Utilitarian Review 8/17/13

On HU

I took a week off here for the most part, but we did have one piece:

Chris Gavaler on Elysium.

Utilitarians Everywhere

I got to write about feral hippies and the new Horse’s Ha record at the Chicago Reader.

At the Atlantic I wrote about:

Geek girls and the Spectacular Now.

the fact that feminist comic books are really popular.

At Esquire I listed ten female superhero movies I’d like to see.

At Splice Today I wrote about:

Indonesia and genocide and why we shouldn’t be trusting our government to spy on us.

the seizure I had over the weekend, and why health care is so expensive.

Other Links

Interview with Mikki Kendall and Flavia Dzodan at the Hairpin about feminism and race and Hugo Schwyzer.

Jaimie Utt on Hugo Schwyzer and being a feminist guy.

Madison Moore on feeling sorry for Lady Gaga.

Subashini on awkwardness and gender.
 

homepage_large.b019f2b8

Matt Damon for President 2154

Matt Damon for Obama

“He broke up with me,” Matt Damon said about President Obama. “There are a lot of things that I really question, the legality of the drone strikes, and these NSA revelations. Jimmy Carter came out and said ‘we don’t live in a democracy.’ That’s a little intense when an ex-president says that, so he’s got some explaining to do, particularly for a constitutional law professor.”

It’s not the kind of publicity soundbite you expect from a Hollywood star the weekend his latest $100-million-budget, hope-to-be blockbuster opens. But then Elysium is fed up with the President too. His name is Patel in the movie, and his right arm is right winger Jodie Foster. Allow illegals a path to citizenship? She’d rather gun them down. Give the poor universal healthcare? She’d rather gun them down. Sure, the brown-skinned President scolds and threatens his renegade Security director, but it’s Ms. Foster and her Tea Party of drones and psychopaths keeping the 1% afloat. The gated community of Elysium orbits high above the slumlands of allegorical Earth.

Damon and his running mate, director Neill Blomkamp, deny the film is overly political. It’s mostly about boys with guns blowing each other up in new and interesting ways, same as any summer blockbuster. But the Damon-Blomkamp ticket does make some big campaign pledges:

Had enough of the Affordable Healthcare Act? We’ve got giant robotships filled with cure-anything Med-Pods, and we’re flying them down to a parking lot near you.

Annoyed with the immigration reform bills flailing around in Congress? Tap a key on your laptop and the entire population of the planet are instant citizens.

Sick of greedy CEOs exploiting employees? We’ll shoot down their private jets and pirate their brains.

Worried about the psychopaths running the drone program? We’ll slit their throats and explode their bodies in sprays of CGI blood.

Tired of lawless hoodlums looting your neighborhood? We’ll drill cybernetic exoskeletons into their skulls until they grow self-sacrificing hearts of gold.

It’s an ambitious agenda, but they promise it all not in their first hundred days in office, but in five. Because that’s all the radiated working class has left. Damon and Blomkamp even guarantee term limits. Once all that legislation is downloaded, you drop dead. No second term sequels.

Which is how Damon feels about Obama. He was a big supporter back in 2008, but now it’s conservatives playing the actor’s soundbites. Some of them must be buying his tickets too. Elysium earned $30 million its opening weekend. That’s not a landslide victory, but it’s respectable enough that the film should pull a profit once it hits foreign markets. That’s right, people outside the U.S. are going to see it. That’s how Pacific Rim rocketed out of the red too. America isn’t the exclusive pot of gold it used to be.

Elysium isn’t everything I’d want in a politically allegorical star-driven scifi action flick, but it’s a decent compromise for such a messy genre. The same is true of Obama. No, he’s not everything I want in a President, but he’s decent, and his genre is way way messier. Damon heard Jimmy Carter say last month that “America has no functioning democracy at this moment.” He meant because of NSA surveillance, something former President George Bush said he supports. If you’re the current resident of the White House, you probably don’t want either of them agreeing with you.

I don’t know if the history books of 2154 are going to agree with Damon or not. Probably the 44th President of the United States will get very mixed but ultimately if grudgingly positive reviews. Elysium will be long forgotten. Even in the shorter term, its plot is too simple, its villains too one-dimensional, its women and children too obviously in hero-motivating peril, for the film to be memorable.

But it’s not trying for memorable. It’s just a quick dip in Hollywood’s orbiting paradise before we plunge back into the grit of August. Forget democracy. All America wants at this moment is a theater with a functioning air conditioner.

elysium-firstposter-full2

Utilitarian Review 8/10/13

News

We’re going to take a week off to recharge here at HU. So we’ll be back around the 17th or thereabouts with new content. I may highlight featured archives posts throughout the week depending on how peppy I’m feeling.
 
On HU,

Featured Archive Post: Derik Badman on comics and poetry.

I argue that The Spy Who Came In From the Cole is not very good.

Walidah Imarisha with an excerpt from a short story that is going to be included in the sci-fi and social justice anthology Octavia’s Brood.

Chris Gavaler on Wolverine and superheroes never growing old.

Alex Buchet with the first part of a series on the prehistory of the superhero — in this one discussing Enlightenment notions of individuality.

I talk about Dan Clowes, the Death Ray, and superhero parodies.

Isaac Butler on “The Last of Us”, the Watchmen of video games.

