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#I’m just critiquing how logic and immersion breaking it can be to not be consistent on the fundamentals
exhausted-archivist · 4 months
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In regards to my last reblog on the scale of Thedas, latitude and stuff. I’ve been thinking about how much thought I give all this. Especially because this topic is one I’ve been talking with a lot of people about lately. It crops up a lot with people who, like me enjoy natural world building or are fanfic writers. Or really anyone who sits down and reads the lore at length. More times then not the question of Thedas’s scale comes up.
So, I want to establish I am very well aware that I’m likely giving it more thought than the devs. I have that luxury as a fan and consumer of the series. It is extremely relevant for me because I like making maps for the series, plotting out travel paths, and scaling things for da ttrpg campaigns I write.
So because I think about it a lot, I notice all the many different scales of Thedas in terms of travel time. How the scale they gave the ttrpg doesn’t match up with any scale they established in the main games or books. I think if the devs sat down and thought about establishing a standard scale and also considering just basic stuff we also wouldn’t have the Deep Roads be 2-4 miles / 3.21-6.43 km below sea level and display a lack of geothermal qualities. I think they’d consider how they built a world with at least 9.1 million people and tons of mega fauna such as giants and dragons and 14’/4.26 m tall bears that hunt dragons, all squished into roughly 1/4 of Europe and how much that isn’t really sustainable. How there would be much more impact if nature encroachment in civilization and how common things like that would be in places. Which they do consider it to a degree, I’m not saying they don’t. But I think if they thought about it just to make the world something that holds up a little better to idle musings, it wouldn’t be a bad thing. That the world would feel more real and alive and also narratively give them more to work with.
The contradictions and lack of consideration for the natural world has always been one of my critiques of Dragon Age, among other things. The reason why that is, is mostly because of a noticeable trend the lack of natural world building in fantasy. It’s a topic that has been discussed elsewhere and at length by other people, but to summarize nature is slowly having less and less impact in fantasy even in an ambient quality. Obviously this isn’t a universal statement, nor a universally required thing for a story to explore and have. That there are things that do focus on and explore it, but speaking in general terms, it is a trend in the majority of media.
Which for me is a bummer as it is an aspect of writing and world building I enjoy. I really like themes of man vs nature and to have that you need to have a basic level of natural world building. Which BioWare doesn’t really explore in Dragon Age despite having elements of it - such as how regular raw lyrium is explosive, mages get sick around all lyrium unless it is diluted to a safe amount for mages, and raw lyrium straight up kills them if they’re in the same room.
So then you have questions of how do mages go/handle being underground with such a risk? Dwarves have stone sense but would mages be able to tell when they’re getting close to large lyrium deposits because they’re getting sick? Does this impact grey warden mages? Darkspawn mages?
Things that don’t get fully acknowledged or explored despite being mentioned casually in codices most people don’t read. And they don’t for a couple of reasons such as potential coding issues but also all the questions you’d have to ask:
How would you implement that as a mechanic? Would you lock mage players out of entire areas featuring raw lyrium? Would they take environmental damage if you wanted the players to explore it regardless? Would it be a mechanic only applied by in harder difficulty modes? Do you acknowledge it in banter but not in any other way? Create a way to explain why the pc mage and their mage companions aren’t dropping dead?
BioWare’s answer seems to seemingly just ignore it because it would make gameplay too challenging/punishing and likely might not be fun for a player to deal with. But they compromise by keeping the lore active in the canon through codices and low impact additions. Which is a completely okay solutions, not my preferred but I get why they do it.
When I approach this lore, I do so without expecting them to fully flesh out each nation or know which city has the most resources and the geologically rich lands in said country. Dragon Age, and BioWare in general, relies on semi-soft world building. The world was after all designed for a game. They only need to build out what they need and what hopefully won’t paint them into a corner with future installments.
Additionally, the writing style for Dragon Age doesn’t suit the hard world building that I prefer, I’m quite aware of that but also know that when it comes to talk about world building in any media, there is always the issue of people (like me) who world build for fun and consider all these small aspects but ultimately they aren’t always needed and necessary for the story a game like Dragon Age is telling.
Dragon Age is told with the intention of things being given from an unreliable narrator. Built on the concept of: there’s three sides to the truth, what x thinks happens, what y thinks happens, and then what actually happened. Which works and I love the premise.
