Thursday 8 January 2015

Hannibal: The Most Surprisingly Awesome Show on TV



I don't watch much TV anymore. There's way too many commercials and 90% of the shows on it suck. When it comes to television, I'm a cynical old man at age 24. As you can imagine, I'm usually apathetic about the latest trend in TV that floods the market and pushes all the creative shows out of existence. Right now, the scourge of television is.....

PREQUELS AND ORIGIN STORIES. SERIOUSLY JUST STOP PLEASE RIGHT NOW. THERE ARE TOO MANY. WAY TOO MANY.

Oh and reality TV is also terrible but that goes without saying.

It seems like they're giving every stupid superhero or beloved story an origin series that is unnecessary and often just ruins the source material. Alfred Hitchcock's Psycho is one of the best psychological thrillers of all time. Did we need sequels and remakes? No. But we got them. Do we need a prequel TV series about Norman Bates and his mommy issues? No. But we're getting that too. I guess my problem is I just see these shows for the blatant, pandering cash grabs they are and even though I like some of the characters and sources they're based on I have no desire to see them. Anyways. On to what I'm actually talking about.

Hannibal is the exception to my dislike of this "genre", and one of the very best shows on TV. Every aspect of it is pretty much flawless. The acting is particularly phenomenal. As we all know, Anthony Hopkins pretty much defined the character of Hannibal Lecter for all eternity in Silence of the Lambs, and his bone-chilling portrayal of the character is naturally the standard to which anyone attempting this role will be compared to until the end of time. Despite this monumental pressure, Danish actor Mads Mikkelsen (Casino Royale, The Hunt) delivers an absolutely outstanding performance in this series. He has all of Hopkins' class and unsettling calmness, but he also brings an imposing physicality to the role that no one else could replicate. Obviously the audience knows from the beginning of the show that Hannibal kills and eats people, and this makes it all the more difficult for Mikkelsen to play a compelling character because from the very first scene we know his secret. But he succeeds with flying colours, playing a character who is professional and very skilled in his field of psychiatry, but is also a completely unpredictable psychopath who is highly manipulative and excels at controlling people due to his extensive knowledge of the human psyche. Hannibal is always in control. He works extremely closely with the FBI agents who are hunting him, and they have no idea that the killer they're looking for is right under their nose until it is far too late. It's this power dynamic that makes Hannibal so fascinating, you can never tell exactly what's going on in his head behind that cold, neutral expression. Also playing their roles very well are Laurence Fishburne as Jack Crawford, the FBI agent leading the investigation into Hannibal's crimes, and Hugh Dancy as Will Graham, an unstable FBI consultant with the strange ability of empathizing with killers and mentally reconstructing their crimes. He and Hannibal have a complex relationship that is developed incredibly well over the course of the two seasons that have aired so far. These three actors form a fantastic core cast, with a great supporting cast around them.

While the acting is excellent, Hannibal's dark, moody. unsettling atmosphere is the aspect of the show that I probably love the most. In terms of visual style and tone, Hannibal is absolutely stunning. Watching a season of this show is like a watching a 10 hour long  psychological thriller. There is rarely silence, eerie sound effects and a haunting score give the show an intense atmosphere of dread and despair. The set design is phenomenal, horrific crime scenes strewn with gore abound in almost every episode. All of these environments are masterfully constructed, and display the handiwork and "artistry" of the killers in the show incredibly well. On this note, I am consistently amazed at how much insanely graphic violence Hannibal has been able to get away with. It airs on NBC, and I don't think I've ever seen a show on network television this shockingly gory. The second season in particular is horrific, one memorable scene has Hannibal dose one of his enemies with a mixture of hallucinogens and force him to slowly cut off his own face piece by piece, feeding it to both dogs and himself. Almost nothing seems to be taboo for this show, brutal dismemberments are commonplace and rivers of blood flow through every episode. The season finale of Hannibal's most recent run has Hannibal fleeing to Europe after cutting almost all of the other major characters in the series to pieces in a final showdown and leaving them all to bleed to death. Pretty much the only main character that we know is definitely living to be in season 3 is Hannibal himself. How many TV shows have the balls to kill (or as good as kill) 90% of its main characters in one episode? Not many. Take that Game of Thrones. 

This unflinching, unapologetic use of gore combined with Hannibal's incredible cast and art design make it a complete and total must-see for any horror fan. I don't even consider myself that much of a horror fan and I love it. Season 3 now plz












Monday 5 January 2015

Essay: The Wolf Among Us

Here's an essay I wrote last semester for a cool English course I took called Gaming & Narrative Theory. It got me an A so I guess it must be somewhat decent.

