Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Tuesday, 16 December 2014

The Hobbit - The Rant (or, There and Back Again...and Again...and Again)

Heads up; this post may contain spoilers. As it is a commentary on a story published in 1937 to which the film in all major points adheres rather faithfully, any spoilers are, therefore, material that was extraneous to the film anyway, and really shouldn't concern you too much. Take that as you will.

So...I went and saw The Battle of the Five Armies last night (at least I think there were five; it got a little hard to tell at one point). A few key points from the film, before I launch into something a tad more detailed:
  1. Legolas successfully defends his title as Lord of Physics
  2. Dain II Ironfoot should be using an axe, not a hammer
  3. Armoured goats?
Now, to business. 

I've had mixed feelings about these Hobbit films for some time now. When Peter Jackson announced the fracturing of the story into three separate movies I recognized the money-grab instantly, but could also see the structural sense it made to split the story in three. The trouble is, I'm so much in love with the Middle Earth that artists John Howe and Alan Lee have helped the team at Weta bring to life that it's been hard for me to take issue with it. In The Battle of the Five Armies , however, changes have been made to some fundamental aspects of the story, changes which I am not sure I can accept.

This movie doesn't actually cover a lot of book. It would take me perhaps an hour-and-a-half to read aloud the last six chapters in which the events of the film are told, complete with details and entire characters that simply aren't in PJ's interpretation, and yet I sat through a two-and-a-half hour film last night. Knowing this, it saddens me that certain simple yet key things were either altered or overlooked entirely (Roac son of Carc, anyone?). I must urge everyone reading this, if you have not already, read Tokien's novel. If you enjoyed the tale you've encountered (perhaps for the first time) in this trilogy of films, go find a cheap paperback copy of The Hobbit, curl up in an armchair for the day and lose yourself in the tale as it was ever intended to be. Yeah, I'm sentimental about it; but you'll never understand why unless you read it for yourself.

Those who have only ever seen the films, for example, will never know that Bilbo is ultimately responsible for the slaying of Smaug. For it is Bilbo who, in his banter with the dragon, discovers that Smaug the Impenetrable is not quite as impenetrable as he might think he is ("Old fool! Why there is a large patch in the hollow of his left breast as bare as a snail out of its shell!"). He relates the facts of the matter to Thorin and company, a conversation overheard by...the thrush. The same thrush whose knocking upon the rocks leads Bilbo to discover the door.
"Drat the bird!" said Bilbo crossly. "I believe he is listening, and I don't like the look of him."
"Leave him alone!" said Thorin. "The thrushes are good and friendly-this is a very old bird indeed, and is maybe the last left of the ancient breed that used to live about here, tame to the hands of my father and grandfather. They were a long-lived and magical race, and this might even be one of those that were alive then, a couple of hundreds years or more ago. The Men of Dale used to have the trick of understanding their language, and used them for messengers to fly to the Men of the Lake and elsewhere.
"Well, he'll have news to take to Lake-town all right, if that is what he is after," said Bilbo; "though I don't suppose there are any people left there that trouble with thrush-language."
 Turn your eyes southward now, where Esgaroth is under attack. The town has seen the dragon coming, rallied, and with evacuation underway has met Smaug onslaught with a storm of arrows. A bowman named Bard is down to his last arrow, and is startled when a (nay, the) thrush alights on his shoulder. 
Unafraid it perched by his ear and it brought him news. Marvelling he found he could understand its tongue, for he was of the race of Dale.
"Wait! Wait!" it said to him. "The moon is rising. Look for the hollow of the left breast as he flies and turns above you!" And while Bard paused in wonder it told him of tidings up in the Mountain and of all that it had heard. Then Bard drew his bow-string to his ear.
There's a reason my SCA heraldry is
a black thrush holding an arrow.
The rest, as they say, is history. The film paints quite a different picture. Bard, the only person in the town fighting the wyrm, standing alone atop a tower with some ridiculous jury-rigged ballista (Smaug has broken his bow and is talking to him...what?) spots the gap in the dragon's armour all by himself. It removes Bilbo entirely from the central role for which Tolkien always intended him; this is a story about a hobbit who, intentionally or otherwise, is responsible for some incredible events (like the slaying of the last great dragon), the weight of which he does not fully understand.