That said, I think that it also impacts lore that shouldn’t be subjected to the unreliable narrator. Foundation or anchor lore points to be specific. Which, as we know, BioWare has always struggled with consistency in their lore, particularly with Dragon Age.
Distance is one of those foundational points that shouldn’t change, and it’s also one of those points that you don’t have to give exact travel times. You can leave it vague and stick to the official statements like the ones we have of Ferelden being the size of England (or Ireland depending on the source you use). If you’re going to be giving specifics, then I think being consistent with how long it travels to get to point a to b and not changing it multiple times in one game should be a basic expectation that is met.
Other ones the series has and is pretty consistent with is how we know Thedas has 24 hours a day, they have seasons like we expect, and are in the southern hemisphere.
Do they sometimes slip up because editing doesn’t catch they’ve made a reference that applies only to the northern hemisphere? Yeah, and that’s not bad. There are a lot of people working on the project and things slip through.
I know I have the luxury to think about Thedas in a capacity that allows for the hard world building that I like. I also know I focus on and enjoy aspects of lore that are not exactly popular for their main audience and are pretty niche.
I don’t expect BioWare to world build how I do because I’m not world building for a massive and varied audience. Not even when I do world building for my tabletop games, because I’m catering to a smaller and more specific audience.
Still I think it’s valid and worth pondering these little elements of the world building. For fun, appreciation, and to nurture one’s own creativity and understanding of media, the world, and what they think makes a believable world.
Devs might not have time to consider it but we sure do and that’s half the fun of enjoying media I think.
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meeedeee · 7 years
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Westworld: (De)Humanising the Other RSS FEED OF POST WRITTEN BY FOZMEADOWS
Warning: total spoilers for S1 of Westworld.
Trigger warning: talk of rape, sexual assault and queer death.
Note: Throughout this review, it will be necessary to distinguish between the writers of Westworld the TV show, and the writers employed in the narrative by the titular Westworld theme park. To avoid confusing the two, when I’m referring to the show, Westworld will be italicised; when referring to the park, I’ll use plain text.
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This will be a somewhat bifurcated review of Westworld – which is, I feel, thematically appropriate, as Westworld itself is something of a bifurcated show. Like so much produced by HBO, it boasts incredible acting, breathtaking production values, intelligent dialogue, great music and an impeccably tight, well-orchestrated series of narrative reveals. Also like much produced by HBO, it takes a liberal, one might even say cartoonishly gratuitous approach to nudity, is saturated with violence in general and violence against women in particular, and has a consistent problem with stereotyping despite its diverse casting. In Westworld’s case, this latter issue is compounded as an offence by its status as a meta-narrative: a story which actively discusses the purpose and structure of stories, but which has seemingly failed to apply those same critiques to key aspects of its own construction.
The practical upshot is that it’s both frustratingly watchable and visibly frustrating. Even when the story pissed me off, I was always compelled to keep going, but I was never quite able to stop criticising it, either. It’s a thematically meaty show, packed with the kind of twists that will, by and large, enhance viewer enjoyment on repeat viewings rather than diminish the appeal. Though there are a few Fridge Logic moments, the whole thing hangs together quite elegantly – no mean feat, given the complexity of the plotting. And yet its virtues have the paradoxical effect of making me angrier about its vices, in much the same way that I’d be more upset about red wine spilled on an expensive party dress than on my favourite t-shirt. Yes, the shirt means more to me despite being cheaper, but a stain won’t stop me from wearing it at home, and even if it did, the item itself is easily replaced. But staining something precious and expensive is frustrating: I’ve invested enough in the cost of the item that I don’t want to toss it away, but staining makes it unsuitable as a showcase piece, which means I can’t love it as much as I want to, either.
You get where I’m going with this.
Right from the outset, Westworld switches between two interconnected narratives: the behind-the-scenes power struggles of the people who run the titular themepark, and the goings-on in the park itself as experienced by both customers and ‘hosts’, the humanoid robot-AIs who act as literal NPCs in pre-structured, pay-to-participate narratives. To the customers, Westworld functions as an immersive holiday-roleplay experience: though visually indistinguishable from real humans, the hosts are considered unreal, and are therefore fair game to any sort of violence, dismissal or sexual fantasy the customers can dream up. (This despite – or at times, because of – the fact that their stated ability to pass the Turing test means their reactions to said violations are viscerally animate.) To the programmers, managers, storytellers, engineers, butchers and behaviourists who run it, Westworld is, variously, a job, an experiment, a financial gamble, a risk, a sandpit and a microcosm of human nature: the hosts might look human, but however unsettling their appearance or behaviour at times, no one is ever allowed to forget what they are.