The Wolf Among Us, Player Choice and Dynamic Character Adaptation

            The Wolf Among Us is an episodic adventure/mystery video game released in 2013 by American independent game publisher Telltale Games. It is an adaptation of the Fables series of comic books, which takes famous characters from well-known nursery rhymes, films and stories and brings them together in one universe, a hidden community known as "Fabletown" in the  heart of New York City. The video game adaptation of this centers around protagonist Bigby Wolf, who is better known as the "Big Bad Wolf" from the Little Red Riding Hood and Three Little Pigs fairy tales. The Wolf Among Us has an interesting portrayal of Bigby. Despite the fact that he is the antagonist in the context that the person playing the game knows him in, he is very much the hero of the game. In this essay, I will argue that the player's perception of Bigby and other characters in the game is altered and defined by their previous knowledge of them in other texts, and that The Wolf Among Us is a legitimate adaptation of these characters. In her book Beginning to Theorize Adaptation, Linda Hutcheon defines an adaptation as "an announced and extensive transposition of a particular work or works" (7). The Wolf Among Us fits quit well into this definition, as it brings characters from a multitude of other works in several different genres and media together in one cohesive game universe.

            When a character is adapted into a new medium or text, they inevitably bring their reputation and previous actions with them in the mind of the person experiencing the new text, and this concept certainly affects the  perception of the character of Bigby in this game. Hutcheon writes that adaptations have an "overt and defining relationship to prior texts" (3). While her book is primarily concerned with film adaptations of works of literature, this certainly holds true in video game adaptations such as The Wolf Among Us. Bigby is defined for the player by his history in the fairy tales that he originates in.

            In The Wolf Among Us, Bigby Wolf is the sheriff and chief law enforcer of Fabletown. He uses his brute strength and skills of investigation to solve crimes and keep the residents of Fabletown safe and under control. This portrayal is extremely interesting given the previous portrayals of Bigby in the material his character is adapted from. In Little Red Riding Hood, The Big Bad Wolf is the antagonist of the story and primarily exists to deceive and try to eat Little Red Riding Hood. Having this previous knowledge of Bigby causes the player of the game to be cautious of him at first, knowing that in his background he is a villain who cannot be trusted. This is alluded to in the game as well. The characters inhabiting Fabletown all remember the events that occurred in not only their stories of origin but those of the others as well, and these events often create a reputation or image for these characters that affects the way that the other ones think of them. For example, a talking pig named Colin is often found at Bigby's apartment, and makes several appearances throughout the game. It is revealed that this is one of the Three Little Pigs from its eponymous tale, and in that particular story the Big Bad Wolf (Bigby) is clearly the antagonist. In this fairy tale, the Wolf destroyed Colin's house. In the context of The Wolf Among Us, this has happened previously and Colin often appears at Bigby's apartment because he is homeless as a result of what Bigby has done to him in the past. Colin is bitter about these events and he serves as a reminder to both Bigby and the person playing the game that he has done immoral things in the past and does not fit into the definition of a hero that most fairy tale stories subscribe to. However, it is made clear that Bigby feels remorseful about his past wrongdoings because he allows Colin to stay at his apartment. Interactions like this reveal a lot about Bigby and his character in The Wolf Among Us. It is easy to see him as a villain because of the evil deeds he has done in other works, but in this game he is quite clearly struggling with his nature and attempting to become a good "person".

            Whether or not he accomplishes this goal is entirely dependent on the person playing the game and the choices they make. Like all of Telltale's games, The Wolf Among Us is almost entirely driven by choice. An extremely high degree of control is given to the character over Bigby's actions. This ranges from small things such as choosing what he says in conversations and which questions to ask suspects, to far more profound and lasting choices such as whether to kill or spare lives or who to implicate in criminal investigations. A good example of this is at the end of the game where Bigby finally uncovers the culprit behind the killings in Fabletown. He (the player) is presented with two options: kill the criminal mastermind immediately, or take him into custody so he can face a fair trial for his crimes. Choices like this offer the player opportunities to "write" Bigby and decide what kind of character he is. It is made clear throughout the course of the game that Bigby has a very poor reputation among the other Fables. He is known for his violent temper and propensity for extreme methods that are morally questionable, but tend to yield results.

             This reputation can affect the person playing the game in one of two ways. One, it can drive them to do things "Bigby's way" and use excessive violence to achieve his goals. An example of this is early on in the game when Bigby is attempting to locate a person he has reason to believe is responsible for a murder and is attacked by Grendel, another literary figure originating in the English epic poem Beowulf. After subduing Grendel using his lycanthropic powers (Bigby is usually humanoid but has the ability to turn partially or fully into his wolf form to become stronger), Bigby is presented with the option of letting the defeated Grendel go or ripping off his arm. Interestingly, Grendel has his arm ripped off by Beowulf in the poem he originates in. This is a deliberate homage to the poem that makes the encounter with Grendel more enjoyable for players who are familiar with Beowulf.  In pivotal moments such as this, it is entirely up to the player to decide who they want Bigby to be. Doing things Bigby's way means violently pulling Grendel's arm off in plain sight of several other fables and further increasing his reputation of unfeelingly committing unnecessarily extreme acts of violence. Based on Bigby's historical context and his characterization in other works such as Little Red Riding Hood, this seems like the logical course of action, and what his character would unquestionably do in any other work of fiction. This illustrates how Bigby's past in other works of fiction affect the player's perception of him in this game. The fact that it is simple for the player to know what Bigby is expected to do and what he would likely normally do in situations such as these means that they may be likely to play the game in this way to bring consistency to his character. What is interesting about The Wolf Among Us, however,  is that the player is given the opportunity to deviate from this path and make Bigby perform acts of compassion and mercy.

