Posts Tagged ‘Tropes’

Recently, I’ve started watching my way through The X Files, a show that was big enough to amorphously dominate my pop cultural recollections of tween- and teenhood, but which, with the exception of two lone episodes circa the sixth or seventh season, I’ve never actually watched before. For a show that first aired in 1993 – which is to say, a show whose first season is now twenty years old – the overall feel is surprisingly undated, partly because of the massive stylistic influence it had on later programming, but also because, right from the get-go, Scully and Mulder have access to both mobile phones and the internet. This might seem like a minor detail at first, especially given the hilariously dated brick-style phones and grey box laptops everyone is using, but it’s incredibly significant in terms of plot: as others have pointed out, many classic Seinfeld gags would be voided now by the presence of mobile phones, while their virtual absence from Buffy meant the main cast spent seven seasons getting in trouble in ways they couldn’t now. But because The X Files was about characters with access to what was then exclusive, expensive technology, there’s a structural modernity to even the earliest episodes that sets it apart from other 90s shows.

By the same token, however, it’s impossible to forget that these early seasons effectively codified the relevance of multiple tropes whose usage is now ubiquitous in both its SFnal and crime procedural heirs – most prominently, the protracted UST between Scully and Mulder, arguably the ur-example of a narrative device so commonplace now as to be practically requisite for crime-fighting partnerships. Having only just reached the end of season two, I can’t yet comment on how the portrayal changes throughout the series, but initially at least, it’s striking to note how the cinematography treats their relationship in comparison to the default practice of more modern shows. In programs like Bones, Castle and Fringe, for instance, moments of intense physical and emotional connection between the male and female leads are almost invariably shown in closeup, replete with soulful reaction shots to underline their significance and further highlighted by the addition of meaningful glances and strong musical cues. By contrast, and despite the undeniable intensity of their relationship as shown through their actions, interactions and dialogue, Scully and Mulder’s closest moments are overwhelmingly shot in wideview, so that the audience watches from a distance: there’s no lingering focus on where and when their hands touch, no sudden cutaway so we can see the one gazing hungrily at the other, and no special score to help us infer attraction, which means that the audience isn’t constantly being hit over the head with Proof That They Secretly Love Each Other. Instead, we can get on with seeing them as individuals whose relationship isn’t their most defining quality, and while they’re still rescuing each other from dire peril every other week (more of which shortly), the end result comes across as refreshingly objective.

It’s also noteworthy how unsexualised Scully is in terms of her clothes and appearance. So far, with the exception of a single scene in the pilot episode where she appears in her underwear,we’ve never seen her in anything more form-fitting than a full length, long-sleeved dress – and even in the pilot, it’s notable that instead of sexy lingerie, she’s wearing sensible, comfy-looking white underwear with an elastic waist. Most of the time, she cuts around wearing a massive, shapeless overcoat; even her hair is a practical length to be worn loose, and when tied back, it actually gets to look messy. Accordingly, the camerawork isn’t overly concerned with her body: we see detail on her face and hands often enough, because her expressions and actions matter, but in two  seasons, I’ve never noticed a ‘male gaze’ moment where the camera sweeps her from top to toe, or else follows the line of a male character’s vision to indicate that he likes what he sees. In fact, I can only think of a single male character who has overtly passed comment on her physical attractiveness, and that was done playfully, in a way that was neither demeaning nor predatory. Which isn’t to say that there’s something wrong with female characters being presented in ways that acknowledge their sexuality – Kate Beckett of Castle, for instance, is very purposefully a woman who enjoys and owns her body, and that’s done extremely well. It’s just that overt sexiness and all the secondary trappings thereof have long since become a default setting for TV heroines, as has male gaze camerawork: any visible underwear is always sexy lingerie and usually shown gratuitously; long hair is always impractically long and often worn loose to  emphasise feminine beauty even in situations where any practical woman would tie it back; work clothes are form-fitting, cleavage-revealing and invariably paired with high heels, even for women who spend all day walking and running; and cosmetic disarray only ever enters the picture as a sign of emotional distress. It’s so low level and constant that half the time I just tune it out, but even so, it’s rare I can get through an action movie these days without gritting my teeth over female soldiers and scientists with perfect flowing princess hair, and oh my god, can we please have a fucking heroine with a ponytail or – let’s go crazy – hair that comes to above her shoulders? But Scully, though well-groomed, smartly dressed and physically attractive, if unconventionally so by today’s exorbitant standards, is still allowed to be practical; to look comfortable, rather than like she’s constantly on display, such that you can go whole episodes without being forced to acknowledge her body at all.

And then there’s Mulder: the handsome young hotshot who’s difficult to work with, but whose crazy theories and mad, brilliant deductions inevitably turn out to be right. That’s a character we see a lot of, now – The Mentalist’s Patrick Jayne, Greg House of House - and while the archetype by no means began with Mulder, Sherlock Holmes being a far more established and obvious antecedent, he’s nonetheless an obvious forerunner to many of the leads we currently see on TV. However, I find it interesting to note that, whereas more recent iterations of this character-type tend to be abusive, inconsiderate, rude, arrogant or some admixture thereof – traits which serve to justify why others find them difficult to work with – Mulder’s outsider status stems not from any overtly obnoxious flaws, but simply because his convictions are so radical. Combined with his consideration of and empathy for others, this makes him much more reminiscent of Holmes than many other characters with an ostensibly closer connection to Doyle’s creation, at least in terms of personality. Despite the propensity of modern adaptations to render Holmes as an uncaring, selfish egotist whose bad manners are justified only by his genius, the original Sherlock, while certainly confident of his abilities and prone to a bluntness born of equal parts distraction and haste, was never deliberately cruel, nor did he disdain the feelings of others; and on occasions when he did cause hurt or offense, his habit was to apologise. In much the same way that Scully’s treatment contrasts with the current default sexualisation of  female leads, therefore, Mulder’s kindness and willingness to listen contrast with the overt displays of arrogance and insensitivity which are increasingly normalised as acceptable and even justifiable when delivered by a particular kind of (straight, white, male, maverick) hero.

In combination, the effect is to make a twenty-year old show feel markedly more progressive than many which postdate it, at least as far as the main characters are concerned. When it comes to issues of race, however, the picture is much more grim. Specifically: the show has made a habit of introducing POC characters whose ethnicity and/or religious beliefs are a source of dangerous supernatural powers, or else of intimating that the religious and cultural beliefs of various POC groups are inherently magic or suspect. Thus far, we’ve had a Native American werewolf, an African American whose zealous Christianity has lead him to track down and kill his former associates, a white soldier using Haitan voodoo to perpetrate atrocities, and a community of cannibalistic white people whose Eebil Cannibalism stems solely from the fact that one of them spent time with a tribe of Indians back in the day and picked up their Eebil Ways. By contrast, white religious beliefs are given positive associations: an alien species living in disguise as a white Christian community, for instance, is portrayed as using Christian beliefs – or at least, the semblance of them – to curb their more dangerous impulses, while white Romanian priests use ritual magic to drive out evil spirits. I’d like to believe that later episodes will improve on this point, but given the extent to which modern shows are still rampantly perpetuating these same stereotypes, I’m not holding out much hope.

What’s really struck me about The X Files, however, is how rich a narrative resource it is for conversations about damselling and gender. Almost every episode, either one or both of the protagonists is put in life-threatening danger, which means that, more often than not, they end up requiring rescue. In terms of who ends up rescuing who, the scores are pretty much equal: both Scully and Mulder regularly go to extraordinary lengths to save each other, whether it’s from exposure to a deadly virus or death at the hands of a killer. There’s no notable imbalance in the hurt/comfort ratio, and nor are such incidents used as gratuitous fodder for emotional confrontations built on romanticised damage, which is very much a positive. In episodes where both characters are imperiled at once, the threat usually comes from a neutral source, faceless government agents and unknown toxic/biological agents being favourite. But when only one is endangered, the type of peril faced is markedly gendered. While Mulder frequently ends up in trouble from what I’ll call an excess of initiative – being first through the door, going off alone, taking risks, pursuing dangerous people – Scully tends to be targeted by male villains for kidnap, experimentation and abuse. Thus, while Mulder tends to save Scully from the predations of specific villains, Scully tends to save Mulder from the consequences of his own actions – meaning, in essence, that whereas male characters are targeted a result of their boldness, female characters are targeted because they’re female, or because they’re perceived to be weak. It does help that Scully is seldom a passive victim, fighting back even while terrified and frequently helping to rescue herself before Mulder arrives on the scene, but even so, the difference is striking.

Overall, then, despite certain qualms, I’m enjoying The X Files, both as a series and as a narrative exercise. Given that the entire collection is nine seasons long, I can’t guarantee that I’ll make it the whole way through, but based on what I’ve seen so far, I plan to give it a try.

Picture the scene: our competent, clever, kickass heroine has just undergone a significant emotional change. Maybe she knows who the killer is, or has suddenly learned that a friend is in danger. Perhaps she’s uncovered a crucial piece of evidence or identified a traitor. Or maybe it’s something more personal: the death of a loved one, a startling revelation, the prospect of an unpleasant choice, an unexpected setback, a heated argument with a sexy-yet-frustrating antagonist. Whatever the catalyst, our heroine is energised, angry, likely upset and probably needing to blow off steam. So what does she do?

She goes alone into a dangerous situation, bites off more than she can chew, and promptly finds herself so overwhelmed that the next thing you know, she’s captured, bleeding, unconscious, imperiled and generally up shit creek. While a male character in similarly dire straits will likely James Bond his way out of things via a sequence of improbable badassery – bullet-dodging, some deus ex machina assistance, a judicious application of poorly-constructed handcuffs and the inevitable revelation that being cornered was part of his plan all along – our heroine will, instead, be rescued by her handsome, protective male love interest, with whom she will then have some soulful eye contact and cuddling at the very least. And instead of feeling irked by this, the audience is meant to feel vindicated.

Why?

Because Prince Saves Damsel is one of the oldest tropes in the book, and not even the advent of Strong Female Characters (TM) has caused it to lose its power. Instead, we’ve simply warped it a little: the Damsel is now a Kickass Damsel, endowed with just enough agency, power and awesomeness to fool the casual observer into thinking that she, too, could potentially have her own James Bond moment. But ninety-nine times out of a hundred, she won’t: the odds are stacked against her, not so she can show her strength by overcoming them solo, but as justification for her forthcoming rescue. Crucially, her decision to go alone into danger is always praised as bravery or self-sacrifice – a species of gendered martyrdom – or else couched in a language designed to give the impression that, however foolish her actions might seem in retrospect, they were wholly justified at the time: by anger, by urgency, by the unavailability or physical distance of allies. Ultimately, though, these excuses are all just component parts of a narrative sleight-of-hand trick constructed for a single purpose: to make us forget, or to disbelieve, that the heroine was ever really a Damsel.

Let me break down the narrative logic:

In order to have a charged, emotional moment with her love interest, the heroine – who, for a whole different set of sexist reasons, invariably struggles with intimacy – needs to be rendered vulnerable in his presence. Simply catching her at a moment of personal weakness won’t do the trick: her issues are so deep-seated that unless she was actively dealing with some new trauma, she’d clam right up again – but generally speaking, that’s the sort of major collision you save for later in the relationship, ideally as the catalyst for spending the night together (as per the classic hurt + comfort = sex/spooning equation). Right now, you’re just trying to show that the sexy antagonist cares for her – but because you want to draw out their relationship, you can’t have them kiss or screw right away; instead, they need to connect emotionally, but in a situation that realistically limits their ability to get it on. Solution: send the heroine into danger, watch her get wounded, and have the love interest show up to rescue her, not because she called him in as backup, but because he secretly cares so much for her wellbeing that he was heading to help out anyway. And voila! Not only is her vulnerability and physical weakness excused, but so is his protectiveness and greater competence – the classic Prince Rescues Damsel scenario reconstructed, but in such a way as to couch the Damsel’s endangerment as strength and the Prince’s heroism as sensitivity.

In other words, the Kickass Damsel requires rescue, not because she’s inherently weak, but because her strength and independence are only sufficient for getting her nobly into trouble, not awesomely out of it. At the same time, her love interest’s traditionally masculine protectiveness is justified both by her imperilment and his secret affections: he becomes the Badass Prince, whose aloof, macho and frequently antagonistic/sarcastic persona is ultimately constructed around a chivalrous, knightly core. Over and over again, we limit the competence of our female characters by placing them in perilous scenarios, not to test their skills, but to show how thoroughly they still need to be rescued; to make them vulnerable enough to fall in love, because if we wrote them as being emotionally well-adjusted and romantically inclined from the outset, they’d be deemed too feminine (whereas if we wrote them aromantically, they wouldn’t be seen as feminine enough). And the thing is, none of these tropes are inherently toxic; it’s just that, overwhelmingly, we don’t seem to realise that the Kickass Damsel is a loophole character, designed to blind us to her patriarchal base by disguising her as a feminist icon, and so we end up lauding her as though she were something else.

And I just… I would like to see more recognition of this fact, and more effort taken to write action heroes and heroines who don’t fit this mold so completely. Like triple-choc mudcake, some tropes are fine as a treat, but sickening if over-indulged – and in either case, you should never mistake them for broccoli.