Patrick Carland provides an introduction to Russian animation.
 
Utilitarians Everywhere

Kind of a crazy week for the freelancing.

I was interviewed on Weekend Edition about Johnny Cash’s Ring of Fire.

At Slate XX I wrote about how it’s in my interest as a guy to be a feminist.

One of my drawings was annexed by a hedge fund manager.

At the Atlantic I wrote about:

—how my son is unaccountably a thespian.

—why, unlike Hillary Chute, I don’t necessarily want comics to be poetry.

At Splice Today I wrote about:

—Why Walter Becker’s 1st solo album was better than Steely Dan compatriot Donald Fagen’s overrated Nightfly.

Feminists, transwomen, and gendered discrimination against men.

I wrote a piece on social media rules for teachers at the Loyola Center for Digital Ethics.

At the Goodman Project I wrote about Trayvon Martin and misandry.

Other Links

Selena Kitt on wanting to be a slut.

Mary Beth Williams on why men shouldn’t be scared of feminists.

Alyssa Rosenberg with a great reported piece on sexism in comics (HT: Isaac Butler)

Zack Beauchamp on scientism and ethics.

Why a black girl should be Wonder Woman.

Katie Ryder on white music fans being afraid of difference.
 

0000038849_500

Russian Animation

Oftentimes, there is an unfortunate dichotomy, an almost absolute divide, in animation discussions between “American” and “Japanese” styles and modes of production, as if these are the only two countries on earth. As it happens, animation is an art form with more than a century of history, and from the very earliest times some of the world’s most creative, experimental and criminally underlooked animation has come out of Russia. From the earliest days, when Ladislas Starevich’s stop-motion animations with dead insects at once fascinated and unnerved audiences worldwide, Russian and Soviet animators have used their craft for visual and artistic experimentation rarely seen elsewhere, utilizing everything from puppetry to Disney-inspired cel animation to paintings on glass to create stories that are in turns comical, abstract, tragic and life-affirming. While Russian and Soviet animation has an enormously complex and varied history (much of which can be learned from the excellent documentary film Magia Russica, released by Yonathan & Masha Films in 2004) it remains almost completely unknown outside its country of origin, except by cartoon buffs such as your dear author. So rather than launch into a specific analysis of any one stream, movement, or aesthetic style, I wish only to recommend a few exemplary works produced in the Russian tradition, works of art that deserve appreciation, enjoyment, and yes, critical appraisement as much as any work in any place. The world of Russian animation encapsulates countless facets of ideology, history, memory and emotion, and if I can convince others to become part of a discussion about it, then all the better.

Cheburashka

The cute, precocious Cheburashka is perhaps the closest thing the USSR ever had to a Mickey Mouse (although Tove Jannson’s Moomins is probably a more accurate analogy), and his antics and adventures have delighted generations of Russian children. Alongside his closest friend Gena Crocodile and forever harangued by the mischievous Old Lady Shapoklyak, Cheburashka grew from a kid’s book written in 1966 by Eduard Upensky and starred in 4 stop-motions films produced in the 70s and 80s, all of which remain popular today. The Cheburashka films have a light, unhurried feel, as well as a great deal of philosophical and introspective discourse for ostensible kid’s films. Cheburashka remains popular, and has even gained international attention as the Russian Olympics mascot throughout the past decade. Meticulously crafted and lovingly written, Cheburashka is timeless and sincere in a way few films, animated or not, even attempt to be.

Nu, Pogodi!

If Cherabushka was the Soviet equivalent to Mickey Mouse, then Nu, Pogodi! was its Looney Tunes. Produced throughout the 70s, 80s and up to 2006, Nu, Pogodi! chronicled the misadventures of a wolf named Volk as he tried (and of course, failed) to catch a hare named Zayats in a variety of outlandish and hilarious situations. Like the best Looney Tunes cartoons, Nu, Pogodi!’s relies on almost no dialogue and prefers to use the dynamism and creativity of its own characters to convey a strange, fantastical world where animals stretch and squash, gravity doesn’t always apply, and nothing is ever fatal. And like those cartoons, it is the predator, the wolf, the coyote, the hunter, who ends up earning the lion’s share of our sympathies. Sure, he’s a crazed killer bent on getting his due, but he’s such a screw-up! He’s just tryin’ to get by! And more than 30 years since their first escapades, I still hope Volk catches that rabbit someday (or something equivalent, the guy really deserves to catch a break).

 

The Old Man and the Sea

The 1999 adaptation of Hemingway’s classic novel, besides being a beautiful and emotional film, is a must-see if only for one reason: its stunningly original medium of production. To create the films gorgeously detailed painting style of animation, director Aleksandr Petrov utilized more than 29,000 panes of glass painted with pastels, a technique few at the time had mastered and even fewer today. Sacrificing smaller design details in favor of smooth compositions, the film truly looks like a painting in motion, something at once unbelievable, magical, and unmistakably a labor of love.

