visualculture

Scholarship and Affect: Merging Critical and Fan Identities

[7-10 minute read]

Take an adventure with me through my affective and critical experiences with a few texts I encountered during my first year and a half of my Ph.D. program:

*****

I am sitting in the theatre in the last showing of the night for Star Wars: Rogue One. I have just come from my house where I have been drinking a bit of wine with friends. I am happily relaxed after a rather arduous first semester of Ph.D. study. It’s December, Christmas is coming on quickly, and as an early present, I get another Star Wars film.

Thirty minutes into the film, the protagonist, Jyn Erso (Felicity Jones), navigates through city streets on a desert planet, searching for her childhood mentor. Her companion, Cassian Andor (Diego Luna), becomes increasingly agitated, and when Jyn questions him, he says the city “is about to blow.” Moments later, a tank full of Stormtroopers rumbles down the street with Imperial propaganda chiming out of loud speakers affixed to the machine: The Empire is a beacon for “truth and justice,” saviors to a city being terrorized by a radical revolutionary.

I nearly choke on a mouthful of popcorn.

Seconds later, when these “radical revolutionaries,” complete with headscarves, suicide-bomb the Stormtroopers, I have lost my place in the fantasy. I’m not a fan watching another Star Wars film. Terms like “Islamophobia” and “Extremists” swirl through my brain alongside Rhetoric and Ideology.

I lean over to Adam: “Well that’s not very subtle.”

He is getting used to my inability to “simply watch” films anymore.

*****

Rewind. It’s November of 2016. I am sitting in a darkened theatre, wearing yellow and grey and black. I feel a squeal rise up in my throat as the familiar theme plays.

I’m back at Hogwarts.

I’m back to being 11, 12, 13, waiting for an owl with a letter that I know won’t come but I still love to make-believe anyway.

The film ends and I’m crying, sniffling, smiling.

Newt Scamander (Eddie Redmayne) is the man I want to be. He is gentle, empathetic, fiercely loyal and protective, kind. He feels. He cries.

Critique1Look at his beautiful smile at that tiny walking stick critter! (Warner Bros.)

Two days later, and every thinkpiece on my Facebook feed is about his tender, non-normative masculinity.

Part of me wishes I could have written them; part of me is ever so glad that I just reveled in my yellow and grey shirt and smiled with happy tears streaking my face.

*****

Mid-December 2016 again. My husband and I are watching episode one of The Magicians on Netflix.

The main character, Quentin Coldwater (Jason Ralph), starts the episode in a psychiatric ward.

The main character starts the series in a psych ward.

The main character openly struggles with depression.

The main character struggles with depression to the point of committing himself to a psychiatric ward, and he will be our hero.

I’m out of the fantasy.

Minutes later, when Quentin’s best friend, Julia (Stella Maeve), comforts him at a party and pecks him on the cheek as her boyfriend walks into the room, I’m further gobsmacked.

Instead of ire, James (Michael Cassidy) responds with a joke and leaps onto the small twin bed where his girlfriend and Quentin are lying beside each other.

I think of Neurotypicality, Compulsory Jealousy, Toxic Masculinity.

*****

December, 2016. Blizzard releases the Overwatch comic titled “Reflections.” Tracer is officially gay. The Internet loses its mind. Tumblr is an inarticulate mass of squeals.

Critique2The panel that launched a thousand flame wars. (Blizzard)

I’m excited about this. It’s about time we have more LGBTQIA+ characters in our popular culture texts. I hold off on darting away to join the bustle of posts about our favorite lesbian time-traveler. Two pages later and I am literally squealing myself:

Hanzo has an undercut! And piercings! And a cowl neck sweater! One of my favorite characters looks not far from my own aesthetic.

Critique3Earrings, a upper bridge piercing, and an undercut hairstyle. Merry Christmas! (Blizzard)

I have nothing articulate to say. I feel a flare of imposter syndrome rear up in my chest. Am I really a scholar if I have nothing to say? I should compose something intelligent, praise the company for creating space for non-normative representations, but all I can do is smile and text my other queer friends to ask if they’ve seen it. I remind myself it’s Christmas break, and it’s okay to just love this.

*****

March, 2017. KONG: Skull Island. The military man, Samuel L. Jackson’s Preston Packard, is full of rage. His masculinity is driven by violence, misplaced aggression, and a need to dominate. He tries to kill Kong; I try to feel something other than detached speculation about the root of his rage and what history the film does not reveal to us.

Toxicity

Valor Narratives

PTSD

*****

March, 2017. Beauty and the Beast.

I am so ready for the first representation of a gay man in a feature film.

I am so ready for a peck on the lips between two men, on screen, in a feature film!

I am thrilled with LeFou’s (Josh Gad) fawning over Gaston (Luke Evans).

Gaston has war trauma and unprocessed grief.

Gaston acts out of a place of rage that is only calmed by LeFou’s careful and caring interventions.

LeFou gets 2 seconds of dancing with a random man in the final ballroom scene.

Critique4Yes, that is someone’s shoulder nearly blocking our revolutionary “gay moment.” (Disney)

I am annoyed.

I write a blog post about toxic masculinity, trauma, and grief in the film for Metathesis.

I am still annoyed.

*****

March, 2017. Power Rangers.

The yellow ranger is officially a lesbian. Her admission is explicit. It is not seen in a glance on a dance floor packed with people. She openly discusses her orientation with the other rangers. They accept it and no one makes a single fuss about it. I cry during that scene.

The blue ranger is on the autism spectrum. The other rangers value his ability to see the world differently. No one makes a fuss. No one makes a big deal. He is just as much a hero as any of the others.

I’m torn between posting about how amazing the representation in the film was, and how nostalgic and happy it made me. I need to justify my affective experience. I gush about the representation and the animal-shaped mega-bots.

*****

It is June, 2017. The film I’m about to see has been talked about ad nauseum for almost two weeks already.

“The skirts are too short.”

“The heels are not historically accurate.”

“Themyscira can’t be historically accurate.”

“There’s no need for a romance narrative.”

“The romance narrative flies in the face of cultural norms.”

“Gal Gadot is a woman of color.”

“Gal Gadot is most definitely not a woman of color.”

“We need to nuance our terminology when discussing women of color.”

