A Quick Note On Jupiter Ascending’s Politics

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There’s a short response to my previous post on the films of the Wachowskis over at Fuck Yeah Jupiter Ascending, and I just want to take a moment to think about it and be a little more explicit at how what I think Jupiter Ascending is doing in how it positions it characters in a relationship with interstellar capitalism.

Right at the top, I want to say thanks to FYJA for reading and engaging with what I wrote. Thanks you!

The author takes issue with my calling Jupiter Ascending a nihilistic film and they write this:

However, while Jupiter Ascending doesn’t show the total defeat of space capitalism, I strongly disagree with the suggestion that it is nihilistic. Nihilism holds that life has no true meaning, significance or purpose, and that is essentially the opposite of Jupiter Ascending’s ethos. Jupiter Ascending is a deeply humanistic film in that it demonstrates immense faith in our base human potential – Jupiter is stubbornly normal, with no special abilities or magical powers to speak of. She is simply herself, and she does what anyone in her situation could do – she makes tough choices when met with limited options, asks questions to attempt to understand what’s happening to her and fights to live. As far as the film is concerned, these qualities make Jupiter heroic and special. The film’s happy ending is not Jupiter saving the universe – it’s Jupiter finally finding happiness, purpose and meaning in life.

Jupiter Ascending is ultimately a very small, personal story of self-realisation and personal growth wrapped up in a glittery, quadrant-spanning package. And while it is non-committal on our potential to tear down the systems controlling the operations of the universe, it is resoundingly optimistic about the human condition and our capacity for good.

When I say that Jupiter Ascending is nihilistic, I don’t mean that it is some kind of deep dive into a dark hole that somehow rejects human existence. What I mean is that the very setup of the film presents us with an incalculably large scenario of politics, that of space capitalism, and at the end of the film Jupiter, and therefore the audience, turns away from that system precisely because it is so complex and difficult.

I agree 100% that Jupiter Ascending is life-affirming, but the particular kind of life that it affirms is one of acceptance, of “rolling with the punches,” and when put into a sequence with the revolutionary idealism of the Wachowskis’ previous films, it looks an awful lot like walking away from the political itself.

Jupiter’s normalcy is the vehicle that enables the film to be so nihilistic in the sense that, no, she is in fact not a normal person. She is one of the wealthiest people in the universe. She has the fate of millions of humans in her hands, and she has the support of a universal policing agency behind her. She has even defeated her greatest rival, the only real threat to her asserting power, and come out completely unscathed in the sense that she has lost nothing. Assertions to her aggressive normalcy, in a weird moment of translation, feels a lot like this story.

In many ways, Jupiter Ascending is a lot like The Matrix (the first film, not the trilogy) in that it presents us with a character who has an extensive amount of power. The endings match closely, what with some plot knitting being done right before someone uses their newfound abilities to fly around a city (in wildly different ways, however).

The nihilism comes from the question “what do we do now?” It is a question of a program, or a set of politics. As I argued in the previous post, the Wachowskis have moved from an ambivalent unhappiness with capitalism (in which a person can fight, and at great cost, maybe win) to an unhappiness that nevertheless accepts the capitalist realism of the universe.

When one of the richest, most powerful beings in the universe asserts “normalcy” in order to move away from engaging in some kind of direct politics, that feels like nihilism. The disavowal of one’s self, and one’s position in relation to others in the galactic system of harvest and oppression, so that you can live a particular kind of life that you’re used to feels like exactly what FYJA was claiming is not there: it is the rejection of significance and purpose in order to avoid dealing with that purpose.

And I loved the film, unironically (I’ve sort of realized that I need to say that around this film, which is odd), but I also think that it signals a particular far end of a political journey that the Wachowskis have been on for a long time.

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Val Kilmer as Batman

“Val Kilmer was the most beautiful Batman. The perfect face for that mask. Those lips.”