Tale of Tales

Of all the Russian animators, Yuriy Norshteyn is the only one who can make a real claim towards international recognition. If you aren’t exasperated with my hackneyed analogies yet, you could even call him the Miyazaki of Russia: in 1984, the Los Angeles Olympics Art Festival declared by vote Tale of Tales, a short, abstract film about a little wolf looking for a home, to be the greatest animated film, of any country, ever made. Beginning with a woman whispering a poem to a child suckling at her breast, Tales tackles the big themes, showing war, jealousy, growing up, selfishness, folly and love through its transient and silent imagery. A bison and a little girl play jump rope, a poet searches for inspiration, a bitter couple argue in a snowy park, a wolf wanders about through the skeleton of an abandoned house. Memories come and go, things live, breathe and die, and by the end, you don’t feel as if you fully understand what happened, but you feel better for having seen it, more alive, more human. Nostalgic, delicate and beautiful as an unsullied snow, Tale of Tales is about, Norshteyn’s own words, “the simple concepts that give you the strength to live.” Tale of Tales is like a happy memory. You can see it, you can feel it, but trying to touch it, to make it real only blurs the image. It is a drop of the past, helping you remember to live in the present.

Hedgehog in the Fog

Although I’m personally more partial to Tales, it seems unfair to mention one of Norshteyn’s masterpieces without mentioning the other. Like Tales, Hedgehog in the Fog is deeply allegorical, telling the story of a little Hedgehog who goes to watch the stars with his dear friend the bear cub, only to find himself lost in the shadowy world of an immense fog. Following him is a sinister eagle-owl who represents the danger of the fog; silent and scary, the eagle-owl remains on the periphery of the hedgehog’s vision, an unspeakable fear that cannot be shaken off. And yet, the hedgehog remains curious; he willingly explores the fog, meeting a friendly dog, a beautiful white horse, and a whispering catfish before finding his bear cub friend and the warmth and comfort therein. The fog is impenetrable and treacherous, beautiful and imposing; nothing is certain about it. And yet, the hedgehog presses forward, knowing that even if he does not know where the fog ends and begins, somewhere is his friend, with a warm cup of tea, kind words, and a place to watch the stars. Rated the top animated film of all time in the 2003 Tokyo Animation Festival and praised by Hayao Miyazaki himself, Hedgehog in the Fog is, like Tales, deceptively simple; even with its heavy allusion and symbolism, it is the word of someone exploring the human condition, of the human seeking their place in a fog they cannot grasp, and finding it in the warmth and care of others. It is a gentle reminder to take of ourselves, and of one another, and of the world around us. Even in the fog, with danger nearby and the unknown all around, there is always some reason to push forward, something to discover, somebody to love.

Playing Narrative Part 2: Survivor’s Guilt

the last of us

(Hey! As the title indicates, this is part 2 of something! Part 1 is here!)

(Warning: Spoilers. Including the end of the game.)

Somewhere around the halfway mark of Naughty Dog’s The Last Of Us, Joel, the hardened survivor of a plant-parasite-fungus-zombie-apocalypse that you spend most of the game controlling, finally makes it to his brother Tommy, located somewhere in the vast middle of America. Joel’s there to try to hand off Ellie, a teenage girl who must be taken to the Fireflies, a subversive group located somewhere out West. It’s the second time you’ve seen Tommy. In the game’s prologue, set twenty years before the rest of the action on the day the apocalypse started, Joel, Tommy and Joel’s daughter attempted to escape Austin, Texas.  Now, relations between the two of you have cooled. Or, as Joel tells Ellie, “His last words to me were… I don’t ever want to see your goddamn face again.”

The player never learns exactly what caused Joel and Tommy’s falling out,  but when Tommy—who now has a wife and helps run a small town based around a hydroelectric plant—refuses to help Joel, you get some idea. Joel tells Tommy that he’s owed this, “for all those goddamn years I took care of us.”  Tommy replies, “took care? That’s what you call it? I got nothing but nightmares from those years.”

“You survived because of me,” Joel, tells his brother.

“It wasn’t worth it,” Tommy says, looking at the camera, stricken and haunted.

 

What could possibly make not-dying not-worth it? Likely, it’s the stabbing, shiving, Molotov-cocktailing, strangling, shooting, archering, punching, bricking, bottling, and IEDing that the player has spent the last seven hours making Joel do to various zombies and humans. The Last of Us is a game that takes its violence and its theme of survival very seriously, and gradually asks the player to do the same. In doing so, we come to realize that Joel, the man we inhabit, may be a survivor, but he sure ain’t a hero.

After the prologue, when we jump twenty years in the future and re-meet Joel as a childless middle-aged man, he is a lowlife. He smuggles drugs, ration cards and weapons, serving up some terrible ownage on people who cross him. He runs in a relationship of sexual and financial convenience with a fellow smuggler named Tess, who will go on to summarize their lives by saying “we’re shitty people, Joel,” and mean it. Later still, after Joel and Ellie take on a group of marauding bandits, Joel reveals to Ellie that he’s “been on both sides of this thing.” When a different group of bandits invade Tommy’s power plant, Tommy asks Joel if he still knows how to kill, but the look on Tommy’s face tells you that he’s disgusted with himself for asking.

Joel, just to be clear, isn’t an anti-hero. Nor is he another in a long line of video game asshole warriors. He’s not a Don Draper or Tony Soprano charming psychopath. He’s actually kind of a piece of shit. Not that he doesn’t have his complexities, particularly in his relationship with Ellie. She sees a goodness in him, the same goodness we glimpse in the prologue, the goodness he appears to have lost. It’s a goodness that, when it’s just the two of them together, The Last of Us dangles in front of us as a possibility.  Joel’s a broken man, physically strong and spiritually bereft. A man who has turned off his soul for twenty years, and, over the course of The Last Of Us, we begin to care whether he gets it back or not, just as much as we care about whether he and Ellie ever make it out West.