But to the hosts themselves, Westworld is entirely real, as are their pre-programmed identities. While their existence is ostensibly circumscribed by adherence to preordained narrative ‘loops’, the repetition of their every conversation, death and bodily reconstruction wiped from their memories by the park engineers, certain hosts – notably Dolores, the rancher’s daughter, and Maeve, the bordello madame – are starting to remember their histories. Struggling to understand their occasional eerie interviews with their puppeteering masters – explained away as dreams, on the rare occasion where such explanation is warranted – they fight to break free of their intended loops, with startling consequences.But there is also a hidden layer to Westworld: a maze sought by a mysterious Man in Black and to which the various hosts and their narratives are somehow key. With the hosts exhibiting abnormal behaviour, retaining memories of their former ‘lives’ in a violent, fragmented struggle towards true autonomy, freedom and sentience, Westworld poses a single, sharp question: what does it mean to be human?
Or rather, it’s clearly trying to pose this question; and to be fair, it very nearly succeeds. But for a series so overtly concerned with its own meta – it is, after all, a story about the construction, reception and impact of stories on those who consume and construct them – it has a damnable lack of insight into the particulars of its assumed audiences, both internal and external, and to the ways this hinders the proclaimed universality of its conclusions. Specifically: Westworld is a story in which all the internal storytellers are straight white men endowed with the traditional bigotries of racism, sexism and heteronormativity, but in a context where none of those biases are overtly addressed at any narrative level.
From the outset, it’s clear that Westworld is intended as a no-holds-barred fantasy in the literal sense: a place where the rich and privileged can pay through the nose to fuck, fight and fraternise in a facsimile of the old West without putting themselves at any real physical danger. Nobody there can die: customers, unlike hosts, can’t be killed (though they do risk harm in certain contexts), but each host body and character is nonetheless resurrected, rebuilt and put back into play after they meet their end. Knowing this lends the customers a recklessness and a violence they presumably lack in the real world: hosts are shot, stabbed, raped, assaulted and abused with impunity, because their disposable inhumanity is the point of the experience. This theme is echoed in their treatment by Westworld’s human overseers, who often refer to them as ‘it’ and perform their routine examinations, interviews, repairs and updates while the hosts are naked.
At this point in time, HBO is as well-known for its obsession with full frontal, frequently orgiastic nudity as it is for its total misapprehension of the distinction between nakedness and erotica. Never before has so much skin been shown outside of literal porn with so little instinct for sensuality, sexuality or any appreciation of the human form beyond hurr durr tiddies and, ever so occasionally, hurr durr dongs, and Westworld is no exception to this. It’s like the entirety of HBO is a fourteen-year-old straight boy who’s just discovered the nascent thrill of drawing Sharpie-graffiti genitals on every available schoolyard surface and can only snigger, unrepentant and gleeful, whenever anyone asks them not to. We get it, guys – humans have tits and asses, and you’ve figured out how to show us that! Huzzah for you! Now get the fuck over your pubescent creative wankphase and please, for the love of god, figure out how to do it tastefully, or at least with some general nodding in the direction of an aesthetic other than Things I Desperately Wanted To See As A Teengaer In The Days Before Internet Porn.
That being said, I will concede that there’s an actual, meaningful reason for at least some of Westworld’s ubiquitous nudity: it’s a deliberate, visual act of dehumanisation, one intended not only to distinguish the hosts from the ‘real’ people around them, but to remind the park’s human employees that there’s no need to treat the AIs with kindness or respect. For this reason, it also lends a powerful emphasis to the moments when particular characters opt to dress or cover the hosts, thereby acknowledging their personhood, however minimally. This does not, however, excuse the sadly requisite orgy scenes, nor does it justify the frankly obscene decision to have a white female character make a leering comment about the size of a black host’s penis, and especially not when said female character has already been established as queer. (Yes, bi/pan people exist; as I have good reason to know, being one of them. But there are about nine zillion ways the writers could’ve chosen to show Elsie’s sexual appreciation for men that didn’t tap into one of the single grossest sexual tropes on the books, let alone in a context which, given the host’s blank servility and Elsie’s status as an engineer, is unpleasantly evocative of master/slave dynamics.)