Let's fast-forward to Thorin's death on the screen. He is killed in a gimmicky single-combat sequence atop a frozen waterfall with an orc who was meant to be dead 142 years ago. And I don't mean "meant" in that they supposed he had died from his wounds; Tolkien writes that Azog was killed in 2799 by Dain II Ironfoot, and the Battle of the Five Armies was fought in 2941. So, yeah. Way to stick to the text, PJ. That's been bugging me for three years now. Anyway, that's not really the point. The point is the way it affects Thorin's character at the end of the story. We see him come back to being himself again, come bursting out of the mountain and rally the dwarven forces to him, break the goblin ranks, and then...jump on an armoured mountain that materialized from frakking nowhere and bugger off up a mountain to chase a single orc. Where he dies, and Bilbo happens to be there also (because he must warn Thorin of the other secret army, which PJ invented so that he'd have something to warn Thorin about) just in time to hear the great dwarf's last words...which are damn near identical to Boromir's last words to Aragorn in The Fellowship of the Ring (2001). But that's not how the story goes.
When Gandalf saw Bilbo, he was delighted. "Baggins!" he exclaimed. "Well I never! Alive after all - I am glad! I began to wonder if even your luck would see you through! A terrible business, and it nearly was disastrous. But other news can wait. Come!" he said more gravely. "You are called for;" and leading the hobbit he took him within the tent.
"Hail! Thorin," he said as he entered. "I have brought him."
There indeed lay Thorin Oakenshield, wounded with many wounds, and his rent armour and notched axe were cast upon the floor. He looked up as Bilbo came beside him.
"Farewell, good thief," he said. "I go now to the halls of waiting to sit beside my fathers, until the world is renewed. Since I leave now all gold and silver, and go where it is of little worth, I wish to part in friendship from you, and I would take back my words and deeds at the Gate."
Thorin dies not in single combat with some mythical orc but as a soldier, wounded many times by many foes as he led by example in the middle of everything. And lying, torn and bleeding on his deathbed after the battle is won, he asks for Bilbo to be brought to him so that he can make amends. It's his initiative, the summons of a king which Tolkien knew is no small matter. Jackson's obsession with nemesis, pitting Azog against Thorin and Bolg against Legolas (I'm not even gonna touch that one...except maybe once, later), has effectively robbed us of the intended destiny of Thorin Oakenshield.

How great would the battle scene have been if PJ had stuck to the text? I'm frankly sick of the narrative contortions through which the script had to go to set up certain characters' deaths. Instead of
Thorin wielded his axe with mighty strokes, and nothing seemed to harm him. "To me! To me! Elves and Men! To me! O my kinsfolk!" he cried, and his voice shook like a horn in the valley.
we get a bunch of elves and dwarves cavorting through towers on mountain peaks and hanging upside-down from giant flying bats (don't ask) in a bizarre series of swashbuckling hijinks that is...ridiculous. There's no other word for it. What of Beorn? He's overlooked entirely, except for one shot where he actually gets airdropped into combat by the Eagles. And then we never see him again. To PJ, this guy's just a giant shapeshifting bear-man who offers some sick CGI opportunities. Tolkien actually had a purpose for Beorn, as he had a purpose for everything he created.
In that last hour Beorn himself had appeared - no one knew how or from where. He came alone, and in bear's shape; and he seemed to have grown almost to giant-size in his wrath. The roar of his voice was like drums and guns; and he tossed wolves and goblins from his path like straws and feathers. He fell upon their rear, and broke like a clap of thunder through the ring. The dwarves were making a stand still about their lords upon a low rounded hill. Then Beorn stooped and lifted Thorin, who had fallen pierced with spears, and bore him out of the fray. Swiftly he returned and his wrath was redoubled, so that nothing could withstand him, and no weapon seemed to bite upon him. He scattered the bodyguard, and pulled down Bolg himself and crushed him.
And who wouldn't have loved to see Bolg killed by a giant bear, rather than...Legolas? Yeah, I went there. It bothers me.

