Uplink
17
The
Transnational
Issue
October
2009
• Transnational
Regions and West African Media
• Sony's Stop and Go
• God of War and Postcolonial History
Introduction
Another holiday season is upon us, and
the worst world economic crisis since the 1930s is slowly abating,
thanks in part to titanic government bailouts in the US and EU, and
partly to the responsible and forwards-looking leadership of the BRIC
nations (Brazil, Russia, India and China, 42% of the planetary
population). In just fifteen years, the BRIC countries transformed
themselves from broken-down peripheries and neoliberal basket-cases
into trillion-dollar behemoths. They are not just key locomotives of
the world recovery, they are also future superheavyweights of videogame
culture.
While future issues of Uplink
will
examine the contributions of the BRIC nations to videogaming more
closely, this issue will focus on one of the most important but least
researched, understood, or appreciated aspects of today's transnational
media. This is the profound influence of postcolonial history on our
contemporary media culture. This runs far deeper than the commercial
success of India's Bollywood films or China's wuxia action spectacles in
US and European markets. In a nutshell, after centuries of being the
compulsory objects of someone else's modernization, the countries of
the global semi-periphery and true periphery (about 80% of humanity)
are inventing their very own forms of modernity and their own media
cultures.
In addition to this meditation on
postcolonial culture, we have updates on Sony's console strategy and an
analysis of the upcoming epic God of
War 3.
Transnational
Regions and
West African Media
One of the most fundamental but least
theorized transformations of today's media is what we will call, for
lack of a better term, transregionalism – loosely defined as
regionalism in the era of the digital commons. This regionalism has one
foot in geographically or linguistically-defined spaces –
say, the Yoruba and Igbo video cultures of Nigeria, or the Malayali and
Tamil cinema of India – but also crosses all manner of
geographical and national borders (e.g. Yoruba and Tamil-language
videos circulate within both a local and global diaspora).
Transregionalism should not be confused
with the official national or dominant culture-industry of a given
postcolonial state. Rather, it is the network of cultural flows,
voluntary and involuntary migration, finance, tourism, trade and travel
between nation-states and between national culture-industries. For
example, the celebrated song-and-dance sequences of India's blockbuster
film culture, popularly termed Bollywood (a fusion of
“Bombay”, the former name of Mumbai, plus
“Hollywood”), can sometime display striking moments
of transregionalism, in the sense that they (1) depict complex
bricolages of local and regional musical, dance and theatrical
cultures, and (2) are marketed to India's domestic audience, as well as
to a globe-spanning Indian diaspora. That said, the overwhelming
majority of Bollywood films operate within the narrative framework of
India's postcolonial nationalism, in much the same way that Hollywood
films operate within the boundaries of American consumer culture.
Transregionalism also has an economic
dimension, and that is the rise of a truly multipolar world-system.
This multipolar world is vastly more urbanized, more democratic, more
diverse, and far more economically productive than the bipolar world of
the Cold War. This is not to say that nation-states and national
cultures have disappeared, but simply to note the degree to which even
the largest nation-states are enmeshed in globe-spanning economic,
social, cultural and geopolitical networks.
The most obvious example of this
transregionalism is the European Union, which comprises 27 nations and
495 million citizens. Collectively, the nations of the EU are a
superpower, with the biggest single economy on the planet and one of
its most valuable and solid currencies (the euro). However, some of the
most interesting examples of transregionalism are occurring in the
developing world, everywhere from the networking of the Latin American
countries under ALBA, to the “ASEAN plus three”
discussions between the Southeast and East Asian countries. There are
also a host of transregionalisms emerging around the BRIC nations
(Brazil, Russia, India and China) – Brazil is creating
powerful trade, cultural and political ties with the rest of Latin
American as well as the Lusophone African nations, Russia is networking
with the former Soviet republics turned independent nations, India is
reaching out to the South Asian region, while China is fostering good
relations with its Southeast Asian and East Asian neighbors.
One of the most significant but least
advertised forms of this transregionalism is taking place in West
Africa. This region can be roughly defined, running from northwest to
southeast, as the countries of Mauritania, Senegal, Gambia,
Guinea-Bissau, Mali, Guinea, Sierra Leone, Liberia, Cote d'Ivoire,
Burkina Faso, Niger, Ghana, Togo, Benin, and Nigeria. During
the 19th and most of the 20th centuries, these countries were the
colonial property of European powers, including Britain, France,
Portugal and Spain. Most won their independence comparatively recent,
in the final wave of decolonizations after WW II.