Here’s a contentious statement: A writer’s personal politics cannot ever be wholly disentangled from what they write. Stories reflect our culture even as they shape it, and as culture is an intrinsically political concept — in the sense of not only shaping and reflecting the politics of the people within it, but actively seeking to comment on how and why this happens — so too is storytelling. At base, fiction is an attempt to answer two different questions with a single answer: nobody can ask what if without first establishing what is. Assumption is as much a part of narrative as invention, and often betrays as much, if not more of the writer than anything they consciously create. Like it or not, our politics — by which I mean, our moral, social and spiritual beliefs about the world as refined through the lens of our individual biases, ignorance, privileges and experience — drive our assumptions; and in fiction, our conscious and unconscious beliefs about what is become the parts of the story we assume the reader already knows — the characters, tropes and logic we assume to be universal, or at least unimportant, and which therefore require neither examination by the audience nor explanation by us. They’re our personal default settings, where personal is the operative word: not everyone will share them, and we forget that at our peril.

For instance: as a teenager, I wrote a number of escapist stories that all began with a bored, frustrated girl of about my age being suddenly rescued from maths class by magic, aliens or something similarly fantastic. I’ll give you three guesses as to my least favourite subject — but while I was fully aware of replicating my own bias, I never saw the harm in doing so. And why would I have? It was my bias. The fact that it was fairly benign doesn’t change its status as an assumption, viz: an aspect of the story that I didn’t intend the prospective reader to question, and whose universality I therefore took for granted — not because I thought that everyone secretly hated maths, but because I wasn’t interested in the feelings and opinions of people who liked it. While the primary point of narrative is certainly to make the reader think, imagine and question beyond the norm, that can only happen if both reader and writer agree on what normal actually is; and if the reader’s own opinions and experiences aren’t encompassed by the writer’s take on what’s normative — if, in fact, they are absent altogether, or else marginalised, twisted and scoffed at — and the reader notices the dissonance, then the likelihood is that they’ll become hostile to the author, or at least to their assumptions, and conclude that the speculative, what if elements are fundamentally flawed by virtue of having been extrapolated from an inaccurate view of reality.

Here’s another, considerably less benign assumption my teenage self made: that white people live in cities and towns, while brown people live in tribal groups in the forest, desert or plains. Not that I’d have phrased it that way if you asked me outright — obviously, I knew people of all nationalities could live in all types of places! But subconsciously, from the culture in which I lived and the tropes I’d absorbed from exposure to other narratives, I’d nonetheless internalised the idea that the type of civilisation I found familiar must always be the work of white people. One brief flash of self-awareness at the age of 14 made me wonder if, just maybe, there was something offensive in my having a lone black character speak in broken English; the thought made me profoundly uncomfortable, and hopefully to my credit, I abandoned that version of the story not longer after. The one that ultimately replaced it, however, while certainly better in some respects — brown people building cities! egads! — was just as racially inept as its predecessors. This time, I wrote about a continent where the indigenous race was dark-skinned, long-lived, innately magical and not-quite-human, and where the human population was descended either from escaped slaves (black) or colonist farmers (white) — and despite having ostensibly created a setting where white-skinned humans were the minority and had arrived last of all, I still managed to have a light-skinned royal family and predominantly white protagonists.

The fact that I had good intentions doesn’t make those early stories any less problematic, and while it’s true that I wasn’t trying to write politically about race, that doesn’t change the fact that I’d internalised enough negative stereotypes that not only had I failed to recognise them as negative, I didn’t even understand they were stereotypes. I had simply assumed that the tropes I’d employed were acceptable, neutral defaults, as inoffensive and apolitical as the classic fantasy usage of elves and dwarves. But our choices always speak to our opinions, whether we mean them to or not. Familiarity is synonymous with neither inoffensiveness nor neutrality, and while the infinite variety of human taste and experience makes it impossible to please everybody, let alone equally, there’s a wealth of difference between causing offence by actively challenging the assumptions of others, and causing offence by failing to challenge your own.

And the thing is, even if you’re aiming for the former option, you won’t always succeed: partly because, as stated, it’s impossible to please everyone, but mostly because we all still need some basic assumptions to work from. A single piece of fiction cannot question the entirety of itself, because then you’d be questioning questions — an infinite recursion without answer or end. But that doesn’t mean there’s no reason to ever challenge assumptions, either; the point is to accept that, all too often, it’s the things we take for granted — the things we neither explain nor question — that say the most about us as writers, political beings, and as people. The argument that stories shouldn’t be judged for anything their authors think is irrelevant therefore strikes me as having fundamentally missed the point of criticism: Creators shouldn’t have a monopoly on interpreting what they’ve made, while the assumptions which underpin a work are just as important as the inventions which make it unique.

To take one example, I’ve written before, in detail, about my issues with default narrative sexism in SFF: instances where fictional worlds and cultures are anchored in sexist social logic for no better reason than that the authors have assumed its existence either to be so fundamental to sentience, or its use as a trope so unremarkable in narrative, that they never considered excluding it. Or, alternatively, their efforts to write an equal society might come burdened with a whole new set of sexist assumptions, the most common one being to masculinise women without feminising men — there’ll be plenty of empowered female soldiers, leaders and spies, but not so many male nurses, teachers and domestics. (A big part of real-world sexism is still to exalt traditionally male pursuits as being objectively desirable for everyone while discrediting female ones as being objectively undesirable for everyone, but particularly for men.)

And then there’s the current, depressing trend in YA discrimiflip novels: stories which all too often base their supposedly egalitarian messages on simplistic, binary notions of discrimination and privilege by taking a mainstream, powerful group (men, the cisgendered, straights, white people, the able-bodied) and turning them into the victims of those their privilege currently discriminates against (women, QUILTBAG people, POC, the differently abled). Ostensibly, this is meant to engender sympathy for the other side among members of privileged groups, but when poorly handled — as, with few notable exceptions, it overwhelmingly seems to be — the egalitarian intention is buried by the surrounding weight of negative assumptions, foremost of which is the idea that there’s anything simple or binary about discrimination to begin with. The most notable recent example of such a discrimiflip novel is arguably Victoria Foyt’s Revealing Eden, where white people are Pearls and black people are Coals, but there are others, too: Laura Preble’s forthcoming Out, where Perpendiculars (straights) are considered abnormal in a world run by Parallels (gays), and Claire Merle’s The Glimpse, which, while not a straight social flip, nonetheless pits Crazies (those with mental illnesses) against Pures (who don’t).

Which brings me, at long last, to the overwhelming number of YA-related arguments in the recent past over issues such as romance, racism, feminism, conduct and reviewing, and what strikes me as being the primary unifying factor in every instance: the presence of a dispute about interpretation versus intention — which is to say, a criticism of the author’s assumptions on the one hand, which cannot help but also be a partial critique of the author themselves, and the assertion that such criticism is unreasonable, irrelevant or unfair. Over and over again, in arguments about the portrayal of romance in YA novels (for instance), certain authors have been accused of presenting as healthy and desirable relationships which critics claim are literally abusive, toxic and dangerous, and regardless of where you might stand when it comes to individual novels, the fact remains that this debate has been stymied in large part by an overwhelming uncertainty as to whether such criticism is valid, and if so, to what extent.

The recent emergence of YA as a mainstream, successful genre and the overwhelming popularity of series like Twilight among both teenage and adult readers has fundamentally altered the concept of YA reviewing — which is to say, has ended its status as a separate kind of reviewing altogether. Prior to the advent of Harry Potter, it seems fair to say that YA novels were reviewed, not as books that anyone might like to read, but as books for children, the crucial difference being that, as children weren’t (and to a certain extent still aren’t) presumed to care about issues like politics, equality, feminism, bias and privilege, pretty much nobody was reviewing YA novels with those aspects in mind, let alone considering that their handling, presence or absence might be a relevant factor in judging the success of a given book. After all, we’ve traditionally maintained different critical standards for stories that are intended purely for entertainment value — action movies, for instance, are still graded wholly differently to serious drama — and prior to J. K. Rowling, what else was YA meant to be for but entertaining children? Certainly, there’s a long history of literary praise for youthfully-oriented issues-based novels, but that’s still a far cry from mainstream cultural analysis, and anything that smacked even slightly of magic or escapism was exempt from scrutiny (until or unless it was old and vaunted enough to be deemed a ‘classic’, of course, in which case scholars were right to treat it with reverence).

But now, in addition to the rise of digital reviewing – which, as I’ve said before, is particularly skewed towards genre novels – YA is being treated seriously. Not only did the success of Twilight prompt a flood of romantically similar titles, all of which have found themselves subject to the same scrutiny vis-a-vis the promotion of stalking and female passivity as the original, but it directly contributed to YA being critiqued for things like whitewashing, straightwashing, cultural appropriation, sexism, racism and homophobia, too — issues which had previously been the critical domain of mainstream literature, if and when they were discussed at all. Which, often enough, they weren’t, literary fiction being possessed of its own, separate-but-related battles with misogyny, classism, genre snobbishness and white male homogeneity. (Suggesting, perhaps, yet another reason why so much political literary criticism has fallen on YA of late: the old establishment still has its barriers up, so that those of us who wish to critique the negative assumptions of writers as manifested in fiction and deemed reflective of society have necessarily had to look elsewhere.) But still, the tension between those who view YA as pure escapism and those who hold it to a greater accountability remains, well, tense — because for every writer of YA who isn’t trying to be political, but whose assumptions about what is necessarily encode their opinions anyway, there’s a flock of readers ready and waiting to dissect their work as a manifestation of culture.

A writer’s personal politics cannot ever be wholly disentangled from what they write; nor should they be, regardless of the intended age of the audience. Though pop cultural analysis has been sneered at in some quarters as an attempt to give trash entertainment a significance far above its station, it can’t be denied that the mainstream is a powerful reflection of our collective cultural subconscious: the assumptions and stereotypes we all quietly learn from childhood, but which many of us never learn to recognise openly, let alone question. Every time we construct a story without any thought as to the assumptions we’ve made that underpin it — assumptions about race, class, gender, sexuality, religion, ableness, privilege, ignorance, bias, identity — we run the risk of replicating the very problems we might otherwise condemn; or at the very least, of being lazy thinkers. The fact that it’s impossible to please everybody shouldn’t make us afraid to challenge ourselves or others; rather, we should try harder to ensure that we’re not alienating people through ignorance. But most importantly of all, we need to accept that no story is told in a vacuum: that the politics, beliefs and assumptions of authors are at least as important to the structure and creation of their narratives as those elements which are purely fictional — and that sometimes, there can be real and significant overlap between the two.

About a week ago, I wrote a post on Penny Arcade vs. Rape Culture, which sent my blog traffic skyrocketing after it was linked on Reddit. However, both in comments on the post itself and elsewhere on Reddit, quite a few people seemed to be missing the point: or, more specifically, misunderstanding what rape culture actually is and how it applies to gaming. One commenter, in fact, responded thusly:

My mind is boggled that you feel righteous in condemning something people enjoy, especially when it’s not even real. Do you realize that’s what you’re doing? You’re standing up and telling all these people, people you don’t know, that what they’re enjoying is *wrong*. You don’t have numbers or statistics or any sort of fact behind you quantifying how what they do is wrong. None. Telling people that what they enjoy in the privacy of their own homes in a virtual reality contributes to a Rape Culture is crazy. What’s next? Telling people what sort of porn they can watch, what sort of books they can read?

Seriously, show some facts. Show a concrete link between this and that, between playing the computer game and a rise in rape statistics. I know, I know, it’s not “Rape” it’s “Rape Culture”, so you conveniently don’t have to show *any* facts. Which is the one saving grace in all this. In the real world, for laws to pass and things to change, you have to show concrete evidence of your position. I remember how they tried to do that with Computer Games and Violence, and how no one was able to draw *any* sort of factual link between one and the other that would stand in any court of law.

Which is what made me decide that, rather than linking to any number of excellent rape culture 101 posts online, there might be a need for an explanation of rape culture tailored specifically to gaming. Because, let’s face it: gaming culture has so often been singled out by lazy politicians as the root cause of society’s ills – which is to say, as being inextricably bound up with violence, obesity, immaturity and so on – that it’s small wonder most gamers, on hearing it simultaneously accused of rape culture, are likely to roll their eyes. After all, those other accusations are only so much hot air, and tend to stem from a deeply prejudicial view of games and geekery besides – so why on Earth should rape culture be any different?

From the outset, we need to acknowledge something critical: that gaming is primarily a digital culture, and that digital cultures – while analogous in many ways to other cultures – happen in venues that lack a physical presence. Yes, there are gaming expos, conventions and tournaments where gamers come together, while many friends who meet up regularly IRL will also game together online or at lans. But the difference between gaming culture and, say, workplace culture is that the latter occurs primarily – if not exclusively – in a specific physical location inhabited by all the individual participants in that culture. What this means is that a Venn diagram of the overlap between social interactions, physical proximity and guiding culture for any given workplace would practically be a circle, as all three elements would, with very few exceptions, happen in the same space. But the same diagram of gaming culture would look drastically different: physical proximity would barely have any overlap with guiding culture and social interactions, which would themselves be separate, because proximity is a meaningless concept in digital environments, guiding culture doesn’t come from a single body but from multiple competing sources, and social interactions are less a byproduct of something else – like being at work – than they are a primary point of gaming.

And what this means for rape culture, which is a term we most often hear applied to cultures that do center on a physical environment – such as, for instance, sports clubs and fraternities – is that right from the offset, people are confused about how it can apply to digital environments in comparable ways. Because for both sports clubs and fraternities, rape is a significant problem; it is an actual, physical consequence that happens in the actual, physical environments associated with their cultures. Hardly a week goes by without some sporting hero somewhere being accused of rape or sexual assault, while the dangers faced by women at fraternity parties are a mainstay of both popular culture and popular knowledge. So when we talk about rape culture being promoted by this football club or that frathouse, we – very naturally, and very sensibly – tend to link the accusation with instances of rape being perpetrated by their members. But when the term is applied to something like gaming, there instantly seems to be a disconnect between the accusation and the reality, because barring conventions, tournaments etc, gaming lacks the physical spaces in which rape can actually take place. Which isn’t to say that sexual assault and rape never happen at cons or expos or tournaments; they do. But obviously, there’s a difference, because the primary mode of social interaction in gaming is digital – and how can you rape someone over the internet?

