Showing posts with label Storytelling. Show all posts
Showing posts with label Storytelling. Show all posts

Thursday, 26 March 2015

Killing the Cover, What a Joke: Batgirl, Misogyny, and Everything DC's Readers Are Scared Of

By now most if not all of us have read at least one of the articles addressing Rafael Albequerque's recent Batgirl variant cover, which paid homage to Alan Moore and Brian Bolland's 1988 one-shot The Killing Joke. We've read the artist's statement, and we've read DC's statement. We've perused the Twitter rants and familiarized ourselves with reader outrage about a multitude of things: the scared look on the heroine's face; her position of vulnerability; her position of vulnerability in relation to a man in power. It's been noted that this was put on a cover, the quintessentially unavoidable part of a comic, the bit you can't "opt out" of when you're browsing the shelves. I only recently started reading into this matter, a little late to the party, but the arguments I encounter most often are these: the readers don't want to see their heroine in this situation; they want to see her win a battle against a villain; the cover doesn't suit the intentions of the current Batgirl title; and the cover references dark events in the character's pre-New 52 origins, bringing readers back to a problematic story that they shouldn't have to wrestle with.

Damn right it does. What part of "villain" are we not understanding?

The Killing Joke is a brilliant story. It is also absolutely, fundamentally, a problematic story. For those of you who haven't read it, a brief synopsis: this is the tale of Oracle's origin, in which Barbara Gordon is attacked at home by the Joker, who shoots her through the spine and strips her, leaving her naked and paralyzed on the floor while he takes pictures...pictures he later uses to psychologically torment her father, Jim. It's a classic example within the comics canon of a woman being victimized simply to provide a point of pathos for a male hero. Barbara suffers greatly, and is left paralyzed for life, but her ordeal is inconsequential to the story; the focus is on Jim as he bears witness to his daughter's trauma. People are upset because this story bothers them. It should. It needs to bother us; we need to to be bothered by it; it is brilliant because it bothers us.

Stories that don't bother us are not worth writing

But people don't look back at the Lord of the Rings and gripe about Sauron's unconscionable actions. We don't threaten to boycott Indiana Jones if it doesn't stop portraying the cruelty of Nazis on the big screen. We all accept Nazis as evil, the "bad guys", and Tolkien was writing long before the era of Dexter and Hannibal. There's something else at work here. Has a cultural paradigm where we celebrate the villain led to us asking for villains whose actions we can condone? Because that's what the people opposing this cover are asking for: a Joker who is socially conscious, a homicidal, anarchist psychopath who won't oppress women. I figure what we're admitting when we demand this cover be pulled is that we're looking for villains who won't remind us of the problems inherent in our own culture. Aliens are alright. Fascists are fine. Crazy magical forces of evil are good to go. Heaven forbid we be confronted by a villain who embodies misogyny, though; that's way too close to home, let alone a villain who we understand is acting out that oppression because he is batshit insane.

Except that's the meaning of villainy. The bad guys should be exactly that: everything wrong with the world. Everything wrong with us. They should make us squirm. They should be a problem for us.

The cover is also, by nature, a cover; it's not doing its job unless it's in your face. I can't help you there; that's visual culture for you. But we live in a world of trigger warnings now, and that means it's becoming ever harder to talk about these things because once someone plays the Trigger Warning card, you can't speak out against them without coming across as the insensitive asshole at the table. We've built ourselves a fortress of insecurity, a honeycomb of carefully shored-up padded rooms where we can be kept far away from the things that cause cognitive dissonance, that force us to come to terms with whatever it is we've suppressed, in order to convince ourselves that everything's gonna be alright, that we're good people.

Look at this cover and tell me everything's gonna be alright.