Yeah...no contest.



Wednesday, 30 July 2014

Hercules: Meta-myth and Mockery

I took yesterday evening to watch Hercules, the latest installment in this decade's Greek mythology blockbuster rampage. And it was alright, as a film. It was corny as hell, packed with oiled musculature, two-dimensional characters, and over-the-top, predominantly bloodless violence. It was pretty, that's for sure. It was also an immense disappointment. I watched this film to experience a legend that has existed in the Western consciousness for thousands of years, a core part of the mythology of the ancient Greeks. Even as a modern, Canadian kid the story of Hercules and his twelve labours was one of the first I knew. The Nemean Lion, the Hydra, this son of the gods and the monsters he defeated by his supernatural strength. I could go on, but you know the stories, right? They're with you, too. Those are the stories I expected to see on screen, as I suspect you will as well. The trouble is, those stories aren't there.

What the film offers us is a flimsy frame-narrative-esque structure, introduced and concluded by the voice of a storyteller (Amphiaraus) who is also a character in the main story (a seer laden with stoner references), but including a second storyteller character (Iolaus) whose role is essentially to propagate exaggerated stories about the feats of Hercules. He's the hapless spin doctor for this party of adventurers, all of whom are well aware that they're riding on the legendary reputation of...a man, and nothing more. The movie runs through the Twelve Labours of Hercules in its first five minutes, short, epic bursts of battles with The Nemean Lion, The Lernaean Hydra, The Erymanthian Boar, before cutting to Iolaus who is clearly telling these stories with the intent of putting the fear of the gods into the crew of pirates who have him prepped for a gravity-assisted castration. As the film progresses it becomes apparent that not one of those deeds was what the stories made it out to be. Iolaus only role here as a character, despite his place in Grek mythology as a great hero, is to provide comic relief while making a mockery of the cultural role of Storyteller. That reverential position, this movie says, was actually occupied by hacks and opportunistic frauds. It even mocks the viewer, offering glimpses of real wonder before revealing them for optical illusions or plain old craziness. How silly you were to believe in that! The lion and the boar were nothing but monstrous wild animals. The visions of Cerberus that haunt Hercules are, in the end, flashbacks to a drug-induced hallucination during an attack by three wolves. A scene which has Hercules returning to court bearing the heads of the Hydra in a sack takes a turn for the mundane when he pulls King Eurystheus aside and reveals the severed heads of men wearing snake masks. No wonder, he says, the people thought it was a many-headed monster terrorizing the villages. By the time the film is finished with the Labours of Hercules, the story resembles nothing so much as an episode of Scooby Doo.

It's a wonder that the lion skin doesn't have a zipper on it
The result of all this is that the story isn't offering us true mythology, but rather "meta mythology". This term may already exist in academic discourse, but I can't seem to find a concrete definition of it so I'll adopt it for this article. Rather than tell us the stories that the Greeks were telling the filmmakers have opted to tell us their "what actually happened" version, a behind-the-scenes to Greek mythology. What actually happened, they would have us believe, is that a couple of storytellers pulled the wool over the eyes of a whole culture of suckers, and that the stories those poor saps believed went on to become the most enduring narrative tradition in the Western world. This does the storytellers of old a great disservice; it takes Homer, Apollonius of Rhodes, Hesiod and the rest for utter fools. It waters down their tales into propagandist drivel while preaching a modern, individualist message of "the strength within" that has no bearing on the stories it claims to adapt. The film closes with Amphiaraus narrating; he asks rhetorically, "Was Hercules the son of Zeus? I don't think it really matters."

Doesn't it, though?