Much of the time, however, Joel’s like a mix between Rooster Cogburn from True Grit and Theo Faron from Children of Men, sans most of the redeeming qualities of both.  What makes The Last of Us so startling is that it knows this. And, gradually, it makes the player know it too.

 

Naughty Dog became famous over the last decade for a series of Indiana Jones like games called Uncharted that, as cinematic acts of storytelling, are actually better than half of the Jones films and all of Jones’s latter day imitators like The Mummy and National Treasure. In those games, the player controls Nathan Drake, a descendent of Sir Francis Drake and international treasure hunter who gets in over his head having a series of thrilling, funny, genuinely charming adventures having to do with lost artifacts that may hold great power. The Uncharted games harken back to movies like Treasure of the Sierra Madre or Romancing the Stone, the kind of big budget, exotic locale, rakish hero, adventure films that Hollywood used to be able to do well, while removing the problematic racial politics that often make those films unwatchable today.

There’s just one problem: These are, of course, action games. Which means that the player also spends a great deal of time killing people. Hundreds of people, it turns out. After Uncharted 3: Drake’s Deception came out, more and more people started raising a stink about this issue. It’s pretty clear that the team on The Last of Us—many of whom also worked on Uncharted—wanted to see what would happen if they started taking all the killing seriously and asked their audience to do the same.

While The Last of Us, like The Walking Dead, takes place in a world hit with a zombie apocalypse, the similarities pretty much end there. TWD’s gameplay functions through dialogue and action choices. The Last of Us has very little choice in it at all. TWD’s graphics are stylized and cell-shaded.  The Last of Us uses motion capture. TWD is an adventure/puzzle game. The Last of Us is a stealth/action game.

Most importantly, TWD takes place immediately following the zombie apocalypse, as people learn how to survive. The Last of Us takes place twenty years in, and is set amongst the whittled down population of people who’ve figured it out.

Survival is what The Last of Us is all about on both a thematic and gameplay level. If Naughty Dog were in search of an alternate title for the game, Survivor’s Guilt (with “guilt” here meaning both the feeling of remorse and the state of having done something wrong) would’ve been a good stand-in. As with The Walking Dead—where a series of choices serves as an essay on ethics when you realize death in inevitable—it is this interweaving of theme and mechanics that enriches The Last of Us and makes it work.

In the game you have limited weapons, and all of them have limited uses. You have to worry constantly about making too much noise, alerting nearby enemies. Killing people is difficult, noisy, and time consuming. All of the materials you find are necessary to craft multiple items. You can’t carry very much. There are also many points in the game where you can sneak by adversaries and not engage with them, leading—if you are, like me, both ethically minded and neurotic—to calculations that go something like Well, I’m low on supplies and I bet I could take these guys out and loot their corpses. Wait. Am I seriously contemplating killing six people who aren’t a threat to me for the express purpose of looting their corpses? Oh my God. I’m the worst.

In The Walking Dead, violence is very personal. Most of the time, it is being dealt by or to someone Lee Everett knows. The Last Of Us, on the other hand, primarily features the kind of depersonalized violence that most video games trade-in, it just makes that depersonalization part of the point. Joel—who has survived precisely because he’s selfish— can’t see the people he’s killing as human.

Not that the game is a relentless downer. Much of it is spent wandering overgrown urban landscapes and idyllic vistas talking with Ellie and deepening the bond between the two of them. Ellie is one of the few great characters to emerge from video games. She’s funny, charming and human and feels in many ways like a real fourteen year old. Indeed, any affection the player gains for Joel is likely the end result of loving Ellie, and wanting to love what she loves. For each of the game’s acts (there are four of them, one for each season), Ellie and Joel meet and team up with other survivors, who all prove to be interesting, fully realized characters written and performed with that rarest of video game traits: subtext. The Last of Us is a game where watching facial expressions and listening to tone of voice changes meaning, and the few choices they give you along the way are entirely about character development. You can stop to explain to Ellie what a coffee shop was, or pet a giraffe. You can find comic books to give her to read. You can give a man a Dear John letter from his boyfriend.

Ultimately, however, The Last of Us’s themes cannot be escaped for long. And yet, because it is a very well designed game, it is fun play. And yet, because it takes what it is doing seriously, it’s a disturbing and wrenching and truly, deeply, haunting. The ending of the game is anti-cathartic and disturbing and in no way resolves the central tension between depicting the urge for survival while also problematizing it, suggesting that perhaps, at times, being a survivor means being a monster.

Joel, you see, is presented with the opportunity to save the world, but doing so entails Ellie’s death.  Ellie is immune to the parasite that has destroyed civilization, but creating a vaccine from her body would involve removing her brain. Joel saves her life, killing a hospital full of people, and ends any hope of humankind’s recovery. The Last of Us twice hints that Ellie would’ve accepted her death if given the opportunity to choose. But she never knows she had the choice because Joel lies to her about it. Joel, we come to understand, is as selfish as ever. Needing and loving this new surrogate daughter, after having lost his own twenty years before, he is unable to let her go for the greater good.

