The Austro-Hungarian Melting Pot: The Mythopoetics of Borgovia in The Incredible Adventures of Van Helsing


SFRA Review, vol. 52, no. 1

On the Edge: The Fantastic in Hungarian Literature and Culture


The Austro-Hungarian Melting Pot: The Mythopoetics of Borgovia in The Incredible Adventures of Van Helsing1

Péter Kristóf Makai

Introduction: Enter the Vampire Hunter

Bram Stoker’s Dracula (1897), written at the height of the Austro-Hungarian Empire, was and still is a cultural touchstone, creating one of the most recognisable monsters of European culture. It touched a cultural nerve, expressing the anxieties of the British Empire and the many menaces on its borders in a manner similar to invasion literature. The initial novel was given a new lease on eternal life within every medium that was invented after the Count originally rose from the grave. Video games are no exception.

Riding on the renaissance of vampires in novels, fan fiction, film, television, and games, [2] Dracula’s foe, vampire hunter Abraham Van Helsing, gained more prominence among Western audiences after Stephen Sommers’s 2004 movie, Van Helsing, put the son of the vampire hunter, Gabriel, played by Hugh Jackman, in the title role. Although the reimagined action hero version of the character proved to be a box office failure, it added swashbuckling action to the repertoire of a previously nerdish, scientist-type character, and inspired a slew of shock horror and comedy spoofs.

One unforeseen offshoot was Hungarian independent video game developer NeocoreGames’ The Incredible Adventures of Van Helsing, published between 2013 and 2015. This trilogy of action role-playing games (ARPGs) is set in the fictional Eastern European country of Borgovia, which was constructed with an eye towards the times and places of Bram Stoker’s original novel, but incorporating a judicious amount of magic and steampunk science to allow distinct forms of gameplay to emerge. [3]

In this paper, I highlight how the Hungarian developer infused the world of Borgovia with Central and Eastern European (CEE) influences to create The Incredible Adventures of Van Helsing. Taking the Final Cut (2015) as Neocore’s definitive version and uniting the trilogy, I showcase how Transylvanian and Hungarian historical, mythic, literary, cinematic, and architectural influences have shaped the world of Borgovia. Drawing on Tolkienian mythopoesis, I specifically argue for a creation of a Central and Eastern European mythic space that arose from a mélange of cultural images propagated in late nineteenth-century Hungary and Britain as a source that has had a lasting impact in how even CEE game developers approach the region. Finally, I emphasise non-Slavic (Austria-) Hungary’s presence as a cultural mediator between East and West, packaging and romanticising the region for popular consumption.

Locating The Incredible Adventures of Van Helsing in the Action Role-playing Game Genre

Emerging as a distinct form of computer gameplay, the ARPG is a subgenre of computer role-playing games (CRPGs) that—in its prototypical format, epitomised by Diablo (1997), Titan Quest (2006), Torchlight (2009), and their sequels [4]—feature an isometric, top-down view; real-time combat; one player character (PC) with quantified combat statistics; an experience point system and stratified character progression; a selection of eligible character classes with different strengths and weaknesses; a class-specific skill tree system; RPG-style inventory and equipment management; an extensive, level-based world, often randomly generated, with distinct level tilesets; a throng of (relatively) weak enemies, outnumbering the player; boss battles at the end of levels; and a loot-and-vendor system, with monsters dropping rarity-based equipable and consumable items that provide numerical bonuses to combat skills and abilities (Barton and Stacks 357–82). Unlike party-based and story-focused CRPGs, which often feature extensive dialogue trees and voluminous written exposition, the main drive of the ARPG comes from the feeling of overwhelming power as the player mows down hordes of monsters (non-player characters or NPCs) with the use of their ever-improving skills and equipment, collecting their loot and selling it for cash on the quest to face more challenging enemies. ARPGs, especially at higher difficulties, require deep familiarity with skill synergies, lightning reflexes, a careful crowd control of NPCs, and a healthy dose of luck for finding rare items that provide massive gameplay advantages.

Neocore’s The Incredible Adventures of Van Helsing: The Final Cut (2015, henceforth Van Helsing) is a mature example of the genre, published a full eighteen years after the groundbreaking Diablo, playing straight with the conventions of ARPGs, adopting the standards of its predecessors and deliberately staying close to their commitment to visceral, fast-paced gameplay. [5] The player is put into the role of a descendant of the legendary Abraham van Helsing, who, like their forefather, is a grim monster hunter dedicated to their task of ridding the war-torn land of Borgovia from any eldritch creature or mechanical abomination to bring peace to the lands once again. Most of the monsters are drawn from Slavic mythology: from lesoviks to vilas, or from vodyanoys to rusalkas, they bank on the popularity of Slavic fantasy in the wake of the success of books like Sapkowski’s Witcher series or the works of Naomi Novik.

Left: Dreadknechts attacking Lady Katarina. Right: A frog-like vodyanoy approaches

On the other hand, some enemy types are distinctly of a steampunk persuasion; some are massive, sentient machines, and of particular interest to us are the mechanised infantry known as the “Dreadknecht,” which menace Van Helsing when they are not in the clutches of mythic foes. The Dreadknecht’s name is inspired by the German Landsknecht, while their dialogue and diction are reminiscent of Judge Dredd, and their dress and appearance are more akin to toy soldiers or Austro-Hungarian hussars—this enemy already embodies the melting pot-like nature of the mythopoetics of Neocore’s vision. [6]

Van Helsing is aided by Lady Katarina, an untraceably Eastern European-accented ghost of a noblewoman bound to the Van Helsing family, which in practice means that she serves as an NPC companion that soaks up damage, supports the player’s attacks and holds items to be carried to vendors in town in exchange for cash. Much of the charm of the game stems from the verbal sparring of the two protagonists, and their acerbic commentary on the characters and events they meet as they explore Borgovia. Indeed, the world of Van Helsing is a character of its own, as the land is a distillation of cultural imagery associated with the clichés of horror fiction and nods to other media franchises. The rest of this essay is dedicated to teasing apart the dense web of allusions, inspirations, adaptations and pop cultural references that mark the gameworld as a uniquely Hungarian instance of mythopoetics.

Literary Skeletons in the Closet

The figure of Abraham van Helsing in Stoker’s Dracula is a peculiar one: a Dutch doctor and vampire hunter with strong Catholic convictions, a notable foreign accent, his speech peppered with Germanisms—a forerunner to the eccentric German scientist trope that will come into full swing around the time of World War II. His main feat in the novel is slaying the vampires in Dracula’s castle while the Count is fleeing, chased down by Mina and Jonathan Harker and their entourage through the gateway to Dracula’s realm, the Borgo Pass (Pasul Bârgău in Romanian and Borgói-hágó in Hungarian). In the Sommers movie, Gabriel van Helsing retains his ties to Christianity, as he is on a mission from the Vatican, but has become a more general monster hunter (not unlike Slavic fantasy’s beloved Witcher, Geralt of Rivia), who faces Mr. Hyde, Dr. Frankenstein’s monster, and werewolves. On his way to Transylvania, he even travels through Hungary and is attacked by the brides of Dracula.

The Hungarian connection is meaningful, not just in terms of geographical necessity, but because Stoker himself refers to a colleague of Abraham, a certain “Arminius of Buda-Pesth University” (Stoker 282) for ethnographic advice. It is speculated, but has never been proven, that Stoker met said-Arminius, a Hungarian scientist and spy for the English, Ármin Vámbéry, personally (Norton-Taylor, Péli). Stoker was also familiar with Hungarian folktales, and used them as inspiration for his short stories, too (Heiniger 1 n3). Besides Castle Bran, the models for Dracula’s castle include the castle of Vécs, Criş, the fortress of Déva, and Hunyadi Castle (Crisan), the latter of whose elements were imaginatively reshuffled by Ignác Alpár to create “Vajdahunyadvára,” an assemblage of buildings in Budapest’s Városliget—a titbit that will become important soon.

At any rate, the sources distilled to create Dracula are numerous, and Stoker’s own mythmaking served up a potent brew. Count Dracula is based on Vlad Tepes III but yet is a creature of myth himself, and the vision of Transylvania conjured for Stoker’s novel is a far cry from the realities of the Austro-Hungarian Empire, a rival to the British. As a Dracula scholar notes, 

Images of Transylvania as a realm of horror, haunted by the ghosts of the past, the land beyond the civilized world where all the superstitions have gathered, are not accidental. They represent the evolution of constructs based upon stereotypes and clichés created during the centuries by our British visitors. They wouldn’t have taken the apocalyptical dimensions in Bram Stoker’s novel had it not been for a certain frame of mind in the West: the need of projecting one’s own anguish on a neutral, harmless and conveniently distant territory. (Andras 2)

Such chauvinistic mythopoeia of the British Empire came at a time when Austria-Hungary was on the rise following the Compromise of 1867 and the 1873 unification of Pest, Buda and Óbuda into the booming metropolis of Budapest. The year prior to the publication of Dracula saw the 1896 Millennial Celebrations of Budapest, a universal exposition-style event marking the thousandth year of the establishment of Hungary. As with any world’s fair worth its salt, massive constructions reshaped the face of Budapest, with the opening of the first continental underground railway line in Europe (after London), the Budapest Hall of Art (Műcsarnok) on Heroes’ Square, and the first version of the above-mentioned Vajdahunyadvára. Counter-mythmaking was definitely the order of the day.

None understood the importance of mythmaking more than J.R.R. Tolkien, who wrote his essay “On Fairy-Stories” to explain his ars mythopoeia, and coin the important term, “sub-creation” (eds. Flieger and Anderson, 42) for the art of enchantment that brings the inner consistency of reality to the fictional universes created by writers (Wolf). As I argued elsewhere, the essay invents a fictional art form, the Faërian Drama, which is imagined as an interactive drama that enchants its spectators to the point where they believe it to be real. Such illusionistic realism was not possible in Tolkien’s time, but we may recognise it today as a form of virtual reality, whose interactivity seems to foreshadow computer games (Makai, “Faërian Cyberdrama” 43). In fact, table-top RPGs are overwhelmingly inspired by Tolkienesque fantasy, and the nascent genre of CRPGs themselves drew on the pen-and-paper tradition, but they also brought a discrete, interactivity visuospatial representation to the storyworlds of fantasy (Makai, “Games: Playable Arda”). Tolkien’s meticulous world-building is one of the prime reasons why “our current virtual worlds in video games . . . are massively dependent on fantasy conventions brought alive by Tolkien” (Makai, “Games and Gaming” 532).

In the case of Van Helsing, the intellectual genealogy of Tolkien is highlighted both in the several cultural references to the Professor’s oeuvre as well as by the meticulous worldbuilding of Borgovia. On the way to Markovna, Van Helsing meets a mysterious Halfling, Domovoy Baggins, upon whose death the player may pick up “A Certain Magical Ring”; likewise, he may later come across the Grey Wizard in some caverns. The tabletop tradition’s fondness for statistical uncertainty and its simulationist roots are palpable in the ARPG’s combat system that values randomness in calculating hit chances, damage, and the mitigation of damage by separate resistances, not to mention the gameplay focus on constantly upgrading equipment with higher statistical bonuses. Like Game Masters of a tabletop session, the game prides itself on creating a fully realised and believable fantasy realm with its own geography, history, and architecture, complete with rivalling political factions and religious rituals, which the player partakes in on their own quest of heroic derring-do.

Thus, we have a conflux of real, literary, and virtual world-making at the heart of Van Helsing: Stoker creates an orientalised Transylvania to mitigate the economic boom of Austria-Hungary, which itself builds on nationalistic mythologies of the emerging Hungarian intelligentsia, whose tales reach the ears of Stoker. The resulting creation becomes a popular myth of its own right, to be endlessly refigured by every medium it touched, and it was inevitable that it would be picked up by a medium destined for fantastic and mythopoetic world-building. The malleability of the computer game’s virtual world, as designed by animators and programmers, are the natural habitat of fantasy. And when Neocore picks up the slack to create their own version of the Dracula myth, they choose the RPGs genre as the logical form of their mythicisation of Van Helsing’s descendant.

A World Built on Hungarian Soil

Van Helsing is remarkable for the range of cultural and architectural allusions that weave Hungary into the tapestry of the Dracula myth. Early on in the first game, Van Helsing enters a grim, Gothic backwater town called Markovna, a town full of stone-walled buildings with wooden-slatted roofs and tall, ornamental wooden gates peculiar to the Székely (Szekler) people of Transylvania. Curiously, the names of the townsfolk and nobles are clearly of Slavic origin (e.g., Boris, King Borislav, Grigori); however, people familiar with Hungarian animation might notice that the Romany camp outside of town is led by Gaspar and the charming Saffi. Their appearance is modelled on the characters of Szaffi (1985), itself an animated adaptation of Mór Jókai’s novel, A cigánybáró (1885), set in the Banat, a border region of Transylvania. Besides the geographical proximity (and the pop cultural reference), the inclusion of the characters must also have been motivated by the Jókai text predating Stoker’s work.

The Romany Camp in the Croakwood, with “Saffi” (rightmost) and “Gaspar” (exclamation mark)

As the player proceeds towards the city of Borgova, Borgovia’s imperial center, the architectural references move from Transylvania to Budapest. Borgova is indicated to lie at the conflux of the Borgov and the Lugosi rivers, the latter being a nod to Dracula’s most famous portrayal by Hungarian-American actor, Béla Lugosi, whose bust graces the aforementioned Vajdahunyad Castle in Budapest. After a series of encounters in the industrial port, we move to the Old Town level, a district described by the game as “a neighbourhood of wide avenues and magnificent palaces with wrought-iron gates.” However, anyone with a passing familiarity with the main sights of Budapest will immediately recognise several important landmarks that are stripped of their real-world historical detail, but they still retain their main architectural features, if one can see past the piles of enemy cadavers gracing the landscape.

A loading screen of The Incredible Adventures of Van Helsing showing the first area of the game, including the Lugosi River.

The wide avenue that serves as an umbilical cord to the central plaza bears more than a passing resemblance to that of Andrássy út, a Budapest avenue widened for the turn of the millennium, guarded by rows of stately homes of nobles which today mainly serve as embassies. The parallels are soon reinforced by a cursory glance at the plaza, which features a massive, symmetrical colonnade forming a half-circle, the columns interspersed with winged statues and equestrian monuments. The absolute centre indicated by the two quarter circles is occupied by a bronze statue of King Borislav. Beheld as an architectural unity, the plaza is recognisably a riff on Heroes’ Square at the heart of Budapest, with the Millennium Monument at its centre. And if there were any doubts as to the inspiration for the level, the plaza is flanked by two massive, Neoclassical buildings of uncertain function, which mimic the placement of the Szépművészeti Múzeum (Museum of Fine Arts) and the Műcsarnok (Hall of Art), which—as indicated above—were major landmarks of fin-de-siècle Budapest.

The Old Town of Borgova. Note the spatial arrangement of the colonnade and the Neoclassical buildings on both sides. 

As the player slaughters their way beyond the old town plaza, they soon find themselves in a more arborescent, park-like landscape, a vast pentagon that features a great lake with boat jetties, bisected by the continuation of the avenue. Left of the lake, we find a fountain of epic proportions, large enough for twenty people to bathe in, whereas the right side of the lake is dominated by a white boathouse and a castle with lion statues as gatekeepers. Indeed, this portion of the map is an imaginative recreation of Budapest’s City Park, with its Széchenyi Thermal Baths and a Vajdahunyad Castle stand-in located at precisely the spot where it would be in real life. Granted, it is far from an exact replica, as the art style is consistent with the steampunk trappings of the rest of the game, but the layout follows that of the real-life castle, and the facades of the buildings lining the square evoke Habsburg-era bourgeois villas.

Minimap view of the Old Town (credit: GameBanshee) and Google Map image of the Városliget in Budapest.

Finally, the last open-world portion of the game, The Gables, takes players to another reconstruction of Budapest’s must-see sights: the Castle District on the Buda side. The level design is careful to lift many elements from the area most visited by tourists in Budapest: they include a massive bird statue not unlike the Turul bird featured atop a column overlooking the Pest side of the city; a triple-arched gate adorned by several decorative reliefs to match that of Buda Castle’s Lions Court; and an easily identifiable copper dome identical to that atop the National Gallery. The final confrontation takes place in what is called The Palace of Machines in-game, but its domed arena, the floor’s decoration and the interior design evokes that of St. Stephen’s Basilica, resting on the Pest side of the Danube.

The Gables in-game and the Turul statue in Buda’s Castle District.