Which brings us back to the actual, proper definition of rape culture. Quoting from Fraternities and Collegiate Rape Culture: Why Are Some Fraternities More Dangerous Places For Women? by A. Ayres Boswell and Joan Z. Spade (my emphasis):

“Rape culture is a set of values and beliefs that provide an environment conducive to rape… The term applies to a generic culture surrounding and promoting rape, not the specific setting in which rape is likely to occur.“ 

In other words, rape culture refers neither to physical locations where rape is deemed likely to occur, does occur and/or has occurred, nor to the specific details of  particular rapes: rather, it refers to a culture – that is, a set of values, beliefs, rituals, social codes, language, laws and art – which can be said to promote sexual violence, and particularly sexual violence against women as perpetrated by straight men. Note that this argument neither automatically nor universally implies the existence of a direct causal link between specific cultural artifacts and incidences of rape (though this is certainly possible); nor does it contend that every participant in that culture is or must be a rapist. What it does describe is a culture where rape is trivialized, where both the abuse and sexual objectification of women is normalised, and where, as a result, the sexual abuse of women is more likely to happen. 

But – and I cannot state this emphatically enough – rape is not the sole expression of rape culture. The whole point of the term is that abuse of women doesn’t happen in a vacuum: other sexist, toxic social conditions have to be present first, and so long as these conditions remain unaltered, the abuse itself will continue. The fact that gaming exists largely outside physical spaces isn’t a get out of jail free card; it just means that in the case of digital expressions of rape culture, we have to get ourselves out of the mindset that rape is the only consequence that matters – or, worse still, that unless rape happens, the accusation of rape culture is somehow bunk. Culture is what informs our actions; it is not the actions themselves – which means that rape culture is perhaps best understood as the presence of an ongoing sexual threat. If someone wielding a gun threatens to shoot me unless I comply with their orders, I’m supremely unlikely to challenge them: they don’t have to shoot me in order to change my behaviour. In that sense, it doesn’t matter if they really planned to shoot me, or if the gun was even loaded. The point – the effect – is power and coercion, and only someone who was completely callous, stupid, oblivious or a combination of all three would argue that the threat of being shot – and the subsequent change to my behaviour – was meaningless unless I actually was shot. Similarly, if I’m threatened with rape and violence and silenced with gendered, sexualised slurs every time I disagree with male gamers on the internet, it doesn’t matter if they really plan to rape me, or if they’re even capable of doing so: as with the gun, the point – the effect – is power and coercion, and the logic which underlies their choice of threat. What they want is to shut me up by reminding me that rape happens, that it could and should happen to me because of what I’ve said. And when that is your go-to means of silencing women in a context where men are the majority, where the female form is routinely shown in attitudes of hypersexualisation, sexualised violence and submission, and where men are in majority control of that setting? That is rape culture. 

Which brings me to the attacks on Anita Sarkeesian.

Sarkeesian, for those who’ve never heard of her, runs a website called Feminist Frequency, where – among other things – she posts videos deconstructing and criticising the presence of sexist tropes in popular culture. Recently, she went on Kickstarter to garner funding for a new series of videos: Tropes vs Women in Video Games. It should tell you something significant about the popularity of this idea – and of Sarkeesian herself – that, having asked for a mere $6,000 in financing, she has, as of today – with four days left on the clock – been funded to the tune of $44,027 - more than seven times what she initially asked for. Here’s her kickstarter pitch:

I love playing video games but I’m regularly disappointed in the limited and limiting ways women are represented.  This video project will explore, analyze and deconstruct some of the most common tropes and stereotypes of female characters in games.  The series will highlight the larger recurring patterns and conventions used within the gaming industry rather than just focusing on the worst offenders.  I’m going to need your help to make it happen!

As a gamer, a pop culture critic and a fan, I’m always working to balance my enjoyment of media while simultaneously being critical of problematic gender representations. With my video web series Feminist Frequency,  I look at the way women are portrayed in mass media and the impact they have on our culture and society.

THE PROJECT

With your help, I’ll produce a 5-video series (now expanded to 12 videos) entitled Tropes vs Women in Video Games, exploring female character stereotypes throughout the history of the gaming industry.  This ambitious project will primarily focus on these reoccurring tropes:

  • Damsel in Distress - Video #1
  • The Fighting F#@k Toy - Video #2
  • The Sexy Sidekick - Video #3
  • The Sexy Villainess - Video #4
  • Background Decoration - Video #5

1st Set of Stretch Goals Achieved!

  • Voodoo Priestess/Tribal Sorceress - Video #6
  • Women as Reward - Video #7
  • Mrs. Male Character - Video #8
  • Unattractive Equals Evil - Video #9
  • Man with Boobs - Video #10
  • Positive Female Characters! - Video #11

2nd Stretch Goal Achieved!

  • Let’s Bump up the Production Quality!

3rd Set of Stretch Goals Achieved!

  • Tropes vs Women in Video Games Classroom Curriculum 
  • Video #12 – Top 10 Most Common Defenses of Sexism in Games

Each video will be between 10 and 20 minutes long and available online for free for everyone and anyone to watch, share and use.

Pretty benign language, yes? All she’s done is state what should be a fairly uncontroversial and obvious truth – that women are often presented badly in video games – and proposed to discuss this in detail.

And for this crime, she has been threatened with rape, with death and with violence, and had her Wikipedia page vandalised with images of graphic pornography.

This is what rape culture looks like in gaming: the use of misogyny to defend yourself against the accusation of misogyny. It’s like a woman telling an abusive partner that he’s abusive, and the partner being so angered by this that he punches her in the face. It’s doing exactly the thing you’re being accused of in response to that accusation while simultaneously trying to plead your innocence. And you know what makes this even worse? Sarkeesian hasn’t even started her videos yet. All she’s done is tried to get the funding for them – but even the prospect of a popular feminist deconstructing video game sexism has apparently been deemed so threatening, so emasculating and yet simultaneously so unnecessary by this particular misogynistic segment of the gaming population that, as one, they’ve risen up to threaten her with death, rape and physical violence.

And I can’t help but wonder: how many of Sarkeesian’s attackers use rape language when gaming? How many of them have inferred that because it’s apparently OK to talk about raping other players in-game, it’s OK to issue rape threats against women out of game? What are the odds that the men who vandalised her Wikipedia page with pornographic images – who decided that the quickest, easiest and most universally effective way to insult, demean and punish a female adversary was to hypersexualise her – are the same men arguing that the hypersexualisation of female characters in video games is normative, desirable, harmless? I’ll say it again: rape is not the sole expression of rape culture, and the fact that it exists foremost in gaming in nonphysical spaces – forums, online, in game, on the other end of the microphone, in game design itself – doesn’t make it any less toxic to women than the unsafe frat houses of Boswell and Spade’s study.

Critics within gaming seem to think that, unless we can prove definitively that rape culture acts like some sort of Hypno-Ray to turn otherwise normal men into rapists and sexual harassers, the whole idea of social settings that are inherently toxic to both female safety and healthy gender relations is bunk. But what else do you call it when gamers defend sexism in gaming by threatening a woman with rape? What else do you call it when a prominent figure in gaming says that “sexual harassment is part of the culture” and counts this as a defensible, necessary thing? What else do you call it when the combination of hypersexualisation and violence against women are so deeply embedded in gaming culture that a significant portion of developers and fans don’t see it as problematic? What else do you call it when the default form of insult used by and against male players is, as Penny Arcade’s Tycho once called it, ad mominemthat is, a way of insulting men by sexually impugning the women (mothers, sisters, wives and girlfriends) with whom they’re most closely associated? There’s a reason, after all, why such jokes are used primarily against men, and why their subjects are never fathers, brothers, husbands, boyfriends – what misogynistic male gamer would bother leveling sexually loaded insults at a female player’s mother when he could just level them at her? Show me a female gamer who’s played online or at tournaments, or even one who has simply participated actively in male-dominated gaming forums, and ninety-nine times out of a hundred, I will show you a female gamer who has at some point been called a bitch, a cunt,a slut or a whore by male players, or who has been crudely sexually propositioned by male players, or who has otherwise been sexually threatened or intimidated by male players, because this is how rape culture is primarily expressed in digital contexts: through the abusive language, gendered slurs, sexual threats, silencing and exclusion that are levelled at women generally, but which are specifically and intensely used to punish women like Sarkeesian, who dare to point out that this is what’s actually happening.

The core argument of rape culture isn’t that exposure to yet another instance of highly sexualised violence against women will turn every man who sees it into a rapist, and that therefore we should censor everything that even vaguely references women and violence together; the point is that in a healthy culture, there would be no need to censor such images, because participants in that culture would have enough respect for women to neither create nor demand them as mainstream in the first place. Because ultimately, the big objection to the charge of rape culture in gaming seems to boil down to fears about censorship: that by criticising creative output and language as being problematic, sexist and offensive, people like me are arguing for less art all together, when what we’re actually arguing for is more good art. Sexualised violence and the sexual objectification of women should be to gaming like The Human Centipede, a film which is horrific in absolutely every sense of the word, is to cinema: something that we all understand is vile, but where a desire to confront that vileness is the motive for watching – as opposed to a scenario where almost every film produced contains elements of The Human Centipede, and has done for so long that cinemagoers treat those elements as normative rather than vile, because they’ve become so commonplace that they can’t properly imagine films without them, reacting with bafflement and outrage and cries of ‘Censorship!’ every time some critic were to suggest that maybe, just maybe, not every film needs to feature graphic depictions of the forced ingestion of shit.

In other words: it is not censorship to suggest that gamers and game corporations should increase their collective respect for women, or to try and encourage the creation of a gaming culture that would nominally reflect such respect in both its output and its language.

Returning to the Boswell and Spade paper about rape culture in fraternities, it’s extremely important to note the differences between houses which were identified as ‘safe’ – that is, houses where women felt comfortable and which had lower levels of sexual assault – and those which were ‘unsafe’ – where women felt more vulnerable and which had higher levels of sexual assault. To quote:

“At high-risk houses, parties typically had skewed gender ratios, sometimes involving more men and other times involving more women. Gender segregation also was evident at these parties, with the men on one side of a room or in the bar drinking while women gathered in another area. Men treated women differently in the high-risk houses. The women’s bathrooms in the high-risk houses were filthy, including clogged toilets and vomit in the sinks… 

Men attending parties at high-risk houses treated women less respectfully, engaging in jokes, conversations, and behaviors that degraded women. Men made a display of assessing women’s bodies and rated them with thumbs up or thumbs down for the other men in the sight of the women. One man attending a party at a high-risk fraternity said to another, “Did you know that this week is Women’s Awareness Week? I guess that means we get to abuse them more this week.” Men behaved more crudely at parties at high-risk houses… It was rare to see a group of men and women together talking. Men were openly hostile, which made the high-risk parties seem almost threatening at times.”

In other words: the high-risk environments that were toxic for and dangerous to women were characterised by skewed gender ratios, poor respect for female spaces, offensive jokes made at the expense of women, the hypersexualisation of women themselves, and male hostility towards women – all of which is representative of rape culture. The fact that these behaviours are also representative of many digital spaces in gaming culture should not be any less alarming simply because they happen online: the misogyny, sexism and disrespect which underlie their usage is, at base, identical. Similarly, it’s worth noting that in another recent paper, Marriage Structure and Resistance to the Gender Revolution in the Workplace by Sreedhari D. Desai, Dolly Chugh and Arthur P. Brief, the authors found that employed men in traditional marriages – that is, marriages where the wife stayed home and the husband was designated as the sole breadwinner – tended, when compared to men in non-traditional marriages, to:

“(a) view the presence of women in the workplace unfavorably, (b) perceive that organizations with higher numbers of female employees are operating less smoothly, (c) find organizations with female leaders as relatively unattractive, and (d) deny, more frequently, qualified female employees opportunities for promotion.”

On the surface, this has nothing to do with rape culture – and yet I mention it by way of demonstrating that the way men treat and think of women in their private lives has a direct impact on how they treat them professionally and elsewhere. This doesn’t even have to be a conscious process – as the authors point out, the majority of such sexism was implicit rather than overt, meaning that the men didn’t even realise they were doing it – but either way, the impact on women remains the same. Given this evidence, then, it doesn’t seem unreasonable to suggest that male gamers who disrespect women online, who threaten women with rape, who call women bitches and sluts in anger, and who view both women in games and women gamers through the lens of hypersexualisation, will be much less likely to respect women generally and elsewhere. And that really is significant in terms of analysing the elusive physical, real-world implications of rape culture in gaming, because even though gaming itself is a primarily digital culture, gamers themselves still inhabit the real world, where they must necessarily interact with women in physical spaces and contexts that have nothing whatsoever to do with gaming.