I watch Diana (Gal Gadot) stride into No Man’s Land and my body shoots with gooseflesh. Before she takes more than two steps, I have tears running down my face. This is a woman, striding into No Man’s Land, where no man can stand, and she is marching into it, claiming ground, claiming space. I am weeping before she ducks behind her shield under a hail of bullets.

I do not post about the film. I relish the experience of seeing a woman, clad in armor, marching into No Man’s Land. I imagine how I might have felt to see that film as a child of 12. I weep too for that little child that I was, who never saw Diana make that march.

*****

October, 2017

It’s the Halloween event for Overwatch and that means Halloween skins for the characters.[1] The Halloween and Christmas events are my favorite because the skins tend to be holiday themed and generally fun to look at. I appreciate them with the same part of myself that cried during Fantastic Beasts and Wonder Woman.

Symmetra’s Halloween event skin is a Dragon:

Critique5Symmetra’s skin in all its scaled glory. (Blizzard)

But Symmetra is not my first encounter with this skin. I encounter it first as a fan-made modification to the skin, created for one of my favorite characters, a gunslinging cowboy named McCree.[2] The skin is the creation of Twitter user, Loudwindow.

Critique6McCree, with a modified dragon skin. (Blizzard Entertainment/Loudwindow)

I immediately retweet this post on Twitter. “I need this Queer McCree skin in my Overwatch life immediately,” I proclaim.

Then I pause for a moment in a bit of horror. Twitter represents my platform for the majority of my academic contacts, where I comment on posts by scholars and critics who I respect (and honestly probably fan over a bit too). My cohort follows me and I follow them. A few of my professors follow me. Here I am reposting a skin from a videogame not because I have something profound or critical to say about it, but because I find it aesthetically pleasing; because a slightly feminized masculine character who I frequently read about in fan fiction looks incredible with a dragon skin and a crown of horns.

I scramble to think of something intelligent to say about it, latching on to the name the creator gave the skin:

“I’m fascinated by how this skin feminizes the character while announcing him as the object of female desire through the Incubus myth.”

I’ve turned my own aesthetic fascination with the object into a sort of critical inquiry, not so much into the skin itself, but my own affective relationship to it. I follow up my pseudo-astute tweet with another: “Less critically, I find this skin incredibly aesthetically pleasing as a queer, androgynous take on my favorite character.” Hopefully I have succeeded in covering over my moment of excessive affect for this skin with some sort of critical commentary.

For days I am troubled by my response. Why did I feel the need to justify my love of this popular text? Is it because it rises out of my own desire and I’ve therefore villainized it, made it dirty with my ever-clinging Evangelical guilt?

While I’m sure this is part of my motivation, one of the many pressures acting on me as I produce the performance of myself as queer scholar and fan and spouse and student and teacher, reflection has made me consider another reason for this response.

In The Limits of Critique,[3] Rita Felski states the following about our scholarly habits of critique:

Critique is a remarkably contagious and charismatic idea, drawing everything into its field of force, patrolling the boundaries of what counts as serious thought. It is virtually synonymous with intellectual rigor, theoretical sophistication, and intransigent opposition to the status quo . . . For many scholars in the humanities, it is not one good thing but the only imaginable thing . . . To refuse critique . . . is to sink into the mire of complacency, credulity, and conservativism. Who would want to be associated with the bad smell of the uncritical? (8)

This description of critique speaks directly to how I experience the compulsion to justify my own affective attachments to texts. How did I come to internalize this need to critique everything? What can I do now that I recognize it? Is this just a symptom of my profession – not unlike the experience of those versed in music who cannot listen to a concert in the same way as someone less knowledgeable in musical theory?

These questions have no answers for or from me at the moment, and I suspect they might be a specter that haunts many in my profession. I have to believe there exists a happy medium between a devotion to the value of critique and an ability to appreciate a text without critiquing it. It remains for me to discover how to straddle the spaces, how to be comfortable with both critical and affective experiences, with texts that leave me speechless, leave me reveling in an excess of experience. As Walt Whitman (another author of the texts I approach more as fan than critic) has said, “I contradict myself, I contain multitudes.”


[1] Skins refer to different sets of aesthetic based costumes which you can unlock for your characters via gameplay. They make up the bulk of rewards for continuous play on Overwatch, a fantasy First Person Shooter game from Blizzard Entertainment.

[2] Fan-made content does not exist within the actual game and usually involves gender-bending or character-bending skins that the game has officially released. Character-bending would involve taking a skin made for one character and modifying it to fit another character, while gender-bending refers to taking a skin made for a male-bodied character and modifying it to fit a female-bodied character or visa-versa.

[3] Felski, Rita. The Limits of Critique. Chicago: University of Chicago Press, 2015.

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

[7-10 minute read]

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

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

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

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

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

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

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

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

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

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

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

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

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

Img4Dominus Ghaul (destiny.wikia.com)

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

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

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

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


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

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

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

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

Seduction and Devastation

[10 minute read]

In my final foray into Hannibal, I will examine the final season and its tragedy and seduction. After the violence of “Mizumono,” the season two finale, Hannibal escapes to Italy, his pursuers scattered and recovering from their injuries. Driven by vivid hallucinations and a grisly murder, Will sails the Atlantic to seek Hannibal out. Will’s obsession with Hannibal lures him into a deep web of seduction, mirroring, and finally, unity through violence.

Before we are able to fully understand the tragedy of the reunion between Hannibal and Will, it is important to explore the extent of Hannibal’s trauma in “Mizumono.” Rather than anger, Hannibal responds as if he has been hurt, acting as the betrayed party. In a flashback, Hannibal discusses forgiveness with his therapist-confidante, Dr. Du Maurier. “Betrayal and forgiveness are… best seen as something akin to falling in love,” she explains. However, Hannibal counters this, saying “You cannot control with respect to whom you fall in love.” The framing of this conversation makes it clear they are both speaking of Will. In Hannibal’s grief, he reaches out to Will in his typical fashion.

Sept1

Will finds Hannibal’s broken heart 

Impersonating a museum curator, Hannibal befriends a young, attractive man, Anthony Dimmond.[1] When he is invited to the home Hannibal and du Maurier share (playing the role of husband and wife), Dimmond casually and flirtatiously proposes a threesome. After looking to du Maurier for guidance, Hannibal admits “it’s not that kind of party.” Rebuked but intrigued, Dimmond falls right into Hannibal’s trap: he beats Dimmond with a decorative statue and savagely breaks his neck. Hannibal then transports the body cross-country, mutilating it to form the shape of a human heart which he leaves in a church for Will to find. It’s a gruesome Valentine, and one with a clear message: Hannibal’s heart is broken. Italian detective Pazzi observes “Is Will Graham here because of the body, or is the body here because of Will Graham?” The aftershocks of Hannibal and Will’s mutual betrayal are felt as distantly as Europe, placing them in a difficult and peculiar position of forgiveness.