The entire level design process for Borgova and the world of Van Helsing in general begs the question: Are these stylistic choices not just a whimsy of a Hungarian developer, a mere in-joke for Budapest’s citizens, whose passing smile is soon replaced by gleefully murderous intent? I would argue that there is a deeper meaning at the core of this process, a sustained effort of bringing Dracula ‘home,’ so to speak. What the developers engage in is an active process of mythopoeia. As Alexander Vari suggests, the decades of the Dual Monarchy were a time in Hungarian history where, in particular, the reburying of Lajos Batthyány in 1870 and of Ferenc Rákóczi in 1906, as well as the burial of Lajos Kossuth in 1894 served as prominent rites of Hungarian mythmaking:

Nationalism . . . became inserted in a modern urban context while the technological and urban modernity of Budapest allowed patriotic mythmaking to gain more traction. Past and present melded together on these occasions, with the nation becoming a mediatic presence in the city. (Vari 225)

Similarly, through the revival of the Dracula myth and placing it in pseudo-Slavic steampunk environment, with a sustained effort to locate it in a fantastic Austria-Hungary, Van Helsing creates a Central Eastern European mythopoetic space that arose from a mélange of cultural images propagated in late nineteenth century, at a time when cultural and literary ties were close between the United Kingdom and the Austro-Hungarian Empire, as evidenced by the use of Hungarian folklore in Bram Stoker’s work. After pop culture westernised Dracula, Neocore Games’ reimagination can be read as an allegory of competing visions for a contested territory, that of Dracula’s “mythic Transylvania,” and the inscription of “Magyarising”7 popular culture onto that landscape, mirroring real-world historical processes. In the primary world, Magyarisation was an act of Hungarian nationalism that promoted an exclusively Hungarian identity among citizens of different or mixed ancestry in Austria-Hungary. This was coupled with the kind of mythmaking documented by Vari, which has consistently served a political purpose in the history of Hungary, enabling the nation to position itself vis-à-vis the Slavic and Germanic populations with whom they have shared a country for hundreds of years.

This is not to say that the developers and narrative designers have viciously removed elements of Austro-Hungarian history with the intent of giving a false vision of Hungarian or Transylvanian culture. On the whole, the Van Helsing games are written in a snarky, tongue-in-cheek style, overwrought with pop cultural references to Western media, and they very clearly steer away from making connections with real-world history. Borgovia, as a creation, feeds on vampire lore and contemporary mediascapes far more than on any historical signifiers. However, the narrative of the games, the architectural setting, combined with the mechanics of the ARPG, present a uniquely Hungarian perspective on the Central Eastern European region and the Dracula myth. It is by this act of re-burying the undead that Neocore’s mythopoetics of Borgovia come full circle, and lay the foundations for games like Zen Studios’ Operencia: The Stolen Sun (2020), another Hungarian contribution to the RPG genre that explicitly draws on and adapts Hungarian folk-lore and legends to construct a fantastic world. It is to be devoutly wished that such trailblazers actually pave the way for future titles that would put Hungary on the world fantasy and science fiction maps once again.

NOTES

[1] The paper is an extended version of a talk given at the 2018 Central and Eastern European Games Studies conference, held in Kraków, Poland, as part of the Slavic Fantasy workshop. The author would like to thank the generous support he received from the Kulturwissenschaftliches Institut of Essen during the course of 2021 that enabled the writing of the article.

[2] The popularity of Dracula as a subject of horror fiction is best epitomised by the extensive, if not exhaustive, list of media products enumerated in the entry “Count Dracula in popular culture” (Wikipedia 2021). For twentieth century film adaptations, see Holte 1997; for the effect of vampires on live-action role-playing culture, see Milspaw and Evans 2010.

[3] Although the influence of the Sommers movie on the game would appear prima facie obvious, lead narrative designer Viktor Juhász confided that the 2004 movie had little influence on the world of Borgovia, and in fact proved to be misleading when gaming journalists promoted the game with posters of the film (personal communication).

[4] Of particular note here is that Diablo’s arrival on the scene created a seismic shift in terminology. As one games journalist observed, “prior to 1996 . . . the term ‘action RPG’ described a number of other games and styles, foremost of which was The Legend of Zelda. Such has been the impact of Diablo that the Zelda series has been entirely recategorized as ‘action adventure’” (Parish 2012).

[5] A notable innovation is the inclusion of tower defence mechanics at key points in the story, which was made optional by the time The Final Cut came out, to preserve the flow of gameplay for people who thought it an unwelcome distraction. Nonetheless, the tower defence segments seem to have had staying power within the studio, prompting the release of a game exclusively devoted to the mechanic in Deathtrap (2015).

[6] An earlier draft of the paper drew a direct connection between the Warhammer 40,000 universe’s Dreadknights and the game’s Dreadknechts. However, Viktor Juhász, narrative designer of the series indicated that no references to WH40K property were intended at the time (personal communication). This did not prevent Neocore to later go on to design a WH40K action-RPG, Warhammer 40,000 Inquisitor – Martyr (2018).

[7] The Hungarian demonym for the Hungarian people is “Magyar,” and the name of the country is “Magyarország.” Magyarisation, therefore, denotes the cultural imperial tactic of suppressing other ethnic identities in favour of the dominant Magyar culture and language.

WORKS CITED

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Crisan, Marius. “The Models for Castle Dracula in Stoker’s Sources on Transylvania.” Journal of Dracula Studies, vol. 10, no. 2, 2008, n.p.

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Heiniger, Abigail. “Undead Blond Hair in the Victorian Imagination: The Hungarian Roots of Bram Stoker’s ‘The Secret of the Growing Gold.’” Hungarian Cultural Studies, vol. 4, no. 0, University Library System, University of Pittsburgh, Jan. 2011, pp. 10–21, doi:10.5195/ahea.2011.28.

Holte, James Craig. Dracula in the Dark: The Dracula Film Adaptations. Greenwood Press, 1997.

Makai, Péter Kristóf. “Faërian Cyberdrama: When Fantasy Becomes Virtual Reality.” Tolkien Studies, vol. 7, no. 1, 2010, pp. 35–53, doi:10.1353/tks.0.0065.

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Milspaw, Yvonne J., and Wesley K. Evans. “Variations on Vampires: Live Action Role Playing, Fantasy and the Revival of Traditional Beliefs.” Western Folklore, vol. 69, no. 2, July 2010, pp. 211–50, http://www.jstor.org/stable/27896342.

Mór, Jókai, A cigánybáró, Révai, 1885.

The Incredible Adventures of Van Helsing: The Final Cut, Steam version, NeocoreGames, 2015.

Norton-Taylor, Richard. “From Dracula’s Nemesis to Prototype Foreign.” The Guardian, 1 Apr. 2005, https://www.theguardian.com/politics/2005/apr/01/highereducation.artsandhumanities1

Operencia: The Stolen Sun, Steam version, Zen Studios, 2020.

Parish, Jeremy. “What Happened to the Action RPG?” 1UP.com, 3 Aug 2012. http://www.1up.com/features/what-happened-action-rpg.html

Péli, Péter. “2 Az 1-Ben: Angol Kém És Magyar Nyelvész.” Nyelv És Tudomány, 20 Apr. 2010, https://www.nyest.hu/hirek/2-az-1-ben-angol-kem-es-magyar-nyelvesz.

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Vari, Alexander. “The Nation in the City: Ceremonial (Re)Burials and Patriotic Mythmaking in Turn-of-the-Century Budapest.” Urban History, vol. 40, no. 2, 2013, pp. 202–25, doi:10.1017/S0963926813000084.

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Péter Kristóf Makai recently finished his Crafoord Postdoctoral Fellowship in Intermedial and Multimodal Studies at Linnaeus University in Växjö, Sweden. He is set to join the University of Duisburg-Essen’s Cultural Studies Institute as an International Visiting Fellow to study how theme parks are transmediated into digital and board games. He got his English Literature PhD from the University of Szeged. He has published work on Tolkien, games and worldbuilding in Reconstructing ArdaTolkien Studies, and in Postmodern Reinterpretations of Fairy Tales. He is a member of COST Action 18230, Interactive Narrative Design for Complexity Representations.


Review of Star Wars: The Clone Wars, season 7



Review of Star Wars: The Clone Wars, season 7

Adam McLain

Star Wars: The Clone Wars. Dave Filoni, supervising director. Season 7, Disney/LucasFilm, 2020.

Star Wars is a series that leans on binary moral conflicts to instigate its plot and action: light and dark, rebel and empire, Resistance and First Order, Jedi and Sith. While this simplification of morality might support narrative movement and audience retention in a blockbuster movie, it limits the depth one can take in an elongated form like a television series. In The Clone Wars (2008–2020; hereafter, Clone Wars), the binary of light and dark sides of the Force and their respective Force-users are still present, but because of the longer medium, space and time is given to investigate and complicate this binary presentation of good and bad. However, even as Clone Wars expands this binary representation of the Force, its efforts to engage in other conversations outside the insular, pseudo-religious philosophy of the Force are frustrated as it fails to delve as deeply into or inquire as fervently after other ethical dilemmas, especially those around cloning and warfare, that it brings into question.

Occurring chronologically between Episode II: Attack of the Clones and Episode III: Revenge of the Sith (2002, 2005; hereafter, Attack and Revenge), Clone Wars depicts the galaxy-wide civil war between the Galactic Republic, who believes the known galaxy should be joined under an enormous senate, and the Separatists, who believe the Senate has become too bloated to take care of the needs of smaller star systems. The animated anthology series contains various arcs that follow numerous characters as they fight for or against the Republic. Season seven is separated into three distinct arcs. In the first arc (Eps. 1–4), clone troopers go on a mission to rescue a captured ally. The second arc (Eps. 5–8) continues Ahsoka’s storyline after she left the Jedi Order in season five: she navigates the galactic underground and learns that a former enemy, the former Sith apprentice Darth Maul, has resurfaced. The final arc (Eps. 9–12) parallels events in Revenge as it details the siege of Mandalore, Ahsoka’s attempt to thwart Maul, and Ahsoka’s escape from Order 66—the Jedi genocide.

The complication of the binary system of Jedi and Sith in season seven provides a jumping-off point to critique contemporary American suspicions toward institutions and institutional support, particularly through the character development and interactions of Ahsoka and Maul, outcasts of the Jedi and Sith. Struggling with the Jedi Order’s betrayal of her, Ahsoka seeks to find her own way in the galaxy. When she discovers Maul as a threat, she returns to her master, Anakin, and asks to be sent to Mandalore to deal with him once and for all. The final lightsaber battle between Ahsoka and Maul exhibits the nuanced treatment Clone Wars provides of the light-dark duality. Because of their status as outcasts, both Maul and Ahsoka have developed non-normative, individualistic approaches to the Force that reflect but do not exactly represent the orthodoxy of the respective institutional ethics and morals in which they were raised. Ahsoka’s approach centers on an ethic that cares for and looks for the good in individual people rather than defending institutions like the Jedi Council or the Republic. This individualistic care ethic is seen after Maul reveals to Ahsoka that he has seen in a vision Anakin choosing the dark side over the light side of the force and she tells Maul, “I know Anakin. Your vision is flawed” (Ep. 10). Ahsoka’s reasoning is not that Anakin is good because he is a Jedi; she intertwines her belief in his goodness with her relationship and attachment to him, thus rejecting the Jedi Order’s ethic of non-attachment.

On the other side of the duel, Maul seeks to work within the shadows and subvert institutional power to his own self-interest. This institutional subversive ethic of the Force is seen when Maul states, “There is no justice, no law, no order, except for the one that will replace it” (Ep. 10). Instead of the Sith ethic of “unlimited power” through sole control of institutions, as seen through Palpatine’s Republic coup and creation of the Galactic Empire, Maul invests himself in the shadows, creating a network of secrets and promises that give him power yet protects him from losing his power when the inevitable institutional change occurs. This ethic requires Maul to trust, in a small way, other people, rather than invest all power within himself, as Palpatine does. Even as the battle places these two non-institutionalized ethics in stark contrast to each other, it has no clear victor in the end: Ahsoka captures Maul, but she later must use the captured Maul to save herself by releasing him from prison to cause a distraction so she can escape the Jedi purge. The uncertain victor in this battle of non-normative ethics, then, leads to a reassessment of the philosophies of the Force: instead of the Force couched in a light and dark binary institutionally presented as Jedi and Sith, the Force can now be utilized as a tool and technology to inform and complicate a variety of ethical and moral approaches to life.

This struggle for dominance reflects current American conversations around institutional trust, support, and reform. Ahsoka’s ethic of care, for example, demonstrates how individuals might reject traditional authority in favor of local networks of support and solidarity, and so can be usefully read in the context of the 2020 creation of Seattle’s “autonomous zone,” which replaced government oversight with a utopian experiment of anti-policing and communal care. Similarly, Maul’s subversion of institutional norms for personal gain recalls the ruthless use and misuse of current economic systems by wealthy individuals and institutions during the COVID-19 pandemic even as the rest of the community hemorrhages due to societal disparity and inequality. Placed in conversation with contemporary-era America, Ahsoka’s and Maul’s complications of the two-party Force-user system within Star Wars dramatize the varied moral and ethical positions individuals take under crippled and failing institutions that are meant to provide for and protect life, liberty, and happiness. In complicating the two-party Force system, season seven becomes a commentary on individual reaction to shifts and differentials of power, the various ways ideologies and their idealogues vie for political control, and how individuals gain and lose their own power within hegemonic systems of control.

Even as this battle between two outcasts of institutional power shows the interrogative depth the series can provide, the show limits itself in certain conversations and constrains the thematic development it could have in interrogating ethical concerns. For example, the series shows the lived experience of the clones, soldiers bred specifically for combat. Instead of delving into the bioethics of cloning and the moral questions surrounding living, humanoid beings formed with the sole purpose of combat and extermination, the plotlines for the clones emphasize quotidian stories of individuality, identity, and teamwork. Season seven, with its introduction of mutant clones and a storyline of rescuing a prisoner of war, provides ample opportunity to interrogate the ethics of war and justice; however, the show limits itself by not diving full-heartedly into the ethical and moral quandaries that surround cloning and the political and societal repercussions of the creation of living—and dying—weapons of war. This lackluster investigation compared to the depth given to the entanglement of Ahsoka’s and Maul’s varied approaches to the Force, then, shows an emphasis in this season—and perhaps in future endeavors in the Star Wars franchise—on individual rather than institutional solutions to moral and ethical questions.

Although this final season of Clone Wars does not problematize all of the ethical and moral quandaries within its own story world as much as a scholarly viewer might desire, it does give a strong foundation for future investigations within the universe for these dire and important questions. It shows that there is potential, even in a franchise known for its binaries, to create nuance and space for varied experiences, perspectives, and approaches. Season seven, then, becomes a catalyst to understanding the ways new Star Wars projects—like the live-action series The Mandalorian (2019–present), The Book of Boba Fett (forthcoming, 2021), and Ahsoka (forthcoming, 2022), and the animated continuation of this series, The Bad Batch (2021–present)—might complicate, interrogate, and answer moral, ethical, and philosophical questions and problems, as those who worked on Clone Wars continue to creatively guide the galaxy far, far away.

Adam McLain is a Harvard Frank Knox Traveling Fellow (2021–2022), researching twentieth-century dystopian literature and the legal history of sexual violence in the UK. He has a master of theological studies from Harvard Divinity School and a bachelor of arts from Brigham Young University.


Review of Free Guy



Review of Free Guy

Jess Flarity

Free Guy. Dir. Shawn Levy. Berlanti Production and 21 Laps Entertainment, 2021.

Director Shawn Levy’s Free Guy is the newest “family fun video game movie,” an American tradition going back to the early 1980’s and Tron, but it also embodies all the dissociative elements of existing in a blurred reality, like the one currently being experienced by Generation Z. Sociologist Zygmunt Bauman calls this phenomenon “liquid modernity.”

To begin, the audience is immediately thrown into the perspective of Guy (Ryan Reynolds), a non-player character (NPC) who lives in Free City, a fictional mashup of Grand Theft Auto and PlayerUnknown’s Battleground, and follows him as he survives a daily onslaught of gamers who rob the bank where he works, with the initial scenes borrowing heavily from The Truman Show, The LEGO Movie, and even Groundhog Day. Soon afterwards, Guy meets the real-life player Molotov Girl (Jodie Comer), and the fault lines between game/reality fracture as the narrative flows between the two worlds, disrupting any attempts to distinguish one realm as more important than the other. This plotting technique mirrors the life of the modern teenage gamer, the film’s target audience, and it is especially prescient considering the impact of the Covid-19 pandemic, as a recent study demonstrated that most U.S. youths are spending an average of 7.7 hours per day in front of a screen, double the amount from the previous year (Nagata).

Free Guy uses astonishing visual special effects to successfully leverage the chaotic, unstable aspects of liquid modernity into its central plot: this is as much a movie-about-a-video game as it is a two-hour video game “cut scene,” which is evidenced by the director’s incorporation of actual “gaming celebrities” later on in the story. However, this purposeful mixing of game world/real world elements also opens up valuable criticisms for scholars who work with critical race and feminist theories, as the more problematic issues associated with video game culture, such as racism and sexism, are repeated rather than subverted or eliminated.

From a critical race perspective, the main characters reinforce “whiteness-as-default”: Guy, Molotov Girl and her real-world counterpart Millie, and the programmer Keys (Joe Kerry) are all generically white. The vast majority of side characters, in contrast, are not white and verge on being stereotypes: Guy’s non-threatening black sidekick (Lil Rel Howery) serves in an emasculating role as comic relief, the unhinged Jewish-Polynesian antagonist (Taika Waititi) is a CEO who achieved success because he stole the game’s code from the white heroes, who are implied as being both honest and hardworking; and finally the Indian-American supporting character (Utkarsh Ambukar) sacrifices his individuality to ensure that the protagonists recognize their love for one another at the very end. The featured celebrity streamers are also problematic, as except for Pokimane—aka Imane Anys, a Moroccan-Canadian woman—all of them are white men. Free Guy’s failures here are comparable to those in Ready Player One, which has drawn sharp criticism due to its lack of non-white pop culture references and through the tokenism of the side character Aech, who is only revealed to be both black and gay in the final scenes of its narrative.

