And the worms shall inherit the earth – A literary conspiracy theory

Frank Herbert’s Dune is an influential and seminal work of Science Fiction. With a cult classic adaptation by director David Lynch and an on-going high budget interpretation by Denis Villeneuve, the books of the Dune universe have amassed a sizeable following. Notably, in memetic responses, fans have iconised a particular element of the universe’s lore: The Sand-worms.

Worms feature across serious and joking fan engagement with the books. The 1976 sequel Children of Dune often is a focus of this engagement, because one of its protagonists transforms into a giant immortal sand-worm-human hybrid being. However, this culture around Dune’s worms also draws on the initial 1965 novel. An awareness of this floated in my mind when I read Dmitry Glukhovsky’s post-apocalyptic horror novel Metro 2033. As intrepid protagonist Artyom stumbled upon a cannibalistic cult that worships a giant worm god, that awareness drilled itself to the front of my thoughts. I could not help but wonder, is there a relationship here? And why worms?

It is hard to say if Dmitry Glukhovsky was inspired by Dune’s Sand-worms. Regardless, it would not be surprising if the influence were direct, as one may point to many similarities. Both Sand-worms and The Worm God are worms blown out of proportion, gigantic. They are divine and primordial beings. Although Metro 2033’s Worm God is explicitly a fiction within the novel, it is depicted and lent credence as an old, unfathomable being of creation. The worm, within the cult’s beliefs, created the world and the tunnels, gifting authority over the world to humans in its absence. The worm god is older than humanity, and implied to outlast it, punishing humans for their environmental destruction and violence.

Dune depicts its Sand-worms from two perspectives. Initially, we learn about them from a colonising perspective. The houses that occupy the desert planet Arrakis see the Sand-worms as threats to human mining of the planet’s natural resource, Spice. The noble houses of Dune’s world desire Spice as a highly valuable industrial resource primarily, as it is used for space travel. Throughout the novel the protagonist Paul transitions from allegiance with noble houses to allegiance with the native inhabitants of the planet and desert-people, the Fremen. Our knowledge of Spice and the Sand-worms realigns accordingly.

Initially, the reader learns of Spice as a hallucinatory substance, involved in the Fremen’s rich and nuanced religious rituals. Ultimately, this shift from industrial to spiritual extends to the worms. The novel reveals that the Fremen revere the Worms as Gods, and that the Sand-worms create the Spice. Just as Metro 2033’s worm god, the Sand-worms are ambiguous, ancient forces of creation. The Fremen, unlike their industrialised colonisers, do not have adversarial relationships with the Sand-worms.  An important Fremen rite includes the riding of a Sand-worm.

The Sand-worms form part of a contrasting approach to technology and nature. The Fremen operate on minimal technology and are well adjusted to their desert environment, without becoming ‘noble-savage’ stereotypes. Their counterparts, industrialised oppressive rulers, on the other hand, are aligned with an idea of industrialised modernity. They are at odds with the desert and view the natural environment as an exploitable resource.

Arrakis or Dune, Dune (1984)

Worms as a force of nature and environment, opposite to technology, persist similarly in Metro 2033. The old man who invents the Worm religion creates it as anti-technology, demonising modernised man and his environmental destruction. The worship of the worm God includes ceding agency to a natural primordial force, and atoning for mankind’s scarring of nature. The cult rejects technology in their life and returns to pre-modern technologies such as bow and arrows. They present one of the only factions in the novel without guns, displaying active hostility towards them.

Here we have a core similarity then: Worms in both works are powerful agents of the natural world. They are counter points of agency, aligned with the environment and primordial, pre-human creation. It is worth pointing out that the portrayal of their people differs: the reader will automatically sympathise less with the cannibal cult than with an exploited and hunted indigenous people. But this does not diminish that their respective worms seem to communicate the same message about and relationship with natural forces. That kind of relationship resonates in these two works that engage with the apocalypse, though be it in different ways.

Artistic rendering of face off between Worm cultists and armed protagonists in Metro 2033, Cheval-tigre (CG Society)

But, while this answers my first question- is there a relationship-, my second question remains. Why worms? I can only theorise, but one key possibility stands out to me. Let me take you on my little conspiratorial route.