Will’s response to Hannibal’s hurt is not a pursuit, but a seduction. Upon tracking Hannibal to a maze of church catacombs, Will calls into the darkness “I forgive you.” The exceptionally painful nature of the relationship between these two men muddies the scene. In their previous moments together (in the season two finale) Hannibal guts Will and murders Abigail, a young woman that Will had begun to view as a surrogate daughter. And yet, despite this pain, there is no uncertainty or disingenuousness in Will’s voice.[2] Rather, it is Will’s method of signaling the start of their web of seduction and violence. After Will makes this statement, he leaves immediately. He does not pursue Hannibal aggressively, but instead invites him to give chase by retreating back to Hannibal’s childhood home.

Sept2

Will leaves Hannibal a Valentine of his own

In an attempt to better understand Hannibal’s history and trauma, Will seeks out Hannibal’s birthplace in Lithuania. There, he begins to understand Hannibal’s genesis as a killer, starting with Hannibal’s forced cannibalization of his young sister Mischa. With new insights, Will leaves to reconnect with Hannibal, but not before leaving behind a gift of his own: a body presented in a remarkable fashion, reaching out to Hannibal through the man’s own art form.

When Will finally returns to Hannibal, it is from a place of understanding and confidence. Although the nature of Hannibal as a character makes it impossible to fully understand him, Will’s revelations about Hannibal’s past offer clarity into their relationship. Will admits that he already defines his life in terms of his relationship with Hannibal, but understands that Hannibal’s own expression of his past is blurrier. However, their paths forward are linked; they are led inescapably to each other.

Sept3

Will and Hannibal reunite in the latter’s favorite art gallery

Despite the inevitable weight of the past, the long-awaited reunion of Hannibal and Will is powerful moment of brightness and pleasure. “If I saw you every day, forever, Will, I would remember this time,” Hannibal remarks, gazing at Will with adoration and open affection. There is a sense of palpable relief as the two men come together. Surrounded by the beauty of the art gallery and the symmetry of the shot, it is easy for us to forget the trauma that Will has experienced at Hannibal’s hands. We can almost believe forgiveness. Remarking upon the twisting intimacy of their relationship, Will explains “We’re conjoined. I’m curious whether either of us can survive separation.” This comment speaks frankly to the relationship between Will and Hannibal. They remain obsessed with each other to the point that they are all the other can think about, all the other longs for.

Sept4

An image from the show’s opening credits shows Hannibal and Will’s edges blurring together

The tender moment in the museum is shattered as the two men walk out side by side. In a moment painfully resonant with “Mizumono,” Will attempts to stab and kill Hannibal. This attempt is thwarted by Hannibal’s childhood caretaker, Chiyoh, who shoots Will through the shoulder, saving Hannibal. True to Will’s prediction, he cannot be separated from Hannibal, attempts to do so only bring them closer. Once Hannibal has dragged Will to safety, he disrobes him, embraces him, and tends to his wounds. The intimacy of the scene is gentle, but unsteady. The camera lingers over Will’s delicately arched neck and vulnerable form. Even when Hannibal literally places the knife back into Will’s hand, it is to emphasize his weakness. “You dropped your forgiveness, Will,” Hannibal says, seeming more intrigued than hurt. He is fascinated by Will, and by their inability to fully separate.

Sept5

Will and Hannibal in their final moment of unity

Will and Hannibal’s link reaches its crescendo in the season three finale “The Wrath of the Lamb.” Having chased and been chased by serial killer Francis Dolarhyde, Will and Hannibal are finally united in their violence. In a final and bloody confrontation, the two men kill Dolarhyde with knives and teeth, each giving themselves over fully to the fervor of the fight. With Dolarhyde slain, Will and Hannibal fall into each other’s arms, coated in each other’s blood and exhausted from the fight. “This is all I ever wanted for you,” Hannibal finally says to Will. Hannibal is delighted by Will’s violence, the joy he has taken in killing. “It’s beautiful,” Will admits, before pitching them both over the cliff’s edge and into the turbulent waters below.

Will and Hannibal are unable to survive separation. Like a rubber band, attempts to pull away only send them back together until the only option left is to break.. Their trauma and torment is so wrapped up in the other’s existence that even living is impossible while the other still breathes. Will’s final act of murder-suicide allows the only modicum of agency in his relationship to Hannibal: choosing when it will happen. By taking responsibility for Hannibal’s destruction, Will accepts their unity, but is unable to allow Hannibal his freedom. His victory is bittersweet, but it is ultimately heroic.


[1] In many ways, Dimmond resembles Will: the same dark, curly hair and scruffy jaw.

[2] This is especially important as Will’s character is shown to have difficulty lying.

Molly is an MA student pursuing her degree in English Literature with a focus on Game Studies and New Media. She uses these fields to explore her additional interests of race, gender, sexuality, and LGBT representation. She has also studied Victorian literature, the Gothic, and 19th century American literature. Her teaching interests include film, graphic novels, and popular culture.

 

“Remarkable Boy…I Think I’ll Eat Your Heart.”

[7-10 minute read]

The exploration of queer representation in Hannibal allows for a greater understanding of the conventions of gender and sexuality within the thriller genre. Highly-fictionalized thrillers such as Hannibal thrive on extreme relationships, but also rely heavily on non-traditional erotic relationships to further depict the extremes of personalities in its central characters. The cop-vs-serial killer subset of the thriller genre adds an element of intense, personal desire to what would otherwise be a genre categorized by rote sleuthing. So it is in Hannibal, where the main draw of the series (besides its stunning visuals) is the eroticly-charged cat-and-mouse game between FBI agent Will Graham and cunning killer Hannibal Lecter. Several characters of the series equate the furious obsession the two men share for each other to love. This suggestion troubles the relationship between the two men, indicating that their painful, self-destructive relationship is based simultaneously in love and hate. They are unable to pull away from each other, just as they are unable to completely become one. Instead, their relationship serves to complicate the viewer’s understanding of desire and the desire to kill.