However, formal political
independence does not automatically translate into good governance or
equitable development, and many African countries (including most of
the ones mentioned above) have struggled with political instability and
economic hardship. That said, the first sixty years of African
independence have not been noticeably worse than the first sixty years
of independence anywhere else in the world. One of the nastiest and
most devious media mythologies spread by the US and Western European
mainstream media is the notion that Africa is a hopelessly corrupt,
reactionary and backward place. Yet compared to the first sixty years
of 19th century Latin America and North America, a period replete with
dictatorships, intercine wars, slavery, destructive economic crises,
and the US Civil War, the track record of the independent African
countries looks surprisingly good. Interstate wars have been almost
nonexistent, democracy has taken root in most countries, and social and
educational indicators have improved.
This is all the more amazing considering
the hostile environment in which independent African countries had to
navigate – the fact that their former colonial masters
remained extraordinarily rich and powerful, resulting in paternalistic
forms of neocolonialism, and the fact that the superpowers of the day,
the US and the USSR, often used Africa as a proxy battleground of the
Cold War by arming client states to the teeth (alas, these arms were
frequently turned against civilians, in the form of military coups).
While the militarization of Africa declined after the end of the Cold
War, Wall Street neoliberalism began to impose a new and terrible form
of intervention in Africa. From 1980 to 2005, IMF-World Bank austerity
policies based on neoliberal orthodoxy ravaged the poor, demolished the
middle class, and enriched the oligarchic few. Economies stagnated,
real wages dropped, and living standards stagnated or even fell for
most Africans.
For all its limitations, however,
political independence did achieve one essential goal: it made the
resistance movements against neoliberalism possible. There is no better
example of this than the West Africa media culture. Since the
mid-1990s, there has been an explosion of indigenous media
broadcasting, distribution and production throughout Africa. This
includes the dramatic expansion of FM radio broadcasting, the rise of
West Africa's world-class music culture, the emergence of thriving CD
and DVD television markets (e.g. Nigeria's Nollywood recorded video
industry), and a massive and ongoing cellphone and Internet boom. Yet
none of this would have been possible without decades of prior
investments by independent African states in their own civil services,
their own networks of basic and secondary education, and their own
social services.
There is no better example of this
dialectic of independence and transregionalism than the great
Senegalese director Ousmane Sembène, one of the most protean
and polymathic directors of the late 20th and early 21st century.
Scholars of Francophone and Third World film have long celebrated
Sembène's titanic contributions to Africa's indigenous
cinema. He not only created sub-Saharan Africa's first great films,
including the first to use indigenous African languages (Wolof and
Bambara), he fought tirelessly his whole life for the external
recognition of Africa's filmmaking talents, as well as for internal
social justice within Senegal and other African countries.
Unlike so many other auteurs, who
perfect a certain style and and repeat themselves thereafter,
Sembène had an amazing capacity to reinvent himself as a
filmmaker – the nine feature films and the various short
films he created from 1966 to 2004 display extraordinary thematic
variation and depth. Ironically, this thematic richness has confused
all too many film critics, who have concluded – quite wrongly
– that Sembène's later work was the mere
continuation of his earlier, more didactic films. In reality,
Sembène's final two films, Faat
Kiné
(1999) and
Mooladé
(2004) deliver some of the most advanced video
techniques and stinging anti-neoliberal meditations of their day,
though in two different locations. They also foreground the power and
collective agency of women, in ways Sembène's previous films
did not directly address. Whereas Faat
Kiné
focuses on the
women professionals of the postcolonial metropolis (in this case,
Dakar, the capital city of Senegal), the major characters of
Mooladé
are the women of Africa's rural countryside.[1] Both
films leverage the forms of a thriving West African media culture in
new and interesting ways.
To see Sembène's influence at
work, one need look no further than the musical and video works of
Senegalese musician Baaba Maal, and the Malian musical duo Amadou and
Mariam. Baaba Maal wrote the sound-track for Sembène's
anti-neocolonial drama Guelwaar
(1992), and has become a prominent
celebrity of the global music scene. Baaba Maal's video Gorel (note the
actual running time of this video is 3:55, not 10:29), Amadou and
Mariam's Sabali,
and Amadou and Mariam's Senegal Fast Food,
a deft
collaboration with Manu Chao, feature world-class musical compositions
with hard-hitting lyrics and sparkling visuals. More recently, the
video for the title track of Baaba Maal's most recent album, Television
(2009), samples acoustic and visual materials from Hollywood,
Bollywood, Brazilian film, Western European film, various Internet
media, and even the videogame genre (e.g. LittleBigPlanet's signature
cloth-based environments).