In the latter half of the 1930s, Joe Schuster and Jerry Siegel were working their arses off in Cleveland to work the kinks out of a character they were calling "Superman". The premise of the character was that he was part adventure hero, part science fiction wonder, part biblical figure, part sideshow strongman. He was Charles Atlas, Doc Savage, Moses, and Flash Gordon rolled into one. Nobody has ever come along and proposed that these two Jewish kids were delusional and actually believed in the character they were writing, nor that the millions of fans who have grown to love the stories of Superman over the years are all hapless saps who are falling for some elaborate farce. It is well recognized and widely accepted that Superman is two things. First, he is fictional. Second, he embodies the cultural values of his creators and reflects the context within which he was made. Why we can so easily accept this about superheroes and be utterly clueless about ancient myth is beyond me.

Now, imagine a Superman movie that takes the Hercules route. Imagine DC making a movie that starts out as Superman, but slowly reveals that he's not bulletproof, he just wears Kevlar all the time. He's performed some crazy staged stunts in Metropolis to win the favour of the people, making sure nobody gets hurt. As a newspaper reporter he's spinning his own image, expanding his own feats in print to cultivate a legendary persona. He's even hired stunt doubles so he can be reported "saving" people at impossibly separate location around the city. "Was Superman actually Kryptonian? I don't think it really matters." Remember, viewer! Because he believes he's a hero, he really is. Oh, and DC announces at Comicon that this version of the character is now official canon.

People would hate that movie.

At this point, go read this article about the nature of mythology by Joshua Unruh. It's great, which is why I'm going to quote him heavily. Josh focuses on the point that this movie deliberately circumvented, that the power of mythology comes from the values that the stories communicate through their figures.
Mythology’s primary purpose was never to explain how but instead to explain why. To give a meaning to the world outside the window that had absolutely nothing to do with the mechanics of how things worked. 
As I’ve said too many times, mythology is the stories a culture tells about itself. Nobody who does any scholarship about myths sees them as serious attempts to explain the natural world except in the broadest, most philosophical sense. They are educational tools meant to tell someone within the culture how to behave within the culture, how to excel in the culture, and what to beware about the culture...  
To assume that these stories so full of profound cultural relevance and revelation (and constantly refilled and re-revealed for each new culture that discovers them) are just what the poor simpleton ancient people used as “science” is to miss utterly the point of them. It also makes you a bigot against everybody who lived on this world before you.
There is no self-reflexivity in Greek myth. Homer didn't write The Odyssey with quantifying statements of, "or so it is said". It is simply written as though it happened, and when the audience willingly suspends their disbelief the stories become a window onto the world. So, what drives a writer to want to suck the power out of a cultural narrative? Maybe pride, the "Anachronistic Elitism" Unruh proposes (We modern folk can have our heroes, but damned if we'll let you primitive savages keep yours!). Or maybe it's some postmodern need to refresh a story by deconstructing it.  I don't know for sure, but I'd love to hear your thoughts on it.

In the end the film loses any power it could have had by slipping into ambiguity. By this point we all know the monsters were fake, the stories were lies, there are no gods, and Hercules is just a man...but damn is he strong. Like, mythically strong, to the point where he topples a monumental statue of Hera and brings down the temple, just by putting his back into it (remember, he was able to do this because he believed in himself). This is the one moment in the film when you feel like you might actually be witnessing a mythic feat, even if collapsing the temple on top of your wrongdoers with strength granted by the gods feels more like Samson than Hercules. At the same time, it's mundane. The wrath of the patron goddess upon her city is reduced to the sheer ballistic energy of her massive marble head as it careens down the temple stairs and obliterates the corrupt king. The movie ends up being about a war, a people who believe in a bunch of crazy fairy tales, and one really buff guy with a great motivation speaker. The result is nothing short of insulting to one of the richest narrative traditions in human history.



Saturday, 5 April 2014

Captain America: The Winter Soldier - First Impressions

Let me say before anything else, I'm not going to drop spoilers in this review, but if you haven't yet read Ed Brubaker's The Winter Soldier story arc in his Captain America run, find yourself a copy, and read it. It is is easily among the best (if not the best) Cap stories I've ever read. A brilliant piece of fiction.