Similarly, from a feminist perspective there are several concerns with the portrayal of Millie/Molotov Girl, the heroine who serves as the romantic interest of both Guy and his creator, Keys. First is the notion that Guy only achieves self-awareness through his subconscious programming falling “in love” with Millie because he is a reflection of Keys, which reinforces the false ideology of men and women not being “complete” without each other’s love. This is both a denial of aromantic legitimacy—it assumes Guy can’t achieve consciousness without love—and an example of heteronormative bias being applied even to a non-human, artificial-intelligence construct. An even bigger problem is how Millie’s “skills” are portrayed over the course of the film. While her character’s introduction includes uncomfortably long shots focusing on her body as a non-ironic way of pandering to the male gaze, the audience soon learns that she is a formidable player in the game. She tells Guy he needs to “level up” in order to help her, and after an amusing montage, he quickly becomes her equal. This type of misogynist fantasy, wherein the male novice surpasses a female superior with inexplicable ease, is a surprisingly common science fictional plot device that is often overlooked, with other recent examples including The Matrix, Avatar, Edge of Tomorrow, and Doctor Strange.

A final feminist critique shows a sinister lack of agency on the part of the heroine: Millie is never shown doing anything competent related to computers despite the audience being told she is one of the programmers of Free City’s stolen code. Instead, quite often she is literally helpless, whether because she can’t log in, the game is down, or some other reason, reinforcing stereotypes of feminine incompetence related to technology, an all-too-common talking point that continues to cut off women from STEM fields. Her male counterpart Keys, conversely, has several important instances where he uses his superior coding or hacking skills to save the day. Even the “McGuffin,” a video clip that shows a hidden door in the game, can’t be obtained by Molotov Girl no matter how hard she tries—but by the end of the movie, Guy has become so famous that the clip’s owner goes “fanboy” and begs him to take it, further invalidating her previous efforts. This kind of wish fulfillment completes Guy’s cycle in the wheel of hegemonic masculinity: like a superhero at his apex, he becomes so powerful that he does not even need to do anything for others, especially men, to be in awe of him.

Many media critics have praised Free Guy for its impressive use of pacing and visual delights, but further analysis suggests that many of its aspects aren’t nearly as “family fun” as they first appear. There are simply too many instances where the film subconsciously echoes patriarchal ideas of white, male dominance, a mindset often linked to the certain sectors of the video game industry and a large part of its online fan community. However, the plot should also be praised for encapsulating the fluid, nomadic quality of liquid modernity in how it shifts between zones of reality, as famous YouTube celebrities create “real” streams about the “fake” game Free City; for many young people today, this isn’t fiction at all, but representative of what it’s like to spend an entire third of your daily life watching someone else through a screen.

WORKS CITED

Nagata J.M., Cortez C.A., Cattle C.J., et al. “Screen Time Use Among US Adolescents During the COVID-19 Pandemic: Findings From the Adolescent Brain Cognitive Development (ABCD) Study”. JAMA Pediatr. Published online November 01, 2021. doi:10.1001/jamapediatrics.2021.4334

Jess Flarity is a PhD candidate in Literature at the University of New Hampshire and a graduate of the Stonecoast MFA program in Popular Fiction. He has published works in The London Reader, Hippocampus, and other places online. His current studies involve the intersection between race and gender in science fiction in the 20th century.


Review of The Last of Us Part II



Review of The Last of Us Part II

Steven Holmes

The Last Of Us Part II. Playstation 4, Naughty Dog. 2020.

The Last of Us Part II is the sequel to Naughty Dog’s critically acclaimed and commercially successful third-person shooter The Last of Us (2013), and as of the writing of this review remains the fastest-selling Playstation 4 exclusive (a title it may hold in perpetuity given the release of the Playstation 5 in 2020). Unlike its predecessor, however, The Last of Us Part II was far more controversial, and was the subject of an early review bomb—a phenomenon wherein a large number of people post negative reviews en masse—on Metacritic. With a typical playtime of 20-25 hours, and its status as a Playstation 4 exclusive, it is a title that is unlikely to make its way into many classroom settings as a primary text, although it remains significant to scholars of science fiction, horror, video games, and popular culture. There are at least three major topics that are likely to come up in scholastic discussions of the title, including: the game’s attempted interrogation of the norms of violence in video games, the attempted if-limited representation of a trans character in a science fiction horror game, and as its place as, if not an epilogue, then perhaps an addendum to the social controversies surrounding the “Gamergate” harassment campaign of 2014. As such, it is a touchstone in the current understanding of the video game-related culture wars.

The main focus of the game is the representation of cycles of violence. Understanding these cycles relies on some familiarity with the first game and its plot. The first game, 2013’s The Last of Us, presented Joel Miller (voiced by Troy Baker) as a hardened survivor in the midst of a fungal-zombie apocalypse (like MR Carey’s The Girl with All the Gifts, the zombie outbreak is modeled on the fungus Cordyceps). In that game, Joel travels across post-apocalyptic America with Ellie (voiced by Ashley Johnson), tasked with delivering her to a group called the Fireflies in the hopes of developing a vaccine to the zombie pandemic. When it’s revealed that the Fireflies will need to kill Ellie and extract part of her brain to develop a vaccine, Joel chooses Ellie’s life over the potential vaccine, killing the Fireflies, including the doctor that was about to perform the operation. Given Joel’s centrality to the first game and his popularity with the players and fans of that game, The Last of Us Part II stands out by killing Joel in the first two hours of the sequel. The game is framed around an initial cycle of violence, as Joel’s killer, Abby (voiced by Laura Bailey) is the daughter of the Firefly surgeon who would have performed the operation on Ellie at the end of the first game. Abby killing Joel is the completion of this first revenge plot, but it stirs a new revenge plot as Ellie chooses to hunt down Abby in revenge for killing Joel. The game disrupts this revenge plot halfway through, however. The perspective of the game shifts from Ellie in her quest to kill Abby, to Abby herself. The choice to shift perspectives so that the player is forced to play as the character that killed Joel for 10-12 hours of gametime highlights the game’s foregrounding of theme in shaping the structure and narrative. The game wants to aesthetically be in the same ballpark as  Spec Ops: The Line in deconstructing its own franchise and the player’s relationship to violence. Like Spec Ops: The Line, which attempted to subvert player expectations by recasting the end boss of the game as the projection of the protagonist’s guilt over war crimes he commits throughout the game, the form of subversion in The Last of Us Part II is to still present heavy violence throughout the game, but emphasize the guilt the characters experience for committing that violence as well as the guilt the game seems to think the player should feel.

For this interrogation of violence to work, Abby needs to have character traits established that go beyond her revenge killing of Joel. This is executed through the representation of Lev (voiced by Ian Alexander). The game’s attempt at presenting Abby’s redemption arc centers around her rescue of Lev and his sister Yara (voiced by Victoria Grace) from the Seraphites. In this vision of post-apocalyptic Seattle, the city is divided between the warring factions of Washington Liberation Front, which Abby is a part of, and the cult of the Seraphites, a group which, among other things, practices arranged marriage. Lev, a transman, is assigned to marry an elder man in the Seraphites. In rejecting the arranged marriage, Lev becomes a target for Seraphite violence. The apparent purpose of this sequence is to highlight that Abby is capable of rejecting the regional conflicts between the WLF and Seraphites, and that she could be viewed as a “heroic” figure if not framed around her murder of Joel. This is contrasted with Ellie who, in her own quest for revenge, kills a pregnant woman and her boyfriend in her unyielding pursuit of Abby. As a redemption arc for Abby, this presents some problems, since even if the intention is to contrast Abby’s willingness to help Seraphites to Ellie’s unwillingness to forgive Abby, the contexts may seem different enough that the parallels among the various characters will either be missed or feel weak. Despite the issues with how well Lev fits into the game’s attempt to present a redemption arc for Abby, Lev remains one of the few earnest depictions of trans identity in post-apocalyptic narrative, and this allows the game to serve as a kind of benchmark in understanding the horror genre’s evolving depictions of non-cis identity. Although the game is not interested in deeply exploring Lev’s identity, its banal depiction is still an improvement from many earlier representations of non-cishet identity in the horror genre. The range of trans characters depicted in post-apocalytpic narrative further expanded with the 2021 TV series Y: The Last Man.

Thematically, the end of the game is likely to elicit mixed reactions; the game continues to interrogate the cycle of violence as Ellie again chooses to pursue revenge at the cost of her friends, family, and fingers, only to opt for mercy in the final moments. The final scenes, though, are undercut by the ludological structure of the game, which even up until the final moments involve Ellie shooting and stabbing her way across America in her pursuit of revenge. Nonetheless, the nuances of the ending are not central to the game’s place in the cultural zeitgeist. The review bomb on Metacritic at the game’s release is as much tied to the game’s place as a kind of addendum to the Gamergate harassment campaigns of 2014, as it is to players who were unhappy the game kills off Joel in the first two hours. In response to a developer looking for a source for one of the many false accusations against the studio and developers, director and co-writer Neil Druckmann lists some of the false conspiracy theories that led to its early review bomb:

you fight homophobic Christians? Or that Anita worked on the game? Or that Abby is trans? (@Neil_Druckmann).

Since presenting the “Ambassador Award” to Anita Sarkeesian at the 2014 Game Developers Choice Awards, Druckmann has been a target for the Gamergate harassment campaign, a characteristic that has evidently lingered in the years since. The false rumor, meanwhile, that “Abby is trans”, reflected the puerile attitude of some early review bombers that took Abby’s muscular appearance and the knowledge that the game had a trans character as a sign that Abby herself was transgender. The combined commercial and critical success of The Last of Us Part II, as a lesbian-led post-apocalyptic game featuring a transman suggests that radical attempts at changing the typical representations of video game protagonists only fuels the sales of games, even if it also elicits a backlash. That being said, that this controversy exists at all reflects that there is a vocal population of misogynists and transphobes in the gaming community. This is not to imply that there are no valid critiques of the game. Some negative reviews also focus on the clumsy attempts to humanize Abby and the uneven nature of her redemption arc, although it is this dynamic that may be the game’s most interesting element for scholars.

Despite the complexities revolving around issues of representation, the game’s attempt at subverting player attitudes toward violence does not really work, but the heavy-handed attempts of the game to subvert player attitudes transforms the audience’s relationship with the narrative structure of the game. It’s not like Undertale, where the player has a ludological choice between a Pacifist or a Genocide run. While players can attempt to stealth their way through some parts of the missions, the game is primarily designed as a third-person shooter. Instead, the game interrogates the audience’s relationship with violence by toying with audience feelings. The audience is unlikely to forget the scene of Abby killing Joel at the start of the game, where she shoots out Joel’s leg with a shotgun and then bludgeons him to death with a golf club, but by the second half of the game, they are confronted with a scene where Abby plays fetch with Bear the dog. It’s a short scene, and its impact in part stems from the contrast with the twelve hours of brutal violence that precedes it. The player is probably aware of how manipulative the game is trying to be with the sequence, given the extreme violence depicted in her murder of Joel, and it is improbable much of the audience would “forgive” Abby just for playing with a dog. Instead, the player becomes more aware of the overt nature in which the game is manipulating them. The inadequacy of the dog scene in humanizing Abby is also what makes the game’s meta-textual play between developer and audience interesting. The “real” game, in some sense, is being played on the level of meta-cognition between developer and player, as the player likely still abhors Abby’s actions in the first half of the game. The narrative creates reflection for the player because of the discomfort and confusion they feel playing Abby, but also for their own willingness to continue engaging with the game’s artistic perspective. The Last of Us Part II challenges the player to reflect on what it means to choose to continue playing the game. It’s this highly subjective and variable discomfort that the game seems to most want to explore, even if the game’s argument about the nature of violence is extremely undercut by the necessities of its gameplay. The Last of Us Part II is not a masterpiece because it successfully dramatizes the complexity of cycles of violence, rather, what makes it a compelling case study in artistry are the ways it attempts but fails to do so, and in doing so creates an entirely distinct experience.

WORKS CITED

@Neil_Druckmann. “Maybe the same source as… you fight homophobic Christians? Or that Anita worked on the game? Or that Abby is trans? Or that I was scanned and mocapped anything in the game? Or that we paid for reviews? Or… I’m exhausted.” Twitter, Jun 2020, 6:28 AM. https://twitter.com/Neil_Druckmann/status/1275103339907178496?s=20.

Dr. Steven Holmes is a lecturer at the University of Hawaiʻi at Mānoa, where he is currently finishing a book project entitled Exploding Empire: Imagining the Future of Nationalism and Capitalism. His publications include articles in Studies in the Fantastic, The Written Dead: The Zombie as a Literary Phenomenon, War Gothic in Literature and Culture, and Gender and Sexuality in Contemporary Popular Fantasy. He teaches classes on argumentative writing, science fiction, fantasy literature, digital art, and Shakespeare.


Review of WandaVision



Review of WandaVision

Jeremy Brett

Schaeffer, Jac, creator. WandaVision, Marvel Studios, 2021.

In early 2021, the Marvel Cinematic Universe introduced its first Disney-directed television production—the limited series WandaVision. The show is a bold choice for the MCU’s Disney+ television debut because it is not a traditional superhero story (despite the battle-heavy final episode, which features its fair share of superpowered individuals hurling energy blasts at one another). Instead, the show is a number of other things, including an exploration of the tempting power of nostalgia, a meta-commentary on television and the cliches and pretensions of the sitcom format, a study of female autonomy and the social construction of a life, and an examination of the fragility and survival mechanisms of the human psyche in the face of trauma. Each of these aspects of WandaVision is valid and would merit significant academic analysis. The show is certainly a feast for scholars of media studies, as well. More than one sizable study could be produced detailing the ways—through imagery, dialogue, and more subtle Easter Egg-type references—in which WandaVision contributes to the ongoing evolution of the MCU. The production and creative decisions behind the construction of a cohesive narrative universe are a topic of significant interest, especially as Hollywood seems to be running full tilt into the “cinematic universe” mold of filmmaking. In essence, the show is rewarding enough in its complexity to hold multiple layers of analytical weight.

But to me, WandaVision, at its foundation, revolves around the twinning of grief and illusion. The show’s chief protagonist, Wanda Maximoff (played by Elizabeth Olsen), is driven by grief so profound that it quite literally warps herself and the people around her, as gravity warps and distorts the flow of time. Grief can be life-destroying; it is an intensely powerful emotion for regular human beings, let alone an Avenger imbued with Chaos Magic that is amplified by the power of an Infinity Stone. What WandaVision makes clear, however, is that the effects of Wanda’s all-consuming grief are wide-ranging and catastrophic because of her power, but her desire to change fate and wrap herself in comforting illusion is a common human trait.

WandaVision opens soon after the events of the films Avengers: Infinity War and Avengers: Endgame, during which the Avengers and their allies first failed at preventing the Mad Titan Thanos’ plan to erase half of the intelligent life in the universe and then—thanks to time travel—finally eliminated Thanos. The victory was achieved at great cost, however—several heroes died in the attempt to save the universe, including Wanda’s love, the synthezoid Vision (Paul Bettany). In Infinity War, Wanda must endure watching Vision die not once but twice, first by her own hands in order to stop Thanos, and again, by a time-reversing Thanos who rips the Mind Stone from Vision’s head. This doubling of Wanda’s trauma is added to an existing foundation of unearned guilt over destruction that Wanda caused in previous MCU films, causing an ultimately untenable burden on Wanda’s psyche that triggers the events of WandaVision.

The show’s first seven (of nine) episodes are clever in tone, writing, and production. Each one is modeled after a different era of American situation comedy, with appropriate opening themes, credit sequences, and commercials. In each episode—beginning with a 1950s show modeled on The Dick Van Dyke Show and continuing through to the 2010s Modern Family—Wanda and Vision are a happy married couple living in the idyllic town of Westview, New Jersey. It is a safe, comfortable, low-stakes life, in a town where the lawns are always mowed, Agnes the wacky neighbor is always dropping by, and all conflicts are minor and solved within 30 minutes. But the show’s tone shifts from the outset, signifying that things are not what they seem. Neither Vision nor Wanda can remember their lives before coming to Westview; the radio breaks in with someone’s voice calling out to Wanda; neighbors occasionally act peculiar—as if they are lost or scared. Most strangely of all, within a mere two episodes, Wanda becomes pregnant and gives birth to two rapidly growing twin boys. The increasing sense of otherworldliness and unease, even menace, is atypical of other Marvel productions and instead reminiscent of shows like The Twilight Zone, Twin Peaks, or Carnivale.

The secret is eventually revealed, partly through the help of government agency S.W.O.R.D., which has become aware of the situation and is observing from the outside. Wanda’s dark despair has fueled her semi-unconscious creation of a dome of magical energy around Westview—within that space, she has transformed Westview into the ideal kind of town she recalls from her memories of watching American television as a child in war-torn Sokovia. Wanda’s Westview captures the utopian myth of the American small town, but at the terrible price of transforming the residents into live puppets in her idyllic theater. Inside the “Hex”, she can happily play at being a wife and mother with her husband, her emotional anguish buried under layers upon layers of denial. But gradually, the illusion keeps giving way to reality as Vision increasingly questions the events around him and Wanda’s resets of reality keep being punctured.