What is especially encouraging and
hopeful about the West African media is the increasing influence of
female artists, something visible everywhere from Sister Fa's scorching
hip hop track Milyamba to Njaaya's stirring
and soulful Social Living.
These songs and videos detail the lives and struggles of Senegalese
women facing the triple burden of domestic patriarchy, economic
neocolonialism and cultural neoliberalism. Sembène's final
films, with their strong female characters and rediscovery of gender as
a key site of anti-colonial history, were very much the forerunner of
the progressive media productions of the contemporary women artists of
West Africa.
Endnotes
1. West Africa's fast-growing cities are key drivers of its media boom.
Many of these cities were former colonial metropoles, i.e. hubs of
colonial administration. Upon independence, many of these cities became
significant centers of indigenous media production. They include
Nairobi in Kenya, Cairo in Egypt, Accra in Ghana, Lagos in Nigeria, and
Dakar in Senegal.
Sony's
Stop and Go
Probably the least surprising news of
this autumn was Sony's decision to slash the price of the PS3 to
$299/299EUR. It's important to remember that since the launch of the
PS3 in 2006, vast numbers of Wall Street flacks predicted Microsoft
would crush Sony into pulp. These were the same geniuses, by an amazing
coincidence, who said US housing prices would go up forever, that the
gargantuan current account deficits of the US didn't matter, and that
the Wall Street Bubble would inflate forever.
By contrast, Uplink maintained as early
as 2006 that Microsoft's strategy was fundamentally flawed, and that
the moment the PS3 dropped to $300 (this is the “sweet
spot” of mass consumption, equal in inflation-adjusted terms
to the $200 price tag which drove PS2 sales back in 2001), Microsoft
would be lucky to retain 20% share of the world market.
The results are finally in: sales of the
price-reduced PS3 have skyrocketed, while Microsoft's market share for
home consoles has precipitously declined to 22% for the first three
quarters of 2009.
Since it is the
quasi-nobilitarian privilege of Wall Street hucksters to never, ever
lose their jobs or to even exhibit the slightest iota of shame, no
matter how outrageously wrong they were or how many billions of dollars
they lost for their hapless clients, Uplink is tempted to invoke the
time-honored privilege of critics of Wall Street ever since the 1930s
Pecora hearings – the privilege of saying “we told
you so”. But that would be petty and mean-spirited. In the
spirit of the upcoming holiday season, we'll limit ourselves to a
simple observation. The price tag for hundreds of Wall Street analyst
reports on videogaming: tens of thousands of dollars. The price tag of
Uplink's quarterly columns: free.
That said, it's not all smooth sailing
for the good ship Sony. On October 1, Sony's latest version of its
highly successful PSP arrived in shops around the world, called the PSP
Go. The Go was billed as the world's first all-digital portable gaming
console. Whereas the PSP is just slightly too big to fit comfortably
into a pocket, the Go has a compact screen and employs a sliding screen
which slides open, revealing a set of controls underneath. In addition,
the UMD mini-disc drive of the existing PSP has been removed, which
means all games must now be downloaded and stored on the Go's internal
16GB internal drive or on plug-in memory sticks. While the Go has
excellent ergonomics, a nifty design, a beautiful screen, and built-in
Bluetooth capacity, it also has some limitations.
First, the prices of downloadable games
are currently the same as retail prices, which may seem like a pure
markup for Sony at the expense of consumers (in reality, things are a
bit more complicated than this). Second, the Go uses a proprietary
cable, instead of a standard USB cable for recharging and file
transfers. Third, consumers who already purchased minidisc versions of
PSP games cannot transfer those games to the new device. Fourth, the
price tag is a hefty $249/249 EUR, far too expensive for most
consumers.
For a current PSP owner, all these
limitations can seem exasperating, and some of the product reviews have
been stinging (Ars Technica reviewer Ben Kuchera has
the best-written
summary here). Kuchera makes some trenchant points, but it's a bit
unfair to compare the Go to the existing PSP, for the simple reason
that the Go is not designed to be the latter's replacement. Rather, the
Go is a niche product, an all-digital supplement to the existing PSP.