Look at this cover and tell me the heroine would be better off if she never had to confront this shit. I wish I could have you look me in the eye and tell me you want a Batgirl who confronts violent, terrifying misogyny (the reality of this world we live in) with a carefree smile on her face. That shit is grim. Now, there's the perfectly valid argument that this cover is tonally disjointed from the rest of the Batgirl title so far. I haven't been reading it, but from what I have seen of Batgirl floating around the internet I would say that's an accurate statement. It will be interesting to see what's actually under that cover when the issue is released; if the cover accurately represents the story within, the younger crowd of readers who have been attracted to this heroine may be in for a shock. There will undoubtedly be fallout. Fans may feel betrayed, and the hard truth is this: you have no right to feel betrayed. DC Comics doesn't owe you a thing, even if they should (I'm an idealist; I think every storyteller and artist ought to be beholden to and mindful of his/her audience, to a degree. Rafael Albuquerque has been a brilliant example of this in his concern for his fans' response to the art, taking it upon himself to enter into discussion with the editors and have the art retracted). But they don't; that's the nature of the industry. This isn't some Kickstarter campaign where your donation entitles you to a reward; it's the publishing branch of a much larger company, owned by another company, owned in turn by the world's third-largest entertainment conglomerate. Any debt of gratitude you feel DC comics owes you for reading their material is illusory and sadly misplaced.

So, any backlash against this cover can't really be about enacting corporate change. The outraged parties got lucky this time around; they appealed to an artist inclined to take their pleas to heart, but I think what he managed to give them was their comfort. What I hear in the bulk of these arguments is a desire to get back to a utopian period in the history of superhero comics, but this cover undermines that mission. It was a time when heroes never lost their battles, when the bad guys weren't too upsetting, when a reader could open a comic and be sure that they wouldn't be confronted by anything that challenged them, made them squirm a little, made them doubt that law enforcement personnel were anything less that paragons of virtue or that the government was anything other than wholeheartedly devoted to the greater good. It was a time when comics built up hope in a reader, wrapped them a blanket of comforting narrative tropes and banality and let them know that everything would be okay. That is the kind of comics scene which this cover works against, and it must be pulled from the shelves and made an example of so that we can return to the golden era of...

The Comics Code.

Maybe you've heard of it? That asinine piece of legislature in the mid-1950s that gutted the mainstream industry, tying the hands of creators and forbidding them to write anything other than moralizing propaganda that fostered children's blind trust in the ethical authority of the state. I can't seem to shift my perspective on this cover to allow myself to see it as anything short of foreboding.

Alright, let's wrap this up. I want to address a couple of other internet articles here quickly. Bleeding Cool posted a great interview with Albuquerque in which the artist makes his position and his motivation for pulling the cover quite clear. He's eloquent and smart about it, which is refreshing. I can't say I agree with all of what he says, namely that, "A series aimed at the teenage female audience should not have a cover like this." Oh? Is it going to be too much for them to see one of their heroes confronted by the same oppressive, violent garbage they're going to have to deal with from men for the rest of their lives? That'd be terrible, wouldn't it? Can't have that.

I'm writing this largely in response to a pair of excellent blog posts by Adam Gorham. Adam wrote the first one in response to the cover debacle, and upon reading it I pitched some raw ideas at him on Twitter, to which he responded with the second post. I'm gonna pull a couple quotes from that second post, but you should go read both of them; they're short, and worth it. Adam, responding to my "what if the story should be a problem?" argument, says,
"The problem I have with that argument is TKJ isn’t about Barbara Gordon. She’s made a victim in service of a plot that focuses on the characterization of three men. Her suffering is merely a plot motivator for them to duke it out." 
He goes on to quote another fellow, John Lewis, who says much the same thing and caps it off with the observation,
"Which isn't to say anything about how completely tone-deaf the cover is given the current Batgirl comic, which has gone to great lengths to establish Batgirl as a strong, resourceful, positive role model for female (and male!) fans." 
I've chewed on that for a while, so let me spit it out and say: what better way to show what a heroine like Barbara Gordon is worth and how far the industry has come than to reprise the horrors of The Killing Joke and have Batgirl emerge victorious through her own suffering. That's the story I hope to see under that cover. I'm not holding my breath or anything, but it'd be nice for a change, wouldn't it? To not pull any punches, to have the Joker enter the scene as vile and demeaning as ever, and to have this strong, resourceful role-model for the up-and-coming generation of modern women stand up to that violation, defeat it, and emerge the stronger for it. Hiding from the cover is not the answer; facing down our demons is.