Remarkable1

Hannibal stabs Will in the opening shots of the film Red Dragon (2002)

To fully understand the complexity of Hannibal and Will’s relationship, we must return to one of the first incarnations of this relationship in the 2002 thriller Red Dragon.[1] What is unique about the Silence of the Lambs trilogy is that no one film depicts Hannibal’s time before prison in great detail.[2] Hannibal’s crimes are defined largely through rumor and his own description; Hannibal is the arbiter of his own mythos. However, there is a significant gap in the viewer’s understanding of the relationship between Hannibal and Will. This is deftly remedied in the opening scene of Red Dragon. Over the opening credits, Will Graham, here played by Edward Norton, comes to the shuddering realization that the mysterious killer is eating his victims — and that the killer is none other than his close confidante. At the crescendo of Will’s understanding, signified by the drawing of his gun, Hannibal sinks his knife into Will’s stomach. Despite the violence of the action, there is unmistakable tenderness as well. The stabbing mirrors a lover’s embrace; Hannibal rests his chin on Will’s shoulder, hushing him gently. In this scene, Hannibal gains no visible pleasure from hurting Will. Instead, he is careful, tender. “Remarkable boy,” he says. “I think I’ll eat your heart.” The reverent, intimate delivery of the line, coupled with the way Hannibal holds the fallen Will around the waist like a dance partner suggests a fond tenderness that goes beyond the bounds of homosocial friendship. Their intimacy serves to hint at a homoerotic bond that is only briefly touched upon in Red Dragon.

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Hannibal embracing Will

This highly-charged bond is given far more screen time and consideration in Hannibal. The two men are far closer in age, diminishing the mentor/pupil relationship present in Red Dragon[3] and emphasizing a more equal footing. Furthermore, the first two seasons of Hannibal take place prior to the moment of understanding in Red Dragon that culminates in Will’s stabbing. The challenge of Hannibal then is to balance the painful anticipation of this “breakup” with the pleasure of watching the budding relationship between two fascinating, electric men. And a pleasure it is. Hannibal and Will have a powerful chemistry that obsesses the narrative. They share intense, longing looks, have little regard for each other’s personal space, and have many moments of strangely endearing domesticity. Hannibal is always cooking for Will, seeking to impress him with increasingly elaborate presentations. Food in Hannibal is always a matter of seduction and charm, a way for Hannibal to exert power over his guests (Will most frequently) while simultaneously providing them with nourishment and artistic pleasure.

Remark3Hannibal preparing a rare non-human delicacy for Will.

The homoeroticism of food and eating crescendos in Hannibal’s second season, when Hannibal and Will share a meal of songbirds eaten whole. In an interview with Logo, director Bryan Fuller comments on this feast below:

We really want to explore the intimacy of these two men in an unexpected way without sexualizing them, but including a perception of sexuality that the cinema is actually portraying to the audience more than the characters are. There’s a scene at dinner where we were tackling in the edit bay because it was so transparently homoerotic. They were doing something that was not sex or anywhere near sex, but it was shot so suggestively that they may as well have been…

This scene lingers lovingly over open mouths, swallowing throats, and blissful expressions. In mood, framing, and aesthetic, it is a sexual scene. And yet, everyone’s clothes remain on. The evident homoeroticism of the scene is tempered by its modesty. There is power and seduction, but the lack of sexual acts and romantic physical gestures such as kissing leaves it clear that the relationship is not a traditionally romantic one.

For LGBT audiences, representation in film and television is an obstacle course of flirtation with canon. This battle with on-screen depictions of queer couples is often waylaid by a phenomenon known as queerbaiting. Queerbaiting teases the viewer with hints to a homosexual relationship in order to entice LGBTQ viewers, but this potential relationship ultimately remains unfulfilled. (Shows such as Supernatural are notorious for queerbaiting its fans.) Despite accusations of queerbaiting when it became apparent that central characters Will and Hannibal’s relationship would never be a physical one, queer fans nonetheless rejoiced at Hannibal. While Will and Hannibal would not explore a homosexual relationship on-screen, which frustrated some fans, many others were content in the highly-aesthetic, subtext-heavy portrayal of Hannibal and Will’s relationship.

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“Hannigram” fan art by DeviantArt user Look-ling

Fans of this relationship, which is affectionately dubbed “Hannigram,” are quick to admit that the relationship between the two men is certainly an abusive one. For all of the intimacies between Will and Hannibal, their relationship is one built on manipulation, violence, and entrapment. However, for many, this is part of the attraction. The intensity and darkness is appealing, especially with two lead actors with significant fanbases. Many elements of “Hannigram” are aesthetic; there are large sects of fanworks dedicated to the sheer beauty of the show and its actors. However, the appeal of “Hannigram” is not wholly artistic. The cat-and-mouse element of their relationship, emphasized by a history of serial killer/cop films with similar relationships, is characterized by danger and seduction. In a show about the art of violence, “Hannigram” dances alongside the violence, rather than shying away from it. The honesty of the appeal of “Hannigram” in (largely female) fans allows for a deeper exploration of the intimacy of violence between Will and Hannibal.

This violence culminates in a stabbing, just as in Red Dragon. In Red Dragon, the stabbing is presented as a shock. In Hannibal, however, there is great anticipation for the moment. While this could be, in part, due to lingering audience familiarity with the source material, it is more likely a reading of the tone of the scene. Red Dragon amplified the shocking element, playing off of Will’s horrified revelation about Hannibal’s guilt. In Hannibal, however, we anticipate the betrayal. Will has spent the season desperately, obsessively working to prove Hannibal’s guilt. And yet, when the time comes to make the arrest, Will balks; he reveals the ploy to Hannibal. When he finds that Hannibal has not run but instead done grave violence to Jack and Alana, Will is heartbroken. “You were supposed to leave,” he says, his voice low and devastated. Hannibal responds by touching the side of Will’s, and stabs Will like an apology, like a betrayal.

Remark5Hannibal pulls Will close after stabbing him

The embrace that Will and Hannibal fall into speaks to the unsustainable nature of their relationship. They are so deeply caught up in each other’s obsession that they are desperately linked. They are fated to trap each other. While their romance departs from traditional depictions, Will and Hannibal are still star-crossed, their mutual erotic obsession only just beginning.


Next week: Seduction and Devastation After the Betrayal

[1] There is also an adaptation of Red Dragon even before Silence of the Lambs, a thriller titled Manhunter released in 1986. However, this did not enjoy the same popularity as the later Harris-based film trilogy.