It is designed to appeal to consumers willing to pay extra for a
smaller, lighter, and more portable gaming experience in wireless-dense
cities – a polite way of saying, Japan and major Western
European markets.
It's worth remembering that Sony has no
control over most of the prices for the PSP's downloadable content.
These are set by independent vendors and game companies, who are
charging premium prices for what they see – correctly
– as a premium niche product. Over time, of course, those
prices will drop to lower levels.
The proprietary cable is indeed
unfortunate, though it's true that it is automatically included with
every Go and does fuse the media-out cable and power cable into a
single unit. Still, this isn't better or worse than the custom
connectors required by many other digital electronic devices. Nor is
the price tag of the Go terribly out of line with the cost of other
comparably-equipped media players.
Probably the biggest legitimate
complaint against the Go is that consumers who already purchased
minidisc versions of PSP games cannot transfer those games to the new
device. The reason, of course, is that there's no way to distinguish
games purchased from the used market, or borrowed from a friend, from
an original purchase. Again, this isn't necessarily Sony's fault
– it's up to individual game companies to decide whether to
release all-digital versions of their games or not, and whether to
include vouchers to allow consumers who purchase mini-disc versions of
games to access free downloads as well.
What makes the Go a transitional
product, however, is the fact that it inherited its control scheme from
the original PSP. There were two good reasons that the PSP did not come
with two thumb-nubs, similar to the controller of the PS2 and PS3.
First, portable hardware is not powerful enough to depict terribly
realistic 3D environments, and secondly, two thumb-nubs are an
ergonomic nightmare on such a small unit. The PSP is a flat device,
i.e. the surfaces and triggers are not curved, as with a standard PS2
or PS3 controller. Twin nubs might be fine for five minutes of gaming,
but become a literal pain in the tendons over longer periods.
Given the need for portability and the
limited utility of buttons as a control device, we would argue that the
future successor of the PSP will need not just one, but two
touch-screen devices. The first is an external touch-screen to
facilitate easy media and web access, volume adjustments, and the like.
The second would be an internal touch-pad just below the triangle,
square, circle and X buttons. Users could simply navigate by
effortlessly draping a finger across the pad, instead of applying
constant pressure to a knob, thus enabling true 3D movement without
afflicting regular users with carpal tunnel syndrome. Of course, this
would increase manufacturing costs considerably, to the point where it
is unlikely we will see anything like such a device in the near future.
Whatever solution Sony comes up with in
terms of controls, there's no question the next generation of handheld
videogame consoles (due sometime in 2011 or 2012) are going to
jumpstart a whole new age of gaming. More advanced controls, online
connectivity, copious onboard storage, and advanced screens will allow
game-makers to take a qualitative leap forwards in game-play
– something Hideo Kojima undoubtedly has in mind with his
Metal Gear Solid: Peace Walker
game for the PSP.
God
of War and Postcolonial History
At first glance, ancient Greek mythology
would seem to be the perfect spawning-grounds for videogame titles. Its
theatrical and lyric works, ranging from Homer's Odyssey to the plays
of Euripedes, rank among the greatest documents of world literature.
Its larger-than-life heroes, soul-shattering wars, and all-too-human
deities have furnished material for countless films and television
series.
Yet for decades, the track record of
Greek-themed videogames has been singularly unimpressive. In part, this
may have been due to the comparative sophistication of those cinematic
and television narratives. The earliest videogame consoles could not
compete with Hollywood's lush special effects budgets. That said,
companies such as Square Enix have always found creative ways around
these limitations – the average Final Fantasy game brims over
with gods, legends and monsters. What was so hard about bringing the
residents of Olympus to life in the same way?
The answer to this mystery would finally
be revealed in 2005, in the form of the first certifiably outstanding
Greek-mythology-themed videogame: Sony's God of War (2005). The game
was created by Sony's Santa Monica studio, the crown jewel in the
company's globe-spanning studio network, and directed by the talented
David Jaffe, who has since moved on to become an independent game
producer in his own right.
Unlike so many other visually stylish
but narratively deficient action games, God of War balanced
bone-crunching action sequences with a sophisticated, literate
backstory. The game's creators had the key insight that due to the
sheer profusion of Greek mythology throughout the 20th century media
culture, the audience would demand the highest possible standard of
voice-acting, character depictions and storyline to accompany the
game's suitable epic style of play.