Captain America: The Winter Soldier


I had the luxury of being able to see Captain America: The Winter Soldier on its release day yesterday, something I don't often get to do. The theatre here was doing a 3:45 matinee, so I left my last English class of the year at 2, took a bus to the brewpub next to the theatre and had a pint, and then caught the show. I have a thing for going to see movies, especially superhero movies, alone, and the only thing better than a quiet pub is a quiet theatre.

There were six other people in the theatre.

It was glorious.

This movie is special for one very particular reason: it is based directly on a story arc written by Brubaker. That gives it a distinct advantage in my eyes. Those of you reading Ed's current spy title Velvet know the special way he has with crime and espionage fiction. Any of his work on Criminal, Gotham Central, or Fatale will further attest to that. He brought that very particular flavour to his writing on Captain America, and it fit the character like a glove. I remember reading, back down the line when this movie was still an announcement without a trailer, that writers were aiming for that flavour in this film, more spy flick than superhero action romp. Don't get me wrong, there was action, and there was romping. But it's not the high-flying gods vs. aliens slugfest we saw in The Avengers. In gamer's terms, it's a very different power level. Its a story about loyalties, information, ideologies, and pieces a global chessboard, and in this way it stays true to the spirit of Brubaker's Cap. 

The action was great, the acting was solid, and the characters were surprising well-developed. Maybe I'll get some flack on that point, but I'm going to stick with it. we saw Scarlett Johansson's Black Widow come out of her shell a little bit in The Avengers, and we see a little more of it here. The introduction of Sam Wilson aka The Falcon is smooth and (dare I say?) reverent. George St. Pierre (yes, GSP himself) kills it as Batroc. And when you put Robert Redford and Samuel L. Jackson in a room together...you know what, just watch the movie. It kicks ass.
Captain America #9, Ed Brubaker and Steve Epting
P.S.I'm a couple episodes behind on Agents of S.H.I.E.L.D., but I'm looking forward to seeing how they deal with the repercussions of the Winter Soldier events in the show. As you all know, if there's one thing I love about Marvel right now, it's their cohesive universe. So yeah, we'll see. I'm off to re-read Winter Soldier. Cheers!

UPDATE: Marvel wins

Sunday, 16 March 2014

Comics Review, March 16 2014

I have an ulterior motive in writing this post: the first five of you to read it will push my views over 5000, which makes me rather happy. That's kind of a milestone for me, and I appreciate your readership. Cheers, to you.

(I also need something to do while I sit around waiting for Saga vol.3)

Now, to comics. Personal budget cuts have been hard on my pull list, and I've basically cut DC and Marvel out of my life altogether at this point. Which sucks, really, because Jeff Lemire is still doing a wonderful job with Green Arrow; I got pretty pumped when Tockman made an appearance in the comics and the show (Arrow), in the same issue that Diggle first appears in the comic. It was, I think, a sign that DC is beginning to do with Green Arrow what Marvel has done with S.H.I.E.L.D., create a storyline and characters with a foot in each world, print and screen.

At this point there are four print titles that get me all hot under the collar when they show up each month: FBP and Hinterkind, both from Vertigo; and Velvet and Pretty Deadly, both Image titles. I've reviewed most of these already, but it's been a while and I want to quickly touch on what I'm liking about each series. I think I'll start with Velvet.


Velvet #4 cover by Steve Epting

I've gushed a bit about the artwork in this title, and Brubaker's treatment of such a beloved but under-used spy trope, the "Girl Friday". That was after the first issue; #4 came out this month, and it's only been getting better. Our heroine, Velvet Templeton, has shown herself to be resourceful, elegant, determined, scared, angry, and most recently dumbfounded by the intriguing mess she has become embroiled in. Brubaker's writing is, as ever, superb, and Steve Epting's art is tantalizing blend of flair and grit. The punches fly thick and fast, and the shadows are deepening. I'm not sure that it's Noir, at least not to the level that Criminal or Fatale were. You don't develop such a deep loathing and pity for Velvet as you might for the Lawless boys, but she's got flaws nonetheless. Brubaker is still keeping his characters grounded in a sort of wounded reality, something I think his readers have really connected with over the years, maybe even the thing that his readership has become founded on. Feel free to prove me wrong on that count. Either way, Ed's sticking to the dark and secretive stories we've come to love him for, and this book is a treat to get my hands on every month.