[2] A later film, Hannibal Rising (2007) attempts to remedy this, but it is considered separate from the trilogy.

[3]This is not to say that mentor/pupil relationships lack homoerotism. Rather, this particular relationship is strengthened by a different power dynamic.

The Erotics of Evil

Among the harmful tropes of Hollywood, the figure of the Sissy Villain is one tainting LGBT representation in film and television. Despite the improvements of LGBT rights outside of film, the image of men in women’s clothing is one that pervades the genre of horror in particular. Such figures at Buffalo Bill, Cillian Murphy’s John/Emma of Peacock, or James McAvoy’s multiple-identity’d character of the controversial Split perpetuate this notion of dangerous men being made all the more terrifying by their eschewing of gender norms by dressing in women’s clothing. The argument made by these films is clear — men in dresses are dangerous, perhaps even more dangerous than brilliant psychologist-cannibals.

hannibal-wallpaper70664Promotional image for NBC’s Hannibal

Because of this, a second, more subtle argument is made by Hannibal’s narrative about the “right” way to be a killer. The pop-culture juggernaut of Silence of the Lambs isn’t the terrifying Buffalo Bill, or even the feminist darling Clarice Starling, but rather the slick and seductive Hannibal Lecter, whose presence in psychological thrillers spans three books, four films, a television series, and endless fanworks. The audience — casual viewers and “Fannibals” alike — is charmed by Lecter, largely due to the way he departs from other popular fictional killers. Lecter is not a brute: he does not resemble the slasher-killers of the gory teen film franchises; he is no Freddy Kruegar or Michael Meyers. Nor is he the pure psychological villain such as those made popular by the Saw franchise. Instead, Hannibal performs a meeting of the two, all of their strengths and seemingly none of their weaknesses.

Though he is never seen working out, Hannibal is physically fit, shown to be extremely strong and agile; he is able to easily overpower police officers and threatening patients, and, like any proper serial killer, he shakes off injuries that would cripple anyone else. Despite this strength, Hannibal is lean; his bone structure is that of a dancer. His physical presence is catlike and easily predatory. This effortless strength is the kind of appealing danger that typically befits the slender femme fatale, but Hannibal subverts this by having its hero-villain emulate these traits. His graceful-killer performance is further emphasized by the raw, calculating intelligence he displays. When his cannibalistic secret is revealed to Jack, Lecter attempts to fight his way out.  When FBI agent Jack Crawford puts him in a stranglehold, Hannibal goes limp, playing dead. In Jack’s moment of ensuing confusion and hesitation, Hannibal takes up a piece of broken glass, stabbing Jack in the side of the throat. As Crawford bleeds out in Hannibal’s pantry, Lecter is able to make his escape.

hannibal-clip-1Hannibal uses an improvised weapon in his fight with Jack Crawford

Logically, Hannibal should not be able to overpower a highly trained federal agent, but his combination of strength and wit allow him to move beyond the killer roles his gender suggests. He deliberately avoids the highly-phallic, hypermasculine killer forms, seen in Michael Meyers, Jason Voorhees, Pyramid Head, and many others, as does he avoid the physical frailty of the feminized mastermind. Although Hannibal embodies the sissy killer, his success[1] in the television series speaks to his performance of this trope. He navigates between men and women’s worlds with ease, and confidence. This confidence is what is most critical. Hannibal is never shown to struggle. His acts are effortless. Those that struggle to express themselves, fashionably, romantically, sexually, or otherwise, are portrayed as desperate, fawning, trying too hard. Hannibal paints a clear image of its wannabe villains — either you’ve got it, or you don’t. And Hannibal has “it” in spades.

This charm is instinct, intuition. Hannibal is a natural leader, drawing moths to his flame. It is predatory power. He is described by a childhood acquaintance as “charming, like a cub is charming before it’s learned to be one of the big cats.” His therapist describes him as wearing “a well-tailored person-suit.” His danger is magnetic, sensuous. Even in his most threatening moments, the men and women surrounding Hannibal are drawn to him. He works a cobra-dance, expertly weaving aesthetic, philosophy, and manipulation together to entangle his victims. And yet, they are glad to be wound in his web. The violence (and resulting cannibalism) is filmed like sex: lush, lingering shots of stolen breath and trembling bodies.

hannibal-182Hannibal experiencing a completely innocuous projector malfunction

Though Hannibal’s victims are male and female in similar ratios, his only (onscreen) sexual relationship is with a woman, whom he later attempts to murder. However, he engages in his erotic, sensual seduction with men and women alike. In an interview  with Entertainment Weekly, director Brian Fuller opened up on his view of Hannibal’s sexual preferences. “I think Hannibal is a very broadly spectrumed human being/fallen angel, who probably is capable and interested in everything humanity has to offer.” This interpretation of Hannibal positions him in a unique position of the sissy villain. Being presented as a figure with attractions all over the gender spectrum both embroils Hannibal in gender and distances him from it. He never indicates a preference for men or women in particular, but in this lack of preference, Hannibal is presented as a man who samples from any and all areas of the spectrums of gender and sexuality.

When not trying to kill and eat his paramours, Hannibal performs the role of an attentive lover, acting with sensitivity and romance. He remembers food and drink preferences, washes his lover’s hair, teaches them to play instruments. He draws beautiful European landscapes, plays the harpsichord, and, of course, cooks. Although it is often used as a way of disposing of his victims, Hannibal’s love of cooking also expresses a departure from gender norms. He delights in feeding his friends (and, on more than one occasion, feeding his friends to his friends). He uses food for care-taking, for seduction, for friendship, and for art. Such expertise furthers his aura of effortless skill, and the appeal of his power to those around him. He works with precision and tenderness — many shots see him lingering lovingly over smells and tastes, clearly impressed by his own work. (And with Hannibal, we know that’s the only opinion he truly values.) This delicate care is a humanizing moment of tenderness, one that allows him to embrace his gentler side.