Worms, unlike other animals, have a bigger capacity for the alien. In Dune, they are quite literally alien, in the sense of extra-terrestrial. But worms are also alien in the sense of being estranged from the human, or what we can personalise. Humans generally seem to more easily anthropomorphise or generate empathy for certain animals. I would boldly generalise that the more features humans share with an animal, the easier they empathise or find the animal aesthetically pleasing. Insects generally receive less empathy than most other animals with their exoskeletons, many legs, too many eyes, or other features many humans find revolting.

Worms are slimy and squishy, flexible. They are, unlike us, not vertebrate, without a backbone. They have neither interior skeletons nor exoskeletons. Most notably, they have no eyes. Many design theories often argue that eyes in particular aid humans to identify and humanise creatures. One could look at District 9’s choice to give its alien protagonist, with whom the viewer is meant to sympathise, child-like eyes, big and round. On the other hand, the Alien Franchise designs its dangerous Xenomorphs completely without eyes. If we appropriate this theory for our eye-less worms then, one may argue that worms are in many ways a type of life that is aesthetically and conceptually far enough removed from humans to make them prime candidates for alien beings.

Commonly, we also associate worms with the earth in which they life buried. There is a link to death here as well, through expressions associated with death that feature worms: “Counting worms” or “Food for worms”/ ”Worm Food”. Of course, worms cannot even leave behind in their death the bones whose company they keep. If the two discussed works posit their worms as outlasting humanity, so do some of our English common expressions.

Worms are beings, then, which can be easily made alien and associated with the most primal natural element, the Earth. They carry connotations of outlasting us buried in the deep earth. Dune and Metro 2033 utilise them as an apt tool to tap into our relationship with the Earth and our Environment. These stories imagine primordial forces that are alien to humanity and more long-lasting, creators of the space mankind inhabits, with worms as their willing vessel.

Memetic though it can be, these imaginings are certainly not coincidental and are extremely telling. They glimpse into how stories dissect industrialisation, technology, and modernity, and the role nature and environmental agency must play in those considerations. They tease the fading horizon of humanity and picture the Earth’s alien invertebrate inheritors.

Fan Art of Sand-worm, WikiData

Video Game Culture is developing an Auteur problem

It is incredibly likely that most people, who in any way like films, have interacted with the idea of the ‘auteur’. Alfred Hitchcock, Christopher Nolan, or Quentin Tarantino are only few of the countless directors who have received the ‘auteur’ label with their distinctive styles and creative visions. Useful as the term can be for discussion, there is no shortage of criticism of the way it reduces the complex creativity of a collaborative medium, and the way it frequently favours men. These issues rear their head once more with the rise of a new kind of auteur: The Video Game Auteur.

Since Video Games have increasingly earned legitimacy as an art form in the eyes of wider society, the Video Game auteur has also gained traction. Hideo Kojima, widely known for his distinctive work on the Metal Gear Solid Series, stands in the vanguard. In 2019, Hideo Kojima’s released his first production under his eponymous Studio, “Death Stranding”. The game, for which a sequel is currently in development, is a post-apocalyptic story revolving around the reconnecting of communication within humanity. The ambitious game prompted accolades from acclaimed directors and cinema figures such as J.J. Abrahams. Established film-industry figure applauded Kojima’s cinematic sensibility and strong authorial vision, invoking the concept of the auteur.

“Death Stranding” itself displays a preoccupation with male creation and creativity. The game features performances by renowned cinematic voices such as Guillermo Del Toro and Edgar Wright. Alongside them the player encounters characters played by a variety of male creators. They range from Japanese writer Junji Ito, to comedian Conan O’Brien, to Sam Lake, creative director of Max Payne and often credited as an auteur. “Death Stranding” engages with themes of male creation and reproduction through its protagonist and his “Bridge Baby”, a living, preserved, stillborn child carried at all times. Korine Powers, Phd candidate at Boston University, notices that women within the game, on the other hand, are barren, and their attempts at reproduction fail. The game’s world is a world without female creation.

Hideo Kojima’s “Death Stranding” as a result becomes a microcosm of the Video Game auteur. The game is clearly courting the label, celebrating male creative individuals. But it also reproduces the sexist bias of the auteur label, its hesitance to credit female creativity.

In the Video Game Industry, rife with misogynistic bias and predominantly occupied by men, that is an issue. Historically, women have been excluded from credit in creative roles. Musicologists by the names of Andrew Lemon and Hillegonda Rietveld have conducted valuable research on the exscription, or exclusion, of women, studying the all-female Capcom Sound Team of the early 1980s. These hugely creative women were nearly lost to history due to the company’s pseudonym crediting policies. Crediting remains a perennial issue, despite its importance in a hugely competitive industry.