For those of you reading this who don’t play video games, I want you to understand that this kind of ending—one that is neither triumphant nor cathartic, but instead haunting and true to its characters—basically does not exist in mainstream video gamesIn fact, it’s the kind of ending that most mainstream blockbuster movies—and The Last of Us is the equivalent in terms of budget, market presence, hype and sales—would never dare attempt.

It’s these kinds of elements—story, theme, structure, subtext, writing, performance—that are responsible for the nearly universal critical rapture that has greeted The Last of Us, and they flow directly out of the thematic integration of gameplay and story, and from questioning the purpose of all the violence the video game marketplace demands. It is in this way similar to Watchmen. By taking its subject matter seriously, it simultaneously is a masterpiece of its form (the superhero comic/ the action game) while undermining the existing status quo.

And that brings me to the ultimate problem with making the resolution of ludonarrative dissonance the ultimate goal and measure of quality of video games. It’s no mere coincidence that The Walking Dead and The Last of Us take place during the apocalypse. There’s a limited number of scenarios that justify the kind of violence that the form regularly contains and that audiences demand from it. While we can get moralistic about this, high body counts have graced our literature since The Iliad, our theatre since The Persians, our films since Intolerance and on and on. As someone interested in video games becoming a richer source of stories, of examining theme, subject, narrative and character through the unique medium of a player interface, I’m less concerned with the virtues of violent games and more by how thuddingly boring and narrow their possibilities often are.  As the current “gritty downer” era of superhero comics and films shows, replacing the current narrow possibilities of the medium with a different set of narrow (but critic-approved) possibilities isn’t really a solution, even if we get more games like The Walking Dead and The Last of Us along the way.

Superheroes With Cigarettes

death-ray-daniel-clowes-drawn-quarterly2

 
A little bit back, Peter Sattler noted that Dan Clowes’ career in comics often seems like a long, bitter struggle against comics. As Peter says:

[Clowes’] work goes out of its way to thematize the artist’s and/or the story’s struggle against comics themselves – against a form that, as Clowes presents it, seems unable to encompass interior states, unable to escape its own theatricality and artificiality, unable to circumvent its own closed system of beginnings and endings, set-ups and punch-lines. Clowes dramatizes his contest with these limits, transforming that contest into the content of his graphic novels.

Peter talks about this mainly in terms of formal limits…but to me it seems like it’s a cultural issue as well. Comics seem unable to encompass interior states, and unable to move beyond largely bone-headed gags, because comics are for kids. As I discuss here, Clowes in comics like Velvet Glove and Wilson seems to compulsively assert his distance from a form, and from influences, which he views as both infantile and inescapable. Much of the adult/edgy content, misanthropy, and violence against women in his books comes across as a kind of desperate signaling that he is not (like say Charles Schulz) writing for children. His comics can be seen as a long insistence that he is too grown up — an insistence which is (as he is certainly aware) infantile. From this perspective, Enid’s obsession with older men is not (just) a kind of self-flattering, but is a displaced expression of Clowes’ own obsessions. He’s an older guy who is fascinated with the idea, and the impossibility, of being an older guy.

The Death Ray is pretty much in the same mold. It’s a super-hero parody whose protagonist, Andy, gains super-strength by smoking cigarettes — an obvious reference to wanting to look and be older. The rest of the story is built around exploring what super-hero stories would really be like, as Clowes, familiarly, uses the genre to underline his own adult distance from it. Andy wanders around looking for criminals to beat up, but nobody attacks him. He punishes people who don’t particularly deserve it at the behest of his best-friend, Louie, and then feels bad about it. As Aaron Leitko wrote at the Washington Post “The Death-Ray employs the core super-hero conventions — the origin story, the costume and the sidekick — in the most banal ways possible.” That banality (like the banality in Wilson, or in alt comics more generally) is the validating boredom; the sign that we are not children, but adults, who understand (to paraphrase Ambrose Bierce) that realism is the world as it is actually seen by toads.

So Clowes is doing his usual thing. But…his usual thing, in this context, isn’t nearly as irritating as it usually is. The main reason for that, I think, is that, in this case, Clowes’ agonized relationship with his material doesn’t come across as condescending or wearisomely anxious. It just comes across as another superhero comic. After all, the main reference here seems to be to the Lee/Ditko Spider-Man — and how different is Andy from Peter Parker, really? Not very. Like Andy, Peter is a nerdy, angry, unhappy, orphaned kid; like Andy, Peter uses his powers for self-aggrandizement; like Andy, Peter’s powers make things worse for him, not better; like Andy, Peter makes his own kind of doofy looking costume.

And, like Andy, Peter, and the comic he’s in, is obsessed with growing up. As Chris Gavaler pointed out here last week, the whole Spider-Man story is basically a metaphor for puberty, with radioactive spider bite standing in for surging hormones. Clowes changes the spider bite to a cigarette, which makes the metaphor more pointed, but it doesn’t really change it’s nature. The Death Ray, almost despite itself, is extending its source material — the anxiety and angst that Clowes’ taps is the same in essence as Lee/Ditko’s angst. That’s very different from Wilson, for example, where Charles Schulz’s whimsy and weird humor are replaced with jokes about shit and ass rape (and not with funny jokes about shit and ass rape, either.)