But things did not stop there. Just two
years later, Sony's Santa Monica studio delivered a sequel, God of War
2 (2007), which surpassed its worthy predecessor in every way
imaginable. This was all the more remarkable, considering that the PS2
was already being supplanted by the next generation of consoles (the
Xbox360 arrived in late 2005, and the Playstation 3 and Wii in 2006).
Director Cory Barlog and Santa Monica's world-class artists,
programmers and designers employed a judicious mixture of
high-definition cut-scenes, epic boss battles, polished sound design,
and subtle game-play refinements which extracted the maximum from the
aging PS2 platform.
This tradition of combining the utmost
technical ingenuity with the most sophisticated forms of narration is
also apparent on God of War: Chains
of Olympus (2008), a superb prequel
to the events of the first God of War.
Unlike its two predecessors,
Chains was released on Sony's
handheld console, the PSP. Independent
studio Ready at Dawn worked closely with the Santa Monica team to
translate the (literally and figuratively) titanic conflicts of the
storyline into handheld format. The result was a world-class action
title for the PSP which loses nothing of its epic scope or narrative
subtlety in the transition to a physically smaller platform.
The projected finale of the series, God
of War 3, directed by Stig Asmussen, is slated to appear on the
PS3
either later this year or early 2010, and the trailers for the game
show every indication of that Santa Monica will either equal or surpass
the lofty standard set by its three previous games.
The remarkable achievement of publishing
three world-class games in as many years is all the more extraordinary
considering that the franchise has never had a single dominant
personality or director at its helm, in the way Hideo Kojima
masterminded the Metal Gear franchise. One of the reasons for this
productivity is revealed by a bonus DVD released along with the
official God of War 2
videogame, which contains documentary footage of
the game's production, as well as extensive interviews with
voice-actors and staff members. The animators, modelers, tool-builders,
motion capture actors, testers and visual artists of the Santa Monica
studio are one of the most transnational and multicultural workforces
of any studio in the world.
In
additional to its racial and ethnic diversity, the staff is remarkably
gender-balanced, with female professionals playing key roles in sound
design, visuals and scriptwriting. In particular, scriptwriter Marianne
Krawczyk deserves wider recognition for her work on all of the God of
War games (she also co-wrote the script for one of the most
underrated
dungeon-crawlers for the PSP, Untold
Legends: Brotherhood of the Blade
(2005)).
Indeed, one of the reasons for the
franchise's extraordinary vitality is its emphasis on the story and
script. These are aspects of game design which are all too often
overlooked by an industry obsessed by visual effects. It is especially
significant that each of the various directors of the God of War series
have had a direct hand in writing the story.[1] The first God of War
was
penned by the afore-mentioned Marianne Krawczyk, Keith Fay, Alexander
Stein and game director David Jaffe. God
of War 2 was co-written by
James Barlog (Cory's real-life father, and an experienced detective and
mystery writer), Marianne Krawczyk, Ariel Lawrence, William Weissbaum
and game director Cory Barlog. Something similar is true of Chains of
Olympus, which was co-written by Cory Barlog, David Jaffe,
Marianne
Krawczyk, and Ready at Dawn's co-founder Ru Weerasuriya, who also
directed the title.
All of these directors and writers
deserve enormous credit for realizing that no mythology of the
preindustrial era could be simply transferred wholesale from the
literary and theatrical archives to the digital era. Nor could the
franchise easily adopt the techniques of the cinema, because the result
would have been a set of cut-scenes devoid of playable content. Rather,
the fundamental narrative categories of Greek mythology – the
cyclical time of agrarian, slave-owning city-states supercharged with
Mediterranean trading-rents, buffeted by internal factionalism and
external land empires – would have to be accessed and retold
in a new way.
What the writers did was to take two of
the most testosterone-soaked, pro-imperialist, and stereotype-infested
genres of the First World mass media, namely the sword-and-sandals
movie and the fantasy-adventure game, and set them in motion towards
postcolonial history. The result does much more than simply critique
the concept of linear time or teleological history (the ideology of
gods and goddesses), as well as critique the myth of redemptive or
state-sanctioned violence (the ideology of war). It is also a
meditation on the categories of post-American or multipolar history.