And on the topic of Elsie, let’s talk about queerness in Westworld, shall we? Because let’s be real: the bar for positive queer representation on TV is so fucking low right now, it’s basically at speedbump height, and yet myriad grown-ass adults are evidently hellbent on bellyflopping onto it with all the grace and nuance of a drunk walrus. Elsie is a queer white woman whose queerness is shown to us by her decision to kiss one of the female hosts, Clementine, who’s currently deployed as a prostitute, in a context where Clementine is reduced to a literal object, stripped of all consciousness and agency. Episode 6 ends on the cliffhanger of Elsie’s probable demise, and as soon as I saw that setup, I felt as if that single, non-consensual kiss – never referenced or expanded on otherwise – had been meant as Chekov’s gaykilling gun: this woman is queer, and thus is her death predicted. (Of course she fucking dies. Of course she does. I looked it up before I watched the next episode, but I might as well have Googled whether the sun sets in the west.)
It doesn’t help that the only other queer femininity we’re shown is either pornography as wallpaper or female host prostitutes hitting on female customers; and it especially doesn’t help that, as much as HBO loves its gratuitous orgy scenes, you’ll only ever see two naked women casually getting it on in the background, never two naked men. Nor does it escape notice that the lab tech with a penchant for fucking the hosts in sleep mode is apparently a queer man, a fact which is presented as a sort of narrative reveal. The first time he’s caught in the act, we only see the host’s legs, prone and still, under his body, but later there’s a whole sequence where he takes one of the male hosts, Hector – who is, not coincidentally, a MOC, singled out for sexual misuse by at least one other character – and prepares to rape him. (It’s not actually clear in context whether the tech is planning on fucking or being fucked by Hector – not that it’s any less a violation either way, of course; I’m noting it rather because the scene itself smacks of being constructed by people without any real idea of how penetrative sex between two men works. Like, ignoring the fact that they’re in a literal glass-walled room with the tech’s eyerolling colleague right next door, Hector is sitting upright on a chair, but is also flaccid and non-responsive by virtue of being in sleep mode. So even though we get a grimly lascivious close-up of the tech squirting lube on his hand, dropping his pants and, presumably, slicking himself up, it’s not actually clear what he’s hoping to achieve prior to the merciful moment when Hector wakes up and fights him the fuck off.)
Topping off this mess is Logan, a caustic, black-hat-playing customer who, in a blink-and-you’ll-miss-it foursome with three host prostitutes – two female, one male – is visually implied to be queer, and who thereinafter functions, completely unnecessarily, as a depraved bisexual stereotype. And I do mean blink-and-you’ll-miss-it: I had to rewind the episode to make sure I wasn’t imagining things, but it’s definitely there, and as with Elsie kissing Clementine, it’s never referenced again. The male host is engaging only with Logan, stroking his chest as he kisses and fucks the two women; it’s about as unsexualised as sexual contact between two naked men can actually get, and yet HBO has gone to the trouble of including it, I suspect for the sole purpose of turning a bland, unoriginal character into an even grosser stereotype than he would otherwise have been while acting under the misapprehension that it would give him depth. Spoiler alert: it didn’t. Logan doesn’t cease to be a cocky, punchable asshat just because you consented to put a naked white dude next to him for less time than it takes to have a really good shit; it just suggests that you, too, are a cocky, punchable asshat who should shit more in the bathroom and less on the fucking page. But I digress.
And then there’s the racism, which – and there’s no other way to put this – is presented as being an actual, intentional feature of the Westworld experience, even though it makes zero commercial sense to do this. Like. You have multiple white hosts who are programmed to make racist remarks about particular POC hosts, despite the fact that there are demonstrably POC customers paying to visit the park. You have a consistent motif of Native Americans being referred to as ‘savages’, both within Westworld-as-game and by the gamewriters themselves, with Native American mysticism being used to explain both the accidental glimpses various self-aware hosts get of the gamerunners and the in-game lore surrounding the maze. Demonstrably, the writers of Westworld are aware of this – why else is Episode 2, wherein writer character Lee Sizemore gleefully proposes a hella racist new story for the park, called ‘Chestnut’, as in old? I’ve said elsewhere that depiction is not endorsement, but it is perpetuation, and in a context where the point of Westworld as a commercial venture is demonstrably to appeal to customers of all genders, sexual orientations and races – all of whom we see in attendance – building in particular period-appropriate bigotries is utterly nonsensical.