All of which perhaps helps to explain in part why parody has always been so central to the super-hero genre. From Plastic Man and Captain Marvel to Superduperman to the 60s Batman television show to the Watchmen, superhero parodies have always been both critically lauded and extremely popular. On the one hand, you could argue that this is because superheroes are really stupid, and no halfway intelligent creator is going to take them seriously. And I certainly think there’s a lot to that argument.

But Death Ray also suggests that parodies are the best superhero narratives not only because they undermine the stupidity of superhero narratives, but because they fulfill them. Superhero stories are, as everybody knows, adolescent power fantasies; they’re a way for children of all ages to pretend to have ascended to the prerogatives and super-strength of adulthood. And what is more adult than parodying the silly fantasies of youth? Clowes is (fairly amusingly) sneering at the stupid dreams of fanboys of all ages who want to be grown up — but he’s also providing those fanboys with the exact same dream. Andy takes a hit from his cigarette; Clowes’ readers take a hit of The Death Ray. It’s Clowes’ best comic because, almost despite himself, it’s the one in which he’s able to provide the genre pleasures that obsess him without compulsively assuring his readers and himself that he’s too good for them.

Prehistory of the Superhero (Part 1): Waltzing with Frankenstein

Brown_Ford_Maddox-Manfred_on_the_Jungfrau

Manfred on the Jungfrau, by Ford Madox Brown

 
“In any case, one can state that much of the so-called Nietzchean ‘superhumanity’ has as its origin and doctrinal model not Zarathustra but the Count of Monte-Cristo, by Alexandre Dumas.”

– Antonio GramsciLetteratura e vita nazionale, III, ‘Letteratura popolare”.

This quote  comes from Umberto Eco‘s introduction to the French translation of his 1978 book of essays, Il superuomo di massa.

As Eco  elaborates:

 I found Gramsci’s idea seductive. That the cult of the superman with nationalist and Fascist roots be born, among other things, of a petty bourgeois frustration complex is well-known. Gramsci has shown clearly how this ideal of the superman could be born, in the nineteenth century, within a literature that saw itself as popular and democratic:

“The serial replaces (and at the same time favorises) the imagination of the man of the people, it is a veritable waking dream (…) long reveries on the idea of vengeance, of punishing the guilty for the ills they have inflicted (…) “

Thus, it was legitimate to wonder about the cult of the right-wing superman but also about the equivocal aspects of the nineteenth century’s humanitarian socialism. [tr:AB]

The French title of Eco’s collection is, aptly, De Superman au surhomme– ‘From Superman to the superman’.

But what of the reverse — how did we go from the superman to Superman?

 

How did we get from here:

…to here?

Art by Joe Shuster

The superhero is one of the strongest — and strangest–  modern pop charactertropes;  I propose we dig into its roots– which I maintain go back to the 18th century’s  massive cultural shift: a revolution in politics, thought, and culture.

The superhero is an ultimate narcissist fantasy of identification; it thrives in a modern world of atomised society, where the basic unit is the individual to a historically unheard-of degree. Thus we’ll start with the centuries that enshrined individualism, the better to give a cultural context to our enquiry.

We’ll also examine why the superhero is so dominantly an American cultural artifact; this will lead us into some dark territory.

First, though, we must distinguish the superhero from his heroic predecessors in myth and legend.

The Classic Hero

The idea of the superman was spawned in the 18th and 19th centuries. This statement may strike the reader as historically false; what of the superhuman heroes of myth and legend,  Gilgamesh and Enkidu, Herakles and Achilles, Roland and Rustam, Cuchulain and Tomoe Gozen?

Heracles Farnese

These heroes were enmeshed in the fabric of myth. They were part of the structure of society, of the “great chain of being” that descended from the divine to the infernal, through the human; many were demi-gods, the legitimacy of their power stemming from godly parentage. Others were avatars of a warrior culture– linked through duty and right to the formal, “ordained” structure of the polity: for example,  the knights of King Arthur’s Round Table, or the Argives besieging Troy.

What the classic hero was not was an individual.

Indeed, when the hero asserted his individuality — repudiating or even betraying the obligations that hampered and enmeshed him — the result was tragedy. The Greeks spoke of a person’s hamartia, or fatal flaw: very often, this took the form of hubris, pride or ambition so excessive as to invite divine wrath:

“Seest thou how God with his lightning smites always the bigger animals, and will not suffer them to wax insolent, while those of a lesser bulk chafe him not? How likewise his bolts fall ever on the highest houses and the tallest trees? So plainly does He love to bring down everything that exalts itself.”

– Herodotus,  History

Thus Herakles, after drunkenly massacring his family, is punished by enslavement to his enemy Eurystheus; Achilles in his anger withdraws from the Trojan war, so imperilling his fellow Argives and bringing about the death of his lover Patrocles.

Sir Lancelot betrays his liege, King Arthur, by taking the king’s wife as a lover: the kingdom is subsequently torn apart by civil wars. The mighty warrior Roland is trapped with Charlemagne’s rearguard at Roncevalles by an overwhelming force– but pride stops him from blowing his horn to summon help until it is too late, and his army is killed to the last man.

 

Too late, Charlemagne

To deviate from duty, from his proper place in the scheme of the world, brings about the hero’s downfall and inflicts disaster on  the community.

This is decidedly not the fate of the new  character type– the superman.