– Stephen Goldblatt,

Batman Forever: The Story Behind The Surprise Hit Nobody Really Wanted

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Three Readings of Films by The Wachowskis

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I. The Matrix Trilogy

The Matrix Trilogy presents us with a supposedly linear vision of time that is revealed to be completely static. In the second film, the council member takes Neo beneath the city to show him the machinery that allows Zion to exist. He explains that they have no idea how it works or what the systems might even look like. They look into the heart of the last remaining human civilization and quite literally find a puzzle box.

It is eventually revealed to the characters and the viewer that Zion exists purely because of an excess in the machinery that controls the world. Humans must be given a choice, even if it is a choice that they cannot perceive making, and after having made that choice they can either live happily in the virtual world or unhappily on a ruined Earth. The machines, for the most part, are happy either way. The end of the final film contains this little exchange between the Oracle, a machine that sided with humans in the war, and the Architect, the grand designer of The Matrix itself:

Architect: Just how long do you think this peace is going to last?

Oracle: As long as it can.

Up until this point, the films have been very interested in telling us about the cyclical nature of things. Time does not move in a linear way. Rather, humans accumulate in Zion until they need to be harvested, culled, by the machines, at which point the machines invade and kill most of them before reseeding the city and beginning again.

And this, as many other have said, looks a lot like capitalism itself. Your consumptive choices are always choices even if they don’t appear to be, and your everyday existence is one of carefully ignoring the vast violence that, say, owning an iPad supports. When the contradictions of capitalism come to the surface, or when the violence against people or the environment overcomes the pleasure of the system itself, then you might have a revolutionary moment of fighting back on the part of the people (or an earthquake, or acid rain, or another expression of an anthropogenic chaos in the environment).

And maybe things are better for a while, or at least they don’t get any worse, and the “peace” is attained for a blip in the capitalist timescale. It holds for as long as it can.

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II. Speed Racer

Speed Racer is the most literal possible translation of a cartoon into physically-grounded semi-animated reality unmatched outside the recent G.I. Joe films. At the moment I am writing this, it rests at a low 37% critical rating on Metacritic, and there’s nothing surprising there: the movie has John Goodman suplexing ninjas and lots of straight-down-the-camera mugging from race car drivers and children and even some giggly looks from a chimpanzee.

The Wachowskis threw nothing out when it came to adapting Speed Racer from its anime roots into a feature film, but their additions are what make it a “Wachowski film” as opposed to some kind of cash-in adaptation.

The Hunger Games depicts a national game where life’s meaning is derived from the performance of some murderchildren in a heavily-augmented gamespace. And it works–they politically transcend that, power comes back to the people, the revolution comes, you pick the right option.

Speed Racer contains a worldgame in which everyone, from bottom to top, understands themselves in relationship to the spectacle. The most powerful companies in the world support and define themselves by the wax and wane of their racers, their technologies, and the weird capitalism that happens behind the scenes. Speed Racer takes the technoliberationist claim that one day there will be milk and honey for everyone and asks what the hell the shady capitalists will bother doing in that time.

The shady capitalists, like everyone else, will absorb themselves in games. Worse, they will turn their current activities into yet another game. And the races will be awesome.

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III. Jupiter Ascending

The two previous films I have mentioned contain a dire nihilism at their heart. Even if things get better for a moment, the wheel will turn again, and things will be bad again. Yet in both The Matrix and Speed Racer there was a desire to try to spin that wheel yourself. Maybe with the right people who are woke to the right ideas you could do something to make the world less horrifying for a moment, even if that meant being eradicated in the process (Neo) or playing the game so that the good guys can win a small victory (Speed Racer).

Try to beat them and you might, but things will collapse again. Play the game, and play the game well, and you can at least be sure that your team wins, even if you can’t shut the game down.

Jupiter Ascending gives up on all of that, and while it is certainly one of the Wachowskis more interesting films, it is also maybe their most deeply nihilistic (even Cloud Atlas, a movie literally foreclosing its future over and over again, has the hint that things can change).

Protagonist Jupiter is the heir to a literal universal fortune, and she gets embroiled in a great many political struggles that take her into the giant rendering factory that we know as the planet Jupiter. She comes face-to-face with a space capitalist who explains the harvesting of resources and the desires of capitalism itself, which demands that its victims and resources be faceless and wiped clean of any mark that would make them nonequivalent.

