games. She must either be the subservient, disembodied afterthought or the erotic, fully female and fully psychotic damsel in distress. To think on the strange, iterative life of Cortana across platforms and narratives is to encounter the narrow silos into which women are often shuffled according to patriarchal modes of appropriate embodiment.

Curiously, the Windows 10 Cortana has not yet made it to the Xbox One platform, though I’m sure eventually it will. I wonder what the Halo: CE Cortana will think of her arrival.


Jordan Wood is a Ph.D student in the Syracuse University English department where he studies games, sexuality, and queer theory. He lives with two cats and is terrible at side scrolling games. Go Bills.