The final breakdown comes because of revelations from two very different characters: S.W.O.R.D. agent Monica Rambeau (Teyonah Parris) and Wanda’s neighbor Agnes (Kathryn Hahn).  Monica is dealing with feelings of guilt and grief because, in her mind, she failed to be present when her mother Maria passed away. This, however, was a result of being “blipped” by Thanos in Infinity War and therefore not her fault. Unlike Wanda, Monica comes to accept the truth of her existence and seeks to live it, not avoid it. As she tells Wanda during one exchange, “I can’t change, and I don’t think I want to, because it’s my truth.” Monica rejects the same cycle of grief and doubt-erasing illusion that Wanda builds to escape both her past and her present.

The other character that returns Wanda to herself is neighbor Agnes, who reveals herself as Agatha Harkness, an ancient witch seeking the source of Wanda’s power. Their confrontation in the penultimate episode exposes the secret about herself that Wanda never knew—she is the inheritor of a destiny marking her as the “Scarlet Witch”, a magic user of unparalleled ability. Agatha ironically causes her own downfall by helping Wanda—through flashbacks—to see the truth about her past, by wiping away the illusions, and by excavating the traumas Wanda had hidden away. A flashback to Wanda’s past soon after the death of her twin brother Pietro (Aaron Taylor-Johnson in Age of Ultron; Evan Peters in WandaVision) shows Vision trying to comfort her. He notes quietly to the despondent Wanda that he is too young to have known grief, or love, but he wonders, “What is grief, if not love persevering?”  This conveys to the audience Wanda’s ultimate motives for creating “Westview”. Her final rejection of this illusion in favor of a harsher yet truer reality, her acceptance of responsibility for the mental enslavement of the townsfolk, and even her assent to her Scarlet Witch destiny, all reveals her growing recognition of illusion and denial’s ultimate paucity.

Therein lies the narrative power of WandaVision, distinguishing it from its fellow MCU film productions. Wanda is arguably the most emotionally complex figure in the MCU to date, and the most human in how repeated traumas and violence have affected her life. Though her fellow Avengers have their own imperfect lives, their own traumas and scars, none so far (with the exceptions perhaps of Natasha Romanoff or the protagonists of the Marvel Netflix shows) have been so defined by their pasts or have entwined their abilities with such fraught and piercing emotional resonance. WandaVision presents the viewer and the scholar alike with a more multidimensional kind of Marvel hero. In Wanda and Vision (who, as a construction from Wanda’s memories, experiences his own crisis of identity when confronting his newly reactivated S.W.O.R.D. incarnation), power is linked to trauma in an intimately, fallible human way. The show attempts to interrogate the image of the trauma-laden traditional superhero and asks its audience to consider what sorts of people result from the fusion of trauma and power. With this alone, WandaVision proves itself truly something new in superhero media, beyond its clever re-creation of old television in all its cliches and tropes, its multiplicity of tone, and its powerful acting from Olsen and Bettany.

The show is a meditation on the power of grief and the lengths humans go to avoid or deny it. Wanda’s history in the comic books has always been marked by heightened emotional states resulting in world-changing effects—notably in the “Avengers Disassembled” and “House of M” story arcs—and the show reflects this heritage. More problematically, however, it reinforces continuing complaints about Wanda’s character—that she is primarily defined by her reactions to loss and that she personifies the antiquated stereotype of women being prone to mental and emotional instability. Note how, in contrast, fellow magic-user Stephen Strange is eerily calm and composed in most situations. Conversely, science whiz Tony Stark is easily as emotionally unstable as Wanda yet is seldom called on it as a gender-trait. It’s an image that bears closer scholarly study. WandaVision doesn’t necessarily do much to overturn this conception of Wanda, but it does effectively chronicle her pathway from broken and reactive victim of trauma to a woman cognizant of her destiny yet still wholly imperfect. Notably, Wanda flees the angered townspeople whom she enslaved rather than actively engage with a reckoning for her crimes; besides Agatha’s acidly noting that “heroes don’t torture people,” the show ducks the ethical question of her criminal responsibility. 

Heroes don’t torture people. Nor, traditionally, do heroes grieve like people do, nor feel guilt for the destruction they create and inspire in the name of saving the world. Traditionally, heroes are supposed to be better, and are often rendered justified in any actions because of this assumption. Yet recent superhero film and television has started reevaluating the superhero’s image in light of a more confusing, complex, and divided world. WandaVision, in its depiction of a woman of great power who blinds herself to emotional reality past the point of safety, joins this new group of media devoted to the fallibility and humanity of heroes.

Jeremy Brett is an Associate Professor at Cushing Memorial Library & Archives, Texas A&M University, where he is both Processing Archivist and the Curator of the Science Fiction & Fantasy Research Collection. He received his MLS and his MA in History from the University of Maryland – College Park in 1999. His professional interests include science fiction, fan studies, and the intersection of libraries and social justice.


The Hero Doesn’t Need a Face and We Don’t Need a Hero: 3%, Social Justice, and the Shared Protagonism of Brazilian Science Fiction


SFRA Review, vol. 52, no. 1

LSFRC 2021 Papers


The Hero Doesn’t Need a Face and We Don’t Need a Hero: 3%, Social Justice, and the Shared Protagonism of Brazilian Science Fiction

Thais Lassali

In The Hero with a Thousand Faces, Joseph Campbell develops the theory that there is a common structure to many stories, myths, and legends called the “monomyth” or “the hero’s journey.” More than merely naming the main character of a given narrative, the hero is an archetype, an image that synthesizes social ideas of what heroism and valor are. This means that in a given society, all heroes share some traits, such as looking just like any other person on the outside, but having exceptional qualities on the inside (Campbell 95). And these qualities help the adventure entice him, call him to action, to travel (metaphorically or not) to achieve his own greatness; another feature of the hero is that he is meant to be great, in many cases since he was conceived or born. He is fated to be who he is.

Campbell’s idea became very influential in what audiovisual narratives assume a hero is and in the way it builds this archetype and its story. But Campbell’s ideas were not widely accepted when his book was first released. A great influence in popularizing Campbell’s work was George Lucas and his Star Wars films. It is up to debate how much influence Campbell’s work had on the making of the original script of the 1977 movie. Chris Taylor argues that based on early drafts, Sir James Frazer’s The Golden Bough and a far wider range of references were more influential (533), with Campbell’s book serving more as a “user’s manual” for understanding Frazer’s work (245).

After the movie was released, the association between Campbell’s and Lucas’s works became unavoidable. Influential critics such as Roger Ebert quickly recognized the relation between Lucas’s film and mythology, pointing to a lexicon very similar to those Campbell used in The Hero with A Thousand Faces. Through the end of the 1970s and all of the 1980s, Lucas embraced this supposed influence, turning himself into a great advocate of Campbell’s work. After Star Wars’ tremendous success, the hero’s journey spread like a plague in Hollywood, mainly in science fiction and fantasy film narratives, but also in other genres and media. Even a big player like Disney took advantage of that: a memo written in the end of the 1980s by screenwriter Christopher Vogler circulated inside the studio praising the monomyth and offering a guide to replicate it. Not by coincidence, all Disney’s big hits of the 1990s were structured around the hero’s journey.

Ursula Le Guin performs a compelling analysis of the hero in The Carrier Bag Theory of Fiction. She underlines the idea that the hero must act to be considered heroic; thus it is fair to say that the hero’s journey and, by extension, heroic stories, are centered around action-based narratives. This may sound insignificant, but it is actually important: it makes heroic narratives about those who can act and by extension, those who end up overcoming the existing power structures. As Michel Foucault states, power exists only in relation and action; power and knowledge imply one another (26-27), and narratives play a large role in spreading knowledge and, therefore, power. It is not only about who, but also about what: the hero must travel, must fight, must hurl the spear, must shoot, must kill (Le Guin 31) to overcome what he is supposed to. So the hero was born exceptional and for this exceptionality to be shown, he must sacrifice something, sometimes even himself, for the greater good. But, most of all, he must sacrifice something for his own success. This may sound like heroism, but it is also very similar to what white men did in Africa, America, and in many parts of Asia and the Middle East.

It is phenomenal how Hollywood can make these imperialist traits so ingrained with the hero figure and, moreover, how they make it look completely apolitical. Hollywood takes away the political aspects of the hero’s actions by making their narratives sound like good stories, like stories of an individual overcoming difficulties to become the hero he was meant to be. But Hollywood has also added something more to this mixture. The United States has a public self-narrative of exceptionalism and sacrifice, which some experts like Robert Bellah call the civil religion of the United States. Of course, it can be seen more clearly in politics, but it is also present in movies and especially, as one might expect, in Hollywood science fiction and fantasy. 

Don’t get me wrong, I like Star Wars a lot. I actually like Luke Skywalker, Han Solo, Obi-Wan Kenobi. And even John Connor, Neo, Capitan America, Hulk. Damn it, I like Iron Man . . . Film reception is complex; these characters aren’t just part of a plain fairy tale about the hero. They are what we make of them too, how we relate ourselves to them. But the thing is: their stories are theirs; I can make them mine, for example, but as somebody who values diversity, their stories can’t be the only ones that are distributed to the entire world. Not just because they all tell stories of white men, but because we should search for other ways to tell stories—stories that are different, not just with minorities playing the same parts.

It is important that we valorize diversity in how we tell stories. The Brazilian series 3% is a great example of that. The series, produced and streamed by Netflix, is set in the near future. In the first season, we see how the population of the impoverished Inland (“Continente,” in Portuguese) can take a chance when they are twenty years old to change their lives by participating in “The Process,” a challenge that only three percent of the participants are able to pass. Those who are accepted by The Process go to the richer and technologically advanced Offshore, or “Maralto.” In the following three seasons, we discover that Offshore hides many secrets to maintain its dominant position over Inland and its population. We watch a group of Inland youngsters in their twenties who, for many different reasons, join a rebellious movement that wants to destroy the Offshore.

From the first season, we follow the paths of Michele, Fernando, Marco, Rafael, and Joana while they try to survive and join the top 3%. While Michele and Fernando seem to take a more prominent position as the main characters, Rafael and Joana are significant in showing the viewers aspects of Offshore that, at first glance, are hidden. In turn, Marco serves as the character who shows us the complexities of Inland. At the same time, the importance of Marco, Rafael, and Joana grows through the seasons. After a period of fighting against the Offshore, they found The Shell, an egalitarian place where those who don’t believe in the Process and its hierarchy can live. With Michele taking part as a founder of The Shell, the series shows us how important the collectivity is for this place to fulfill its objective. Every one of the main characters is complex in their own way and assumes one important function in the narrative. As we might expect, Offshore doesn’t accept the existence of The Shell and its people must confront the nuances of violent fighting against an oppressive system, choosing when to negotiate with it and how to help the poor population of the Inland.

3% has an action-based narrative, and the actions that characters perform are what move the story forward. They hurl the spear, they shoot, they kill. But here we can’t separate characters into good guys versus the villains because their motivations are not black and white. Indeed, this is what gives their actions weight. In a heroic narrative, if the villain dies, most of the time we accept it, as killing the villain is the hero’s main goal. In 3% we can’t easily accept it because we don’t know who the real villain is. If there is a villain at all, it is society, and along with it, the hierarchy, the difficult circumstances in which the Inlanders live, and the conflicted relationship between Inland and Offshore.

At the same time, there are many moments in every season where the narrative takes some time to breathe, to just enjoy the complexity of each character, to contemplate joy even in a miserable reality, even if this joy might be sad. The second season has a great example of that: in a very tense moment, there is something that resembles Brazilian carnival with percussion instruments and a lot of color and happiness. But the lyric that Liniker (a Brazilian singer) is singing—“Preciso me encontrar” [I Need to Find Me], written by the famous samba singer and songwriter Candeia and made famous in the voice of Cartola—has many mixed feelings that are summarized in a popular Brazilian saying: “rir pra não chorar” [laugh to not cry], which means that in a sad situation, people can choose to laugh even if it is more rational to cry.

But what probably is the most important thing about 3% is that it does not exemplify heroism. The protagonism here is shared: Michele, Fernando, Marco, Rafael, and Joana are important in the same way, and each one of them has a complete narrative arc (with the exception of Fernando). At the same time, none of them is exceptional. On the contrary, in 3% we see the everyday lives of normal people who are full of flaws. People oppressed by Offshore, people who trust the placement of their lives through the Process, but, simply put, people. They are not archetypes like a hero; they are complex, working more on a gray scale, sometimes doing things that we can’t understand or agree with, things that are condemnable.

If the hero works in a “one for all” way, focusing on individual greatness to achieve well-being for all, in 3% we see both “one for oneself” and “all for all,” and they can be either positive or negative, depending on the situation. It depends on how others will react, on what that will lead to. That is a great way to represent a rebellion against an oppressive society because social justice is not about one person changing everything or about a hero, but about collective change, about creating new ways of living together in a place, about liberating everyone from oppressive chains, metaphorical or real. Moreover, achieving this is difficult, it is not a trip to Disney World.

Brazilian science fiction seems to be increasingly betting on collective solutions for its stories. The 2021 film Bacurau by Kleber Mendonça Filho and Juliano Dornelles, for example, tells the story of a small village in northeast Brazil called Bacurau that is attacked by a group of foreign psychopaths who intends to murder the entire population of the region just to feed their hunger to kill. To avoid that, the people of Bacurau unite to find a collective solution to their problem. It is not beautiful, but answers the attack they are suffering in the same way. With this same feeling, we also recall White Out Black In, directed by Adirley Queirós. This film is fictional and also a documentary depicting the lives of victims of police violence in the city of Brasilia, Brazil’s capital. The fictional solution the two main characters find for all the problems Brazilian state caused them is to destroy the government buildings with a sound bomb made with pancadão, a subgenre of Brazilian funk music. Again, a collective solution solves a collective problem, not in a beautiful or heroic way, but in thinking and acting collectively.

So if there is anything that Brazilian science fiction is trying to think through, of which 3% is a part, it is that we don’t need a hero, we need hierarchical changes and social justice, and that only will be achieved if we stop and think together about the Brazil that we want. At the same time, the problems that Brazil faces are not only ours, they were established in the colonial era and deepened by capitalism in many places around the world. But Brazilian science fiction doesn’t want to save the world, we want every community to unite to find solutions to their problems. That might not be beautiful and heroic, but it could be more productive than heroism.

WORKS CITED

3%. Created by Pedro Aguilera, Boutique Filmes, 2016-2020.

Bacurau. Directed by Kleber Mendonça Filho and Juliano Dornelles, CinemaScópio and Globo Filmes, 2019.

Bellah, Robert. Beyond Belief: Essays on Religion in a Post-Traditional World. Harper & Row Publishers, 1976.

Campbell, Joseph. The Hero with a Thousand Faces. 4th ed., Joseph Campbell Foundation, 2020.

Ebert, Roger. “Star Wars, 4 stars.” RogerEbert.com, 01 Jan. 1977, www.rogerebert.com/reviews/star-wars-1977.

Foucault, Michel. Discipline and Punish: The Birth of the Prison. 2nd ed., Vintage, 1995.

Frazer, James. The Golden Bough: A Study in Magic and Religion. Macmillan, 1976.

Le Guin, Ursula K.. The Carrier Bag Theory of Fiction. Ignota, 2019.

Star Wars: Episode IV – A New Hope. Directed  by George Lucas, Lucasfilm, 1977.

Taylor, Chris. How Star Wars Conquered the Universe: The Past, Present, and Future of a Multibillion Dollar Franchise. Basic Books, 2014.

Vogler, Christopher. The Writer’s Journey: Mythic Structure for Writers. Michael Wiese Productions, 2007.

White Out, Black In. Directed by Adirley Queirós, Cinco da Norte, Vitrine filmes, 2015.

Thais Lassali is a Ph.D. student in social anthropology at the University of Campinas, Brazil. She also has a bachelor’s degree in social sciences and a master’s degree in social anthropology at the same university. She is a member of the Laboratory of Fiction and Science (LABFICC) and of the Atelier of Anthropology and Symbolic Production (APSA), both of the University of Campinas. Her research interests are science fiction, Hollywood cinema, film, media and gender studies, and anthropology of science. This text is a partial outcome of the doctoral research made by the author with financing of the Research Support Foundation of the State of São Paulo (Fundação de Amparo a Pesquisa do Estado de São Paulo – FAPESP), Process Number 2018/00862-6.


When was Celtic Futurism? The Irish Immrama as Proto-Science-Fiction


SFRA Review, vol. 52, no. 1

LSFRC 2021 Papers


When was Celtic Futurism? The Irish Immrama as Proto-Science-Fiction

Chris Loughlin

Here begins the voyage of Máel Dúin’s boat. . . .
An abundance of wonders was seen in the world on the blue ocean.
(Oskamp 101)

Many remarkable things, many marvels, many mysteries [was] their pleasant story, as swift Máel Dúin told. (179)

This paper investigates the historical basis for an alternative futurism: Celtic Futurism, or “cymroddyfodoliaeth” (ap Dyffrig; “Uniting Alternative Futurisms”). Fantastical voyages, which in the Irish context are “immrama,” are one of the historiographical bases for Celtic Futurism. The Encyclopaedia of Science Fiction presents a sceptical view of the long history of science fiction. The editors describe proto-science fiction as merely setting the stage for the self-conscious development of the genre in the nineteenth century (Nicholls). Adam Roberts, however, whilst providing a much more favourable analysis of proto-science fiction, claims there was a thousand-year hiatus between Greco-Roman voyage tales and their re-emergence, contemporaneously, with the Protestant Reformation and Copernican revolutions (33-39). Yet the topic is still a relatively under-researched area of knowledge. The opening quotations above, from Immram curaig Máel Dúin, demonstrate that fantastical voyages were a component of Irish medieval culture. This paper will demonstrate a strong role for fantastical voyages—the immrama (“rowing about,” or voyager, tales) of Ireland in the medieval period—in the definition of science fiction. It will utilise the stories of Saint Brendan, Bran, and Máel Dúin to re-read the history of science fiction. It will present evidence to answer the question: When was Celtic Futurism? Last, it will contribute evidence to the definition, and discussion, of alternative futurisms and further discussion about the imperial gaze.