Jupiter beats the space capitalist to death with a pipe and leaves with her title and fortune intact, and for the long story beat this really only means that she is able to prevent the Earth from being harvested of its human resources by the evil space capitalists. And in the final scene, she flies off in cool space skater boots.

I thought Jupiter Ascending was an excellent film all around, and put into a progression with other Wachowski films, you can see how their politics have shifted. There was always a nihilism, that the future is closed, but in JA we are literally presented with a system of control and calculation so large that it doesn’t even make sense to attempt to address it. A single person, even a person who owns the Earth, can do little to nothing against the monstrous maw that roams the universe and chews humans up.

In The Matrix, a ragtag group might be able to change things. In Speed Racer, a ragtag group can grab the world’s attention for a moment to change things, ultimately falling back into the system. In Cloud Atlas, you can embrace a slight moment of kindness before being utterly absorbed. In Jupiter Ascending, your only shot, even if you’re a space princess, is to kick a capitalist in the crotch, blow up a factory, and call it a day.

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A Critical Look At Homefront

Today I released the video I’ve been working on on-and-off for the past few weeks. It’s a critical look at Homefront, a game I generally think is much more interesting than most people tend to give it credit for. The video is on the long side, but I’m pretty proud of it, and I hope you enjoy it!

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Heroes of the Storm SUPERCUT

Last night I posted a “supercut” video of a long stream of Heroes of the Storm that I hosted the other night. It’s a bunch of my friends from my World of Warcraft days and before, and I’ve included our fun wins and our super-sad losses, including a Raynor/boss defeat that literally comes out of nowhere.

I actually think it is probably pretty watchable, and it should give you a sample of the kinds of things that happen in HOTS if you don’t know anything about it yet.

 

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Epanalepsis Out Today!

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After a very long and weird journey that has destroyed both my mind and my body, I have released Epanalepsis. It is a short narrative game that’s sort of cyberpunky and sort of Literary Brat Pack and generally just a weird thing and I don’t think we’ve seen very much of in games. We certainly don’t see it very often in commercial games.

I am hyper proud of it and I think that if you read this blog you will enjoy it.

You can go here to purchase it on Steam. You can go here to purchase it as a DRM-free standalone application. If you don’t know what Steam is and you don’t play many games and you just want to buy the game and have a good time with it with no fuss, buy it here.

If you are interested in some additional stuff, you can buy The Epanalepsis Papers, which is super high quality scans of my design notebook that I used before and during the development of Epanalepsis. It also has extensive annotations, some new essays I wrote specifically for the book, and even some music recommendations. You can purchase it here.

You can also purchase the excellent soundtrack that John Fio made for it. It’s really good and you can support him directly by buying it from him on Bandcamp.

It’s been a long, weird ride and here we are. More sooner, later, better.

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On Notes From The Casketgirl

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Someone, probably Michael Lutz, told me about Notes From The Casketgirl by Sloane a year or more ago and it’s been on my list of things to check out since then. I finally sat down with it, headphones in, and got deep into it.

It’s been a long time since I’ve played a Twine game, and maybe longer since I’ve played one that I’ve really enjoyed. Twine games don’t show up in my feeds as much as they once did, and I have less and less time to seek out games (hopefully that changes soon).

Notes From The Casketgirl is a romance story packaged in a horror concept. A casketmaker shows you the world through the beauty of the objects she makes. There’s not much more to it than that, and I could end here by saying that you should check the game out here. But I won’t.

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I think Twine games might be really suited for giving us the gothic in game form. The gothic is a genre, and like all genres it has tropes that it is made of: the bleak world, the Romantic antiheroes, the beauty of death, the love of the grave. Dante Gabriel Rossetti burying his unpublished poems with his dead-before-her-time wife, regretting it, and digging her up: that’s gothic.

When those tropes are presented visually, it seems like they’re robbed of something. Alucard cursing his existence in a castle surrounded by pentagrams is certainly gothic, but it lacks the weight that lives in those textual descriptions. So it seems to me that Twine might be one of the few ways of making games that actually have the full weight of the gothic.