Or, put it another way: parties, clubs and bars are universal spaces, places where people of all different cultures and subcultures meet – as, for that matter, are workplaces, offices, shops and streets. If a group of footballers sexually assault three women in a hotel, for instance, we aren’t wrong to ask about the influence of rape culture in football, even though the physical location of the assault is a public place with no specific ties to either the sport or its culture. But this is where things become tricky, because gamers – unlike footballers – aren’t celebrities; and unlike fratboys, their subcultural identity is unlikely to be mentioned in the event that they’re involved in an incident of sexism or sexual assault. And there’s the additional problem of making the nomenclature accurate: while it’s very easy to identify footballers and fratboys – do they belong to a club or frat house? then yes – it’s less easy to tell who, for the purpose of analysis, is a gamer, and if so, what their level of participation in gaming culture actually is. It’s exactly this sort of subtle point that so easily gets lost in public discourse, but which becomes exquisitely relevant when we start talking about preventative strategies and the real world consequences of rape culture in gaming. Saying gamers are is a vastly less accurate and more problematic notion than saying gaming is: even though there’s a massive intersection between the two concepts, the former is still a generalisation about types of people, while the latter is an assessment of culture that may or may not be relevant to individual participants in that culture. But still, I have to ask: if gaming itself lacks the physical spaces we usually associate with the most dramatic consequences of rape culture – but if this doesn’t invalidate the fact that many sexist male gamers are nonetheless learning from and actively participating in a rape culture they refuse to acknowledge as negative – then what happens when those men interact with women in other areas of life? On the basis of the evidence, they seem deeply unlikely to respect them, and however subconscious their sexism may be at such times, the fact that any physical consequences, such as abuse or assault, would happen outside of gaming-oriented contexts does not free gaming as a community – as a culture – of the responsibility to reinforce the fact that abusing women at any time is completely unacceptable.

So: gaming culture is – or at least, contains many problematic elements of – a rape culture. It is frequently hostile to women, toxic in terms of both the hypersexualised, violent content and the hypersexualised, violent language it uses to demean and belittle women. Even if, for whatever reason, you’d hesitate to use the term rape culture, it should nonetheless be apparent that gaming, en masse, has deep-seated problems with its treatment of women, and that this ought to be addressed. The horrific backlash against Anita Sarkeesian is unacceptable. The Hitman: Absolution trailer is unacceptable. Aris Bakhtianians’s comments are unacceptable. Saying so is not censorship: it is simply a call to treat women with respect. But so long as gamers refuse to acknowledge that rape culture is an issue which applies to gaming, the situation will not – cannot – get better.

Warning: all the spoilers.

Trigger warning: some rape and pregnancy squick.

Earlier today, the husband and I went to see Ridley Scott’s Prometheus, after which we watched Alien, which I’d actually never seen before. I’m extremely glad I did, because if nothing else, it offers a whole new perspective on Prometheus, viz: that the latter is actually a reboot of the former. The visual, narrative, structural and thematic similarities between the two are such that, when coupled with Prometheus’s ending, it’s an extremely difficult thesis to ignore; at the very least, Scott is borrowing heavily from his original, and while I’ve not yet seen anyone else make the comparison, if you watch the two films back to back, the relationship between them is undeniable.

But first: Prometheus itself. Considered in isolation, it’s surprisingly hard to categorise with any degree of accuracy. Though ostensibly SF/horror, the tone and pacing are much more philosophical, concerned primarily with abstract questions of identity, genesis, belief and kinship. At the same time, though, the bulk of the characterisation is thin, if not actively dependent on stereotype, which causes a weird, occasionally mesmerising disconnect between the actions of the protagonists and the narrative arc. Having discovered archaeological evidence that the same images of giants, together with the accurate depiction of a distant star system, have appeared in geographically and temporally different cultures throughout history, scientific couple Elizabeth Shaw (Noomi Rapace) and Charlie Holloway (Logan Marshall-Green) set out aboard the Prometheus in search of an alien race they call the Engineers, who Shaw in particular believes created humanity. However, the ship itself has been financed by dying industrialist Peter Wayland (a heavily made-up Guy Pearce) at the expense of his company, Wayland Enterprises, and is nominally under the command of captain Meredith Vickers (Charlize Theron), an icy professional who doesn’t believe in Shaw and Holloway’s theories. Also on board, apart from sympathetic pilot Janek (Idris Elba) and a handful of interchangeable engineers and scientists, is David (Michael Fassbender), an enigmatic robot in the employ of Wayland. Fassbender’s performance is perfect: we’re never quite sure about the extent to which David’s personal motives (which he claims to lack) overlap and intersect with his programmed directives. He’s quiet, polite and inhuman, but with an implied depth of insight and evident sense of wonder that balance eerily with his detached courtesy. It’s David and Shaw whose experiences and interactions form the real basis for the film, and one that makes for an interesting mix of themes.

If you’ve seen any other films set in the Alien universe, then I don’t really need to tell you how the plot progresses: mysterious ruins are discovered, the party splits up, infection/infestation occurs, people die, fire is employed in defense of humanity, corporate greed forces the crew to stay when any sane person would flee, the female lead gets forcibly impregnated by an alien monstrosity with an accelerated growth rate, a big alien boss with a grudge against humanity is revealed, everyone bar the female lead and the robot dies, and the alien threat is averted (for now) in a climactic final battle; the film ends with Shaw flying away in an alien craft piloted by David’s dismembered (but still functional) head. None of which was new or surprising, but all of which was entertaining to watch: the 3D used in Prometheus is superb, the soundtrack is gorgeous, the visuals compelling, and the overall story something I’m glad to have watched. As an action movie, it isn’t half bad (though it does lag briefly in the middle).

The real heart of the film, however, is in the contrast between Shaw’s quest for the creators of humanity and David’s strange relationship with his human creators. My favourite moment comes when Holloway, drunk and dispirited after having discovered that all the Engineers are dead (or so he thinks), laments his inability to ask them the big question: why did they make humanity? To which David, deadpan and quiet, asks why Holloway thinks humanity decided to build robots. “Because we can,” says Holloway, as though this is the most obvious thing in the world – but when David asks if Holloway would be content to receive such an answer from humanity’s creators, Holloway just snorts and rolls his eyes, as if to say, But that would never happen to us . We’re different, and you’re just a robot. The arrogance of Holloway’s disconnect is staggering, such that we feel real sympathy for David; but when, moments later, the robot deliberately contaminates Holloway’s drink with an alien biological sample – not maliciously, but as part of a calculated plot to try and find a cure for his dying master – our sense of his humanity is instantly eroded. Shaw, meanwhile, is caught in a constant balancing act between her faith in God and her scientific belief that the Engineers created humankind. When questioned about the contradiction – shouldn’t she take off her cross, Holloway asks, now that she has proof the Engineers seeded Earth? – Shaw smiles and answers, “But who made them?” Confronted later by the growing evidence that the Engineers weren’t as benign a force as she’d imagined, Shaw retreats into her faith, only to have it tested in other, more horrible ways. And yet she survives with both her faith and her hunger for answers in tact, flying off into the unknown with only the remnants of a created being to keep her company on her quest to understand why humanity’s creators turned against them.

Despite this solid and compelling philosophical core, however, the rest of the characterisation is disappointingly lackluster. Vickers is little more than a cold, blonde ice maiden; Wayland is the archetypal dying industrialist looking to prolong his life; Janek is the loyal captain; the other crew members – Fifield, Millburn, Ford, Chance and Ravel – are by turns anonymous and textbook; even Holloway, for all his greater significance, is strangely generic – supportive and loving to Shaw and a believer in their work, but completely undeveloped in terms of his own history and motives. The Engineers, too, are unfathomable, due in large part to the fact that we never learn anything tangible about them: not why they made humanity, not why they abandoned it, nor even why they subsequently turned to the creation of biological weapons – the aliens whose predations are the film’s main source of threat – with the intention of unleashing them on Earth. There’s a sense in which this enforced ignorance is deliberate: a way of leaving the story open-ended, so that we, like Shaw, are still left with unanswered questions, the better to preserve the sense of mystery. But there’s also a sense in which the lack of answers undermines the integrity of the narrative – because in the absence of any concrete explanation, certain elements of the plot and worldbuilding start to look less like deliberate omissions and more like accidental discontinuities, some of which occurred to me while watching the film, and the rest of which are classic fridge logic.

In the very first scene of the film, for instance, we witness an Engineer – a giant, white-skinned man who bears more than a passing resemblance to Darth Malak in his underwear – standing alone as an alien spaceship flies away in the distance. The Engineer drinks the biological compound that’s later used to kill Holloway and which, by all accounts, appears to be the doom of his species. And yet he does this voluntarily, even though it instantly causes his body to disintegrate, right down to the level of his DNA. The reason for this scene is never explained. Why is the Engineer alone? Why does he drink the compound? Does he realise it will kill him? If not, why not? And if so, why drink it when there’s no-one else around? What planet is he on? None of these questions are answered during the course of the movie – and in fact, what little information we do glean only serves to make the first scene look self-contradictory. Similarly, the ultimate implication of both Shaw’s final voyage and Janek’s never-refuted supposition that the planet they’ve found is a military outpost both point to the fact that the Engingeers came from a different star system all together. But if that’s true, then why didn’t the archaeological evidence Shaw and Holloway found on Earth lead them there instead? More pertinently, it’s stated outright that the dead Engineers the crew finds were killed roughly two thousand years ago, while their earliest appearance in human culture is five thousand years old. So if the Engineers only decided to destroy humanity *after* leaving Earth, why leave behind directions to an outpost planet that they hadn’t yet colonised? In fact, why leave directions at all? We’re shown explicitly that the Engineers intended to send their biological weapons back to Earth, in which case, leaving messages in human culture to one day come to the source is redundant: the only reason humanity survived that long is because the aliens the Engineers bred to destroy us destroyed them first. Under those circumstances, the archaeological messages can’t be a warning, but nor are they viably an invitation. Instead, they appear only as a plot device: something Scott has orchestrated in order to justify his characters being where they are, but which, on the basis of the evidence presented, makes no narrative sense at all.

Other niggling issues also drew my attention: little glitches that made me question the overall story. Why does David think that infecting Holloway will help Wayland? Why does nobody chase after Shaw when she physically attacks two of her crewmates and runs away? Who is Janek working for, and how much does he know? Why, when we’re explicitly told that there are seventeen crewmembers on board, do we only ever see ten of them? This last might seem like a strange niggle, but it becomes relevant near the end, when Vickers is told to run for the escape pods while Janek and two of his companions stay behind to make a Heroic Sacrifice and crash their ship into the alien craft that’s headed for Earth, thereby saving humanity – because if there were still seven other people on board, people we never met and whose deaths we never saw, then it feels extremely odd that Janek and the others would tell Vickers how to save herself, but leave the rest of their crewmates to die. (It’s also worth mentioning that the three men who make the Heroic Sacrifice are all POC – the only three in the movie. I’m not quite sure what to think of this, but it does feel like something of a trope subversion that all three died nobly rather than running for their lives as plucky comic relief, or as the archetypal black dude who dies first.)

And then there’s the gender issues. Round about the midway point, Vickers initiates a conversation with Janek and actually seems to be thawing a little, prompting him to flirt with her. Vickers reacts in kind, but ultimately rejects him, at which point she turns to leave. Janek, however, stops her by asking an incredibly invasive question: is she a robot? Now, on the one hand, this is a narratively reasonable question: Scott’s Alien-universe movies do tend to contain secret robots, and as far as the audience is concerned, Vickers is definitely a viable candidate. On the other hand, though, Janek has asked this in direct response to Vickers choosing not to sleep with him, and even worse, her response, rather than saying yes or no, is to tell him to come to her cabin in ten minutes – they can have sex after all! And this is problematic for me, because even though Janek might plausibly be curious, his timing is gross, and Vickers’s response is grosser still, because the way she proves her womanly nature is to change her mind about sex. The whole scene did not sit well with me, and even though we don’t actually see the deed take place – the whole incident is, I suspect, narratively engineered solely to get Janek off the bridge, so that when the crewmates stuck outside call with an SOS, he isn’t there to hear it – and even though it effectively answers the question of Vickers’s humanity, it still comes across as sexist and offensive.

And then we have the Underwear Problem – or, more specifically, the fact that women in the future apparently don’t wear bras or singlets, but have instead reverted to wearing weird wrap-around boob tubes that look uncannily like bandages, and which come complete with matching bandage underwear. To wit, this:

and this:

Setting aside the infuriating ubiquity of Hot Terrified Women In Their Underpants as an SF/horror trope, what would have been so terrible about letting them wear bras or crop tops? Even Ripley in the original Alien gets a goddam singlet, despite the fact that her undies are literally and gratuitously about five sizes too small.  I just, I actually cannot get over this lack of bras. I mean, the first time we see Vickers, she’s doing pushups in what amounts to a boob tube, and I’m sorry, but it’s hard enough to get a strapless bra to stay put when you’re hugging your armpits at a party, let alone engaging in strenuous physical exertion like running for your life. I don’t even care that, from one perspective (although certainly not the one employed for the gratuitous cleavage shot pictured above), the boob tube bandages arguably cover more frontal cleavage than a real bra would, because once you’ve decided to have your female heroine running around in her underwear, you’ve pretty much abandoned the notion of modest costuming. As far as I can tell, the only possible logic behind the boob-wraps is because someone, somewhere decided they were more aesthetically pleasing than bras – but speaking as a person of somewhat busty dimensions, the absence of good, supportive bras is the exact fucking opposite of futuristic, and is in fact about as big a visual anachronism as having an axe on a spaceship.

Oh wait.