This paper will, first, examine and discuss the immrama (literally, “rowing about”) tales and related texts. It will highlight the stories of Saint Brendan, Bran, and Máel Dúin as examples of fantastical voyages and demonstrate how these contribute to proto-science fiction. However, there are also other tales from the Irish medieval world which contribute to a long history of science fiction; the echtrai (adventures) and exile stories concern issues of the otherworld, for example, whilst other stories from the period also contain fantastical elements, most famously the Táin Bó Cúalnge [the Cattle Raid of Cooley]. Many of these tales can also be considered tributaries to the wider history of Irish science fiction, but this will not form the central analysis in this paper. The second section considers the primary source bases of the immrama and Immram curaig Máel Dúin. The publication, translation, and secondary literature on the tales will also be discussed. Last, the immrama will be discussed in relation to definitions of science fiction. It will be demonstrated here that these tales are not only fantastical voyages, but are also examples of proto-science fiction. The stories’ use of fantastical place, time, and inner worlds highlights a longer and more variegated history of science fiction. It will highlight the basis for future research on an alternative futurism: Celtic Futurism, or cymroddyfodoliaeth.

The Immrama (“rowing about”) Tales

The Navigation of Saint Brendan is the first story which is accepted in the secondary literature as a voyager tale. The story exists in 125 manuscript copies, was one of the earliest published stories, and was translated into vernacular versions (Wooding xi). The earliest version of it is the Latin Navigatio Sancti Brendani abbatis and is probably from the ninth century CE, although an earlier version is contained in the Vita Brendani (Mackley 1). In this tale Brendan is inspired to visit the Promised Land of the Saints. Fourteen monks are chosen for the crew, but three further “supernumerary” monks insist on accompanying them; they subsequently leave the crew at key moments of the journey (4). The voyage lasts seven years with returns to certain locations at key dates in the liturgical year. They visit fantastical places such as an unoccupied stronghold, an island of enormous sheep, a mobile island, which is really a giant fish or whale, and an island of birds, which are the earthly form of angels. Finally, they are granted visions of heaven and hell: the former expressed by a pious hermit named Paul, and the latter by Judas Iscariot. The Navigatio was, however, conflated with the Vita Brendani and Betha Brénnain during their transmission (Wooding xxv, xxvii-xxviii). The tale of Brendan probably forms the starting point of a wider ecclesiastical and secular tradition of voyager tales (Oskamp). There has been debate about the dating and location of the writing of Brendan’s voyage. Carney argued for an authorship in Ireland in approximately 800 CE (46), whilst Selmer attributed it to an Irish author in Lotharingia in the first half of the tenth century (qtd. in Dumville 120).

Immram Brain maic Febul, or The Voyage of Bran, son of Febul, has been dated as the earliest Irish voyager tale (Carney 73). Barbara Hilliers described this tale as “a curious composition; we might think of it as a collection of poems about the otherworld, set onto the framework of a voyager tale” (71). The poem combines elements of pagan, otherworld, and Christian allegory. Bran and his companions set out after he is invited by an otherworld woman to her island. They subsequently visit inis subai, the island of joy. They also visit tir inna mBan, the island of women. However, they leave and return to Ireland due to their homesickness. When they arrive back home, however, time has passed differently for those at home, who tell Bran, “we do not know such a one [Bran, son of Febul], though the voyage of Bran is in our ancient stories” (The Voyage of Bran 32). There are two further extant immrama, Immram Snédgusa ocus Maic Riagla and Immram curaig Ua Corra. Whilst further Irish voyager titles exist there is no manuscript record of their contents (Wooding xii). Further complicating matters is the role of the otherworld in other Irish stories. For example, these are recorded in the echtrai (adventures), exile stories, and other literature from medieval Ireland. Mackley uses the “fantastic” to analyse the stories of Saint Brendan; he highlights the broader category through which we can understand medieval Irish literature. However, arguably, the combination of imagination and reality in these tales makes the fantastic voyage and proto-science fiction more attractive concepts.

The most thorough reconstruction of Immram curaig Máel Dúin is the 1970 study by Oskamp. Máel Dúin combines elements of Atlantic and Irish geography with the fantastical and otherworldly. It survives in both a poetical and prose version. It is clearly influenced by both Christian and pagan beliefs. Máel Dúin, the titular protagonist, is a product of a liaison between a local king and a nun, but his father is murdered by rogues, and he is fostered by a different family and queen. As a youth he is taunted about his parentage and confronts his foster mother who tells him about his true heritage. He consults a druid, who tells him the number of companions he must take, and he sets out to avenge his father’s death. His foster brothers insist on accompanying the expedition and are the supernumeraries of the voyage. They visit the island where the murderers live but are driven off course by a storm. Máel Dúin “reproaches his foster brothers that it is because of their presence that he cannot reach his goal” (Oskamp 44). They are, subsequently, forced to visit over thirty fantastical islands during their journey. They visit islands inhabited by giant ants, a horse-like monster, the giant’s horse race, with a house where there are leaping salmon, wondrous fruits, the revolving beast and fighting horses, the fiery swine, the black and white sheep, the burning river, the miserly miller, and the black wailers. They also visit islands of imaginative geography, such as that of the four fences, and one with a crystal and glass bridge. They see an island of chanting birds, a wondrous fountain, and savage smiths. They also witness a sea of glass and a sea of clouds. They visit an island of silver, and one of the companions, Diurán, cuts off a piece of silver net which they bring back to the altar at Armagh. They also visit an island of women (tir inna mBan) and of different saints and hermits. Nearing the end of their voyage, they visit the hermit of Tory Island. He advises Máel Dúin to forgive his father’s murderers. He states, “slay him not, but forgive him, because God has saved you from many perils, and you, too, are men deserving death” (Oskamp 172-173). They then visit the island of the rogues who murdered Máel Dúin’s father, and he forgives the murder. This ends their journey, and they return to Ireland. Máel Dúin combines elements of pagan belief with an overarching Christian allegory of forgiveness. But the combination of fiction, imagination, and reality makes it a piece of proto-science fiction. Immram curaig Máel Dúin, alongside other immrama, utilises the sea literally and metaphorically. The latter makes them an interesting precursor to New Wave science fiction’s examination of inner worlds, psychology, and crisis. This also links the immrama to the reaction to Norse invasions, the Anglo-Norman occupation, and science fiction discussion of colonialism (a point considered further below). Next, this paper will examine the complex primary source basis of the voyager tales and the secondary literature.

Studying the Immrama and Secondary Literature

The Irish voyager tales “have received relatively limited critical attention” (Wooding xvii). This is primarily due to their existence in a minority vernacular language. However, Wooding has also emphasised the comparative neglect: the old English Seafarer, a lyric of just 126 lines, has a bibliography of over 250 items; whereas the entire corpus of literature on the immrama “warrants barely 50 items” (xvii). The Navigatio Brendani has also suffered from a more surprising critical neglect. Since the publication of Wooding’s anthology of scholarly criticism, however, there has been a modest development of interest in the tales. Another issue has been the lack of scholarly editions of the immrama to encourage further study. The principal immrama were translated between 1888 and 1905 by Whitley Stokes and Kuno Meyer. Whilst a scholarly edition of the immrama was attempted in the later 1930s, their publication was interrupted by the war and then death of the translator, Anton van Hamel, in 1945. The latest scholarly translation of Immram curaig Máel Dúin was published in 1970 but did not include a glossary. Unfortunately, other immrama are only accessible in Stoke’s and Meyer’s translations, which are now very dated. As Wooding wrote in the first scholarly anthology of criticism on these tales, “this is a very unsatisfactory state of affairs and confusing even for the professional student of Celtic literature” (xix). An important issue for study of the immrama is, therefore, their existence in Latin and vernacular literatures, a situation mirrored in the secondary literature. Some of this secondary literature has not been translated, which has further hampered study of the tales in the Anglophone world. So, how does this relate to Immram curaig Máel Dúin?

Immram curaig Máel Dúin survives in four manuscript sources. Linguistically it is one of the earliest voyager tales, “as early as the eighth century or ninth” (Clancy 203). The smaller manuscript sources consist of two fragments, both held at the British Library, London (Brown and Groenewegen). Lebor na hUidre [the Book of the Dun Cow] is the earliest full manuscript source, dating to the twelfth century and earlier scribes (Oskamp 89-90). A more detailed version, both the poem and prose, exists in another medieval Irish manuscript, the Yellow Book of Lecan. Whitley Stokes translated Immram curaig Máel Dúin into English in the late 1880s and this version remains important for discussion of the story (Stokes “part 1”). Stokes amalgamated materials from all four manuscript sources. Kuno Meyer also translated Immram curaig Máel Dúin in the early 1900s and collated from the Yellow Book of Lecan and the Harleian manuscripts. Anton Van Hamel translated the text in his collection Immrama in the late 1930s. Oskamp in his 1970 book, The Voyage of Máel Dúin. A study in early Irish voyage literature followed by an edition of Immram Curaig Máele Dúin from the YBL in TCD, utilised the Yellow Book of Lecan as his source material. Alongside these primary source translations, there are also popular poetry and prose versions of the story. For example, Patrick Joyce wrote a popular English translation which was published in 1879, which was probably the source for Tennyson’s 1880 poetical version of the tale (Joyce; Tennyson). There is also a series of beautiful illustrations to the tale by J. D. Batten, included in Joseph Jacobs’s 1919 book, The Book of Wonder Voyages. However, there has also been a rather complex historiographical debate about the history of the immrama and other Irish otherworld tales.

The most important introduction to the immrama and the historical debates they have inspired, to date, is the J. M. Wooding anthology of criticism from 2000, The Otherworld Voyage in Early Irish Literature. This book details debates which have occurred around Irish voyager literature, but one of the key questions has been the relationship between Ireland’s pagan, oral culture, and subsequent Christian literate society. Some scholars, such as Rudolf Thurneysen and Myles Dillon, felt the voyager tales were originally pagan, native productions which were later written down (Oskamp 11-12). Carney, by contrast, stressed that the texts were “all written . . . in the monasteries by the monks, and that these tales were often meant as ‘Christian allegories’” (12; see also Wooding xx-xxii). Kathleen Hughes felt that the voyager tales were a reaction to Norse invasions of Ireland during the medieval period (qtd. in Oskamp 16). Further research during the twentieth century has clearly demonstrated the inter-relationship between the Navigatio and the immrama. There are, however, unresolved issues and avenues for further research. For example, the influence of The Aeneid, and other classical sources, has still been under-researched and correlates with my own claims. Mackley’s work on the Navigatio has highlighted the inter-relationship between imagination and reality by examining that text through the prism of the “fantastic.” Last, the most knowledgeable expert on Irish science fiction, Jack Fennell, has highlighted the under-appreciated contribution early Irish literature made to science fiction (Irish Science Fiction; A Brilliant Void). The final section of this paper examines some definitions of science fiction and demonstrates the immrama as examples of both fantastical voyages and proto-science fiction.

The Immrama as Proto-Science Fiction

Peter Nicholls, in an entry on the history of science fiction from the definitive The Encyclopaedia of Science Fiction, claims the genre is “impure” and did not finally take shape until the nineteenth century. Whilst elements existed in previous epochs, he has further stated that, “it requires a consciousness of the scientific outlook, and it probably also requires a sense of the possibilities of change, whether social or technological.” In further entries in The Encyclopaedia, Stableford establishes that fantastic voyages and proto-science fiction are important precursors to the field (“Fantastic Voyages”; “Proto SF”). However, Nicholls also provides a list of five key elements which became melded into science fiction: one, the fantastic voyage; two, the utopia and dystopia; three, the philosophical tale; four, the gothic; five, the technological and sociological anticipation. Clearly the immrama combine the first three elements, but arguably the voyager tales also contain the last two components. In contrast to this sceptical view is one adopted by Adam Roberts in The History of Science Fiction. Roberts claims that science fiction can be understood in much less, definitive, hard-science terms, “but rather into a delineation of the continuum by which SF can be meaningfully separated out as that form of the Fantastic that embodies a technical (materialist) ‘enframing’, as opposed to the religious (supernatural) approach we would today call ‘Fantasy’” (21). However, Roberts’s view succumbs to a hard differentiation between oral and written culture: “for over 1,000 years SF fell into abeyance as a literary mode. Its disappearance was connected, very obviously, with the more general collapse of literary culture, and of literacy itself” (30). He goes on to make the point that medieval European culture was explicitly concentrated on religious themes and science fiction was only able to re-emerge following the religious changes of the Reformation and the scientific-technological changes associated with modernity and the Copernican revolution (33-39). This, however, creates a misleading chronology as it passes over the rich fantastical voyage and journeys to the otherworld of the literatures of medieval Europe. Further, some authors have posited a relationship between colonialism, modernity, and science fiction (Rieder). As was noted previously, Kathleen Hughes noted a relationship between the Norse invasions of Ireland and the immrama. The most famous colonisation of Ireland, however, began with the Anglo-Norman invasions of the twelfth century (although the Christian invasions of Ireland could also be considered colonialist). It is therefore clear that there is a strong basis for further research into the immrama as proto-science fiction and discussion of the relationship of colonialism, modernity, and sociological and technological change. This research will further enrich knowledge of alternative futurisms and discussion of the imperial gaze.

The last area this paper will consider is the recent emergence of historiography on Irish science fiction. This work has been conducted by Fennell, Howard, and Maume. They mostly concentrate on the latter history of modernity. Fennell has mentioned that there is an argument to be made for the longer-term history of Irish science fiction, although in his monograph he concentrates on the nineteenth and twentieth centuries. Fennell’s highlighting of the role of myth and mythology is a useful framework within which to consider the immrama and Irish medieval literatures. Further, Mackley’s work on the Navigatio has usefully adopted the “fantastic” as the frame within which to consider this work. Mackley’s view correlates with both Fennell and Roberts. It is unarguable that the immrama are important examples of fantastical voyages and should, therefore, be considered proto-science fiction. We should heed Roberts’s call for considering the field of science fiction as a spectrum, rather than a definitive literary category. Further, many of the stories of the Irish medieval societies contain either fantastical elements or voyages to otherworlds, or both. Immram Brain contains, for example, an important difference in experience of time: when Bran and his companions return to Ireland, they are told, “we do not know such a one [Bran, son of Febul], though the voyage of Bran is in our ancient stories” (Meyer 32). This contrasting experience of time is a motif which appears in other stories from medieval Ireland. Last, the immrama and exile tales are often discussed as expressive of Christian allegory and the sea voyage as a metaphor for spiritual journey. This fits with the expansive understanding of science fiction expressed by New Wave authors with their discussion of crisis, disaster, inner-worlds, and psychology. These themes are particularly pertinent for discussing the far-reaching impact which Christianization, Norse invasion, and colonialist occupation had on Ireland. These stories—the echtrai, immrama, and other Irish tales—offer important avenues for future research on the long history of science fiction and alternative futurisms.

Celtic Futurism

This paper tentatively set out the first evidence for the alternative futurism of Celtic Futurism. It read the immrama (“rowing about”) tales as examples of fantastic voyages and proto-science fiction. The paper utilised Rodhri ap Dyfrig’s “cymroddyfodoliaeth” (Welsh or Celtic futurism) as a framework within which to investigate Irish medieval literature. It has demonstrated that there are science fiction elements to the immrama, echtrai, and other tales from medieval Ireland. The evidence cited above, however, also highlights areas to consider for future research. First, we can further investigate the immrama and other Irish stories as proto-science fiction, for example, how they utilised conceptions of technology, time, and the otherworld requires further detailed investigation. How this relates to colonialism, crisis, and psychology will add evidence to the legitimacy of Celtic Futurism. Second, considering how these stories relate to other medieval literatures would be a useful exercise, for example, how do these Irish stories compare with the fantastical voyages and other world tales of Wales and other cultures? The comparison of these stories with Norse and Viking culture would also be a useful task. The investigation of Celtic Futurism as a form of proto-science fiction is an important area of research for the longer-term history of the field. It also has something to contribute to wider discussion of the issue of indigenous futurism and the losses caused by colonialism, modernity, and progress.

WORKS CITED

Brown, Patrick, and Groenewegen, Dennis. “Immram curaig Mail Dúin: ‘The voyage of Máel Dúin’s curach.’” CODECS: Collaborative Online Database and e-Resources for Celtic Studies Immram curaig Mail Dúin. www.vanhamel.nl/codecs/Immram_curaig_Mail_D%C3%BAin. Accessed 8 September 2021.

Carney, James. “The Earliest Bran Material.” The Otherworld Voyage in Early Irish Literature: An Anthology of Criticism, edited by J. M. Wooding, Four Courts Press, 2000, pp. 73-90.