Capcom 1980s Sound Team (Source: Deezer)

The issue of written credits is more literal than the issue of the auteur. However they broadly interlink. The contributions of the multitudes of creative, hard-working developers, musicians, and writers, will get lost if our discussions treat games as the children of a single genius mind. While the reference to an individual ‘Auteur’ creator may be useful, the term erases the collaborative dreams and sweat that make a game. At worst, it can misattribute art, producing misinformation of creation. The effect is, in essence, the erasure of credit.

In many ways, Video Games are still a relatively young medium. That means that their history is still in the process of shaping. Rejecting the Video Game Auteur as a sign of legitimacy is a valid, achievable option. Several figures within the industry have stood up for games’ communal creativity, despite finding themselves on the receiving end of the label. Warren Spector, who has worked on influential Immersive Simulator games such as “Thief” or “Deus Ex”, has been fighting the label ‘the creator of Deus Ex’ since the 2000s. Josh Sawyer continuously emphasises the team of developers responsible for the beloved game “Fallout: New Vegas.” Video Game culture does not need to follow the narratives of cinema to hold its claim as an art. The opportunity to embrace a history of diverse and multi-fold creativity lies still in reach.

Sources

Andrew Lemon and Hillegonda C.Rietveld, “Female credit: Excavating Recognition for the CapCom Sound Team” & “The Street Fighter Lady. Invisibility and Gender in Game Composition”

IGN, “Deus Ex 2”

Korine Powers, “Playing Pregnant in Death Stranding”

The Uncomfortable Romance Of Role Playing Games

Love can be strange to represent in video games. Outside of dating simulators or other explicitly dedicated games, Role Playing Games (RPGs) such as Bethesda Studio’s iterations of the Elder Scrolls or the post-apocalyptic Fallout series, frequently offer the player choices for romance. As Bethesda is gearing up for the release of their new RPG, Starfield, I want to look closer at systems of romance in previous Bethesda games. Such an examination presents curious results. Romance systems can offer avenues to enjoyment and queer content. But at their core they can also tell us how people approach love in real life.

The Elder Scrolls V: Skyrim falls short in its options for romantic companionship. To marry in Skyrim, the player presents a specific artefact to their partner of choice. That spouse then benefits the player in transactional ways, often sharing goods and income. Useful, yes, but not much of a shot at depicting romance. One of Bethesda’s other games, Fallout 4, makes a more earnest effort. The player here can romance most (and any amount) of their companions through dialogue options. These options appear if the companion morally approves of the player’s actions, maximising the companion status. The relationship is then further enhanced through the completion of companion quests, which only surface when the companion trusts the player.

Artefact used for Romance in Skyrim

The result of the developed romance mainly consists of occasional romantic dialogue, and cheeky corner animations after sleeping. In a way, this brings us closer to actual love and romance at least; the player has to appeal to their companion through their actions and characterisation. As a result, such romances can be fun to achieve, especially for any players that wish to create queer content in their RPG experience, as all romance-able characters will be attracted to the player regardless of their gender.

Relationship development boons in Fallout 4
Dialogue Option in Fallout 4

Yet, as enjoyable as using these mechanics can be, there is something inherently odd about them. Due to their optional nature, they never affect a player’s gaming experience significantly. Your companions in the end are still a transactional boon as far as the game is concerned. Everything else is left solely to the player’s imagination of a NPC(non-player character) with little dimension. The reality of their emotion and romance bears little depth to the characters and their world. It contributes to the feeling that the world of the game is made for you, the player. It revolves around you, its inhabitants ready to offer quests, be romanced, or shot.

To allude to the concept of the ‘Gay Button’, Romance mechanics are also not a satisfying definite inclusion of queerness, since only the player can initiate queer content. In contrast, I think RPGs without real romancing options can often be much stronger. Games such as Fallout: New Vegas or The Outer Worlds instead give their characters innate sexualities and identities that affect how they interact with the world around them. As a result, the game’s world feels more immersive. The world is made for the player, but it feels like it could exist on its own. That yields bigger benefit to me than creating a virtual romance thought experiment.

Philosophically, the idea of love as something you can achieve, with anyone, with the right kind of lines, resonates uncomfortably with modern dating discussions.