tumblr_n384sbtQkJ1tx4u06o3_1280Hannibal enjoying the fruits of his labors

Hannibal is the true Renaissance man, an exquisite dandy in bespoke suits. Alongside the cannibalism and culinary skill, Hannibal is known for his stunning fashion sense. His suits are finely tailored, the colors and patterns unique, precise, and often mirroring the color scheme of the episode. Dedicated fans have compiled a list of images for a complete look at Hannibal’s wardrobe over the television series. Hannibal’s suits tend to depart from traditional male attire, often featuring colors and patterns most would not attempt. Hannibal wears them with confidence, embracing a look that is not traditionally masculine. He also wears ascots and unironic bowties, many articles of clothing that are reminiscent of queer menswear. And yet, his unique style is celebrated among straight and cisgender male fans. Men’s fashion websites even offer instruction on “How to Dress Like Hannibal Lecter”.[2] Through fashion, Hannibal is shown to thread a delicate dance through gender expression that is very often lauded by those who would never describe themselves as queer.

hannibal_3Promotional image featuring Hannibal Lecter for the NBC television series

In Hannibal’s nuanced performance of gender, he embodies the danger of the Sissy Villain while also working to appeal to an audience across the entire spectrum of gender and sexuality. However, rather than a Buffalo Bill-esque performance that disturbs both audience and characters, Hannibal is deeply appealing to both. This suggests that there is a correct amount of sissiness to be played to still remain attractive and desirable, even when the subject in question is a serial killer and cannibal. For Hannibal, his effortless performance allows him to glide through gender in the “fallen angel” manner his creator intended.


[1] Here, success is defined as Hannibal’s ability to escape danger and pursue his sadistic goals.

[2] The how-to guide is prefaced not by a disclaimer that emulating serial killers is wrong, but that Hannibal was canceled due to the fact that “most people would rather the quality of McDonald’s over the quality of a 5-star restaurant.” Hannibal would approve of such haughtiness

 

 

Sharing Space: “Proteus” and the Personal

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

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

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

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

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

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

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

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

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

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


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

 

Appreciating Space: “Minecraft” and Empowerment

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

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

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

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

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

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

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

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

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


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

Imagining Space: America the Virtual

I went on a run today—something I mean to do more often than I actually do, it seems—and my feet took me down a familiar route to Oakwood Cemetery. On my way down the looping paths, I saw a crumpled piece of red and white fabric on the side of the trail. It was a tiny, tattered American flag, the type mourners like to put by the gravestones of loved ones who have served.

I stopped and picked it up, turning the torn, cheap fabric in my hands over and over again. The object struck a strange chord with me, and I ended up sitting on the steps of a mausoleum and just staring at it until my phone battery drained down to 10%. The entire time, I didn’t notice a single person walk by.

A lot was going through my head then, and still more is going through it now. It got me thinking about space, place, and what it means to be home—“affective spatiality”, as one might translate the thought into an academic paper. The idea might loosely be defined as how spaces tell stories, convey emotion, and allow for meaningful interactions within them regardless of whether they are material or virtual. As such, these posts could conveniently be swept up in the dizzying amounts of ongoing “turns” within humanities discourse—the spatial turn, the affective turn, the turn towards digital technologies—all of which will be explained in good time. But right now, I’m not interested in the vertigo that can come from navigating the shifting sands of academic trends. Right now, I’m interested in a flag.

I am not the type who usually wears patriotism on my sleeve, but I’ve only ever identified as an American. Branches of my family have been here since at least the Civil War, sluffing off our Anglo-European identities somewhere during our trek across the Midwest. Myself, I grew up in the suburbs of Eagle River, Alaska, a conservative state with a relatively high proportion of national parks and military bases scattered across its landscape. Perhaps it was these facts that fueled my reaction to the flag on the ground. There is something tragic about it. Forget the fact that this particular flag was a one of a million identical facsimiles, the fact it was probably mechanically mass-produced overseas; forget the fact that the Stars and Stripes have been emblazoned on everything from party trays to boxer shorts—that flag stands for a place I have called my home, and it didn’t feel right to see it dusty and torn.

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But what kind of place is America? In one sense it is very material, as tangible as the dirt caking the edges of that flag. Haven’t we taken pride in those “amber waves of grain”, those “purple mountain majesties” that adorn our anthems and postcards?  Don’t we take a similar pride in our great cities—Chicago, New York, Boston, LA—those behemoths that have been raised out of the earth by paid and unpaid labor in order to feed and clothe and house the human form? And yet, to see only the material was to see the object before me as cheap fabric and inexpensive dyes. From Florida to Alaska, from Puerto Rico to Guam, “America” is a name we give to acres and acres of material things which in and of themselves have no concept of ownership at all, despite our insistence to the contrary.

No, the America I am more interested in (both as a bumbling pop-culture/new media scholar and bumbling human being) is the immaterial “placeness” of America, the virtual America. In one sense, “virtual” means constructed and mediated. The South, the Midwest, the Northeast, the West Coast, Red States and Blue States, even the concept of States all together—America is a patchwork of these virtual places, each of which carries meanings and connotations that go beyond the geographic and into the human. Our identities are formed by these arbitrary distinctions, whether they are made by us or for us, and through us they are given actual, material form. That is why it bothers me to see a discarded flag; interwoven with those cheap threads are the virtual expressions of nationhood, and a tear in one seems to suggest a tear in the other.

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But there is also an older sense of the virtual in which I am interested. As new media theorist Marie-Laure Ryan describes the concept in her book Narrative as Virtual Reality 2, “the virtual is not that which is deprived of existence but that which possesses the potential, or force, of developing into actual existence” (18). The virtual is the oak that lies dormant within the acorn; in other words, the virtual is about what could be rather than what is, the openness of multiple futures rather than the closed conception of one truth.

When I look around at Black Lives Matter Protesters and police officers, First Peoples and ambitious industrialists, ideologues from both sides of the aisle and the spaces in between, I see people who have put their faith into their own virtual America, an America not yet (nor ever) complete, but one moving ever closer to new potentialities. That is, to me, the core of American optimism.

Does that make us unique? No, or at least I’m not qualified to say. But I think that does make us American.

To be clear, I do not agree with all of these visions or the ones who try to weave them into our flag—my virtual America is one that will fight to keep particularly hateful virtualities from ever becoming actual—but I know that all of these people are my People. I cannot see them as otherwise. Regardless of how they constructed their virtual America—whether on an idealized version of a forgotten past or new understandings of the principles on which this nation was founded—they are all still fighting for a vision of the same material land on which we stand. As for me, my virtual United States depends upon a state of unity, at least on a human level of civility. That is the place and people that come to mind whenever I see a flag, no matter how superficial or gale-torn it may be.