The Birth of the Individual and the Coming of the New Hero

We have undertaken to discourse here for a little on Great Men, their manner of appearance in our world’s business, how they have shaped themselves in the world’s history, what ideas men formed of them, what work they did;–on Heroes, namely, and on their reception and performance; what I call Hero-worship and the Heroic in human affairs.

(…)  For, as I take it,Universal History, the history of what man has accomplished in this world, is at bottom the History of the Great Men who have worked here.They were the leaders of men, these great ones; the modellers, patterns,and in a wide sense creators, of whatsoever the general mass of men contrived to do or to attain; all things that we see standing accomplished in the world are properly the outer material result, the practical realization and embodiment, of Thoughts that dwelt in the Great Men sent into the world: the soul of the whole world’s history, it may justly be considered, were the history of these.

Thus Thomas Carlyle (1795 — 1881) in Heroes and Hero Worship (1840). For Carlyle, the sole true root of human progress was that man who could rise above the mass, transcend his time and shake the world into a new form– the Hero.  Examples he cites include Muhammad, Cromwell, Shakespeare, and Napoleon.

Unlike classic heroes, these men were not the servants (if often rebellious ones) of fate: they shaped fate. They stood above it.

The individual as giant was the logical extrapolation of the individual per se, who had in the eighteenth century assumed an importance never before acknowledged:

I have entered upon a performance which is without example, whose accomplishment will have no imitator. I mean to present my fellow-mortals with a man in all the integrity of nature; and this man shall be myself.


I know my heart, and have studied mankind; I am not made like any one I have been acquainted with, perhaps like no one in existence; if not better, I at least claim originality, and whether Nature did wisely in breaking the mould with which she formed me, can only be determined after having read this work.

These are the opening words of the 1769 Confessions of Jean-Jacques Rousseau (1712 — 1778).

Portrait of Rousseau by De la Tour

It was something unheard-of:  the Self as subject, in all its raw nakedness, faults and all.

The rise of the individual found political expression in the Enlightenment, as well.  The notion of his or her personal rights was enshrined in such foundational documents as the Bill of Rights of the United States Constitution and the French  ’ Declaration of the Rights of Man and of the Citizen’.

Individualism also flourished in the wider culture. The school of sentimentality in literature, as typified by Johann Wolfgang von Goethe‘s The Sorrows of Young Werther or Laurence Sterne‘s A Sentimental Journey, valued the enjoyment of emotion for its own sake– not as a source of empathy or catharsis. In parallel, the psychological novel was born — examining the inner life of the self.

The Italian innovation of the apartment,  intimate, cosy and — above all–  private, began to supplant the old houses and manors where many generations of different families and classes would live together.

Diners were less and less eating à la française,  seated at large banquet tables and sharing from common dishes: in the new restaurants, they could be seated and served alone, at their own separate tables.

Dinner service à la française

The dance craze that was sweeping Europe was the waltz;  in contrast to the group dances such as the pavane or the quadrille theretofore prevalent, couples twirled alone.

Even so seemingly trivial detail as shoe size underwent the individualistic evolution; in prior centuries, shoes were undifferentiated between left and right foot, and came in few standard sizes. Now cobblers were literally tailoring each piece of footwear to the specific foot.

Yes, heady times for the individual! All the headier after the French Revolution sent shock waves rocketing through Europe, ripping up the ancient structure of the world, bringing terror and war in its train.

The old order was  shattered; the new citizen was deprived of “natural” superiors to look up to, the King, the aristocrats and the clergy. This was a vacuum waiting to be filled.

Came the moment, came the man — the Hero as Carlyle later conceived him, who bent the forces of history itself to his will; the true progenitor of the superman– Napoleon Bonaparte.

Napoleon crossing the Alps, by David

The armies of  revolutionary France were marked by a new kind of professionalism: an officer’s commission was no longer secured by genteel birth or outright purchase. Thus men rose in the ranks through merit– and in the case of the artillery lieutenant Bonaparte, he would rise to the throne of the world’s mightiest empire.

Nothing seemed able to stop him; destiny was clay in his hands; nations fell or were born at his word. He elicited worldwide admiration even from his enemies. (To this day, the British, his most tenacious foes, allude to Waterloo as if it were a defeat — ‘He met his Waterloo in the 2008 election’– rather than the greatest victory in British history; and it is a compliment to call a man, say, ‘the Napoleon of finance’.)

Wordsworth, Goethe, Beethoven, Byron– they were excited by this seemingly superhuman figure who was poised to sweep the old corrupt order onto the trash-heap of history.

(Great was their disgust and sense of betrayal when the former revolutionary crowned himself emperor:

          O joyless power that stands by lawless force!
Curses are his dire portion, scorn, and hate,
Internal darkness and unquiet breath;
And, if old judgments keep their sacred course,
Him from that Height shall Heaven precipitate
By violent and ignominious death.
Wordsworth,  1809

The moral being: don’t expect too much from supermen, and you’ll not be disappointed.)

It is a cliche of the lazy writer or  cartoonist to depict a lunatic as one persuaded he is Napoleon;  yet there have been hundreds of  such cases documented, from Napoleon’s own time to the present, attesting  his power over the imagination. Napoleon himself was a canny curator of his own image. That famous pose with the hand tucked under his shirt? It was suggested to him by an actor. That hat? He had dozens of them, to be left as souvenirs wherever he travelled.