At its most harmless, it reminds me of the way people can talk about online-dating. There is this idea of making love logical, of having a set of lines that guarantees success. In dedicated communities, participants seem to attempt generalised advised about how profiles should look like, or what opening lines will guarantee success. The complexities of attraction and conversational dynamics become streamlined into over-promising codes and guides. This is not to say that anyone can be blamed for investing in this promise. Relationships are difficult, and it is natural to wish for a simpler narrative. But ultimately, they are still oversimplified narratives.

A parallel at its worst, the ideology of Pick Up Artists treats women like an RPG Romance system treats NPCs. They are not given interiority, but reduced to calculable responses and behaviours. It is not uncommon to hear about women’s “programming” by such people. They predict the outcome of certain dialogue lines and ‘openers’ or actions in their ‘game’, not giving much regard to the object of their desire.

But what is the point of such an abstract discussion of a mere fun game mechanic? Well, maybe games replicate life a lot more than we think. Maybe games with one-note Romance systems are not as fun as thoughtful characters because they replicate something that does not help love in real life either. If the media we consume shapes how we interact with the world and people around us, it bears thinking about what fantasies about romance our media sells to us. Love and Romance is complicated, but much more successful when we respect our partners’ feelings and interiority. The temptation to retreat into simpler, classifying narratives provides little benefit. The more depth we allow for, the more we can make out of relationships.

The Magnus Archives: Elevating the Eldritch

“Make your Statement, face your Fear”

As of late, I have been revisiting one of my favourite podcasts, The Magnus Archives. Re-experiencing a piece of media always presents an interesting perspective. In this case, I found my attention drawn to how this particular story works, the ways it constructs its horror. Horror especially is an interesting genre for this kind of reflection. Similarly to Science Fiction or Fantasy, there are personas who’s DNA can be traced in most new additions. The Magnus Archives possesses a truly noteworthy relationship to one of the titans of horror: HP Lovecraft.

  However, first I ought to provide context. The Magnus Archives is a horror podcast published by Rusty Quill, written largely by Jonathan Sims, directed by Alexander J Newall. It features a diverse cast, though Jonathan Sims voices the majority of episodes as the self-titled Head Archivist of the Magnus Institute.

The podcast revolves around the Magnus Institute in London, a paranormal research institution. A typical episode features a ‘statement’, a personal tale of paranormal occurrence, given to the Archives, surrounded by a larger story via pre- and post-Statement segments.

Jonathan ‘John’ Sims has recently taken over the position of Head Archivist. He initially seeks to record Statements with the goal of organising the chaotic Archives, left behind after the death of his precursor. Throughout 4 seasons of the podcast, John and his colleagues become increasingly embroiled into the mysterious events of their work, learning about and being marked by the powers lurking behind their world. The final season deals with the apocalyptic world that results from a multi-season arc.

The Magnus Archives presents a dense, immersive world, full of rich lore. I could write an entirely separate post about the how the podcast utilises and integrates its format, as for example, everything we hear is recorded in-universe.

But, as promised, in this post I will examine the podcast’s relationship to Howard Phillips Lovecraft.  HP Lovecraft’s reputation in horror is for unique existential horror.

Lovecraft’s lore of the  ‘Great Old Ones’ regards immensely powerful God-beings that lurk behind the curtain of reality, wishing to break into the world. The unimaginable cosmic horror of the Eldritch Gods lends Lovecraft’s work an unsettling horror of powerlessness in the world. The Magnus Archives invokes a similar concept. The powers that cause all paranormal events are ‘the Fears’, fourteen interconnected entities that are not truly a part of the story’s reality. Working through avatars and devotees, the Fears seek to breach the veil of reality, to feed on humans’ fear effortlessly. Those devoted to individual Fears treat them like Gods, and many of the Fears’ worshippers form cults. The podcast itself often speculates upon the Fears as gods, even if the characters clarify they are no concrete entities. Regardless, the connotation is inescapable: The Fears ultimately enter the story’s world through a Ritual and Incantation.

The kind of Horror that comes with their own eldritch entities resembles Lovecraft’s existential Horror. We can take John as a case study for this. John becomes corrupted and changed throughout the Podcast series, as agents of the Fears continually manipulate him. Even though he acquires knowledge about the world, he always remains two steps behind. He morphs into an agent of a Fear, the Eye, against his will; consequently he questions the extent of Free Will and power he has over his actions. Ultimately, he becomes the tool of causing the apocalypse against his will. John is merely one case study of the ways in which people are preyed on by powers out of their control, constructing a world in which individuals feel lost and powerless.