             This is the other way that the inclusion of a strong element of choice in The Wolf Among Us affects the person playing. While Bigby's origins in famous fairy tales affects the player's perception of him to a certain degree, the choices in this game actually allow the player to change Bigby and make him a better person. Naturally there is no way to change who Bigby was in the past in the diegesis of the game and in other works, but if the player makes choices that are compassionate or helpful towards other people, they can begin to change the perception of Bigby within the game. A good illustration of this is the character of Snow White. She is one of the main characters in The Wolf Among Us, and originates in the famous film Snow White and the Seven Dwarfs. Snow is one of the leaders of Fabletown and works very closely with Bigby in upholding the law. As her name suggests, she is by far the most innocent and pure character in the game, and often acts as Bigby's moral compass. This purity is established in the game, but can also come to the player by knowledge of Snow's character in the film she originated in. In the game, she keeps a very close watch over Bigby and often pleads with him to resist his nature and think before he acts. This can motivate the player to use Bigby to commit moral actions in an attempt to gain Snow White's approval. Despite Bigby's failings and misdeeds in the past, Snow offers him the opportunity to reform and change his reputation with the people of Fabletown. This concept of redemption extends outside the game to the person playing, because the player can turn Bigby into a strong, moral hero, which also changes the player's perception of him in light of his past evils.

            Uri Margolin addresses this dynamic nature of fictional characters such as Bigby when he says that "the properties ascribed to characters need not even form a logically consistent set, let alone one conforming to actual world regularities" (68). This means that Bigby does not need to be entirely consistent in all of the texts in which he appears, because he is a constructed character in a fictional world. Thus, while Bigby has been evil in the past, and can continue to be if the player chooses to make him so, he does not necessarily need to be this way in The Wolf Among Us to be the same character as he is in Little Red Riding Hood. Margolin goes on to say that "any given character may be amenable to a whole range of individuations, all of which are nonetheless compatible with the original" (69). In accordance with this, Bigby Wolf is an "individuation" of the Big Bad Wolf literary figure from the fairy tales from which he was adapted. This character has undergone immediately recognizable changes and adjustments from the original Big Bad Wolf, but remains an iteration of the same character simply because the game explicitly says he is and makes reference to his past in other well known works of fiction.
           
            Strengthening this argument for Bigby's legitimacy as an adapted character, Margolin says that the "later texts and the original must be related to each other both historically and intentionally"  and that the authors (in this case programmers) "must intend their readers to recognize the original version" (69). The Wolf Among Us is absolutely related to the other texts from which it adapts its characters. It would be nearly impossible for the game's writers and developers to accidentally place all of these characters in one universe with the backstories and personalities they have, so it is safe to assume that the adaptation of Bigby and everyone else in The Wolf Among Us is intentional. It is also clear that the game's writers intend for the players of the game to recognize the characters within it, because ample context and history is given for a large number of them. An example of this in the game is one short section where the player (controlling Bigby) is tasked with reading through a picture book full of depictions of the other Fables with the goal of locating and identifying an unknown woman who was murdered. While flipping through the book, the player can highlight and focus in on pictures of several of the other characters in the game, and with each there is a brief verbal description of them in the diegesis of their original fairy tale. This deliberate inclusion of references to the original texts the characters are adapted from is for the sole purpose of linking these characters back to their original texts, and reinforcing the sense of familiarity that they may already have in the mind of the player.


            When viewed using adaptation and character theories, The Wolf Among Us is a very interesting game. Being a video game adaptation of a comic book series that is in fact an adaptation, it contains a sort of "double layer" of adaptation. However, despite making a journey through three different media (some characters such as Snow White have come from films into comic books and now to video games), the characters in this fictional universe are still extremely recognizable iterations of their original forms, and contain more than enough shared characteristics with their source characters to be easily identifiable as the people or creatures that the game introduces them as. Bigby himself is shown as a human being in the game, but the way that the other characters react to him and the details revealed about his past before the events of the game make him unmistakably the famous Big Bad Wolf of fairy tale fame. Linda Hutcheon writes that an adaptation is "a derivation that is not derivative- a work that is second but not secondary" (9). This is description that applies especially well to The Wolf Among Us as a standalone text. While it borrows characters from other works, it does so in a manner that makes them new and different and uses them to create an original storyline. This game is "second but not secondary" in that it comes after the works that it draws from chronologically, but is in itself a creative work of original imagination. These characters are formed by their identity in previous works, but all come together to create an original narrative that is an effective and fascinating in its portrayals of already famous characters.