*facepalm*

But all of this is small beer compared to the big, endlessly problematic notion of forced alien impregnation. Insofar as the alien attacks go, I’ll give Scott some credit for trope subversion: twice in the course of the film, male characters are violently orally penetrated – and, in the process, killed – by phallic alien tentacles. This is visually disturbing on a number of levels, but given the near universal establishment of tentacle rape as a thing that happens to women, I’m going to give him a big thumbs up for bucking the trend. That being said, what happens to Shaw is awful on just about every level imaginable. If you have difficulty with the womb-biting vampire birth scene in Breaking Dawn, I’m going to issue a big, fat warning about Prometheus, because everything that happens to Shaw from about the three-quarter mark onwards is the ladypain equivalent of that scene in Casino Royale where Le Chiffre tortures James Bond by tying him naked to a wicker chair with the arse cut out and then repeatedly belting him in the genitals with a length of knotted rope, with bonus! psychological angst thrown in.

So: Shaw is infertile; she can’t have children. This is a source of evident sadness to her, something that Holloway has to reassure her about after he accidentally makes an offhand comment about how easy it is to create life. At the point at which we see them make love, Holloway has already been infected with the alien biological compound: he dies horribly not long after, forcing Vickers to literally set him on fire while Shaw watches rather than continue in his painful, bodily disintegration. Making this even worse, Shaw’s own father, an explorer or anthropologist of some sort, also died of an incurable, graphic virus – ebola, in fact. Understandably, Shaw is so distressed by watching her lover die that David has to sedate her – but of course, David is the one who infected Holloway to begin with. When Shaw comes to, David asks her (politely, of course) if she and Holloway have made love recently; when Shaw says yes, he does an ultrasound, and reveals both that Shaw is three months pregnant – impossible, as they only slept together ten hours ago, never mind her infertility – and that the foetus is abnormal. Unhesitatingly, Shaw tells him to get it out of her, to which David replies that he can’t: they don’t have the technicians on board to perform a cesarean. His solution is to suggest she go into cryo. Shaw refuses, so David forcibly sedates her. When she wakes up again, two fellow crewmates in quarantine suits have come to see her frozen. Shaw feigns unconsciousness, attacks them, and runs – in some considerable pain, as the alien-baby is trying to squirm free – to the special, super-expensive automated surgery pod in Vickers’s quarters. Desperate, she tries to program it for a cesarean, only to be told that the chamber has been locked for male use only (we later find out, through inference, that this is because it’s meant for exclusive use by the aged Peter Wayland, who’s secretly been on board the whole time).  Thinking fast, she tells it to perform abdominal surgery to remove an obstruction, jabs herself with a couple of painkillers, and hops in.

While Shaw is still conscious – and clearly able to feel pain, despite her medical injections – the pod cuts into her with a laser, opens up her uterus, and uses a metal grappling tool that looks frighteningly like the lovechild of an arcade grabber machine claw and an eggbeater to pull the writhing alien-baby in its placental sack out of her stomach and hold it overhead. Shaw is now trapped in the pod with a gaping abdominal wound and a predatory tentacled alien that wants to kill her – plus and also, the umbilical cord is somehow still linking it to her insides, so she has to physically pull the cord out of her goddam womb, at which point the pod wraps things up by closing a gash the entire length of her abdomen with giant metal staples. She then has to slid downwards and out of the pod by passing underneath the alien, slam the pod-lid closed, and then stagger, weeping and bloodied, into the hallway.

To summarise: an infertile woman who wanted children and whose partner died ten hours ago is forced to give herself an emergency c-section to rid herself of the ravenous alien baby he impregnated her with, alone, while on the run from her crewmates, without help or anesthetic. Also, despite the fact that her stomach is literally being held together with staples, she then spends the rest of the film running for her life while in obvious, crippling pain, alternately sobbing and injecting herself with painkillers. Fun times! Don’t say I didn’t warn you.

So how, then, does Prometheus resemble a reboot of Alien?

Barring the Engineer prologue and a brief scene on Earth, Prometheus contains exactly the same establishing shot and data that Alien does: the image of a spaceship with the written details of its name, function, crew, cargo and course superimposed over the top; both films also end with the lone survivor, a brunette Final Girl, dictating a last entry into the ship’s log, stating that the rest of the crew are dead, the ship was destroyed, they’re the only one left, and that now they’re about to travel elsewhere. Both are also accompanied in their escape by a small, inhuman companion – Ripley has a cat, Jones, while Shaw has the disembodied robot head of David. In Alien, the ring-ship the crew discovers is identical to the one piloted by the surviving Engineer in Prometheus; in both films, it’s a pair of white men who stumble on the larval face-sucking aliens and subsequently die. In both films, it’s the female protagonist who calls for the implementation of quarantine (Ripley is ignored where Shaw isn’t) and who subsequently suggests that the message which lead them there to begin with wasn’t an invitation or an SOS, but a warning to stay away. In both films, a robot secretly furthering the agenda of a corporate power turns on the crew, ignoring quarantine and disobeying direct orders in order to bring an alien sample on board, actively harming and endangering others in order to protect it. Both films also follow a very similar plot progression, kill off secondary characters in a similar order, and make graphic use of flamethrowers; even the title fonts are the same (both also pass the Bechdel test). Perhaps most importantly of all, however, the final scene of Prometheus shows an alien – that is, an Alien alien – emerging from the wreckage, created in its larval form by gestating in Shaw (the Holloway-monster she cut out of herself) then growing again in the body of the Engineer, which makes the whole of Prometheus look like nothing so much as a retcon of the entire Alien universe.

Given that fact, my suspicion is that there’ll probably be a sequel at some point down the line, restarting the Alien mythos in a suitably altered context (though whether Rapace’s Shaw will go on to be as canonically significant as Weaver’s Ripley remains to be seen). Over all, I found Prometheus to be an interesting movie: flawed in some ways, problematic in others, and peppered with enough apparent discontinuities and WTF moments that I couldn’t wholly settle into the story, but still entertaining and definitely one of the better SFnal flicks I’ve seen of late. (Though if you’d rather pass on the open-womb surgery scene, I can’t say I’ll blame you.)

Warning: total spoilers.

It’s no overstatement to say that The Cabin in the Woods should really be subtitled Joss Whedon Brings The Meta. As a movie, I… don’t quite know what to make of it. I went in with few expectations beyond horror, Whedonosity and probable twistyness,  and came out feeling like I’d just watched a TV Tropes-inspired 101 instructional film on how not to make horror movies.  By that, I don’t mean that Cabin itself was so bad as to constitute a cautionary tale: I mean that it quite literally sets out to educate  cinemagoers – and, presumably, other filmmakers – on how not to make horror movies. The whole piece functions as a deliberate deconstruction of the archetypal horror-style five man band composed (as Cabin has it) of the Whore, Athlete, Fool, Scholar and Virgin. This isn’t subtextual, wink-at-the-audience deconstruction like you’ll find in the Scream franchise or the out-and-out mockery of the comedic Scary Movie and its ilk, either, but a balls-out synthesis of both approaches that walks – and sometimes, teeters wildly over – the line between heavy-handed satire and straight entertainment.

Buckle up, readers. We’re here for the long haul.

Premise

Right from the outset, Cabin takes the gutsy step of committing openly to two parallel storylines, one of which acts as a meta critique of the other. In one, college friends Dana (the Virgin), Jules (the Whore), Curt (the Athlete), Holden (the Scholar) and Marty (the Fool) embark upon the titular and archetypal exercise of driving out to spend a weekend at a remote woodland cabin owned by Curt’s cousin. In the other, a team of mysterious scientists working in a high-tech lab setting monitor the friends as they progress towards their destination, which is, as we soon find out, an environment both designed and controlled by this second cast of characters. As the story unfolds, we cut between the two narratives with an increasing sense of unease: clearly, the techs – headed by Sitterson, Hadley and Lin – have somehow orchestrated the entire getaway for the sole purpose of putting the five protagonists in horrific danger.

On discovering a creepy cellar stacked with every MacGuffin and Checkhov’s Gun known to horror – eerie dolls, weird masks, haunted clothes, demonic jewelry, devil-summoning puzzles, creepy music boxes and freakish diaries, to name but a few – the sadism of the scientists is made suddenly clear: not only have the five protagonists been brought to the cabin to die, but they’re also forced to choose their own mode of death, their path set by which of the many damned objects they unwittingly activate. When Dana reads from a diary containing the last words of Patience Buckner, a girl killed in 1903 as part of a torture-ritual by her sadistic, pain-worshipping hillbilly family, the zombie-Buckners burst from the ground nearby and the game is on.

But Marty, the Fool of a stoner, thinks something’s up. Having noticed the behavioural changes his friends have started to undergo (courtesy of the various chemicals pumped into the cabin by the controlling tech-team) and seemingly inoculated against same by his constant weed-smoking, it’s not long before he accidentally uncovers a camera and realises the extent of their manipulation. While the friends are fighting and dying, he manages to convince Dana that ‘puppet-masters’ are ultimately responsible for what’s happening to them –  a revelation that primes the two separate narrates for an ultimate collision.

Execution

The thing about running two parallel narratives is that, of necessity, it’s going to cut into the characterisation. Thanks to the talented writer/director team of Joss Whedon and Drew Goddard – the latter of whom was also a staff writer for Buffy - good dialogue goes a long way towards ameliorating this fact. The opening banter between Sitterson, Hadley and Lin is a fantastic balance of witty humdrum and slow reveal, effortlessly creating a sense of wrongness and unease when placed in the context of their actions. However, it’s only really the scientists who benefit from this: the other five characters are, purposefully, stereotypes, and though some effort is made to transcend that fact – Curt’s initial kindness and cleverness, Holden’s rare status as a black intellectual character – it’s only Marty, with his quirky Whedonesque dialogue, who appears as a whole, unique person.  What this means in terms of the film is that, while we care enough about the other protagonists to mourn their deaths, they never stop being stereotypes – and even though that’s a deliberate choice, it’s not ultimately a successful one. (We’ll come to why later.)

In terms of pacing, the film moves smoothly through the first half and transitions to the final third with a skillful switch-flipping act break, but that’s where things start to get sticky. As lone survivors Dana and Marty infiltrate the scientists’ lair, the two narratives are brought into collision, and while the action arguably increases – or at least, gets knocked up a notch – the narrative theme shifts gear in a way that makes the story feel slow. If you’ve ever seen Into the Woods, it’s a bit like the moment near the middle of Act Two when the fairy tale characters suddenly notice the ever-present narrator, freak out and kill him, an action which forces them to depart from the story as known to the audience and strike out on their own. In fact, it’s exactly like that moment, with the key difference being that while Into the Woods employs the broken fourth wall device to explore character relationships and overturn archetypes, Cabin uses it as an excuse to create a gory-hilarious, Edgar Wright style bloodbath starring every single horror monster imaginable, with special emphasis on the giant snake. And while these final scenes certainly succeed at being blackly comic, they don’t really serve to unite the two thematically different stories that have preceded them.

Plotting

Narratively, Cabin is schizophrenic. On the one hand, it’s an overt deconstruction of the most overdone slasher-horror stereotypes, while on the other, it’s a self-aware film that nonetheless uses those stereotypes as the backbone of the plot. For anyone even vaguely trope-literate, there’s nothing new in recycling the same old characters,  even – and perhaps especially – if the whole point of doing so is to name and shame them as such. The ultimate explanation for this – that the terrible Dark Gods the scientists are serving need to see the archetypes fulfilled as a form of ritual sacrifice – is both riddled with fridge logic (which we’ll come to) and deeply unsatisfying in terms of the actual deconstruction itself. Holden’s death is a case in point: even though Cabin avoids the ultimate cliche of having the black dude die first, the fact that Holden still doesn’t make it to the end – or, rather, the fact that the issue of race is the one universally acknowledged horror-trope that the meta-narrative fails to so much as wink at, let alone address openly – is indicative of the film’s ambivalent commitment to self-deconstruction.

Or, to put it another way: it would have been much more interesting and far less heavy-handed to blur the archetype categories and cast multiple actors of colour. Marty, who was essentially presented as asexual, could have doubled with Dana as the Virgin – a narratively viable move which could have altered the ending in any number of ways. Curt and Holden were potentially interchangeable as both Scholar and Athlete – from the opening scenes, each of them qualified easily for either role – while making a male character the Whore would have been genuinely fascinating. And this ought really to have been possible: because while the archetype categories were openly named in the final scenes, it was also stated that when it came to Dana’s not being an actual virgin, the scientists were willing and able to ‘work with what [they've] got.’

Fridge Logic

Which is where, for me, the whole of Cabin fell down. I can deal with two thematically opposing narratives – one straight, one meta – that end up colliding in a blood-stained, crazycakes battle that plays out like the lovechild of Hot Fuzz and Shaun of the Dead on hallucinogenic meth. I can deal with witty, realistic dialogue that only works to elevate half the cast above the level of stereotype while   making the rest merely exemplary forms of the same; and I can even deal with a tropetastic film whose ultimate reliance on the very archetypes it exists to critique leaves it vulnerable to self-sabotage.

What I cannot deal with is the existence of giant, gaping logic-holes in an overarching narrative whose sole purpose is to make all the other contradictions viable.