Yet the Magnus Archives also recognises that this kind of existential horror can feel analogous to the systematic exploitation, especially for marginalised people. The story’s cast features a lot of diversity. It is abundant in queer characters and characters coded to be of colour. The format of the statements, each given by different people, is able to cut across a vast section of society.  Many statements invoke the exploitation and corruption of war, prejudice against immigrants, or police brutality. The horror of systems feels especially existential because all main characters come to realise they are unwilling participants and agents of the Fear’s predation. By implicating the characters within these predatory systems, the story conveys the horror of systems in which we are enmeshed but cannot escape.

Additionally, the Magnus Archives makes sure not to racially code its antagonists. Many of the cults, unlike Lovecraft’s mixed-racial Voodoo cults, read as Christian-like. When statements involve cursed locations, these travels involve Europe or North America, exposing a horror within.

The podcast shines here as a piece of media inspired by Lovecraft, by avoiding the pitfalls of Lovecraft. Because – to address the Elephant in the room – Lovecraft’s writings are famously profoundly racist. Yet, Lovecraft’s horror often still speaks to the existential feelings of horror marginalised outsiders can feel. (I will link an interesting video discussing this angle below). The Magnus Archives recognises the potential of Lovecraft’s horror and twists its interpretation to brilliantly fulfil a modern, engaging approach.

The Magnus Archives truly goes beyond in its apocalyptic vision. Unlike Lovecraft’s Old Ones, the Fears ultimately succeed. The world depicts what I would imagine as a Lovecraftian Apocalypse. Space and Time are suspended. The world functions differently in pockets across space. Death and human physical needs cease to exist. It is a world of nightmares, but since it is a logical extension of the previous story, the apocalyptic world heightens the horror of systematic exploitation. The Fears’ pockets construct loops and mini-ecosystems of fear that entrap humans in endless loops of fear and suffering.  

It is difficult to execute Lovecraftian Horror well. It is certainly difficult not to inherit the problematic elements and tropes that permeate horror. The Magnus Archives executes an intelligent, medium-specific Lovecraftian Horror that elevates its inspirations. In this way, it is a horror story of modern sensitivity that I can only highly recommend.

Recommends and Sources

The Magnus Archives: https://open.spotify.com/show/5pwBAjuJJAOt7cED5Lkjnk

“Outsiders: How to Adapt H.P. Lovecraft In the 21st Century” : https://www.youtube.com/watch?v=l8u8wZ0WvxI

Images: – Original Podcast Logo and Current Podcast Logo: Soundcloud

– Picture of HP Lovecraft: Wikipedia

Defying the Edifice of linear History in Academic Research

This posts reflects on two research seminars held at University College Cork in November 2022. The first of the two took place November 2nd, delivered by Dr. Heather Laird and titled “Commemoration and Decolonisation – Reflections on the Centenary of 1922.” Dr. Michael G. Cronin presented the second, titled “Hopeful and Homoerotic Spaces in Irish Writing,” on November 16th.

For something that is ingrained into most human’s education and understanding of the world, the idea of history goes often unchallenged. In secondary education we will likely experience history in the format of neatly packed facts and narratives. These narratives will moreover emphasise agents and events of the political arena as the driving factor of a continually onwards movement. Educational curricula select which events were ostensibly the most important in shaping our present. History becomes about a selective cause and effect. My German secondary school’s curriculum of 20th century history drew a relatively direct narrative from Bismarck’s 19th century politics through the two World Wars to the present as the outcome of the influences and allegiances of the Cold War. As soon as any political agent’s role is concluded (e.g. German fascist or socialist movements), their name disappears from the history book.

Now, it is not my intention to deny that events of the past shape the present society in which we live. I also do not intent to imply that only the minority engage with history more complicatedly than their foundational education. I myself refigured my attitudes about history immensely after interacting with the subject at Third Level, being especially drawn to the way in which historiography is uncertain, biased, and subjective. I want to instead establish an example of the ways in which history is naturalised across society; as confined to certain agents and spheres, and to selected events of impact.  