Pretty Deadly #4 cover by Emma Rios

Pretty Deadly's been getting some wicked great reviews, and who can disagree? It's a phenomenal series. It got off to a rough start with that whole debacle about the issue that was torn up somewhere down south, but the number of issues #1s sold was astonishing. I don't really know that I can say anything about this series better than John Parker already has.
Pretty Deadly is an Eastern myth incubated in a Western Womb; a story within a story within a story; a dark fairytale about bad men, worse women, and Deadface Ginny, the reaper of vengeance, the daughter of Death. Commence head-banging now.
Everything about the series just clicks for me. Emma Rios's style of illustration is visceral, energetic, the kind of non-polished immediateness I've been trying to achieve in some of my own work. The colours are spectacular; if you've ever been to the Painted Desert in Arizona, you know what I'm talking about. The story...well, reading it as someone who cut his teeth on Louis L'Amour paperbacks and has developed an abiding interest in all things mythology, not to mention Eastern (Islamic, specifically Persian) forms of narrative, has been an absolute joy. The mythic landscape DeConnick and Rios are creating gets more layered and complex with each issue. The frame-narrative form solidifies. New characters are introduced, and new spiritual elements are made apparent, which adds a deeper consequence to the actions of the story. You become invested in their world, and that is a sign of a well-crafted tale.

Hinterkind #6 cover by Greg Tocchini


On the topic of mythology, Ian Edgington's Hinterkind has been an interesting ride. I don't often put it in the list of favourite comics that I rattle off when people ask me what I'm reading, and then I remember how pumped I am to find it in my box once a month. I must be enjoying it or something. For a couple issues near the beginning I wasn't quite sure where it was going. The premise seemed a little hodgepodge, a bunch of scraps of ideas that we were allowed to glimpse out of context one at a time, with no notion of how they might fit together. This last issue, though, #6, solidified in a big way. Some pretty massive hints were dropped about what's in store for us, in a way only attempted assassinations and airships can do. I will say no more. If you're looking for a unique blend of post-apocalypse survival and Hellboy-esque re-imagined faerie civilization, then this may be the book for you. The art's a little rough, and the start's a little slow, but I have a hunch that there's some big story in the next couple issues. I for one am looking forward to it.

FBP #5 cover by Nathan Fox


And finally, FBP, formerly Collider for those of you out of the loop (there's a physics joke in there somewhere...). This title is hands-down my monthly favourite, a colourful, sharp, unpredictable romp through the ins and outs of life in the Federal Bureau of Physics. It's so good that I keep thinking it's an Image title (I'm so unimpressed with DC these days that, when something good comes out, I assume they weren't responsible for it. I have to start cutting Vertigo some slack). I couldn't pick my favourite bit of this title if I wanted to. Oliver's writing is dry, smart, and funny; Rodriguez's art is the perfect pairing. Not to mention that I get a new Nathan Fox cover to drool over every month (a good reason to keep your comics in plastic, folks), though he did change up his style a bit on this last one. I'm still trying to figure out what I think of it. New story arc, though, starting in issue #8, so maybe it's just a matter of him creating a way of visually identifying a chapter. I'd be okay with that.

There's nothing I love reading right now more than this comic. They've done a great job of pacing the story, sprinkling each issue with hints of mysterious family tragedy and high-level corporate conspiracy. There's a lot that can go wrong when you privatize control over the fabric of reality. They dropped a Plato's Cave reference in this last issue, and I sort of shook my head and kept reading. The Cave was cool the first time I heard about it, but it gets a little worn out the more sci-fi you encounter. It looks like FBP might redeem itself in its use, primarily because at this point I have no idea where Oliver is taking us with it. This is the unpredictability I mentioned earlier; there are no rules in the world Oliver has created, or rather, what rules there were are fundamentally breaking down. Nothing is stable. Every issue is capable of pulling you in and showing you something you never saw coming, no matter how much you thought you had it figured out. It leaves you wanting more. It leaves me with the insatiable urge to go shoot pool...