Clancy, Thomas O. “Subversion at Sea: Structure, Style and Intent in the Immrama.” The Otherworld Voyage in Early Irish Literature: An Anthology of Criticism, edited by J. M. Wooding, Four Courts Press, 2000, pp. 194-225.

ap Dhyfrig, Rhodri. “Cymroddyfodoliaeth.” 28 Nov. 2014, Medium, www.medium.com/@nwdls/cymroddyfodoliaeth-574f23a5fdd3. Accessed 5 September 2021.

Dumville, David M. “Two Approaches to the Dating of Navigatio sancti Brendani.” The Otherworld Voyage in Early Irish Literature: An Anthology of Criticism, edited by J. M. Wooding, Four Courts Press, 2000, pp. 120-32.

Fennell, Jack. Irish Science Fiction. Liverpool UP, 2014.

—. A Brilliant Void: A Selection of Classic Irish Science Fiction. Tramp Press, 2018.

Hamel, A. G. van. Immrama, Mediaeval and Modern Irish Series 10. Dublin Institute for Advanced Studies, 1941.

Hillers, Barbara. “Voyages between Heaven and Hell: Navigating the Early Irish Immram Tales.” Proceedings of the Harvard Celtic Colloquium, vol. 13, Department of Celtic Languages & Literatures, Harvard UP, 1993, pp. 66–81.

Howard, Richard. “The Medical Science Fiction of James White: Inside and Outside Sector General.” Medical Humanities, vol. 42, no. 4, 2016, pp. 271-76.

Jacobs, Joseph. The Book of Wonder Voyages. G. P. Putnam’s & Sons, 1919.

Joyce, P. W. Old Celtic Romances: Translated from the Gaelic by P. W. Joyce. C. Kegan Paul & Co, 1879.

Mackley, Jude. The Legend of St Brendan. Brill, 2008.

Maume, P., 2008. “Futures Past: The Science Fiction of Bob Shaw and James White as a Product of Late-Industrial Belfast.” No Country for Old Men: Fresh Perspectives on Irish Literature, edited by Patrick Lyons and Alison O’Malley-Younger, Peter Lang, 2009, pp. 193-214.

Meyer, Kuno. “Incipit do Imrum Curaig Mældúin andso.” Anecdota from Irish Manuscripts. edited by Osborn Bergin, R. I. Best, Kuno Meyer, and J. G. O’Keeffe. vol. 1, 1907, pp. 50–74, 80.

Meyer, Kuno and Alfred Trübner Nutt. The Voyage of Bran, Son of Febal, to the Land of the Living: An Old Irish Saga. AMS Press, 1972.

Nicholls, Peter. “History of SF.” The Encyclopedia of Science Fiction, edited by John Clute, David Langford, Peter Nicholls, and Graham Sleight. Gollancz, 21 May 2021, www.sf-encyclopedia.com/entry/history_of_sf. Accessed 24 October 2021.

Oskamp, H. P. A. The Voyage of Máel Dúin. Wolters-Noordhoff, 1970.

Rieder, John. Colonialism and the Emergence of Science Fiction. Wesleyan University Press, 2008.

Roberts, Adam. The History of Science Fiction. Palgrave, 2006.

Stableford, Brian M.“Fantastic Voyages.” The Encyclopedia of Science Fiction, edited by John Clute, David Langford, Peter Nicholls, and Graham Sleight. Gollancz, 13 Sept. 2021, www.sf-encyclopedia.com/entry/fantastic_voyages. Accessed 20 October 2021.

—. “Proto SF.” The Encyclopedia of Science Fiction, edited by John Clute, David Langford, Peter Nicholls, and Graham Sleight. Gollancz, 12 July 2021, www.sf-encyclopedia.com/entry/proto_sf. Accessed 24 October 2021.

Stokes, Whitley. “The Voyage of Mael Duin [part 1].” Revue Celtique, vol. 9, 1888, pp. 447–495.

—. “The Voyage of Mael Duin [part 2].” Revue Celtique, vol. 10, 1889, pp. 50–95.

Taylor, Russell. “The Voyage of Maeldune – Ballads, and Other Poems – Alfred Tennyson, Book, etext,” WordsHome 30 Oct. 2021. www.telelib.com/authors/T/TennysonAlfred/verse/ballads/maeldune.html.

University of Kent. “Uniting Alternative Futurisms,” University of Kent, April 2021, www.research.kent.ac.uk/beyondthespectacle/wp-content/uploads/sites/2011/2020/02/CfP.pdf. Accessed 29 August 2021. Wooding, Jonathan M. The Otherworld Voyage in Early Irish Literature: An Anthology of Criticism. Four Courts Press, 2000.

Chris Loughlin is a labour historian of modern Britain and Ireland. He was employed as lecturer in history at Newcastle University, 2018 to 2021, and obtained his training at Queen’s University Belfast. His first monograph was published in 2018, Labour and the Politics of Disloyalty in Belfast, 1921-39. He has also published work on civil rights, loyalty and the foundation of Northern Ireland, gender, sexualities, and industrial relations. He has peer-reviewed work for the Royal Society, Labour History Review and International Labor and Working Class History.


Exoplanets as Sites of Rebellion


SFRA Review, vol. 52, no. 1

LSFRC 2021 Papers


Exoplanets as Sites of Rebellion

Emma Johanna Puranen

Humans leaving Earth to live on an exoplanet, or a planet outside our solar system, is a common storyline in science fiction. Establishing a new society on an unfamiliar world, which might present unknown dangers to human biology or have a small margin of error to maintain human habitability, brings up fundamental questions of governance and forces characters to undergo a radical change. Pre-existing divisions among settlers can be exacerbated, and new ones can be created between the exoplanet settlers and the people back on Earth—either can lead to rebellion and revolt. In this paper, I discuss examples of how distance and harsh conditions on newly settled exoplanets in the novel Aurora by Kim Stanley Robinson, the video game The Outer Worlds, and season four of the television series The Expanse all exacerbate human rights issues and lead to conflict between settlers and people on Earth, or representatives of Earth in the form of governments or private companies. I investigate the tension inherent in the juxtaposition of these fictional revolutions to gain rights for the downtrodden with portrayals of humans moving to exoplanets that are often reminiscent of or re-enacting settler-colonialism. This paper is also inspired by the June 2021 Edinburgh Futures Institute conference The Institutions of Extra-terrestrial Liberty, which delved into many of these questions of governance and rights for space-faring humans. I draw on my position as an interdisciplinary scholar working between astronomy and literature at the St Andrews Centre for Exoplanet Science—itself an interdisciplinary organisation tackling ethical questions about potential human interaction with other worlds and lifeforms —to uplift science fiction as an underutilised source of scholarly thought on these matters. Lessons from science fiction regarding the potential future of humanity in space are especially crucial given recent interest in colonising Mars—after all, as Lucas Mix states, “we don’t do things until we imagine them.”

I will summarise three case studies of fictional revolts on exoplanets and then compare themes that emerge from the three cases. First, Kim Stanley Robinson’s novel Aurora (2015) takes place on a generation ship en route to the Tau Ceti system, a real star system about twelve light-years from Earth. The massive generation ship hosts a population of about 2000 people, living spread across twenty-four different Earth biomes (Robinson 45-46, 51). The voyage takes about 170 years at 10 percent the speed of light, spanning the initial generation who left Earth, several caretaker generations who only know life on the ship, and finally the generation that arrives at their destination, an Earth-like moon of the exoplanet Tau Ceti e, which the settlers dub “Aurora” (46, 48). When they arrive at their new exoplanet home, only to find it uninhabitable due to deadly disease-causing prions in the otherwise breathable atmosphere, a conflict emerges among the passengers. One group of settlers from Aurora attempts to return to the ship, but they are killed by those onboard to maintain quarantine. Disagreement over this action leads to brawls among the remaining people on the ship until the ship’s AI itself takes over, physically separating dissidents and referring to itself as “the rule of law” (229). With the Aurora settlement unviable, people are divided under the AI’s arbitration into one group that stays and attempts to terraform another world in the Tau Ceti system, and one that goes against their mission and returns to Earth. 

In Aurora, the survivors, called the “returners,” eventually return to Earth, resorting to novel cryosleep technology after their onboard ecosystems collapse and they run out of food. It is also revealed that the mission to Tau Ceti began with not one generation ship, but two—the other ship was destroyed in a conflict among its passengers, and the memory of this was buried so as not to provoke such a conflict in the remaining ship (232-233). Arriving back at Earth, they find that the reason for their mission was expansionism alone, and that people on Earth are still sending out generation ship after generation ship, with no indication of success from any of the missions. One space advocate argues:

It’s an evolutionary urge, a biological imperative, something like reproduction itself. Possibly it may resemble something like a dandelion or a thistle releasing its seeds to the winds, so that most of the seeds will float away and die. But a certain percentage will take hold and grow. Even if it’s only one percent, that’s success! (429)

This did not prove justification enough for the returners. When they made their decision at Aurora, they rebelled against an Earth they had never known, which had generations ago taken away their agency without their consent. As Aram, one of the returners, puts it, the engineering challenges of settling space might be overcome, but the biological ones are insurmountable: “Life is a planetary expression, and can only survive on its own planet” (428). Aurora argues that humans evolved on Earth, and living anywhere else, particularly the bottle of a generation ship, will lead to ecological collapse.

The Outer Worlds and The Expanse both feature class-based revolts with workers rising up against private companies from Earth that have used the harsh conditions of space to exert more control over their employees. The Outer Worlds, a 2019 video game from Obsidian, takes place in an alternate future in which space is ruled and settled by megacorporations. Workers and corporate elite alike have come to the fictional Halcyon system in faster-than-light ship journeys which include a ten-year cryosleep. The Halcyon system colony, ostensibly ruled by the Halcyon Holdings Corporate Board, is in disarray and features several examples of revolts on exoplanets. When colonists first arrived in Halcyon, before the events of the game, they created a colony on the world Terra-1. Terraforming Terra-1 provoked rapid mutations of the local flora and fauna that made them deadly to humans. This resulted in colonists rebelling against the Board, which then abandoned the colony and attempted to erase its existence via propaganda. By the time of the video game, a violent schism has occurred on Terra-1, now renamed Monarch, splitting the people there into two groups: one a corporate entity separate from the Board, and the other an anarchist group (“Radio Free Monarch”). The second colony attempt in the Halcyon system, on a planet called Terra-2, has gone better for the Board, but is dealing with a plague caused by malnutrition. This plague has caused a group of deserters to leave corporate towns against the will of the Board (“Comes Now the Power”). Ultimately, the Board claims to use a “Lifetime Employment Program” to put most workers in stasis to save resources, though in reality the plan is to kill them to reduce the population so the elites may live in comfort (“The City and the Stars”). The future of the Halcyon system in the story, and the extent to which the Board’s control will be weakened or strengthened, depends on the player’s actions in the video game. The combination of authoritative rule by the Board, and the biological challenges of attempting to live within alien biospheres, leads to multiple situations where human rights are abused and people rise up violently.

The Expanse is unique among the media properties I investigate here in that, in its story, many of the human settlers on the exoplanet come not from Earth but from colonies throughout our own solar system. In the world of The Expanse, which is based on a novel series by James S. A. Corey, Earth is united under the United Nations, Mars is an independent power, and a group called the “Belters” live in the asteroid belt and the outer solar system under the control of various Earth and Mars governmental and corporate powers. The Belters have lived in space for generations, and due to the change in environment and the distance between populations have developed some biological differences from the rest of humanity. They live in cramped conditions under constant resource scarcity and cannot withstand Earth gravity without a painful and expensive course of drugs to strengthen their bodies (“New Terra”).

Season 4 features a big societal change in the form of the opening of a Ring Gate built by an ancient, unknown alien civilisation that can transport people light-years away in an instant. This opens up a plethora of habitable exoplanets to humanity, and a land grab that destabilises the solar system’s already precarious political situation ensues. Our protagonists are called in to mediate in a struggle between Belter settlers on an Earthlike planet, and an Earth corporation called Royal Charter Energy (RCE) that has been granted an exploration charter by the U.N. for the same planet. The conflict is reflected in the two groups’ different names for the planet—the Belters call it Ilus; the RCE scientists call it New Terra. The Belters, who arrived first, destroy a landing pad just as the RCE ship is landing, causing many deaths (“New Terra”). The remaining RCE scientists try and exert control in the name of their U.N. charter, but this causes tension with the Belters, who have been under Earth’s control for a long time and do not wish to see that re-enacted on this new exoplanet. At the end of the season, the groups are forced to work together against an outside threat, and the name Ilus gains favour, but ultimately the conflict between Belters and Earthers is ongoing.

Although these stories are fictional, they engage with several real-life challenges that would occur if humans were to travel to exoplanets for the purpose of settlement. Chief among these is that exoplanets are isolated. Distances just in our solar system are vast—a hypothetical Mars colony, or even a lunar one, would already be the most isolated group of humans in existence. Exoplanets are orders of magnitude farther away. For humans to reach them in real life would either require a method of propulsion that can speed a craft faster than light, which is currently far outside humanity’s technological capabilities, or else a generation ship, as described in the Aurora section above. A generation ship is still well outside current technology, though certainly much more feasible than faster-than-light travel within the next few hundred years. Many SF stories solve these problems for their narratives by using some form of stasis or cryosleep, as in Aurora and Outer Worlds, or a wormhole or portal, as in The Expanse. Either way, once the exoplanet is reached, the Earth becomes both physically and emotionally distant, and often the settlers either cannot communicate with Earth or can only do so with a substantial delay. This distance necessitates the creation of new forms of government, and makes it very difficult for representatives of Earth power to maintain control in those newly established governments (The Institutions of Extra-terrestrial Liberty). Though The Expanse’s Ring Gate does allow for communication, in Aurora and The Outer Worlds Earth is effectively non-existent for the settlers, who rely on the ship’s council and eventually the AI’s “rule of law,” or the Board, respectively. These nearer bodies govern instead of Earth because it is difficult to enforce laws on people who are that far away.

A second challenge that all three stories contend with is the environments of space and the exoplanet itself. Humans living in space face a closed and fragile ecosystem that can leave them physically weaker. If they reach a planet and find it has life, they, as representatives of Earth’s biosphere, must then interact with a wholly alien biosphere, and this interaction may be dangerous to one or both parties. Lucas Mix, an evolutionary biologist and theologist who presented at The Institutions of Extra-terrestrial Liberty, stresses that evolutionary biology shows there is a link between the distance between populations and their genetic differences, and that the mutation load would be very high in space (Mix). Aurora sees settlers die of prion disease upon breathing an exoplanet’s air; The Outer Worlds sees a botched terraforming attempt render an exoplanet less human-hospitable, as well as a slow starvation of many colonists due to lack of suitable food resources. The Belters of The Expanse, adapted to a harsh life in space, have trouble adjusting to the gravity of Ilus, and some die after bad interactions with the drugs they need to withstand the planetary gravity. These challenges necessitate group cooperation to have a chance at survival. In a society with a low margin of error, authority and strong social norms are likely methods to achieve this cohesion—yet these can breed authoritarianism (Mix). The authorities can then craft a survivalist human-versus-nature narrative, as the Board does in The Outer Worlds: “Please be reminded that acting against the interests of the corporations is acting against the interests of humanity” (outerworlds.obsidian.net/en). Therefore, the environments of space and exoplanets can directly influence governments to restrict human rights.

A specific type of space environment often used to get to exoplanets is the aforementioned generation ship, presented in Aurora, which itself comes with a slew of ethical considerations. SF author Stephen Baxter outlined three ethical dilemmas of such worldships in his Institutions of Extra-Terrestrial Liberty presentation. The caretaker generations of Aurora somewhat successfully grapple with these dilemmas before they arrive at Tau Ceti. The first is the closure—that is, both the lack of possibility of leaving and the biological fragility and instability of a small, closed ecosystem. Second are vocational limitations, in which caretakers have limited choice in their occupation. Third is reproductive control, in which to maintain population and diversity people are told how many children they can or cannot have, and with whom (Baxter). Common among these dilemmas is the lack of agency for the caretakers as well as the generation that arrives at the destination—none of them chose to embark on this voyage. Only the first generation made the decision to leave Earth. The Belters of The Expanse have, to some extent, also been living on a worldship. Generations ago, their ancestors made the decision to move to space, and now forces of employment and biology keep them there. For the first time, with Ilus, they have the opportunity to live on a planet where there isn’t a constant danger of a depressurisation event killing everyone. Generation ships and exoplanets both present extremely challenging settings for any ethical system of governance.

Each of these three SF examples includes violence sparked by conditions in which human rights have been deprioritised and taken away. The exoplanet then presents a tantalising opportunity for escape, if only to a new prison—for many of those who chose to stay and terraform in Aurora, for example, they make their decision not out of duty to the mission bestowed by Earth, but because they cannot bear to stay on the ship any longer: “It’s one zoo or another, as far as I can tell,” says one proponent of staying in Tau Ceti (Robinson 263). In order to understand why all of these fictional situations led to violence, we need to examine the reasons for going to exoplanets in these stories in the first place. In each example, there are two distinct classes of people: a privileged group who go for corporate interests/expansionism (the first generation in Aurora, the Board in Outer Worlds, RCE in The Expanse), and an underprivileged group who had little to no choice in the matter and go in hopes of new opportunities or a better life (the caretaker and arrival generations in Aurora, the workers in Outer Worlds, the Belters in The Expanse). In aiming to make exoplanets their home, both groups are endorsing and practising the colonisation of these other worlds. Baxter notes the approval of colonialism as another ethical dilemma of worldships—there is no other reason to have a worldship than to build a colony somewhere. The privileged group is making the rules, and even though the underprivileged group may be going for reasons more likely to be considered morally just, their going is really a symptom of or a reaction to the privileged group’s actions. The impetus for going is still a colonisation effort that places little value on human lives, or, indeed, exoplanetary environments.