So: every year for the whole of history, human beings all over the world have brought their horror-archetype stories to life in order to feed the blood of the victims to the Ancient Ones below – demonic, evil gods who, if denied at least one annual sacrifice from somewhere on Earth, will rise up and destroy humanity. OK. I can roll with that, except for the part that it makes no fucking sense. The entire point of the film is that the scientists have to enact horror stories as rituals, so that any deviation from the script – such as, for instance, the Virgin dying anything other than last – will invalidate the sacrifice. And yet, at the same time, it apparently doesn’t matter that the Virgin isn’t really a virgin – and if this seemingly crucial element is malleable, then why not everything else? If it were just a normal horror story, perhaps I wouldn’t care so much; but in the context of Cabin being almost solely about deconstruction, it matters that the given excuse for the stereotyped character format – We Had To, Because Ritual – doesn’t actually apply. It’s a continuity goof that screws not only the plausibility of the straight narrative, but the thematic goal of the meta. Unless it’s a double bluff and Whedon and Goddard were deliberately being lazy to somehow highlight out the laziness of others (which, if so, no), there’s no way to make it work – and that disappoints me, because if there’s one thing I don’t expect from Joss Whedon, it’s half-assed deconstruction.

Genre

This isn’t the only instance of fridge logic, but it is the most pointed, and the one which, for me, takes the most shine off the film. Stepping back from my own neurotic preferences, I can acknowledge that, quite possibly, I’m reading too much into things, and that maybe I should just be content to let Sleeping Gods lie. But even then, this doesn’t work, because Cabin is still a thematic mess. As a horror film, it’s jumpy, neither wholly the black comedy a la Edgar Right implied by the level of self-reference or the pure, straight-up shockfest implied by the advertising. It might have worked as a hybrid of the two, if not for the utter lack of synthesis or cathersis achieved by the ending – but instead, it’s a chimaera.

As a piece of deconstruction, it never rises above the level of a basic introduction to tropes. Remove the fansquee factor of Joss Whedon bringing the meta, and you’re left with a film which, while good fun in many places, informative in others and certainly original in terms of its execution (if not, as discussed, its archetypes), is neither as clever nor revelatory as its smugness seems to suggest its creators think it is. I won’t deny that it was fun to see Buffyverse alums Amy Acker and Tom Lenk working together, but Joss Whedon’s Favourite Actors isn’t a genre, and it doesn’t compensate for the presence of so many missteps.

Impact

Ultimately, despite my reservations, I suspect that The Cabin in the Woods is a necessary film – not because it does what no story has done before, but because it so unequivocally comments on what shouldn’t be done again. Given my druthers, it will forever stand as a 95 minute argument against the lazy application of horror tropes – and when it comes to the actual blood and gore, Cabin manages what is, perhaps ironically, its single best feat of deconstruction. The violence is short, sharp and brutal: minus the usual emphasis on drawn-out screams, running through darkened hallways, struggling with monstrous aggressors and retch-inducing torture porn, the fact that we genuinely do care for the characters, stereotypes and all, makes their deaths unusually horrific. As the audience watches the scientists watching the suffering, we’re invited to critique our own enjoyment of horror films – to ask why, when confronted with such brutal deaths, we persist in finding them entertaining at all.

Given that Cabin is still a horror film, this is arguably not the most effective course of action – rather like Sucker Punch’s failed attempt to critique the same vouyerism it was ultimately peddling. Nonetheless, I’ll give Whedon and Goddard more credit than to put them on the same level as Zack Snyder: Cabin’s violence is neither constantly sexualised, unduly graphic nor unnecessarily protracted, and instead relies on the audience’s emotional connection with the victims to convey its horror. And then there’s the ending – rocks fall, everyone dies, and eldritch gods rise, Cthulhu-like, from their ancient slumber, ready to destroy the world as we know it. This happens because Dana first fails to kill Marty and then refuses to, so that the film ends with our two bloodied survivors smoking a joint as the whole world cracks beneath them. It’s completely out of keeping with their characters – Dana’s will to survive, Marty’s intelligent self-analysis – and seemingly exists for no better reason than that it makes a good punchline. Maybe you’ll find it otherwise, but for me, it rankled: a final thumbing of the nose at everything in the film that should have worked, but didn’t.

Conclusion

The Cabin in the Woods is a tropetastic, self-analytic and deconstrutive horror romp starring torture zombies, college students, creepy scientists and a Bonus! giant snake. Whedon fans will enjoy his trademark dialogue and sense of the meta, though horror fans might be baffled as to what the hell he and Goddard are doing in their genre. Personally, it’s a question I’m still trying to answer – and maybe I never will.

Warning: spoilers. 

Since yesterday’s post, I’ve caught myself up to date with Night Terrors, The Girl Who Waited and The God Complex. All three are well-written, well-executed episodes: their plots are coherent and self-contained, the scripting is solid, and there’s a genuine feeling of mystery and tension to each of them. That being said, I’m still distinctly unhappy with the treatment of the female characters. In all three episodes, Amy ends up a damsel who needs to be rescued, while the latter two both use the deaths of competent, clever, interesting women to wring emotional responses from the audience. There’s also the lesser (but still relevant) issue of Moffat’s constant reuse of robots/functions as villains and the overwhelming number of Earth-based episodes, but we’ll get to that later. First, let’s look at the ladies.

For an excellent summation of the problems with the death of Older Amy in The Girl Who Waited, I recommend this post by Phoebe North. To quote:

Every single aspect of this plot and every action of the Doctor conspire to invalidate Older!Amy’s choices, desires, and personhood. What matters is that she be spared, even if she doesn’t want to be spared–because the men, of course, know better than she do about her very life.

In this episode, the Doctor acts in a way that’s in keeping with his recent behavior, but is still insanely maddening. He’s paternalistic. He’s condescending. He lies. He rejects Amy’s right and autonomy over her experiences outright…

It’s only Older!Amy who is anything new. This is the first time we’ve seen concrete, verifiable growth in Amy-Pond-the-adult. It’s also the first time it’s been suggested that she’s a certifiable genius. Karen Gillan is able to stretch her acting chops like never before. She fights. She invents. She hacks. She flirts. Despite the fact that she’s been hurt, she’s still indisputably a whole, capable person–in precisely the way that our Amy has never been…

Amy’s storyline is really more of the same. The woman has to be saved. Worse, the woman doesn’t really know what’s good for her–to the point where she has to be manipulated and tricked into making the right decision.

I understand television’s need to protect the status quo. But Rory has been allowed to grow, from passive near-cuckold into a hero. In previous seasons, Donna, Martha, and Rose all underwent very palpable growth as their experiences changed their goals, lives, and desires (even if Donna was pretty much royally screwed over in the end). Now that I’ve had a more concrete vision of what Amy could be dangled in front of me–and then snatched away by male characters and writers who say they know better–damn it, I want a sign of that woman on the actual showI want some sign that Amy can grow into a brilliant, kick ass person even as she stands by her husband’s side.

Because otherwise? If Amy stays as she is today–if the show continues to value damselship over competence, raw youth over experience, passivity over self-sufficiency–if Amy is always the problem and almost never the solution?

Then I’m done.

As has been previously mentioned, A Good Man Goes To War left me with so little faith in the show that I had to postpone watching the next set of episodes. This meant that my husband went ahead and watched them without me; a sort of advanced guard to test the waters. After finishing The Girl Who Waited, he came storming out of the bedroom in a state of distress, talking about how vile and awful it was that the Amy who’d been left on her own for 36 years – who was clever and capable and deserving of freedom – was killed off in favour of her younger self. What was worse, he said, was how little criticism of the episode he could find online: did people not realise how morally reprehensible this was? Admittedly, that absence may be more reflective of his weak Google-fu than of the majority reaction to the episode, but even so: my husband, who has been a fan of Doctor Who since childhood, has reached a point with the new series where he considers the Doctor to be morally bankrupt. And honestly? I am not about to disagree with him.

There is no reason why Older Amy had to die except that the writers wanted her to. In a show – and, more particularly, a season – where continuity is constantly being retconned, where exceptions are constantly found to old rules and where pretty much everything that happens is explicable only by magic, blaming the necessity of Older Amy’s death on any extant Whoniverse laws is both demeaning and cheap. Worse still is the decision to make the Doctor directly responsible for it: he literally slams the door in her face and leaves her to die, having promised sanctuary he knows is impossible. But the only reason for that impossibility is authorial. We still could have had a heart-wrenching finale where Older Amy was deposited on an alien world and forced to hand Rory over to her younger self; given that she was in a quarantine facility, she could even have been left behind on the original world, but in the visitor’s section, free to make her own way out. But no: as with ‘Ganger Amy before her, she is killed – and not just on the Doctor’s watch, but by him.

And then they pull the exact same trick again. In The God Complex, we are introduced to Rita, a clever, capable woman who immediately wins the Doctor’s respect to such an extent that he tells Amy she’s fired. It’s a joke, of course, but intentionally or not, this sets up the whole episode as a comparison between the two characters. Rita is brave, calm and selfless (and a Muslim! an actual positive representation of a Muslim woman on television!), while Amy clings, quite literally, to a blind, childish faith in the Doctor. There is no need for her to try and rescue herself or others, because he will always save her, and as the episode hinges on her admitting as much, it becomes abundantly clear that this has, in fact, been the defining aspect of her character all along. Meanwhile, poor Rita’s fate is sealed when the Doctor mentions taking her on the TARDIS with him, which has always been a kiss of death equivalent to watching a redshirt beam down to an alien planet alongside Kirk and Spock. She dies nobly and bravely, of course, but she still dies, and while in another time and place – by which I mean, an earlier season – I might have just accepted her death on its own terms, in the particular context of Season 6 and Moffat’s reign in general, it stands out as part of what is starting to feel like a calculated decision to keep the female characters young, pretty and pliant, or else to kill or depower them.

And then there’s the fact that Amy and Rory have ceased to grieve for their daughter. I don’t care that Melody Pond grows up to be River Song. I don’t care that Amy and Rory know this, and like who River is. They have, as a couple, lost a newborn child – one who goes on to be raised and brainwashed by terrorists – such that they are never really her parents, and know she endures a terrible childhood without them. This is fucking traumatic; or rather, it should be, except that we never actually see them grieve. In fact, against all logic and expectation, at the start of Let’s Kill Hitler, we learn that the Doctor has been looking for Melody through space and time without them, and I’m sorry, but what the fuck? Amy and Rory lose their daughter, and then they just go home to wait while the Doctor tries to hunt her down instead? This makes no sense; growing up with Mels is not equivalent compensation for losing a child; and when, at the end of The God Complex, the Doctor drops Amy and Rory home – seemingly for good, but who knows? – and Amy lightly says that he should tell River to drop in on them some time, my whole body clenched with anger. NO. As much as I’m ready for a new companion, Amy deserves better than to have been dragged through all of space and time, where she loses her child, and then just be taken home because the Doctor says so. I don’t care that he’s almost a thousand years old: this sudden, awful paternalism of Doctor Knows Best For The Ladies, such that he gets to override not only their desire to travel with him, but their desire to live, is vile.

To close out the feminist side of things, there’s an excellent piece at Tiger Beatdown about the problematic nature of Amy, wherein Lindsay Miller says:

Amy as a plot device… drives me insane with rage.  The writers cannot seem to come up with anything for her to do that doesn’t involve being a sexual or romantic object, a damsel in distress, or—more recently—a uterus in a box.  This is primarily a show about the Doctor, not his companions; I get that.  Still, Rose, Donna, and even the tragically underdeveloped Martha all got at least a few episodes dedicated them and their problems and their families…

Amy’s dialogue is reasonably well-written, and Karen Gillan’s performance is funny and engaging.  But her storylines are terrible.  We spent all of season 5 (which, for me, was about three days) hopelessly enmeshed in the Love Triangle that Just Wouldn’t Die.  Amy was engaged to Rory, who had a smallish head, but she wanted to make out with the Doctor, who had a huge head!  How would she ever choose between two such different head sizes?  Then she had a moment of realization and went with Rory, presumably because their eventual offspring would do less damage on the way out.  But every two or three episodes since then, we’ve gotten these teasing “maybe she really DOES love the Doctor” moments, even though everyone, including all three characters, is sick to death of that plot thread.  It’s like the writers honest-to-God cannot come up with anything better for two dudes and a lady to do, with all of space and time at their fingertips, than worry over which dude the lady will end up with.

Finally, there’s the Moffat tropes, which are wearing seriously thin. Let’s have a look at the themes and villains of this past season, shall we?

The Impossible Astronaut/Day of the Moon: An eerie little girl in a spacesuit repeating the same few lines of dialogue over and over, plus the Silence, who also repeat themselves, are uniform in appearance, and can’t be argued with.

The Curse of the Black Spot: The robotic function of a medical ship, who can’t be argued with.

The Doctor’s Wife: An evil planet who eats TARDISes and who has actual conversations with the characters. (Note: this episode was written by Neil Gaiman rather than a member of Moffat’s regular staff, and was originally meant to appear in the previous season.)

The Rebel Flesh/The Almost People: Dopplegangers of the crew of a mining station, plus the crew itself and the Doctor.

A Good Man Goes To War: Headless monks, an army commander, and an evil eyepatch woman.

Let’s Kill Hitler: Robot doppleganger people filled with robotic ‘antibodies’ who attack intruders while repeating the same few lines of dialogue over and over, plus a creepy child-Amelia as a function of the TARDIS who repeats the same few lines of dialogue over and over.

Night Terrors: Creepy, unspeaking zombie-dolls who chase the characters and mindlessly try to convert them.

The Girl Who Waited: Hospital robots who mindlessly try to subdue intruders while repeating the same few lines of dialogue over and over.

The God Complex: A host of creepy, unspeaking dolls, plus a minotaur-monster who behaves exactly like a robot (i.e., he can’t turn himself off or stop what he does, nor do we hear him speak in his own right except through the Doctor’s translations) who causes people to turn into zombies and repeat the same few lines of dialogue over and over.