(He is also the exemplar for world-conquering villains; there is a direct line of descent from Napoleon to Doctor Doom.)

Napoleon formed a template for the superman; and he further smoothed the path for the latter by radically institutionalizing meritocracy, “career open to talents” as embodied in the Grande Ecole  schools of France or in the University of Berlin, institutions of excellence set to turn out the genius leaders of tomorrow.

A new elitism was in the shaping, and the idea of the superman largely sprang from it into the cultural zeitgeist.

Masters of Nature

Welch erbaermlich Grauen Fasst Uebermenschen Dich?

[What vexes you, oh superman?]
— Johann Wolfgang von Goethe, Faust (1808)

The eighteenth century was also marked by a growing mastery over the physical world. The very idea of progress flourished as never before; for most of history, it was thought that mankind had regressed from a long-vanished golden age. (Mark how the classic heroes all belonged to the past.)  Human beings now, however, were going from strength to strength with no end in sight.

This was the age of the Industrial Revolution.  Steam power gave men the might of Titans;  nature seemed to yield more and more of its secrets to the natural philosophers not yet given the new name of “scientists” ( coined in 1833).

Let us consider the below painting, An Experiment on a Bird in an Air Pump, painted in 1768 by Joseph Wright of Darby (1734 – 1797):

click image to enlarge

A cockatoo is trapped in a glass jar from which the air is gradually pumped out, leaving the bird slowly to die, suffocating in the vacuum.

Note the two weeping little girls to the right, distressed by such cruelty; but one of the experimenters is at hand to explain how this suffering is necessary for the progress of science. The other experimenter stares out at us — challenging us, perhaps, to dare contest his will to knowledge.

This painting presages another avatar of the superman: the scientist, wresting control of the secrets of the universe as the titan Prometheus stole fire from the gods.

Yes: a modern Prometheus… as an 18-year-old Englishwoman dubbed her fictional challenger of Heaven:

So much has been done, exclaimed the soul of Frankenstein — more, far more, will I achieve; treading in the steps already marked, I will pioneer a new way, explore unknown powers, and unfold to the world the deepest mysteries of creation.
–Victor Frankenstein, in Frankenstein; or, the Modern Prometheus, by Mary Shelley

 

Frankenstein and his monster; illustration by Theodor von Holst

Mary Wollstonecraft Shelley (1797 – 1851) published her novelFrankenstein; or, the modern Prometheus in 1818.

The title hero usurps God’s privilege by creating life: a monstrous, manlike creature endowed with reason.

Yet, to do so, Frankenstein eschews the occult, magical methods of the Fausts  of previous fiction. His power derives from a mastery of the elements attained by rational study and experiment– from science.  He aims to join that near-Godlike elite of researchers so admiringly described by his teacher Waldman:

They ascend into the heavens: they have discovered how the blood circulates, and the nature of the air that we breathe. They have acquired new and almost unlimited powers; they can command the thunders of heaven, mimic the earthquake, and even mock the invisible world with its shadows.

– Shelley, op.cit.

No need for bowing to demons to do his bidding. Frankenstein is free of God and Satan alike. (Shelley was, in her youth at least, an atheist.)  He replaces God, in fact; and though the novel shows him punished for his deeds, it is clear that his destruction comes not from a vengeful heaven, but from his own flawed character– Shelley, like her female equivalents in the Darby painting, could see the cruelty in the scientist’s will to power.

Victor Frankenstein points forward to other, future ‘scientific superman’ characters; to Verne’s Captain Nemo and Robur the Conqueror, to Wells’ Griffin (the Invisible Man) and Dr Moreau, to countless Mad Scientists and scientific heroes like Tom SwiftDoc Savage or Captain Future.

(As for his tormented monster spawn, he too has superhero descendants, in the ‘monstrous’ vein: the Heap, the HulkSwamp Thing…)

Indeed, many literary historians credit Mary Shelley with creating a new literary genre:  science fiction, of which more anon. She was also writing within the perimeters of another new genre: the Gothic.

Romanticism and the Gothic Backlash

Not everyone welcomed the new industrial age. The rapid changes of the modernising world alarmed and alienated people of all classes. There came to be a yearning for nature, for sublime landscapes and ruins, for an idealised past; to the cold new rationality were preferred the warmth of feelings.

The literary expression of this backlash was the Gothic novel, the first of which is generally agreed to be that of  Horace Walpole (1717–1797), The Castle of Otranto.

Walpole’s neo-Gothic castle, Strawberry Hill

 
There followed a flood of spectre-haunted volumes, many of which featured brooding predecessors of the superman: the title character of William Beckford’s The History of the Caliph Vathek,  who dares to invade Hell; Charles Maturin‘s Melmoth the Wanderer (1820),  a damned, dark near-immortal;  Lord Byron‘s Faust-like Manfred, who defies God and Satan alike; and perhaps the most proleptic of all, Byron’s secretary John William Polidori‘s The Vampyre (1819).

The Gothic novel was also the first narrow commercial genre of popular fiction.

The nineteenth century saw the rise of the first true mass media, and the birth of literature for the masses;  Polidori’s book will serve as a useful transition to the next chapter.

Next, in Part 2:  The true birth of the superman.