Monday, 20 January 2014

The Banner Saga - Remembering the Meaning of Epic

I am, possibly, the slowest gamer I know. So when I say that I'm 6 hours into Stoic Studio's The Banner Saga it's implied that I've been taking my sweet time. Because this isn't a game you can rush through. This game is a tale, a myth, an epic in the truest sense of the word.

And above all else, it is beautiful.

There was a really excellent review written by Chris Suellentrop for the New York Times last week that drops names and gives production stat for this game. I recommend you read it. Chris sums up the game nicely when he says,
...the story is well plotted and set in an original world with a deep mythology and history, even if it approaches boilerplate high fantasy: The gods are dead. The sun is frozen. War has returned. The end of the world is nigh.
Why, Chris, you say "high fantasy" like it's a bad thing! That is precisely why I am going to gush all over this game; it feels like a true medieval epic brought to life. I've been looking for a game like this for some time. Way back in 2013 (practically ancient history), I played King Arthur: The Roleplaying Wargame for a couple months, and boy was it fun. For fans of Mary Stewart's Arthurian fiction, the game is full of pleasantly familiar places, people, and tropes. After a while, though, it felt a little forced. I lost interest in the story, because there wasn't really a story. I was undertaking a long series of disconnected quests with no real investment. I didn't know who my knights really were beyond their stat bonuses and magical powers; there was no real dialogue, very little you could say in character to change the story. So while the game was both challenging and very, very pretty I felt that it was squandering a lot of narrative potential. And I stopped playing.

The Banner Saga caught my eye on Steam the other day, as I perused lists of games that I really don't have time to be playing. It was the art that jumped out at me, not the glossy digital airbrushing makes up most video game art but crisp cartoon lines and vibrant colour, like the love child of Disney and Arthur Rackham. Actually, very similar to the work Fiona Staples is doing for (ironically) Saga with Brian K. Vaughan's. I was wonderstruck, and hesitant, fully prepared to be let down by shoddy game graphics and shallow gameplay after such a wondrous initial image. But it never happened.

Having only recently read Stephen R. Donaldson's essay on the nature of Epic Fantasy (recommended reading by Nobody Important), the sudden discovery of a story on this scale was a brilliant surprise. Donaldson writes of The Epic in the following manner:
...what makes something "epic?" Length, of course. But nothing in literature is that simple. An epic is not "epic" merely because it is longer than anything else. As Marx observed, "Differences in degree become differences in kind." An epic is "epic" because it deals explicitly with the largest and most important
questions of humankind: what is the meaning of life? why are we here? who is God and what is She doing? what is the religious and/or moral order of the universe? In fact, back in the days when epics were more commonly written, their acknowledged purpose was to tackle such questions. The "epic" was the highest form of literature, and was expected to say the highest things.
In effect, epics articulated the best religious and cultural, the best social and psychological self-perceptions of their times: they recorded the way humankind looked at itself.
It's interesting that throughout English literary history no writer has been able to write an enduring "epic" without using the metaphor of magic and the techniques of personification. Apparently, to be "epic" a work must not only be long and profound; it must almost be fantasy.
The reason for this is simple. Throughout English literary history, the writers of "epics" have wanted either to say something transcendent about what it means to be human, or to say something about the nature of transcendence itself. The tools and resources of fantasy were formed for just those subjects.
The game reads like it was plucked straight out of the pages of Heaney's Beowulf or the Volsungsaga. It is epic in the way The Lord of the Rings is epic, a story of warriors and kings and people fighting for survival in a world of truly mythic proportions. And yes, I say "reads" very deliberately; the voice acting is minimal and the script elaborate, leaving you to play out the dialogue in your head (or, in my case, in terrible Scandinavian accents when nobody else is home). You play through parallel stories in alternating chapters, as the leaders of two ragtag clans made up of Viking-like Humans and horned giants called Varl. The two races live under a tenuous alliance born of necessity in the forge of war, when the gods were killed, and the world was ravaged by the colossal and ferocious Dredge. That war ended years ago, but now a new crisis has arisen: the Sun is frozen. It hangs, motionless, in the sky, leaving the northern lands in a bleak perpetual daylight. Alliances must be maintained, but in this time of forced diplomacy the Dredge have returned. The clans find themselves on the move, though for different reasons. You must become a leader willing to make the hard choices to save your people...or you will die.