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

Privileged Positions: House of Cards and Frank Underwood’s Machiavellian Monologues (22 April 2016)

“Since a ruler, then, must know how to act like a beast, he should imitate both the fox and the lion, for the lion is liable to be trapped, whereas the fox cannot ward off wolves…[b]ut foxiness should be well concealed: one must be a great feigner and dissembler.  And men are so naïve…that a skillful deceiver always finds plenty of people who will let themselves be deceived.”

-Machiavelli

At the conclusion of Act 4, Scene 3 of Hamlet, after convincing Hamlet to sail to England, the stage is cleared for Claudius to address the audience.  Though not marked as an aside, Claudius uses these 11 lines to announce that he has sealed letters “conjuring to that effect/The present death of Hamlet” (4.3.62-63).  By this point in the play, audiences have little reason to trust the words of Claudius, but at this moment, he utilizes the empty stage as an opportunity to pull back the curtain of his deception to reveal to the audience the machinations of his plot.  This was a common theatrical device on the early modern stage, in which the soliloquy or the aside would offer characters a chance to directly address the audience.  In this particular example, Claudius drops the façade of the Machiavellian liar to reveal his true intentions.  In doing so, he reveals truths about himself to the audience that he had kept hidden from the rest of the characters within the play, confirming what they already knew—that Claudius could not be trusted.

Turning to modern representations of Machiavellian villains, this is a device employed with frequency by Frank Underwood in Netflix’s House of Cards, a political thriller that owes a great deal to the tradition of the stage Machiavel.

House of Cards

Machiavellianism, American style

Frank Underwood, the Democratic House Majority whip, is introduced to audiences as a ruthless pragmatist, directly addressing his audience to explain the principles that guide his philosophy. In this moment of revelation, it is not only important that audiences witness Underwood’s actions, but also that he shows himself capable of pulling back the veil that is assumed to exist between his character and his viewing audience.

Here, he, like Claudius, is revealing truths about himself to which only his audience will have access.  Through the later use of these asides, Underwood is presented as a consummate liar, a man capable of sabotaging the administration in which works from within and he is often heralded as a prime example of a modern Machiavel.[1]  He represents what modern writers understand to be an idealized form of Machiavelli’s Fox-Lion politician, capable of crushing those he feels have wronged him while deceiving the world into believing that he remains loyal to their cause.

Frank Underwood, like Claudius, participates in affirming for audiences what they already believe to be true.  In Hamlet, the moments in which Claudius reveals himself to be a treacherous usurper affirm that which audiences could only speculate upon prior to his confession.  In a similar vein, Underwood’s casual asides become revelatory for audiences, but what they reveal is political rather than personal. These tiny acts of revelation say a great deal about how House of Cards conceptualizes the modern political landscape.  Underwood is able to speak truths to the audience as if he were a kind of omniscient chorus, well versed in the inner workings of Washington politics and able to speak with an authority which other characters lack.  As the Machiavellian fox, capable of lying to and manipulating those around him, Underwood’s monologues seem to remove the veil of calculated dissimulation and therefore come as unfiltered truths about the political system, and in a sense they simply affirm what audiences already believe about the operation of power.  Even though we may know that they are presented through the voice of a liar, by framing them as asides directly to the audience, they are granted a significant measure of authority.  In these brief asides, the figure of the liar takes off his mask, but instead of revealing guilt, he reveals how easily he is able take the reins of the political system to his own advantage.

Similarly, this device places audiences in a privileged position of knowing what other characters do not.  In Hamlet, the titular character is never given the clarity of truth concerning his uncle that audiences receive thanks to the decision to stage Claudius’s confessions as spoken upon an empty stage.  Likewise, none of Underwood’s victims are given the privileged knowledge that we as spectators enjoy thanks to our frequent glimpses into Underwood’s rationale for his actions.   In essence, by revealing his status as a Machiavellian dissimulator, Underwood affirms the value of Machiavellian dissimulation.  By announcing himself as Machiavelli’s fox and granting audiences a privileged glimpse into the rationale of the fox, we affirm the maxim that a man must be like a fox if he is to succeed in the world of politics.  House of Cards, like Game of Thrones, utilizes Machiavellian thought to demonstrate the ruthlessness and dissimulation that these programs believe underscore successful politicking.  While certainly not an affirmation of the political beliefs of its characters, our introduction to Frank Underwood in House of Cards breaks the 4th wall to convince audiences of what they already believed to be true:  Washington politics is a game of deception and ambition where ruthlessness trumps idealism.

[1] It is worth noting that Machiavelli would likely despise men like Frank Underwood.  Much of The Prince is presented as a guidebook for ways in which a ruling prince can avoid being undermined by duplicitous schemers like Underwood.


Evan Hixon is a first year PhD student in the English Department.  His studies focus on Early Modern British theater with an emphasis on Shakespeare, political theory and Anglo-Italian relations.  His current research work examines the rise of English Machiavellian political thought during the reign of Elizabeth I.

Part II: Female Identity, Subjectivity, and Knowing the Self (8 March 2016)

“There’s been an Awakening in the Force” – but what kind?

Warning: This post includes potentially triggering discussions of nonconsensual physical and mental assault.  

Last week’s post opened an exploration into the narrative obfuscation of Rey’s identity, and considered the advantages of such inscrutability, both to the character’s further development in Episodes VIII and IX, and to fans eager to argue for a myriad of markers in the signifying process. If, as previously discussed, The Force Awakens presents the mystery of Rey’s origin and selfhood without providing a clear narrative resolution, such representation also obscures access to knowing what this character wants and desires.

In discussing the formation of the modern individual alongside and through the cultural rise of the novel, literary critic Nancy Armstrong describes the subjectivity of a person as:

  1. Culturally constructed and historically-informed
  2. Defined by desire and operating within a contract between the sexes
  3. First and foremost, a woman

Through the ideological influence of literature, eighteenth-century writers and thinkers began to delineate what a man ought to desire in a woman – and, consequently, what a woman ought to be. This process of domestication and feminization, as effectively realized through fiction, eventually came to reorient male desire away from the erotic, physical, and all too material body of the woman, and toward a self-regulated interior depth characterized by emotions and constructed through words. “I am convinced,” Armstrong asserts, “that the turn-of-the-century preoccupation with the unconscious arose in response to the question of what women want.”[1]

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(Credit: Imdb)

The grand mystery of the universe, answered by artists as diverse as Christina Aguilera and Virginia Woolf.