Dr. Laird’s and Dr. Cronin’s Talks in University College Cork’s autumn research seminar series showed a fascinating commonality in suggesting different imaginings of historical temporality and influence. Heather Laird reflected upon ways of Decolonisation in which we can reflect on the future by looking towards events within the past that offered an alternative outcome. She discussed Agrarian Land Unrest as an example of Anti-Colonial and Socialist Action that ran contrary to the form of Irish Nationalism that succeeded in informing our current society. Land Unrest in this argument became a vision of an event that could have resulted in a different, less property-focused Irish society. It is an example of a glimpse into different possibilities, disrupting a narrative that frames our contemporary society as the inevitable outcome of the historical events that preceded it and society generally likes to commemorate.

This is a thought-provoking argument. It disrupts this edifice of cause and effect discussed above, the linear construction of history commonly taught.

In comparison, Dr. Cronin’s talk was of a literary nature. He detailed his research into novels of the Irish Queer Movement emerging in the 1990s. In his case studies, homoeroticism served as a spectre of hope and possibility. Through style and narrative, texts provided ambiguous spaces of imagination; spaces in which the future can be rife with possibilities, as we disconnect from the neoliberal hegemonic values that have permeated our being.

Both talks then shared a fascinating and relevant commonality. The speakers through different approaches suggested a disruption from historical fixed narrative. Furthermore, this break from linear narrative serves as the instrumental tool in re-imagining and re-shaping our future. Such a thought feels extremely relevant. Being fed a linear narrative of progress within history for instance, in which oppressed minorities fought for their rights, gained them, and thus gained equality, falsely suggests progress as linear. Current events in countries such as the United States or Poland, as well as continued discrimination and systemic oppression, violently shatter this illusion. What is left is a need to re constitute an understanding of history that better accommodates struggle.

While discussing Orwell’s Keep the Aspidistras Flying in a previous blog post, I contemplated the concept of Capitalist Realism. This concept strikes me again as relevant. A fixed temporal imagining of history can make it easier to imagine the end of the world than to imagine the end of capitalism. One of the most common counterpoints to critiques of neoliberal capitalism is that it is the system which has survived and been favoured by historical events. In contrast, most alternative ways of organising society, be they communist, socialist, or anarchist, have failed. The hegemonic fixed historical knowledge can constrict and limit the mind’s imagination for alternatives, and what remains is despair. Applying the insights from the research seminars could pose an entirely different approach. A failed Socialist state could instead become a historical possibility that, instead of failing did not succeed, an insight into a different possible present. And queer or subcultural spaces could become ambiguous spaces, disruptions to temporality that allow for imagining alternative futures, bursting mental constriction.

I would not dare pretend that this is a moral call to action or easy task. Rather, it is a theoretical reflection. Nonetheless, I regard it as relevant and not coincidental that such a shared interested in disrupting and re configuring history would crop up in contemporary academic research. One could suggest that we live in a cultural moment in which we are ever more focused on our intellectual biases and limitations. Even when applied to specific topics, such concerns reflect a drive of awareness that can illuminate any topic, an awareness of the narratives in which humans are embedded in society.

Orwell’s Keep the Aspidistras Flying: An Exercise in Self-Flagellation and Doubt 

Can we extricate ourselves from the society we live in? How can someone create art in a commercial society?

Gordon Comstock lives in rebellion. He seeks to defy “the money-god”(48). Yet money torments and poisons his every thought. He wishes to write creatively, free from moneyed ideas of success. Yet his squalid poverty embitters him, choking his work in its crib. He accuses everyone around him of being obsessed with money. Yet he is the most obsessive and resentful in his environment. Gordon Comstock has not escaped money.

George Orwell’s 1936 novel Keep the Aspidistras Flying presents us in many ways with a bleak reality. There are repeated themes of staleness, deadness and decay surrounding the protagonist’s life. 

Gordon submits himself to a gradual squalid decay through poverty; first in his clothes, then his relationships and surroundings. This fate is self-chosen. Gordon quits his ‘good’ job out of a defiance of the ways in which money structures his (our) society. He frames it as an act of satanic rebellion in Milton’s sense: “Better to reign in Hell than serve in heaven; better to serve in hell than to serve in heaven.”(48) Declaring war on money, he wishes to escape its hold on his life. Therefore he accepts a job in a bookshop for two pounds a week rather than continuing a job in advertising which commercialises his creative writing talent.