These three stories, all published within the last decade, must be considered in light of concurrent and ongoing discussions on space colonisation, privatisation, and exploration. In real life, several private companies, including Elon Musk’s SpaceX, are currently proposing Martian colonies. These companies do not discount that the task would be arduous—in fact, Musk himself has said, quite bluntly, and quite similarly to the space advocate from Aurora quoted above, “Honestly, a bunch of people probably will die in the beginning” (“Elon Musk”). I argue that before humanity sends anyone to space, we must seriously consider why we are going, and we must establish human rights as a non-negotiable priority. Jim Schwartz, a philosopher focusing on the ethics of space exploration, argued similarly in his Institutions of Extra-terrestrial Liberty talk: “No one has any business creating novel conditions of extreme hardship, and then forcing people (especially future generations) to live under those conditions with no hope of progress or escape.” It is imperative that those in the area of human spaceflight question why they are going, and indeed where they are going. Exoplanets, as seen in these three stories, might already have their own biospheres—how do mission proposers aim to have humanity interact with a pre-existing biosphere? The time to be asking these questions is now, not after we have the technology for such interplanetary and interstellar missions.

Science fiction is often reflective of current discussions within science. SF authors imagine possible futures, and to do so they extrapolate from the world they see around them. These three recent SF stories about the dangers of taking to space without prioritising human rights, and with only expansion and greed as goals, can be read as a warning in response to the current conversation. An alternative to using SF is often to reach for historical analogies on Earth. This happens even within SF—Murtry, an RCE security guard in The Expanse Season 4, and the space advocate in Aurora both employ verbiage supporting the frontier mentality and manifest destiny of the Wild West (“Saeculum”; Robinson 429). Philosopher and anthropologist Kathryn Denning believes that there are places and uses for such historical analogies, but also that they can be messy, and writes that “instead of using past social conditions to make guesses about what would happen if a detection occurred, we might use our knowledge of present social conditions to help ensure that the science can continue to be done” (311). Denning is writing about extra-terrestrial intelligence detections, but I argue her thesis is applicable to the area of humans on exoplanets as well. I add that SF can often provide a better place to look than history when considering the human element in scientific advances like space travel.

Exoplanets often become sites of rebellion in SF because factors including isolation and severe environments create conditions where tyrannical governance can occur. But the exoplanets themselves are only the catalysts for the more deeply rooted issue of travelling to them with expansionist justifications that do not include the guarantee of human rights. It is this lack of care that leads to revolt by the abused parties. Given current popular interest in sending humans to Mars and beyond, conferences like The Institutions of Extra-Terrestrial Liberty are essential for examining the ethical considerations of such proposals. SF provides a vital bridge, accessible to all from academia and industry and the general public, that explores the social ramifications of human settlements on exoplanets. If we listen, we hear that SF is telling us that we need a good reason to go to exoplanets in the first place—and that we ignore human rights in space at our own peril.

WORKS CITED

Baxter, Stephen. “The Voyage of Six Hundred Years: The Ethical Governance of a Worldship.” The Institutions of Extra-terrestrial Liberty, Edinburgh Futures Institute, 8-11 June 2021. Online. Conference Presentation.

Denning, Kathryn. “Impossible Predictions of the Unprecedented: Analogy, History, and the Work of Prognostication.” Astrobiology, History, and Society: Life Beyond Earth and the Impact of Discovery, edited by Douglas A. Vakoch, Springer,2013, pp. 301-312.

“Elon Musk and Peter Diamandis LIVE on $100M XPRIZE Carbon Removal.” YouTube, uploaded by XPRIZE, 22 April 2021, www.youtube.com/watch? v=BN88HPUm6j0.

The Institutions of Extra-terrestrial Liberty. Edinburgh Futures Institute, 8-11 June 2021. Online Conference.

Mix, Lucas. “To Infinity and Beyond: Biology, Ethics, and Endless Expansion.” The Institutions of Extra-terrestrial Liberty, Edinburgh Futures Institute, 8-11 June 2021. Online. Conference Presentation.

“New Terra.” The Expanse, season 4, episode 1, Alcon Entertainment, Just So, Hivemind, and Amazon Studios, 2019.

The Outer Worlds. Obsidian Entertainment, 2019.

The Outer Worlds. outerworlds.obsidian.net/en. Accessed 10 Jan. 2022.

Robinson, Kim Stanley. Aurora. Orbit, 2015.

Schwartz, Jim. “Lunar Settlement and the Right to Return to Earth.” The Institutions of Extra-terrestrial Liberty, Edinburgh Futures Institute, 8-11 June 2021. Online. Conference Presentation.

“Saeculum.” The Expanse, season 4, episode 9, Alcon Entertainment, Just So, Hivemind, and Amazon Studios, 2019.

Shankar, Naren, executive producer. The Expanse: Season 4. Alcon Entertainment, Just So, Hivemind, and Amazon Studios, 2019.

Emma Johanna Puranen is a postgraduate researcher at the Centre for Exoplanet Science at the University of St Andrews in Scotland. A recipient of a St Leonard’s World-Leading Doctoral Scholarship, she works between the Schools of Modern Languages, Physics & Astronomy, and Biology. She is an interdisciplinary scholar using digital humanities techniques to study the portrayal of exoplanets, or planets outside our solar system, in SF. She is also a science communicator especially interested in dialogues between scientists and SF creators. Emma also writes SF, and you can find her work in Around Distant Suns: Nine Stories Inspired by Research from the St Andrews Centre for Exoplanet Science, as well as in the audio drama ROGUEMAKER, available wherever you get your podcasts.


“So we can walk forward with knowledge of who we were before”: Landscape, History and Resistance in Sarah Maria Griffin’s Spare and Found Parts


SFRA Review, vol. 52, no. 1

LSFRC 2021 Papers


“So we can walk forward with knowledge of who we were before”: Landscape, History and Resistance in Sarah Maria Griffin’s Spare and Found Parts

Gabriely Pinto

This paper is inspired by my M.A. research on the rise of dystopian young adult fiction in Ireland after the economic boom known as the Celtic Tiger and its subsequent crash in 2008. In this article, I argue that landscape in dystopian fiction becomes a site to recover history and to reclaim it as an act of resistance to a controlling ruling body. I wish to demonstrate this through a reading of Sarah Maria Griffin’s debut YA novel Spare and Found Parts. This paper is divided into three sections. First, I take a brief look at the role landscape plays in post-apocalyptic storytelling. After that, I analyze Sarah Maria Griffin’s Spare and Found Parts and investigate the ways in which the landscape is regulated by the government in this particular dystopia. Finally, I examine how landscape becomes a site of resistance by allowing teen characters to access the past which led to the current dystopia, and how they actively reclaim the landscape and its history in an effort to build an informed and better future.

The Role of Landscape

Landscapes play a significant role in world-building in post-apocalyptic storytelling and often reflect the aesthetic of a particular type of dystopia—zombie apocalypse, alien invasion, climate change, etc. The dystopian landscape becomes a symbol of the pre-dystopian past, a reminder of what came before and is no more. It emerges as a space that invokes cultural memory and feelings of nostalgia. This is quite apparent in visual media, for example, such as graphic novels and video games. Games such as The Last of Us and The Last of Us Part II, significantly, are known for their reimagining of familiar landscapes, as they show cityscapes humans fled and nature reclaimed. Games such as Horizon Zero Dawn and Nier: Automata follow a similar trend and depict human landscapes and cityscapes surviving beyond the society that lived in them. In these types of post-apocalyptic role-playing games, the landscape plays a huge part in gathering lore on the past and the civilization that inhabited these decaying spaces before, as the player character collects trinkets of a past long gone or explores buildings that have lost purpose and meaning in the current society. Landscape, thus, invokes cultural memory and, in a way, immortalizes the past that came before.

In the introduction of Arts of Living in a Damaged Planet: Ghosts of the Anthropocene, Gan et al. poignantly state that: “Every landscape is haunted by past ways of life” (2). They say this from an ecological standpoint, citing as an example plants whose animal seed dispensers are extinct (2). However, this idea of landscape carrying ghosts of the past resonates with my reading of landscape in dystopian storytelling, particularly in Griffin’s Spare and Found Parts. Irish literature, notably, has shown a disposition to memorialize loss through a distinct landscape.

As suggested by Oona Frawley, “nature and landscape become signifiers, lenses through which it is possible to examine cultural and historical developments” (1). Irish literature shows a tendency to preserve spaces by means of commemoration of the physical landscape, which often “memorializes loss” (1)—be that the loss of an individual who inspired the name of a particular place, or the social system associated with a space. Owing to the circumstances of Ireland’s history of colonization, and periods of large migration, it makes sense that loss often features in the literature and, as such, that landscape emerges as a space to represent it (1). Marie Mianowski, in her edited collection on contemporary Irish landscapes, similarly argues that “the experience of humans with place is preserved in landscape, mingled with the details of history and the power of myth” (4). Considering these views when reading dystopian settings enables us to see how loss and history associated with a particular space can be preserved by means of landscape.

By imagining a nightmarish extrapolation of modern-day anxieties, dystopias often feature a society that failed, and one that is trying to rebuild, however dubiously. Both often inhabit the same space at different times, albeit transformed by whatever catastrophic event brought the end of the previous civilization. That is, the past and the present are intrinsically connected in terms of place. The present would not be, if it were not for the past that preceded it. Judith Butler best summarizes this:

Places are lost—destroyed, vacated, barred—but then there is some new place, and it is not the first, never can be the first. And so there is an impossibility housed at the site of this new place. What is new, newness itself, is founded upon the loss of original place, and so it is a newness that has within it a sense of belatedness, of coming after, and of being thus fundamentally determined by a past that continues to inform it. (468)

Landscape in Spare and Found Parts

The landscape in Griffin’s Spare and Found Parts plays a key role in establishing the post-apocalyptic atmosphere of the novel and in showcasing the extent of the devastation suffered by the surviving community. Griffin’s novel is a dystopian YA retelling of Mary Shelley’s Frankenstein. The city itself, at times, resembles a monster of decay brought back to life. Dublin—or Dublin’s corpse—comes alive in Griffin’s prose. The city is renamed Black Water City after the river that runs through it, Dublin’s River Liffey, darkened by destruction. Likewise, many iconic Dublin landscapes are completely altered after a catastrophic event.

A hundred years before the novel takes place, technology had advanced greatly. Humanity came to rely heavily on androids which provided an endless source of information. An electromagnetic pulse in an event that came to be known as The Turn ended that world and introduced a disease that caused people to either die or be born without limbs. The surviving ten thousand inhabitants of Black Water City return to a simpler way of life devoid of technology and attempt to rebuild despite the echoes of the epidemic caused by The Turn. It has become common for people to have an augmented limb. Protagonist Nell Crane struggles to fit in even then, as she lost her heart because of the disease and was given a mechanical one instead, which constantly ticks and makes her feel like an outsider. Her father, a Victor Frankenstein-like figure, is credited as the inventor behind the augmented limbs many seek. The landscape and the spaces people are allowed to inhabit in this small surviving community are symbolically controlled by the government. For one, all must follow three core rules:

1. The sick in the Pale, the healed in the Pasture.
2. Contribute, at all cost.
3. All code is blasphemy. (Griffin n.p.)

The rules seek to keep the population under control. All must contribute to society when coming-of-age and computers are absolutely forbidden. One of the rules, however, manifests geographically: while the healed and wealthier are allowed to live in the Pasture with its green fields and idyllic sceneries, the sick are confined to the Pale, the greyer space which still carries the scars of the one hundred years of epidemic post-Turn:

Far outside the boundaries of Black Water City, a silent, guarded line between the Pale and the Pasture. The world changed there. The sick were raised and grew and contributed in the Pale; the healed lived and farmed and prayed in the tall grasslands of the Pasture. (24)

This spatial separation is also a class segregation: while those in the Pale are depicted as working-class and spend their days in hard labor towards rebuilding the city and serving the community, those in the Pasture seem to do minimal work, get better houses and have servants at their disposal. Significantly, those in charge of society are referred to as “The Pastoral Council.” The power lies in the Pasture, and the Pale is in service of it. The “Library Complex,” said to contain a relic of the old world—the written internet—is confined to the Pasture “away from civilian eyes” (15); very few are granted access to it. Nell dreams of being allowed to view such a source of information. But evidently, knowledge is strictly controlled by those in power.

As explained by Raffaella Baccolini, “dystopias show a profound interest in history and, more precisely, in its control, which often implies its revision and even erasure” (115). That impulse to control history is a theme largely explored in Griffin’s novel. Besides restricting access to documents of the past and rigorously prohibiting the use of technology, “official history” perpetuates that the past was singularly bad and has nothing to offer to the present. An irony, considering the ruling government refers to itself as “The Remaining Hibernian Senate” (Griffin 220), implying they are a continuation of those in power prior to the Turn. Nell, who thirsts for knowledge more than anything, is critical of people’s acceptance of this restrictive view of history:

She was sure that the rest of the folk in Black Water City were afraid only because they didn’t ask questions, because they believed what they were told. If all you’d ever heard about the history of your world was horror stories about gleaming boxes full of bad knowledge, of course you’d be afraid. (28-29)

She opposes this fear of past technology, rationalizing it as born out of ignorance. She shows an awareness of the unreliability of those who are telling the story, those with authority. As noted in another instance in the novel: “Asking for a computer was like asking for a gun . . . They frightened the wrong people, and the wrong people wanted them gone.” (121) “The wrong people” have the decision-making power to make them go away. The Council is very much preoccupied in concealing the past that led to the current society and suppressing any attempt to access the communal history related to this past. They “revise” and “erase” history to their advantage and to promote their version of the story. Not only do they seek to manipulate the distant pre-Turn past, but they also attempt to rewrite the recent past and memories of the last years of the epidemic. This is exercised in their control and use of the city spaces. The Gonne Hospital—a famous Dublin department store, repurposed to house the sick after the Turn—for example, is symbolically burned in front of the public, as if to exorcize the trauma that transpired inside:

Hundreds and hundreds of people had died there. The old building had become so contaminated that the council had decreed it unsafe and ordered that it be burned. Ostensibly this was to kill the ends of the virus and stop the aftershocks; but the whole city doomed gas masks and gathered to watch it, a terrible red ceremony. It felt like an exorcism, like ghosts of their sick past scorched out. (83)

The burning of the building aims to erase events related to the sick and the epidemic. It’s a cleanse exercise attended by the whole community. The potential of landscapes and landmarks to invoke cultural memory informs the Council’s decisions. Contrastingly to the hospital, a monument referred to as “The Needle”—the forgotten Spire of Dublin—is the first thing wrapped in plastic to be preserved after the Turn:

It had been left to stand, it was said, because it told no stories. It had no face, no body, no myth. It was just a needle, towering to the hot sky, too slim and smooth to climb, made of such stuff that nobody could even write histories upon its surface. (101)

This is indicative of the conscious totalitarian effort to control information through the regulation of landscapes and landmarks.

Landscape as a Site of Resistance

As further outlined by Baccolini, “history, its knowledge, and memory are . . . dangerous elements that can give the dystopian citizen a potential instrument of resistance” (115). Thus, knowledge of the past is crucial for the dystopian protagonist to have agency and set about changing their world. Once the Council is controlling the information passed down to people and keeping written records under surveillance at the “Library,” the landscape becomes the main source to access memory of the past, to keep its ghosts alive. The cityscape around Nell and her contemporaries is a constant reminder of pain and trauma, but also an impediment to the council’s attempt to erase history. As seen in the case of the hospital, the ostentatious display of burning down the “house of failure” (Griffin 104) is ineffective. Nell recognizes the building used to be a department store, something that no longer exists and has no use to her and her peers. Moreover, when she trespasses into the hospital years after its burning: “lo and behold, there are rooms in there untouched by the fire” (83). The records of the epidemic remain in the rooms of the building, still standing. History cannot be erased or rewritten as long as the space that witnessed it remains. The next step, thereafter, is to resist attempts to censor and regulate knowledge of the past and the spaces inhabited by survivors.

A key feature of dystopian YA is the rebellious spirit of teen protagonists, as they become aware something is not quite right with their society (Sheldon 718). Accordingly, Nell and the other young people in the novel are shown to resist the push to ignore the past and technology. For Nell, the loss of the shared memory of the past and its great discoveries is an impairment and informs her decision to create a computer that looks human, so as to not alienate her peers. Others, she learns, also long to understand their past. They, however, see in the landscape around them a chance to recover their history. They defy the rhetoric that the past has nothing to offer but regret. Their resistance is exercised in the ways they interact with the landscape around them and their conscious effort to reclaim its lost history.

This type of resistance is better actualized with a young underground group of inventors. The Lighthouse Cinema, a five-story underground building, has survived as a structure which is reclaimed by young revolutionaries as a secret base to study “forbidden” technology. While by day they work as “mechanics, bakers, researchers of plants” (Griffin 171), they have been secretly caring for the building—Nell notes the strong smell of cleaning solution, “as if all the badness of this building’s past was being scrubbed out” (156). The building is repurposed as a workshop where they can secretly study and try to better understand banned technology which they recover by exploring abandoned spaces around the city.