The creators of this game have created a living, breathing world with an elaborate history. From the beginning of the game you have access to the map of Ubin, the clan chronicler, depicting a vast world stretching hundreds of miles in all directions. Clicking place names brings up a window briefly detailing the role each landmark played in shaping the history of this brutal land. Now, this is no open-world RPG. Your movements are scripted, the path you must walk already planned for you. You're being railroaded, in short. Your input comes in the form of the decisions you must make along the way. Travel is no small matter; collect what resources you can, stay on the move, keep an eye on the size of your caravan as starvation threatens your clansmen and raiding monsters descend from the hills on the slow and weak. At one point I had to sacrifice a wagon full of treasure to save the life of one of my dearest warriors. It was costly, but Gunnulf is still with us. Thank the gods...no, wait, they're dead. Never mind.

The thing that jumps out of Donaldson's description (above) at me is the idea that "[Epics] recorded the way humankind looked at itself". In that regard, writing a fictional epic seems a little divorced from the whole concept, and I love the way The Banner Saga addresses that. The banners referenced in the title are long, trailing swathes of fabric that writhe in the wind as you watch your caravan trundle across the northern hills. Upon them are embroidered the running history of your people, with a section for each family's lineage. Members of the family (admittedly usually the women) learn to master the art of embroidery, for it is their responsibility to keep the story of their blood alive. There is talk of The Menders, arcane weavers of history, and an enchanted banner in the King's city that records events upon itself. This is a story about Stories of the most sacred kind, the stories that cultures tell of themselves, that form the foundations of their identity. The standard bearers in the armies of old were skilled warriors, tasked with defending the colours at all costs and until the bitter end. The 2011 film The Eagle expounded upon the weight of a soldier's honour tied to the symbol he fought for; the 2001 film The Last Castle with Robert Redford did much the same. The Banner Saga instills you with that respect for the symbol of your people. So I find myself fighting desperately to keep my clan alive, knowing that if they fall to the Dredge and the banner is lost it will mean the end of their history.



One last note on character development. I am impressed, because the women in this game are phenomenal. If there's one term I'm sick of hearing, it's "strong female character". Thankfully I'm not alone; this gem of an article was written back in August with the sub-header "Sherlock Holmes gets to be brilliant, solitary, abrasive, Bohemian, whimsical, brave, sad, manipulative, neurotic, vain, untidy, fastidious, artistic, courteous, rude, a polymath genius. Female characters get to be Strong." (Sophia McDougall). Damn right. So when I found myself in the middle of this conversation with Oddleif, the chieftain's wife, I literally fist-pumped and yelled for joy. We'd just come out the wrong end of a brutal skirmish to discover her husband lying dead in a cart, and this is what she had to say:
People tell me I'm a "strong woman". It's funny, my father named me Oddleif before I was even born. He wanted a boy so badly. Strong woman. What does that even mean? If I feel nothing about my husband dying people think I'm strong. If I cry because my insides feel life they're on fire I'm weak. Why does that feel so backwards?
To whoever scripted that bit of dialogue: someday I will find you, and I will hug you. I've also had a character refuse to auto-attack in combat because she decided through a conversation I had with her that she didn't want to kill Humans or Varl. It was a shock, and a welcome realization that this game means business when it come to knowing who your characters are.

Needless to say, The Banner Saga tells a beautiful tale. It's slow, quiet, contemplative at times and emotionally desperate at others. It's immersive in its scale and intricacy. Above all else, it is epic.