Many a creative can relate to Gordon’s instinct of romantic rebellion. Of course, it would be wonderful to thrive of one’s uncorrupted creative talent. In his rare optimistic moments, Gordon wants to believe that he will still be able to make a living with poetry. After all, he has already published a book of poems with ‘exceptional promise’ according to some reviews; a promise upon which his magnum opus “London Pleasures” would build if he could only write it. But his success never truly arrives. Like so many artists, be it writers, musicians, or painters, he has to compromise his talents, employ them in a job that corrupts his writing, turns it away from his true visions. Instead, he attempts to seek rebellion in defying success.

As sympathetic as we may be to his plight, his romantic rebellion is futile. Gordon does not really defy money. In choosing  ‘noble’ poverty, he instead narrows all his waking thoughts to money. He cannot write because of the squalidness of his life, and thus creativity leads back to wealth. There is no success in ever creating any lasting work or being in any way content with anything he writes, since his thoughts are driven solely by his material condition. He has a complicated relationship to his few friends because he has no money, but is also too proud to accept their help. He denounces women as unattainable to him because he is poor, despite the fact that there is a woman, Rosemary, who cares for him and stays patient throughout his spells of cruelness and lack of comfort in their relationship. But Gordon suspects she must in actuality despise him and refuse to sleep with him because he has little means. It seems to be obvious to him –“Of course it all comes back to money.”(124)

Even though readers may sympathise with his plight, the novel makes it increasingly easier to dislike Gordon. He is resentful, paranoid, prideful, and bitter, and he lashes out at everyone that wishes to help him. The true tragedy lies in the fact that Gordon is maybe not wholly at fault. He idealistically assumed that he could escape his money-driven society on an individual level solely by defying its ideas of success. However the idea of money poisons his life more through his rebellion than before, as he degrades and tortures his environment. His commitment to poverty may be initially romantically justified, but is ultimately useless. Rosemary’s pregnancy eventually forces him to return to the ‘good’ life and ‘good’ job, which inspires a feeling of relief as he admits that his attempt to live outside “the money-world” (266) brought nothing but misery.

What Gordon fails to recognise is that he never did leave the money-world. Nor does his rebellion break his creativity free from corporate fetters. His individual show of rebellion towards money and success demonstrates that one cannot escape one’s society. During the two years he spends in rebellion, he gains no positive gain or pleasure in any alternative world. He remains unable to write any meaningful work. Instead he just lets go of any effort or pleasures in life, turning rebellion into spite. Rosemary eventually proclaims to him that all he wishes is to “just sink”(218) into the mud. In truth he doesn’t want to live nor can he live outside the systems of profit and capital that characterise his environment. All he can do is spite its ideas of success and ‘good’ life, all to his own detriment. The novel does not present social reform as an option either. Ravelston, a rich publisher and “parlour socialist”(194) represents a cynical, surface deep socialism within the story. Ravelston’s position surrounds Socialism with an air of hypocrisy and ingenuity that the novel does not care to dispel.

What is left for the reader is a novel that provides no hope of escape or resolution. Gordon Comstock’s story wants to tell us that there is no way to extricate oneself from our society the way it is structured. Any defiance ultimately leads you deeper into its clutches or is disingenuous. All ways ultimately lead back to miming a performance of respectability and realignment with the goals of accepted society. Such a lack of Orwell’s typically ardent belief in socialism and reform within this particular text creates an interesting artefact in this cynical novel. It coheres with Capitalist Realism, the cultural malaise and feeling that there is no alternative to capitalism; and that it is easier to imagine the end of the world. In this manner, I found this novel to be strikingly resonant.

Almost 90 years later, feelings of entrapment in the structures of society that govern our lives have arguably increased. Compared to contemporary society with its complicated supply and distribution chains, Gordon Comstock probably would have had an easier time attempting his release. Meanwhile, how could I suggest or advocate escape while the very technological devices on which I write and you read this reflection are tied to the exploitation of natural resources and injustices in countries far removed. How can we still create meaningful, challenging, and uncompromised art when we cannot extricate ourselves from the unjust society we are able to recognise?  This text does not aim to suggest that the novel’s implications were right and should go unchallenged. However, even though it is not Orwell’s best and most subtle work, maybe Keep the Aspidistras Flying is a difficult and necessary read because it confronts us with an uncomfortable tragedy. It is a sort of tragedy that makes us stare in the face of our complicity and entanglement with systems even as we intellectually unpack them again and again.

Sources

Orwell, George. Keep The Aspidistras Flying. London, Penguin Books, 1936.

Image: Cover of Penguin Edition, photographed by author.