Is there a pattern here, do you think? Just to be sure, let’s run a check on the themes and villains of some previous Moffat episodes:

The Empty Child/The Doctor Dances: An eerie little boy in a gas mask repeating the same few lines of dialogue over and over, plus the robotic functions of a hospital ship who can’t be argued with.

The Girl in the Fireplace: Clockwork robots acting as functions of a ship who repeat the same few lines of dialogue over and over.

Blink: Quantum angels who don’t speak, but who prey on other lifeforms as functions of their existence and who, like robots, cannot be argued with.

Silence in the Library/Forest of the Dead: Eerie dead people trapped in spacesuits repeating the same few lines over and over, plus the Vashta Nerada, who prey on other lifeforms as a function of their existence, and who are argued with once.

The Beast Below: Creepy clown-doll-robots acting as functions of a ship.

The Time of Angels/Flesh and Stone: More quantum angels.

And then there’s the high incidents of female characters meeting the Doctor both in childhood and as adults, which started with Renette in The Girl in the Fireplace and goes on to define both River Song and Amy Pond. Put another way: Moffat seems to have a narrative range of exactly one female character, and the more he writes her, the weaker she gets.

Call me crazy, but I’m fairly sure this constitutes a pattern.

Which might go a long way towards explaining why we rarely, if ever, see any actual aliens any more; why we’re constantly stuck on Earth or in Earthlike settings as opposed to other worlds – because Moffat, for all his strengths (and some of these episodes are, in fairness, utterly brilliant) doesn’t seem to like writing alien races, or alien cultures. He likes puzzles and hospitals and automated processes and robots and enemies who can’t be argued with, which is all fine and awesome, except that this is all we’re getting any more. Even episodes which aren’t written by Moffat, like The Lodger and The Curse of the Black Spot – both of which feature automated hospital ships and their attendant robot-functions as the ultimate explanation for things – are chock-full of Moffaty tropes. And I don’t know about you, internets, but I am getting bored of so much sameness.

It doesn’t strike me as irrelevant that so far in Moffat’s tenure, not a single episode has been written by a woman. Admittedly, the same was true under Russell T. Davies – his first two seasons lacked any female-authored episodes, with Season 3′s Daleks in Manhatten being the first – but it shows more under Moffat, not only because of how he treats his female characters (badly), but because his preference for writing robots means that there are fewer gendered characters of any kind in the background, so that the number of secondary women has dropped, too.

I’m worried by all of this, internets. I really want the show to make a clean break next season, but I’m very much afraid that won’t happen. Yes, the writing and plotting has picked up again, but unless the ladies start to develop, too, it’s going to get harder and harder for me to continue with it.

Recently, several writers I respect have been blogging about backstory, exposition and simplicity. The first of those posts, by Patrick O’Duffy, got me thinking about what backstory really means. Heading into a novel, it’s quite usual for me to have dedicated reams of wordage to figuring out who my characters are, what they’re like, what major events (if any) have defined them, how they relate to everyone else in the story, and where they might end up. Depending on the narrative, anything from all to none of this information might prove to be plot-critical; even so, there’s a decent chance that a reasonable portion of it will get used. Once upon a time, I’d have been happy calling that backstory, but having read O’Duffy’s piece, the term no longer feels applicable. Or, more accurately, it doesn’t seem to apply in quite the same way. As a word, backstory is suggestive of information that has already been superseded by the coming narrative –  the sort of character-blurb you might write into an obliging box on a D&D character sheet in the sure and certain knowledge that anything you say, no matter how personally relevant, will have no bearing whatsoever on the coming adventure. At least, that’s my memory of high school level RPGing, anyway; whatever personality I gave my character would be as detached from the main narrative as if I’d bothered to try and impose a fictitious history on my avatar in Neverwinter Nights. In such gaming scenarios, the importance of backstory is reduced to a fairly binary set of good/evil questions designed to shape your personal morality, such as: will my character kick this puppy? Should I steal the gold from the old lady, or give her more to buy medicine? Will I help the druids defend the trees, or shall I fight their preachy asses? (Note: I am probably the only person in the entire world who helps the druids at that point. Some NPCs just ask to be eaten by bears.)

But writing a novel, it seems to me, is a markedly different endeavour. If the story is analogous to the gaming campaign, then the characters – and their histories – have ceased to be detached from the main quest arc: there are no more NPCs, because every character is a potential party member. RPG campaigns constrain the narrative in that certain characters exist only to help the protagonists forward. The helpful tavern wench cannot suddenly join the quest, no matter how resourceful, brave and clever her backstory might prove her to be. But then, why would you give an NPC backstory beyond what’s necessary to explain the aid they give the protagonist? The answer highlights a significant, crucial difference between pantsers and plotters, viz: for pantsers, the wench can always join the party. Backstory grows organically, so that any random secondary character might suddenly leap into the limelight and refuse to leave without being granted six soliloquies and a curtain call. For plotters, however, such things are fixed from the outset: the relevant leads have already been chosen, and the wench is not among them. Which might go a long way towards explaining why some plotter-writers are leery of backstory – any details they include must, of necessity, be plot-relevant; and if it’s plot-relevant, then it’s not backstory, which instead becomes a label for all the information that had no place in the main narrative. In this context, therefore, suggesting that writers should keep backstory out of their writing doesn’t mean their characters shouldn’t have history; only that said history should be relevant.

But for some of us, to paraphrase Faith from Buffy the Vampire Slayer, there is no such animal as irrelevant history. Pantser or plotter, if you’re in it for the characters, then the nitty-gritty of their lives – past or present, regardless of the degree of plot-importance – will always be meaningful. Which is where we come to Chuck Wendig’s post on exposition, because this is not, contrary to how it might appear, an excuse to dump any old crap about the protagonist into the story and call it plot-critical. Exposition is a question of structure, not content: if you’re going to flesh out your characters, then it shouldn’t be at the expense of readability. Relevant to the plot and relevant to the character aren’t mutually exclusive conditionals – in fact, they ought to overlap. But if we were to render the story as a Venn diagram, it shouldn’t be mandatory for the two circles to appear as one: there’s plenty of room for play. As Aliette de Bodard’s piece on simplicity points out, economical stories aren’t necessarily better than expansive ones; in fact, there’s a lot to be said for sprawl.

A slight aside, at this point: the other day, I was mulling over the sameness of mainstream Hollywood films. Specifically: why is the stereotypical Five Man Band so ubiquitous, and why do so many movies keep failing the Bechdel Test? Trying to tease out the cause of the problem – using, as my case study, the appalling Captain America – it suddenly struck me that backstory might be the missing element, with narrative oversimplification a major contributing factor. Consider the following premise: that Hollywood films will usually focus on the exploits of a single protagonist, with any secondary characters set to orbit the lead like satellites. Because of the time constraints inherent to cinema as a medium, this creates a strong impetus to make every interaction count, and if the story is meant to focus on the protagonist, then the natural default, script-wise, is to ensure that the vast majority of conversations are held either with or about the lead. If, as is so often the case, the protagonist is male, this sets the film up for near-guaranteed failure of the Bechdel test, for the simple reason that the secondary characters – regardless of gender – aren’t allowed to have superfluous conversations. This also means that the secondary characters don’t matter in and of themselves. It’s the difference between writing about a hero and his gang, and writing an ensemble cast: the two stories might have the same number of characters in identical roles, but the distinction is one of emphasis. A Five Man Band is there to support a single leader, whose personal struggles dominate the narrative – but in an ensemble, everyone matters equally.

Hollywood is not good at ensembles.

This is particularly evident when existing stories are adapted to the big screen. It’s generally assumed that any adaptation must, of necessity, pare back the secondary character development in order to allow a sharper focus on the Main Plot. Though done in the name of time-sensitivity, what this actually means is that, far too often, all the nuance which attracted people to the story in the first place – the worldbuilding, the detail and the cast as a whole – gets butchered in translation. Audiences react badly to such treatment because they can see what’s missing: there are holes where better characterisation (among other things) should be. But here’s the kicker – this is just as true of original feature films. All scripts go through multiple drafts, and if you assume that relevant information isn’t being lost in those cuts, I’d invite you to think again. Right now, the Hollywood default is to pick a protagonist, deny them backstory, throw them into an adventure with a bunch of NPC Pokemon sans the evolutionary moonstone, and hope that events are strong enough to carry them forwards. This is what happens when we demand utility from every conversation while simultaneously acting under time constraints and  focusing exclusively on immediate, rather than past, events; and it is not my favourite thing.

Which is why, to return to the earlier point, worldbuilding and backstory are two of the qualities I look for most in a narrative. Stories without sprawl, while nonetheless capable of being utterly awesome, tend to feel like closed ecosystems. Combine Ebert’s Law of Economy of Characters with The Law of Conservation of Detail, add a dash of Chekhov’s Gun, and you can start to see what I mean. Such stories aren’t predictable, per se – though this is can definitely be a problem – but are rather defined by absolute catharsis. They’re murder mysteries without the red herrings, worlds where you can’t go off-mission and explore the map, meals without any delicious leftovers to be used for future cookery and consumption. Speaking of his Discworld novels, Terry Pratchett has said that he created the city of Ankh-Morpork as somewhere that would keep going once the book is closed; the sort of place where the characters have lives to be getting on with even after the story ends. The Discworld might well exist on the back of four elephants stuck to a giant turtle flying through space, but it feels real, because its many stories, inhabitants and cities are – just like our own world – awash in irrelevant detail. To wankily quote myself, I’ve said before that:

The stock premise of epic fantasy – defeating the Dark Lord to save the kingdom – has always sat awkwardly with me, if only because it so often comes to feel as though the world in question only exists as a setting for that one battle, and not as a realm in its own right… Ultimate confrontations with ancient evil are fine, to be sure, but they don’t lend much to the idea of a world which, left to its own devices, will just be a world: one where good and evil are intermingled in everyday human activity, rather than being the sole province of warring gods and their acolytes.

It’s a view I stand by, and something I think it’s important to remember. More and more often, it feels like arguments about writing in the SFF community – such as the recent Mary Sue debate, for instance – hinge on a fundamental failure to distinguish between bad writing and narrative tropes and decisions exacerbated by bad writing, as though the inclusion of specific ideas, character traits or story-forms  is the real problem, and not, as might actually be the case, the quality of their execution. Point being, I think we’ve started to become a bit too deeply invested in streamlined narratives. We talk about trimming the dead weight from stories the same way one might imagine some shark-smiled management consultant talking about axing the creative department over budgetary concerns; as though the story is a high-profile office in which can be found no room for cheerful, eccentric sentences who wear colourful shirts on Friday and eat all the biscuits at meetings. Stories without foible, indulgence or quirk, but where everything must arrive at 9am sharp in a business suit with a briefcase. In fact, it strikes me as telling that much of the language we use to discuss the improvement of books is simultaneously fat-phobic, sports-centric and corporate. Bad books are flabby, soft and bloated; good books are lean, raw and hard-hitting. Or maybe I’m just projecting.

In my own writing, I tend to sit somewhere in the middle of the pantser/plotter continuum, which isn’t particularly unusual. Though I almost always start with a single protagonist as a narrative focal point, my casts invariably grow in the worldbuilding process, and while I do write out copious backstory for my original characters, I’m still frequently surprised when bit-players queen themselves, or when planned protagonists turn out to be happy in the background. I chart my main plot points and narrative arc, but leave everything else to chance – often with unexpected results. Some writers are far more rigid; others are far more lax. But if this blog had a point, it was the realisation that the reason my stories tend to end up with so many main characters is because I inevitably become involved with their backstories. As has been pointed out by innumerable people, every character is the hero of their own adventure – and as I’m now nearly 40,000 words into a new novel, jumping between POVs while wrangling multiple events, this felt like a good time to stop and discuss what that actually means. Thanks to O’Duffy, I’ve come away with a much stronger concept of what backstory is – to me, to others and in general. Thanks to Wendig, I’ve got a sharper idea of how to apply it without turning my story into a swamp of boring detail. And thanks to Bodard, I’ve realised the importance of sprawl – not just in the worlds I already love, but in the creation of my own.

Warning: total spoilers, much rant.

Straight off the bat, tonight’s excursion to see Captain America constitutes the most physically uncomfortable experience I’ve ever had at a cinema. My neck has been sore as hell this past week, so sitting on a slight angle that I’d go so far as to suggest was exactly calibrated to exacerbate the problem hasn’t left me in the best of moods. Above and beyond that, the 3D was either appallingly rendered, out of focus, or more likely a wretched combination of both. The whole right-hand side of the screen kept flickering into multiple lines, and every time the camera went to a long shot, the same thing happened. Also, I couldn’t get my packet of seaweed peanut crackers open, and even though I totally loosened it for him, neither could Toby. So! It’s entirely possible my reaction to the film itself has been irrevocably sullied by the circumstances under which I watched it. Given preferential Gold Class seating, continuous neck massage, fully immersive 3D and a complementary bottle of Veuve Clicquot, I might well have been left with a tingling desire to fight for the good ol’ US of A while simultaneously flinging myself at Chris Evans.

But I doubt it.