This meditation begins with superb
voice-acting, which includes Linda Hunt as the narrator of GoW1 and the
voice of Gaia in GoW2, the
immensely talented T.C. Carson as Kratos,
and Carole Ruggier as Athena. Special mention should also be made of
Michael Clarke Duncan, the voice of Atlas, as well as Harry Hamlin, who
plays a surprisingly devious Perseus (a sly nod to his role as the
heroic version of Perseus in the 1981 thriller Clash of the Titans, as
well as his sparkling performance as the villainous Aaron Echolls in
the TV series Veronica Mars
(2004-2006)). Corey Burton's voice-acting
as Zeus also deserves notice, due to its complex admixture of
overweening hubris, leavened with half-conscious pangs of remorse. Even
the smaller roles shine, everywhere from Paul Eiding's morally
compromised Theseus to Bob Joles' creepily demented Icarus.
The choice of T.C. Carson, an African
American stage actor with extensive voice credits in other videogame
titles, is especially revealing. What Carson brings to the role of
Kratos is not just bravura intensity, but a subtle, mordant quality
which can only be defined as postcolonial irony. It is the awareness of
the colossal brutality and violence of the empire which African
Americans are most familiar with, namely the US Empire, combined with
the acknowledgement of the necessity to use the narrative tools and
mass media of that Empire. This fits with Kratos' dawning realization
that his entire life was a ruse of Olympian reason: he was only the
tool of the gods, used to control both the titans and the human world.
Once Kratos starts to break free of the
rule of the gods, he begins to access the categories of history in new
and startling ways. One of the most striking and consistent themes of
GoW2 is its constant emphasis
on history, memory and the power of
mythical retelling, to the point that even the level titles suggest
memory (e.g. “Bog of the Forgotten”). Indeed, the
storyline cleverly transforms the theme of retelling into a key element
of game-play. Kratos acquires a limited power to rewind and travel
through time, and players must solve a number of puzzles using this
power. Similarly, the grim fate of the translators – they
must read spells, and are then sacrificed to enable the flight of the
phoenix – is both a striking commentary on the category of
mythic sacrifice, as well as a mischievous and self-deprecating nod to
the hapless programmers who had to figuratively sweat blood to achieve
near-impossible levels of visual performance from the PS2 platform
(i.e. like the blood of the translators, their labor
“disappears” into the experience of the videogame).
One of the most startling revelations of
the game occurs when Kratos finds himself before a shackled Atlas, the
titan who carries the weight of the world on his four massive arms and
broad shoulders. When Kratos strives to convince Atlas to join his
quest to defeat Zeus, Atlas begins to reminisce about the Great War
between the titans and gods, leading to the following cut-scene (the
complete video sequence is available on Youtube):
Player action: destroy one of
Atlas'
chains. After chain breaks, the following cut-scene plays.
Atlas: “Who dares break my
chains of torment?” Atlas grabs
Kratos and tries to crush him
between an enormous thumb and forefinger. Kratos struggles to stay
alive. Atlas is so enormous, his gigantic eye and part of his brow are
enough to fill the entire background.
Atlas: “You are strong. But
you are far too small, even for an Olympian, to be a god.”
Atlas groans, then narrows his eye as
he recognizes Kratos. Atlas
continues: “Kratos... you dare show your face to me, after
what you have done?”
Player action:
alternately press R1 and
L1 rapidly to avoid being crushed to death.
Atlas: “I will make you
suffer, Kratos.”
Kratos: “Atlas, you must trust
me. Much has passed since we last met.”
Player action:
alternately press R1 and
L1 rapidly once again to avoid being crushed.
Atlas: “Why would I ever trust
a servant of Zeus?”
Kratos: “Because I seek to
destroy Zeus.” Surprised,
Atlas eases his grip and Kratos
lands in Atlas' outstretched palm. Atlas laughs a mighty laugh.
Atlas: “Kratos. Still the
arrogant and foolish warrior. Hmm. I see you have not changed. And how
do you plan to defeat the king of the gods?”
Kratos: “By taking the Blade
of Olympus back and driving it into Zeus's heart. It commands the power
I once wielded as the God of War.”
Atlas: “The Blade of Olympus?
I have not heard that name in many years.” Scene cuts to
Atlas' reminiscence of the ancient war between the titans and gods.
Lightning flickers in the hand of a young Zeus. A tornado funnel spins
on the horizon. Atlas continues: “Not since... not since
the
end of the Great War. Blood-lust and power reigned through Zeus. His
desire to rule over mortals was intolerable to us.” Scene
cuts to a shot of the titans and gods warring over a vast, burning
landscape.