Nell’s first trip to The Lighthouse nearly resembles a fairy tale, as she enters a new world hidden beside her own, full of impossibilities come to life. The smell of cleaning products, the bright lights, a contrast to the rationed electricity in the city, and the tech unabashedly used all around her. The preservation of the building is shown to be a deliberate effort to recover their lost past. At first, Nell does not understand why the building is called “The Lighthouse,” however, it is explained to her:

Because that is what it was called. Before us, before anything happened, when this city was a real city with real things to do and places to go and no disease and no war. We have to honour what came before us if we can hope to even come close to rebuilding it . . . (153)

This echoes Nell’s belief that there is no future without the past. The naming is a promise to honor history and keep moving forward in the face of adversity. While the older generation seems crippled by the traumatic past, the younger generation seeks to move beyond grief and shame and attempts to do more than just survive. The building is a testament of past achievements and signals the potential to repeat and improve on positive aspects of their past, while “scrubbing out” the bad. By allowing dystopian characters to access the past that a controlling government is attempting to silence, the building itself becomes a site of resistance, a place to exercise critical thinking and rebellion.

The type of resistance present in Spare and Found Parts is subtle. Within the story itself, the resistance is referred to as a “tiny revolution.” And Nell thinks of her rebellious peers as “the small collective of revolutionaries and restorers” (171). The type of activism, of resistance, presented in the novel is quiet, underground, not ready to openly defy those in power yet, it lacks confidence—they keep waiting to discover “something more” in order to convince the council of their cause: “We’ll tell everyone when the time’s right” (164), they tell Nell. This is a quieter resistance. But the rebellious instinct is there. The spark that may start a larger-scale revolution is there. By exploring and reshaping the darker spaces of their city and the past associated with the landscape around them, the young rebels begin to access memory of the past, reclaim it and learn from it in order to respond to the injustices of their society.

We finish the novel as Nell is about to present her contribution to the council and publicly argue on the societal value of accessing their communal history. She reckons her android “can show us where the world was headed before the Turn, so we can walk forward with knowledge of who we were before, so we don’t make the same mistakes” (394). The warning at the heart of the novel is clear: there is no bright future if one refuses to learn from the past. A closer reading of Griffin’s novel allows us to examine a larger trend in post apocalyptic stories, where the landscape of a world in ruins becomes an unexpected instrument of resistance and can be the spark to set a rebellious spirit in a path of discovery and ignite a revolution.

WORKS CITED

Baccolini, Raffaella. “‘A useful knowledge of the present is rooted in the past’: Memory and Historical Reconciliation in Ursula K. Le Guin’s The Telling.Dark Horizons: Science Fiction and the Dystopian Imagination, edited by Tom Moylan and Raffaella Baccolini, Routledge, 2003, pp. 113-134.

Butler, Judith. “Afterword: After Loss, What Then?.” Loss: The Politics of Mourning, edited by David L. Eng and David Kazanjian, University of California Press, 2003, pp. 467-474.

Frawley, Oona. Irish Pastoral: Nostalgia and Twentieth Century Irish Literature. Irish Academic Press, 2005.

Gan, Elaine et al. “Introduction: Haunted Landscapes of the Anthropocene.” Arts of Living on a Damaged Planet: Ghosts of the Anthropocene, edited by Anna Tsing, et al., University of Minnesota Press, 2017, pp. 1-16.

Griffin, Sarah Maria. Spare and Found Parts. Greenwillow, 2016.

Horizon Zero Dawn. PlayStation version, Sony, 2017.

Mianowski, Marie. “Introduction: Experiencing and Representing Irish Contemporary Landscapes in Literature and the Arts.” Irish Contemporary Landscapes in Literature and the Arts, edited by Marie Mianowski, Palgrave Macmillan, 2011, pp. 1-10.

NieR: Automata. PlayStation version, Square Enix, 2017.

Sheldon, Rebekah. “Dystopian Futures and Utopian Presents in Contemporary Young Adult Science Fiction.” The Cambridge History of Science Fiction, edited by Gerry Canavan and Eric Carl Link, Cambridge University Press, 2019, pp. 113-724.

The Last of Us. PlayStation version, Naughty Dog, 2013.

The Last of Us Part II. PlayStation version, Naughty Dog, 2020.

Gabriely Pinto holds an M.A. in Anglo-Irish literature and drama from University College Dublin, completed as the 2018/2019 recipient of the Maria Helena Kopschitz Scholarship. She has a B.A. in English and Portuguese languages and literatures from Federal University of Rio Grande. Her research interests include contemporary Irish young adult fiction, speculative fiction, and gender studies.


Dissolving the Individual: Collective Consciousness as a Rebellion Against Neoliberalism in Tade Thompson’s Rosewater and Chana Porter’s The Seep


SFRA Review, vol. 52, no. 1

LSFRC 2021 Papers


Dissolving the Individual: Collective Consciousness as a Rebellion Against Neoliberalism in Tade Thompson’s Rosewater and Chana Porter’s The Seep

Jonathan Thornton

In this paper, I explore ideas around collective consciousness and fungal networks as a rebellion against neoliberalism’s co-option of the utopian potential of the internet in the texts Rosewater by Tade Thompson and The Seep by Chana Porter. To do so I first outline some theoretical and conceptual ideas around how the internet has been used to uphold neoliberalism, how fungal networks offer a subversion of this by connecting us to each other and the nonhuman world, and how fungi, with their symbiotic and parasitic interactions with bodies, disrupt the idea of the body as discrete and inviolable. Then I explore these elements through the texts. Finally, I conclude, drawing together ideas between these two texts.

Rob McRuer has a useful definition of neoliberalism in his text Crip Theory, where he emphasises how neoliberalism’s prioritisation of the freedom of capital destroys or transforms into target markets “the public or democratic cultures that might constrain or limit the interest of global capital,” and neoliberalism’s end result of “more global inequality and raw exploitation and less rigidity in terms of how oppression is reproduced (and extended)” (2-3). This is something we can see particularly clearly in the case of the internet, whose revolutionary potential has largely been squandered in favour of propping up the status quo. Prem Sikka acknowledges that while “the internet represents the biggest advance in communication technology since the advent of the printing press,” its effectiveness in bringing about social change for the better is hampered because “it is colonised by corporate as well as radical groups seeking to change society” (765-766). We can see this in how social media, which is supposed to allow us to connect better, has contributed directly to the rise of the alt-right, Brexit, and Trumpism. Tracy L. Hawkins describes in “Facebook, Neoliberalism, and the Foreclosing of Imagination” how neoliberalism uses technology to reify its core beliefs in order to make it more difficult to imagine forms of resistance against it. Hawkins adds, “As a result of this, our ability to imagine new ways to organize society, to address issues of social justice, and to seek our ideal future is greatly curtailed” (137).

But there are many advantages to increased communication and increased connection, with great potential for activism. What would a network look like that wasn’t so anthropocentric? In his book Entangled Life, Merlin Sheldrake describes how fungi participate in symbiotic relationships that allow multicellular life to exist, from trees to humans. He says, “We are ecosystems, composed of—and decomposed by—an ecology of microbes, the significance of which is only now coming to light. . . . Symbiosis is a ubiquitous feature of life” (18). I am interested in how thinking about ourselves as ecosystems decentres the idea of the individual, and emphasises how we exist as a part of nature rather than something distinct from it. This idea is echoed in Donna Harraway’s “The Cyborg Manifesto,” which uses the cyborg as a metaphor to disrupt the humanist notion of the historically white male body as distinct from nature, woman, animal, and machine. She argues, “by the late twentieth century, our time, a mythic time, we are all chimeras, theorized and fabricated hybrids of machine and organism—in short, cyborgs” (“Cyborg” 61). This notion of hybridity between machine and organism extends to the biomolecular machinery of the fungi, the microbiota and the symbionts and parasites that we live intimately with. The notion of the human body as a discrete, inviable self is not compatible with our knowledge of ourselves as interactions of cellular machinery and genetic coding from varied sources both prokaryotic and eukaryotic. Haraway talks about biology as “a kind of cryptography,” and in “Tentacular Thinking” she further explores the idea of humans as interacting biological systems with no clearly defined boundaries: “We are all lichens; so we can be scraped off the rocks by the Furies, who still erupt to avenge crimes against the earth. Alternatively, we can join in the metabolic transformations between and among rocks and critters for living and dying well” (“Tentacular” 56). Using Hawaray’s question from “The Cyborg Manifesto”—“Why should our bodies end at the skin, or include at best other beings encapsulated by skin?” (61)—as a jumping off point, Margrit Shildrick positions hybridity in relation to the disabled body and prostheses. Shildrick argues that prostheses, whether they be replacement limbs, behaviour-altering drugs, or transplanted organs, disrupt ideas about the body as a discrete entity and force us to rethink our ideas about embodiment: “They not only demonstrate the inherent plasticity of the body, but, in the very process of incorporating non-self matter, point to the multiple possibilities of co-corporeality, where bodies are not just contiguous and mutually reliant but entwined with one another” (16). Thus, considering bodies as “contiguous,” “mutually reliant,” and “entwined” disrupts hierarchies of viewing non-disabled bodies as superior to disabled bodies, and allows us to rethink what constitutes a body and what its limits are. How we view embodiment also influences our ideas around subjectivity. This is explored in speculative fiction that engages with the fungal. While works like M. R. Carey’s The Girl With All The Gifts have made the Cordyceps fungi the go-to pseudo-scientific explanation for zombies, other works, such as Tade Thompson’s Rosewater and Chana Porter’s The Seep, engage with the fungal to imagine exciting, if ambiguous, posthuman possibilities for connectivity that echo the early utopian ideals of the internet whilst avoiding its co-option by neoliberalism.

Tade Thompson’s Rosewater is set in a near-future Nigeria where an alien incursion has occurred in the form of Wormwood, which has burrowed under the ground and released fungi-like spores into Earth’s atmosphere. Wormwood is trapped under the dome of Utopicity, and the city of Rosewater has sprung up around it. The alien fungi, or xenoform, attaches itself to the natural fungi on human skin, forming a psychic network called the xenosphere which “sensitives” like protagonist Kaaro are able to access like the internet. In the virtual space of the xenosphere, sensitives are able to embody themselves in nonhuman forms: Kaaro appears as a Griffin and inhabits such surreal places as a palace made of meat. But the xenosphere is more than just a recapitulation of the cyberpunk dream. In Rosewater, everyone is connected into a communal “worldmind,” the differences between discrete individual bodies called into question as consciousness extends across fungal networks and through different people’s minds.

The dome opens once a year, releasing alien fungi into the atmosphere and healing the injured and diseased. However, this process does not always work like the people who flock to visit Rosewater might wish. Whilst some are healed, others are put back together incorrectly—the deformed, or mutated or remade in new and unusual ways—known as the “remade.” Even the dead are infected with xenoforms, brought back to life as soulless zombies, or the reanimates. Thus, the interaction between humans and the alien fungi doesn’t so much return people to an idealised complete body, but remakes it in challenging new forms.

This is further complicated by the ways the xenosphere, like the internet, contributes to upholding some elements of the neoliberal paradigm while subverting others. Kaaro works at a bank, forming a psychic shield to prevent other sensitives from hacking the bank through the xenosphere. Furthermore, Kaaro discovers that the xenoforms are slowly replacing human cells with more xenoforms whilst replicating the original body’s appearance, and that eventually humanity will be entirely replaced. This causes Kaaro to question his own subjectivity:

I am not the same. I don’t look at the dome in the same way. It’s now a stye or a boil, swollen with purulence, waiting, biding its time. I don’t know what my healing has cost me. How many native cells have the xenoforms driven out? Ten, fifteen percent? How human am I? I see the people touching me and the ones at the periphery staring as dead people. Conquered and killed by invaders, walking around carrying their death, but they don’t even know it. (Thompson 263)

The replacement of human cells by the alien xenoforms can be read as a metaphor for colonialism, especially as this all takes place in a Nigeria where the indigenous culture has been overwritten by the all-powerful cultural influences of the West. Thus the fungal entities in Rosewater force us to confront not just the way we think about human bodies but how we think about the body politic in the context of Western post-colonialism.

If the xenosphere in Rosewater is ambiguous in how it both disrupts and upholds the paradigm, the Seep in Chana Porter’s novella of the same name is somewhat more straightforwardly utopian. The Seep, “the friendly neighborhood bodiless sentience that makes your life just a little bit easier,” (Porter 170) is never explicitly described as a fungus, but behaves much like one. The book is set in a world where the Seep has quietly invaded, infiltrated, and linked not just humans, but all life and matter on Earth. This vast interspecies network eliminates capitalism, poverty, and hunger by allowing an immediate empathy between humans, non-human animals and the environment:

The aliens changed all of that. You could hold a product in your hand and feel its history, feel people’s attitudes and emotions as they’d processed the materials. Struggles that had felt impossibly uphill were now suddenly so clear, as if everyone had awoken one morning from the same dream. It was insanity to poison your environment to save a dime. It was insanity to build bigger and bigger bombs to keep the peace. Guns were melted down into scrap metal. Police officers put their uniforms away. (13)

Within this network, neoliberalism’s prioritising of capital above all else becomes literally unthinkable as the old paradigms are swept away by new understanding. Seeptech can alter matter directly, immediately ending scarcity, healing most diseases, and opening up new possibilities for embodiment.

Yet even within this utopian world there are problems. The Seep’s fascination with humans and embodiment leads to it amassing data on every aspect of people’s lives, albeit at least not to sell to the highest bidder like Facebook or Google. The people in the world of the Seep live in a state of constant surveillance:

The Seep loved giving you everything you wanted, in exchange for information about being human. The green flash of a credit stick, at a coffee shop or a bookstore or any number of places, was a marker of where you were and what you wanted, a little dot in a vast, ever-evolving data set. Trina had resigned herself to using credit years ago, to being a little dot in the aliens’ matrix . . . (68)

The narrative focuses on Trina FastHorse Goldberg-Oneka, who is struggling because her wife has decided to be reborn as a baby with no memories of her past life. Because the Seep is a disembodied intelligence, it doesn’t properly understand embodiment and so has difficulty understanding why Trina is unwilling to erase her suffering to feel better. Trina’s embodied life history as a trans woman with Jewish and Native American heritage are important aspects of her identity that she has fought for and has no interest in giving up: “But Trina had labored for this body! She’d fought and kicked and clawed to have her insides match her outsides, and now people changed their faces as easily as getting a haircut. Trina knew then that she wouldn’t change form. . .” (145). Thus the Seep’s network, whilst opening up new possibilities for exploring embodiment, like the internet before it, can also flatten and homogenise aspects of embodied identity in favour of a majority consensus.

So, fungal networks in speculative fiction give us a new way to think about the utopian connectivity promised by the internet whilst avoiding co-option by neoliberalism. Fungi allow us a new way to think about the permeability of the body and the effects this has on embodiment and subjectivity. In Tade Thompson’s Rosewater, fungi connect humanity and its environment into a contiguous whole even as it rewrites the human body as its own. In Chana Porter’s The Seep, the Seep’s alien network connects humans with the non-human world, making capitalist exploitation of both people and the environment impossible. Both books help us to rethink the utopian possibilities of connectivity, whilst critiquing how the internet upholds the neoliberal paradigm.

WORKS CITED

Harraway, Donna. “The Cyborg Manifesto.” Manifestly Haraway, U of Minnesota P, 2016, pp. 3-90.

—. “Tentacular Thinking: Anthropocene, Capitalocene, Cthulucene.” Staying With The Trouble, Duke UP, 2016, pp. 30-57.

Hawkins, Tracy L. “Facebook, Neoliberalism, and the Foreclosing of Imagination.” The Journal of Popular Culture, vol. 52, no. 1, 2019, pp. 137-152.

McRuer, Robert. Crip Theory: Cultural Signs of Queerness and Disability. New York UP, 2006.

Porter, Chana. The Seep. 2020, Soho Press

Sheldrake, Merlin. Entangled Life: How Fungi Make Our Worlds, Change Our Minds, and Shape Our Futures.The Bodley Head, 2020.

Shildrick, Margrit. “‘Why Should Our Bodies End at the Skin?’ Embodiment, Boundaries, and Somatechnics.” Hypatia, vol. 30, no. 1, 2015, pp. 14-29.

Sikka, Prem. “The internet and possibilities for counter accounts: some reflections.” Accounting, Auditing & Accountability Journal, vol. 19 no. 5, 2006, pp. 759-769.

Thompson, Tade. Rosewater. Apex Publications, 2016.

Jonathan Thornton is in his first year studying for a Ph.D. in science fiction literature at the University of Liverpool. He is interested in the portrayal of insects in speculative fiction and fantastika. He has an M.A. in science fiction literature and an M.Sc. in medical entomology, and works as a technician at the Liverpool School of Tropical Medicine. He has had articles published in the SFRA Review, The Polyphony, Fifty Key Figures in Cyberpunk Culture (Routledge, in press) and the Routledge Handbook to Star Trek (in press). He also writes criticism and reviews and conducts interviews for internet publications Tor dot com, Fantasy Faction, The Fantasy Hive, and Gingernuts of Horror.