Saturday, 25 January 2014

A Little Sword & Sorcery

There's a peculiar joy in creating a fictional character from scratch, coming to terms with their personality, their quirks and foibles, the things in their past that define who and why they have evolved. More than that, there is a joy in becoming that character, discovering how this person you've crafted holds up within a plot. And that is the magic of Dungeons & Dragons. Organic storytelling, role-playing, an immersive and interactive narrative that brings with a camaraderie unique to gamers. And if you're lucky, the gamers bring with them beer and pizza.

I've never used this blog as a platform for creative writing before, but why not? I use it for everything else, and You People keep reading it. Allow me to introduce you to Damian Jakobi of The Aundairian Dragoons, a soldier, a scholar, and a lover of good, dark Stout (like myself).
(Unashamed references have been made to Indiana Jones, Daniel Jackson, and Captain Diego Alatriste y Tenorio.)


It was a long war.

Granted, Damian Jakobi only had to fight through the last few bloody years of it, but it was enough. They were the frontliners, scouts, paving the way to war for The Knights Arcane. Never had there been a more thrilling time to be young and dangerous, trained in secret arts of alchemy and steeped in a nationalism born of war. Light and fast, mounted on the best horses House Vadalis had to offer the war effort, a group of young men hand-picked from The Academy for wits as quick as their blades.

They were fearless, to a man. At the head of their column rode Hardan D’Tharashk, a stoic young noble schooled in scout-craft by the best of his House. Not all of them were noble-born. Jakobi’s father had been a tailor before Fairhaven was set ablaze. Diego the Miller’s Son was the fastest rapier Damian ever knew. They dubbed Damian “Jack”, on account of his name and his reputation as a Jack-of-all-Trades. If one could be taught to be canny, then Jack was a masterclass in it. He had quick fingers from a childhood perched on a stool in his father’s shop; hadn’t dropped a stitch since he was six. Jack’s mother was housekeep to a librarian at the University; she used to bring him back books discarded from the collections, tattered pamphlets full of obscure legal history, or maps with legends in languages none of them could recognize. Jack drank it all in. He loved secrets, knowing things that others would be envious of if they knew he knew, but they never would, and that made it all the sweeter.

But his love of secrets landed Jack on the frontlines of a war he wished he’d never known, and when it was over he did his best to leave it all behind him. He returned to Fairhaven where he dove back into his studies with a voracious thirst to understand the world he’d seen torn apart. The Last War had been cataclysmic, but it was not the End. History, he felt, would have the last word yet, and when it did it those who held The Past would hold The Future.

The post-war years drifted by. Jack found himself Head of Archaeological Endeavours at The Univerity of Wynarn, making frequent trips to study giant ruins in Xen’Drik or to the edges of the Mournland, riding the edges of the fog-bound plains in search of…answers. But the larger part of his life was teaching, standing in oak-paneled rooms to pontificate on the mysteries of the past. Hardan would show up at the end of the day with some newly formulated quip about how academic life was making Jack go soft, and then they’d go in search of beer. Hardan would bitch about the Fairhaven Watch salary, and Jack would explain some new development in Warforged psychology, each talking while the other had his mug to his face. To an outsider they made a strange pair, the Watchman and the Scholar, until the lamps started burning low and the seventh round was toasted with a quiet clink to the glory days, and they started telling stories. And then it all made sense.

And so, when Hardan came around one day with nothing to say about the rust building up on Jack’s rapier hilt, and when after two rounds Hardan pulled out a roll of parchment stamped with the seal of The Wayfinder Foundation and tossed it across the table, Jack didn’t really think twice. This was the Orb of Merrix, Merrix D’Cannith, and it was about time for a sabbatical…wasn’t it? “You could surely use the brains.”, Jack said. So it was settled.

Xen’Drik.



This character was created to fit the Eberron setting for D&D; if you're at all interested I encourage you dig further into the history and cultures of Eberron. It's a glorious Sword & Sorcery stew of wars, dragons, gods, and heroes ranging from Epic Romance to Fantasy Noir.
http://eberron.wikia.com/wiki/Eberron

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.