So what, if anything, does Rey want?

For the most part, a character’s identity relies on the public or private formulation, realization, and eventual acknowledgment of their aims, hopes, and desires – that is, what motivates a character through the ongoing narrative, fleshed out through backstory, and that which functions as integral to invoking a reader or viewer’s sympathy. Moments of subterfuge may allow temporary disguising of one’s “true” identity, but well-rounded storytelling rarely admits a sudden revelation or engineers a redemptive arc without first sowing the seeds for this later evolution. Within the Manichean universe of the Star Wars galaxy, where the split between good and evil has so effectively been named as, respectively, the Light side versus the Dark side, viewers may easily determine a character’s allegiance – and thus, moral stance – through obvious hints: the Imperial march, the proclivity for wearing all black, or rather unsubtle allusions to Nazi imagery amidst grand declarations of superior rule.

Often, the reluctant or unaware hero/ine’s narrative represents a journey toward realizing the burden of fate, or finally accepting the path destiny has laid out for them. But if Jedi only wish to restore balance to the Force, and the Sith are those who have succumbed to the seductive power of negative energies, what becomes of the wayward heroine who only desires to survive while awaiting the return of those who left her?

“Know Thyself,” the Oracle says. Completely different science-fiction universes, though the mystique of subjectivity remains the same.

“I am a Jedi, like my father before me,” Luke Skywalker declares at the end of Return of the Jedi, after some soul-searching under Yoda’s tutelage and advice from Obi-Wan (Ben) Kenobi. While on Dagobah, his Force-induced vision in the Dark Side Cave imparts a warning against his potential failings – whereas the flashes of memories constructing Rey’s vision receive no such elucidation. Instead, viewers must rely on Maz’s counsel, which suggests a course of action, but fails to deliver satisfactory interpretive meaning:

“Dear child, I see it in your eyes…you already know the truth. The belonging you seek is not behind you. It is ahead…Whoever you were waiting for on Jakku, they’re never coming back.”

Compare, then, this scene of revelation-via-Force to the forced exposure of Rey’s memories at the hands of the film’s conflicted villain, Kylo Ren. In the interrogation chamber, a scene set with uncomfortable signs of bondage and reminiscent of Poe Dameron’s earlier torture, the unmasked Ben Solo looms over a fully restrained Rey and grimly informs her of his ability to just “take what [he] wants.” At Rey’s continued resistance, Ren/Solo uses the Force to enter her mind, exposing her innermost thoughts by speaking them aloud: her loneliness, fantasies of a faraway ocean, and burgeoning admiration for Han Solo as a paternal figure.

The last of these is that which Ren/Solo sneers at the most, providing the scene with traces of Oedipal tension, a prime element for any psychoanalytic reading. Here, a supposed expert – with the Force – delves past repression and resistance into the mind of a couch-bound patient, in order to arrive at and expose the truth at the most foundational level of the self. Whereas Freud would propose such truth to be founded upon genital sexuality, Ren/Solo initially only seeks information Rey has acquired through visual perception. Yet, as he casually flaunts his power of mental penetration, the struggle between intrusion and resistance takes on a darker tone: it is the scene of a male character assuming the right to speak Rey’s thoughts, to determine her desires, and to authorize her identity – all without her consent.

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(Credit: Yahoo Entertainment)          (Credit: Star Wars Wikia)

The film’s early interrogation of Poe Dameron brings to mind Darth Vader’s similarly situated, though purely physical torture of Han Solo in The Empire Strikes Back.

Although the methods of, and intentions behind the interrogation are the same, a significant factor distinguishing Poe’s cross-examination from Rey’s interaction with Ren/Solo comes in the form of the dangerous erotic charge inherent in an unbalanced gender dynamic.[2] Seeing the villain’s surprisingly youthful features may have ruined the aura of evil for many a viewer, but this act of unmasking stands as Ren/Solo’s response against Rey’s accusation of “being hunted by a stranger in a mask.” Uncovering his face allows him the authority to directly contradict and negate Rey’s words, and to demand that she, in turn, uncover herself per his demand.

“I’m not telling you anything,” Rey flatly states, to which Ren/Solo scoffs, “We’ll see” – then, in one of the most powerful struggles in a film titled The Force Awakens, instead of bowing under the mental assault, Rey does tell him something: about himself.

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(Credit: Sweatpantsandcoffee.com)

“You, you’re afraid…that you will never be as strong as Darth Vader!”

Surely, this must have come as a pleasant surprise to viewers well acquainted with former Princess – now General – Leia’s sudden silence after her capture in the lair of Jabba the Hut, and subsequent degradation in the infamous “slave bikini.” In this pivotal moment of struggle for subjectivity, Rey reveals to the audience more about Ren/Solo’s inner conflict than anything about herself.

This mystery and show of power embarrasses Ren/Solo as much as it intrigues him, and he takes it upon himself to reassert some kind of superiority in “offering” his services as her teacher – a telling demand, especially since he hasn’t even gone through the trouble to learn Rey’s name.

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(Credit: emegustart.tumblr.com)

Caption: Someone needs to write a The Force Awakens and Legally Blonde crossover now.

The effacement, silencing, or flattening out of female characters in the grand narrative of the Star Wars canon has unfortunately been all too prevalent in a family that takes its name from Shmi Skywalker, the apparent Virgin Mother of the Chosen One. However, as that title passes onto Rey, unknown as her identity may be at this point in time, one can hope and expect the embodiment of great things to come. May the Force be with you, Rey.

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(Credit: Superhero Hype Forums)

[1] Nancy Armstrong, Desire and Domestic Fiction: A Political History of the Novel (Oxford UP, 1987): pg. 8, 224.

[2] There are of course fans who note the potential for an equally dangerous, similarly nonconsensual erotic imbalance during the scenes of Poe Dameron’s interrogation, and have begun to create works theorizing on the former friendship between a young Poe and Ben Solo, which can be found at: http://archiveofourown.org/tags/Poe%20Dameron*s*Kylo%20Ren/works


Vicky Cheng is a third year Ph.D. student and teaching associate in Syracuse’s English Department. She studies Victorian literature and culture, with an emphasis on feminist and queer readings of the body. When not reading for forthcoming qualifying exams, she can be found drinking tea, napping, or having strong feelings about Star Wars, Marvel films, and Hamilton.