Anyway, these were thoughts I had after playing Notes From The Casketgirl, so play that.

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“evocation without the dead weight of explanation”: on Mad Max: Fury Road

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The beauty of The Road Warrior is that it is a legend. We’re given the past through the lens of someone who lived it, and the trials and tribulations of Max himself become something akin to the Bibilical suffering of Job or the trials of Hercules. Max stands in for the human spirit in some way, and when the community of travelers overcomes adversity only through their solidarity as a community, we’re meant to take all of this symbolism seriously. We’re watching a myth, and everything fits that model.

Fury Road is the ultimate expression of that ethic. It is a story so flattened to its basic mythological functions that it is fundamentally one dimensional–so one-dimensional that “I’m looking for redemption” followed by “maybe we’ll find some redemption” is basically the entire emotional journey that the film presents us with.

There’s a world where someone might call that bad, or lazy, or thin, and I don’t really understand that world. Much like BeowulfFury Road doesn’t go deep but that doesn’t stop it from doing its work. It relies on the predictable distribution of violence as an engine to drive the story along. It works like trauma; it provides a skeleton for existence based on repetition. We know that the crashes will come again. There will be a pause, and we will sit quietly as Furiosa drives through the night, and then we will watch her save everyone one more time.

This is how a myth works. You retell it. It takes a different shape. You speak it over and over again. The repetition takes shape, and like the War Boys, you develop rituals. You hope you ride eternal, shiny and chrome.

The reduction of Mad Max to a mythical figure means that we can stretch him out. He can take any shape, like Moses, like Sherlock Holmes, like James Bond; he’s an idea, a one-note paper construction that sits in for our anxieties and fears and our hopes for humans and their horrible being.

The further a piece of media strays toward myth the better it is able to embrace the evocation effect. Cain is banished to the east of Eden and into the land of Nod, which is promptly forgotten about. Lovecraft tells us of unknown, unthinkable dimensions and never quite gets around to providing any real, encyclopedic information about them. The Mos Eisley cantina has all of those weird-ass, unexplained, unnamed aliens who live for a bare moment before disappearing behind the plot.

Fury Road rests on these moments of evocation. The Bullet Farm and its war-mongering ruler and Gas Town with its business-and-resource focused nipple-tweaking captain both fit perfectly into a mythological frame that is spending more time warning us about the hubris of bloodlust and the evils of capitalism than it is the exact inner-workings of gas production and distribution. The film is literally filled with evocation to the point of sacrificing any explanation: the blind metal guitar player bound to his vehicle; the Desert of Silence; those who pick the ruined wastes of the green place with their stilts and rags. It is all presented to the viewer without hesitation, without reservation, and fully serious. It is a world that is large, and it cannot be encapsulated in two hours, so why bother?

It is easy for a film franchise to fall into a trap here (and it is impossible for me to see how this will fail to become a new franchise). Pitch Black became The Chronicles of Riddick with its brutal overexplanation of the universe and the Necrolords. The Matrix attempted to account for an entire history and ecology of humans and machines on a ruined Earth, completely forgetting the evocative nature of the first film that made it so compelling. And Star Wars, well, it became Star Wars.

I hope that we can keep Mad Max and his universe flat. I hope that we can keep Furiosa mythical. I’m holding out for evocation without the dead weight of explanation.

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Thimbleweed Park and Sketching

Gary Winnick has a new post up on the Thimbleweek Park development blog about quick sketching and visual design for a game.

I’ve never thought about quick iteration as something at the forefront of my game development method, but I really have a lot of love for what Winnick is saying there. I do a lot of sketching in a visual sense, but I do just as much in the realm of story, dialogue, and how the objects in a game are meant to interact with one another.

I’ve been preparing The Epanalepsis Papers, a book of scans from my design notebook for Epanalepsis, and there’s several instances where I’m just writing events and sequences that sort of fit the game and sort of don’t. I spent a lot of time doing what Winnick is talking about–trying to find problems with what I’m thinking, trying to make things fit, and just generally trying to get words written in a way that they might eventually fit into a longform narrative.

Epanalepsis is coming out next week! Eep.

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KART KING

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