Atlas: “The war between the
titans and the Olympians forged the landscape of the mortal
world.” Camera shows Hades
trying to bind Chronos and extract
his magic power with glowing golden chains. Atlas continues:
“It was a war we knew the titans must win.” Atlas
sees Chronos is in trouble, and rushes up to drive Hades away and
rescue Chronos.
Atlas: “If we lost, it would
mean an end to the golden age of the titan rule. Peace and prosperity
for mankind would be no more.” Chronos
is finally rescued,
but is nearly exhausted. However, a lightning-bolt from Apollo suddenly
stuns Atlas. Shot of Apollo wielding a magical orb, which shoots
electricity at Atlas. Hades turns and throws his golden chains at
Atlas. Atlas struggles desperately, but is eventually brought to earth
by the golden chains. Hades strips away and absorbs Atlas' magic power,
and the titan falls to the earth, helpless, with eyes full of sorrow,
henceforth shackled to the bidding of the gods.
This is one of the transcendental scenes
of contemporary videogame culture, and the moment that the
multicultural animators, designers and programmers of Santa Monica
throw down the ideological gauntlet. For this is no premodern tale of
how one group of immortal beings came to overthrow another. Rather, the
scene depicts the historic tragedy of capitalist modernization
– the birth of the world-market via primitive accumulation.
Apollo's orb is a suggestive symbol of global commerce, a.k.a. the
power to navigate the oceans, while Hades' chains are a symbol of the
gold standard which drove the economy of early mercantilism and
colonialism. Meanwhile, the muscular bodies of the titans are a direct
reference to the bodies of Africans and indigenous Americans yoked to
slavery and plantation agriculture.
If the labor-power of the titans is the
corporeal link between the colonial past and the neoliberal present,
then we can read the character of Kratos in a new and unexpected way.
As the tool of the gods, Kratos was the personification of the Second
and Third World military juntas, client states and comprador
bourgeoisies which kept the semi-periphery obedient to the dictates of
the US metropole. Once Kratos casts off his allegiance to the
Ameri-gods, however, then he automatically acquires the status of quite
a different historical agency. This agency is not the power of the
Eurostate, another capitalist metropole with its own version of
neoliberalism, but something rooted in the historical experience of the
developing countries.
We will suggest that Kratos is one of
the first great symbols of the developmental states of the
semi-periphery, who are indeed rejecting the economic and political
tyranny of the former metropole. This is relayed by one the final
battles of GoW2, when Kratos
battles against the Sisters of Fate,
grotesque servants of Olympus who control the threads of the past, the
present and the future. When Kratos defeats the Sisters, he acquires
the power to travel through time, thereby offsetting the power of Zeus
and the gods of Olympus to control space. Nowadays, the developmental
states have acquired a roughly comparable power to control their
accumulated labor-time, in the form of their immense foreign exchange
reserves and equity stakes in their domestic economies.
Conversely, the final tragedy of GoW2
is
rife with post-imperial meaning. This is the accidental death of
Athena, goddess of victory and wisdom, during Kratos' confrontation
with Zeus (she throws herself on Kratos' blade to save Zeus, who barely
escapes with his life). This is a mordant symbol of a post-9/11
America, a society so fearful over the erosion of its rule that four
hijacked jets could drive it into a fit of war-mongering madness and
speculative ruination. The allegory is heightened by showing Athena's
dying face turn a coppery green, a transparent reference to the Statue
of Liberty. Indeed, one could go further and argue that the scene where
Zeus betrays and attempts to kill Kratos at the very beginning of GoW2
is the symbolic invasion of Iraq: this is the liquidation of Saddam
Hussein's rule, which was supposed to guarantee the dominion of the US
Empire for another hundred years. Instead, it only accelerated the
Empire's demise.
While we will have to wait until March
2010 for the release of GoW3,
Uplink has full confidence in
the ability
of the Santa Monica team to go even further than GoW2, and to paint an
outline of what our multipolar world might be evolving into –
to rewrite, in short, the twilight of the gods into the dawn of
humanity.
Endnotes
1. This direct, hands-on role in crafting the story is unusual in the
videogame industry, and comparable only to Hideo Kojima's role in
scripting and writing the Metal Gear
games, or to Insomniac's
world-class Resistance
franchise – Insomniac's CEO Ted Price
helped to co-write the series' alternate-reality story.
Stay
tuned for Uplink 18:
The Geopolitics Issue!