To begin with, the film has no script, unless shaking the Cliche Bag over a Xerox machine and distributing copies of the resulting wordsoup counts as a legitimate writing process. Still, better action films than this have gotten away with worse, because what they lacked in verbal originality they made up for in character development, narrative coherency and awesomely choreographed action scenes. Captain America has none of these things, instead presenting as a hodgepodge of abortive relationships, nonsensical segues, pointless fighting montages and bizarre decisions. A small example to demonstrate this latter: Dr Erskine (Stanley Tucci), a renegade German scientist on the side of justice, has just been shot dead by an enemy agent seconds after turning Steve Roberts into a super soldier. Roberts gives chase and, after saving a small boy from being used as a hostage, catches the killer, who promptly chews his suicide pill and dies. The very next scene, we’re back in the lab – it feels like later that same day, but apparently not, for reasons which will soon became apparent. Present are Roberts, aka Captain America, the female Agent Carter, head military honcho Colonel Phillips and financial backer Senator Brandt. Their conversation goes something like this:

PHILLIPS: Whelp, Dr Erskine’s death means that we can’t make any more super soldiers, presumably because he’s left behind no notes or formulae of any kind although I’m not going to come out and say as much. The point being, he’s dead, and his brilliant ideas have therefore died with him. Apparently. So now we’re going to head over to Europe and kick the ass of the guy who killed him. Any questions?

CAPTAIN AMERICA: Ooh ooh! Pick me, sir, pick me! I want to avenge my mentor’s death – and even though I have no combat training of any kind, I feel I’d be awesome at that, seeing as how I’m a super soldier and all!

PHILLIPS: No way. I asked for an army. All I got is you.* So now you can just stay in the lab, I guess? I mean, even though you’re all awesome now, we’re not about to just let you fight. Because, um -

BRANDT: – because you don’t have a costume yet, and only I can give you one. Give you a chance, I mean. Not a costume.

CAPTAIN AMERICA: Um…

BRANDT: You see this newspaper I’m holding? The one with a photo of you saving that boy yesterday or whenever, even though it felt like ten minutes ago? That photo means you’re a SYMBOL TO THE PEOPLE, and even though the colonel here doesn’t want you, I think you’ve got some important work to do. SYMBOLIC work.

CAPTAIN AMERICA: Well, sure! So long as I’m serving my country by putting myself at risk of actual death – which is my explicitly stated goal and the sole reason why I refused to take up other jobs for the war effort despite my previously puny frame – I’ll do it.

BRANDT: *coughs* I know I totally just implied that you’d get a fighting role, but what actually happens is that two minutes from now, we cut to an honest-to-god musical number slash montage where you dress up in a leotard to help me sell war bonds. But it does explain your eventual costume, even though it otherwise makes no sense. Did I mention I’m a senator?

CARTER: But why can’t he come with us? Or at least fight with the regular army guys? I mean, he IS a super soldier.

BRANDT & PHILLIPS: COSTUME!

Which, yeah. Makes absolutely no sense. We’re never told why the only available choice is between being a performing monkey and getting stuck in a lab: apart from anything else, with Erskine is dead and his research discontinued, who’d be doing the labwork? Given the experiment’s obvious success, why would it even be necessary? And this is where things start to get really weird, because all of a sudden we’re stuck in a musical montage, watching the Captain appear on stage – over 200 times, we’re later told – while comic books and movies featuring his fictional exploits are released to an admiring public. How much time passes here is anyone’s guess, but it’s got to be months at the very least – films aren’t made overnight, and especially not when the star is simultaneously part of a travelling show. But somehow, this wacky jaunt eventually takes the Captain to Europe under the guise of entertaining the troops. Of course, he’s received badly; of course, it’s his friend Bucky’s regiment he’s performing for; of course, they’re just back from a hellish mission to enemy territory; and of course, Bucky – plus 400 other men – are imprisoned deep behind enemy lines.

Maybe because they’re badly sequenced, maybe because there’s no tension, or maybe because we haven’t seen Bucky since the opening scenes and don’t give a shit if he lives or dies, the end result is some truly unthrilling heroics. Which is doubly disappointing when you consider that this is meant to be the Captain’s glorious moment to shine, the point at which he transitions from Hopeless Dreamer to Action Hero. We’ve been waiting for this moment ever since the movie started – so why the hell is it so underwhelming? This is some basic stuff, right here: I mean, I watched Burlesque last week, which is essentially about Fictional Cher teaching Fictional Christina Aguilera how to wear corsets, and the glorious moment when Aguilera’s character finally gets to sing on stage was infinitely more raw, more powerful and better-scripted than the point at which Captain America sallies forth to get his fight on.

I’ll give you a moment to let that statement achieve the proper impact.

(Also, Burlesque stars Stanley Tucci as a wonderful, witty gay man with emotional depth and snappy dialogue rather than as a scruffy German scientist who gets shot and killed to facilitate an already dubious plot point. But I digress.)

So now the Captain has come into his own, we get the requisite Level Up scene where a young Howard Stark presents him with a selection of new and shinier weapons. This is, without a doubt, one of the most ridiculous gadget-bestowal scenes ever filmed, and I say that as a woman who’s watched every single James Bond movie. As before, allow me to lovingly recreate the pivotal conversation between Stark and Our Hero:

CAPTAIN AMERICA, inspecting shields: What’s this one? Me likes!

STARK: Don’t touch that! It’s a prototype!

CAPTAIN AMERICA, instantly donning prototype shield: Wow! What’s it do?

STARK: It completely stops all vibrations from projectiles, because it’s made of VIBRANIUM, a completely real metal that’s lighter than steel, but much stronger.

CAPTAIN AMERICA: Why isn’t this standard issue?**

STARK: Because vibranium is the rarest metal on Earth – so rare that we used all of it to make your shield.

CAPTAIN AMERICA: But didn’t you just say it was a prototype and I wasn’t meant to touch it? Why would you make a prototype out of all the metal and then tell me not to use it? Also, you only knew I needed a new shield, like, five minutes ago – did you just have some vibranium lying around, or were you just making shields for the hell of it? This doesn’t make any sense!

STARK: I’M BRAFF ZACKLIN!

The rest of the film makes just as little sense. There’s some disjointed action scenes strung together in slowmo, an entirely pointless motorcycle chase, lots of explosions, the most ridiculous Evil Salute in the history of ever, and the assembly of a Five Man Band to fight alongside Bucky and Captain America. None of these members are never named, developed or given meaningful dialogue, leaving them to be distinguished solely on the basis of race and nationality: one Englishman, one Frenchman and three Americans who are respectively white, black and Asian. This would actually constitute progress, if not for the total lack of any character development and the fact that none of them are on screen for more than five minutes altogether. Oh, and Bucky dies falling off a train, but even though he’s really sad about it, Captain America can’t get drunk to mourn his buddy because of how quickly his new metabolism processes alcohol. Which is just tragic.

And then there’s the Agent Carter, the requisite Female Love Interest who has all the personality of a limp noodle. The best I can say about her treatment in the film is that it’s lead me to coin a new trope term: Kick The Bitch. A feminist variant of Kick The Dog (see what I did there?), Kick The Bitch occurs when a lone female character is inserted into an environment that the audience is likely to associate with sexism, if not outright misogyny, but where the main male characters, despite being comfortable in this environment, need to be shown in a positive light. Thus, because actually talking about sexism would be breaking an unwritten rule of cinema (Thy Manly Films Shalt Not Touch On Feminist Issues), a bitch-kicker character is introduced for the sole purpose of acting like a vile, sexist sleaze – the absolute straw-man epitome of misogynist behaviour. Depending on the story, the female character will then either stand her ground against said cretin, thereby affirming or earning her the respect of her male counterparts and establishing them as Good People, or fail to do so and be rescued, which achieves the same thing, only with even less semblance of equality. In fairness, Agent Carter does punch her bitch-kicker square in the face, but the scene is so textbook as to render it meaningless. Plus and also, she’s subsequently depicted trying to motivate an all-male group of soldiers by calling them girls and ladies as insults. Which, I’m sorry, but no.

It’s a much lesser crime that Carter and the Captain have zero chemistry, but it’s still worth a mention. Apart from anything else, it highlights the film’s failure to find an emotional core. Dr Erskine was a promising character, but then he was killed before anything could come of it; Carter is absent in for long stretches of time, precluding actual banter; and Bucky is almost a non-entity despite his supposed importance in the Captain’s life. By trying to juggle all three relationships while refusing to spend time on any of them, the film has effectively hollowed itself out around a series of narrative disjunctions: just as we’re starting to care vaguely about one person or another, they’re whisked away and replaced with someone else. But then, none of them are terribly interesting anyway: Carter and Bucky are both as cardboard cutout as the Captain himself, while Dr Erskine was seemingly murdered for the crime of having an emergent personality. (Either that, or so the Captain could get a costume. Which is quite possibly worse.)

Finally, after the big battle with Red Skull, Captain America crashes a plane into the arctic to stop it from exploding in New York, which noble sacrifice somehow has the miraculous effect of freezing him in stasis for nearly 70 years. Which, um, yeah. Regular ice. No ageing. In stasis. So he wakes up in our time, just as was foretold in the opening scene. Huzzah! You can’t even blame this endpoint of ridiculousness on the Magic Cube Of Power they’ve all be fighting about, because it fell out of the plane mid-flight. I suspect I’d have felt more outraged, but then the credits came up, and I was just happy I was being allowed to leave.

At the end, my husband turned to me.

‘People should go to jail for that movie,’ he said.

I’ll put it this way, internets: I didn’t disagree.

(Except for Stanley Tucci. He can stay.)

 

*An actual quote.

** Also an actual quote.

Given how well-established she is, I’m something of a latecomer to Trudi Canavan’s work. Right now, I’m in the middle of her Age of the Five trilogy, which is what’s prompted this post; I’ve also read her Black Magician trilogy, the prequel volume, The Magician’s Apprentice, and the two most recent novels in the Traitor Spy series, which is set in the same world. Full disclosure: Trudi is a friend, and a very lovely person. However, that is hardly a sufficient basis on which to recommend her work, so on the off chance that you, like me, have come late to the party, here are some more compelling reasons why you should give her a try.

One of the most omnipresent epic fantasy tropes is that of prophecy: the insinuation that moments of great social, political and magical change must always be predestined, their success contingent on the agency of either a Chosen One or a classic Five Man Band. Often, there’s a tendency for such characters to be defined by their destinies, such that the possibility of their choosing a different path is never really an option. In Canavan’s works, however, the element of prophecy is absent. The world still changes, and particular individuals often have a prominent say in how that comes about, but their success is never guaranteed, and frequently bittersweet. Instead, the emphasis falls on choice, consequences and conflicting cultures: the honest yet frightening idea that it is only ever people - unguided by higher powers – whose actions change the course of history. Often, characters are forced to question both their own traditions and those of their enemies, sans any sense of moral absolutism. In this context, change is not just an excuse to declare old systems tyrannies while lauding their replacements as infallible; rather, both characters and readers must front up to the idea that such distinctions, while instinctive and easy to make, are ultimately arbitrary.

Her conception of black magic is the perfect example of this. By using a terminology which has negative connotations not just in the world of Kyralia, but also in the minds of readers, Canavan forces us to reexamine one of the most basic biases of fantasy magic: the idea that using blood in rituals is always dark, dangerous and, by extension, morally unjustifiable. Given that black magic is an everyday part of enemy Sachakan life – and given, too, the hideous extremes to which its use is taken – it would be easy and, to a certain extent, expected that the practice itself be vilified in the narrative. Instead, the characters are forced to recognise that, no matter how distasteful they find black magic, it is not evil in and of itself – and more, that it using it may well be necessary for Kyralia’s defense.

In keeping with her emphasis on the actions of individuals, even Canavan’s most powerful characters are shown in a deliberative light, defined by the manner in which they make their choices as much as the choices themselves. There are villains, but not outright villains: no matter how opaque their motives might seem to the protagonists or how objectionable their beliefs, the enemy’s actions are always defined by culture and personality. The same is true of her heroes; nobody is infallible, and everyone makes their own decisions. In this context, ignorance and biased assumption are the greatest evils, such Canavan’s most benevolent characters are always struggling to combat them. This extends to her narrative structure, too. In both the Age of the Five and Black Magician series, the initial confrontations which lead to war are portrayed as being so shocking and violent that both characters and readers automatically align themselves against the evils of the enemy. But as the stories progress, these initial assumptions are slowly peeled back, forcing us both to understand the enemy and to reassess our own ‘side’. Similarly, despite the advent of war in both her series, healing is lauded above and beyond martial prowess. In Age of the Five, the skills of the Dreamweaver healers in the aftermath of battle prompt something of a social reconciliation with the dominant Circlians, while two of the heroines in her Kyralian series, Tessia and Sonea, dedicate their strong magical gifts towards helping the less fortunate. A strong social conscience pervades these stories. No matter how entrenched a prejudice is or how understandable in the context of that society, the narrative never condones it.

As well as encouraging cultural and social tolerance, Canavan’s stories also contain a strong element of sexual equality, both in terms of feminism and homosexuality. Her most recent novel, The Rogue, features three romances, all given equal prominence, each one concerning at least one point of view character: one male/female, one male/male, and one female/female. Similarly, her Sachakan women in The Magician’s Apprentice are shown in a deeply sympathetic light: a group of wives who, despite being controlled primarily by their husbands, have nonetheless founded an underground political movement dedicated to promoting the welfare of other, similarly restricted women and offering sanctuary to those in need. There’s a lovely naturalism to these narrative elements, and a gentleness to their execution which is nonetheless powerful. By which I mean: the characters are never defined solely by these aspects of their personalities, nor do they become crusaders. Rather, they teach by example, encouraging change by living in such a way as to prove its worth.

Couple this with a fluid writing style, memorable characters and epic plots, and you have a set of books that are well worth reading. Canavan is an intelligent, compassionate writer with a knack for crafting believable societies, cementing her characterisation through conflicts that hinge on issues of personal choice, political freedom and, above all, social change.