More than this, as the openness with which the female prostitutes seduce female customers makes clear, it’s narratively inconsistent: clearly, not every bias of the era is being rigidly upheld. And yet it also makes perfect sense if you think of both Westworld and Westworld as being, predominantly, a product both created by and intended for a straight white male imagination. In text, Westworld’s stories are written by Lee and Robert, both of whom are straight white men, while Westworld itself was originally the conceit of Michael Crichton. Which isn’t to diminish the creative input of the many other people who’ve worked on the show – technically, it’s a masterclass in acting, direction, composition, music, lighting, special effects and editing, and those people deserve their props. It’s just that, in terms of narrative structure, by what I suspect is an accidental marriage of misguided purpose and unexamined habit, Westworld the series, like Westworld the park, functions primarily for a straight white male audience – and while I don’t doubt that there was some intent to critically highlight the failings of that perspective, as per the clear and very satisfying satirising of Lee Sizemore, as with Zack Snyder’s Suckerpunch and Lev Grossman’s The Magicians, the straight white male gaze is still so embedded as a lazy default that Westworld ends up amplifying its biases more often than it critiques them. (To quote something my straight white husband said while watching, “It’s my gaze, and I feel like I’m being parodied by it.”)
Though we do, as mentioned, see various women and people of colour enjoying the Westworld park, the customers who actually serve as protagonists – Logan, William and the Man in Black – are all white men. Logan is queer by virtue of a single man’s hand on his chest, but other than enforcing a pernicious stereotype about bisexual appetites and behaviours, it doesn’t do a damn thing to alter his characterisation. The end of season reveal that William is the Man in Black – that William’s scenes have all taken place thirty years in the past, shown to us now through Dolores’s memories – is a cleverly executed twist, and yet the chronicle of William’s transformation from youthful, romantic idealist to violent, sadistic predator only highlights the fundamental problem, which is that the Westworld park, despite being touted as an adventure for everyone – despite Robert using his customers as a basis for making universal judgements about human nature – is clearly a more comfortable environment for some than others. Certainly, if I was able to afford the $40,000 a day we’re told it costs to attend, I’d be disinclined to spend so much for the privilege of watching male robots, whatever their courtesy to me, routinely talk about raping women, to say nothing of being forced to witness the callousness of other customers to the various hosts.
It should be obvious that there’s no such thing as a universal fantasy, and yet much of Westworld’s psychological theorising about human nature and morality hinges on our accepting that the desire  to play cowboy in a transfigured version of the old West is exactly this. That the final episode provides tantalising evidence that at least one other park with a different historical theme exists elsewhere in the complex doesn’t change the fact that S1 has sold us, via the various monologues of Logan and Lee, Robert and William and the Man in Black, the idea that Westworld specifically reveals deep truths about human nature.
Which brings us to Dolores, a female host whose primary narrative loop centres on her being a sweet, optimistic rancher’s daughter who, with every game reset, can be either raped or rescued from rape by the customers. That Dolores is our primary female character – that her narrative trajectory centres on her burgeoning sentience, her awareness of the repeat violations she’s suffered, and her refusal to remain a damsel – does not change the fact that making her thus victimised was a choice at both the internal (Westworld) and external (Westworld) levels. I say again unto HBO, I do not fucking care how edgy you think threats of sexual violence and the repeat objectification of women are: they’re not original, they’re not compelling, and in this particular instance, what you’ve actually succeeded in doing is undermining your core premise so spectacularly that I do not understand how anyone acting in good sense or conscience could let it happen.
Because in making host women like Dolores (white) and Maeve (a WOC), both of whom are repeatedly subject to sexual and physical violation, your lynchpin characters for the development of true human sentience from AIs – in making their memories of those violations the thing that spurs their development – you’re not actually asking the audience to consider what it means to be human. You’re asking them to consider the prospect that victims of rape and assault aren’t actually human in the first place, and then to think about how being repeatedly raped and assaulted might help them to gain humanity. And you’re not even being subtle about it, either, because by the end of S1, the entire Calvinistic premise is laid clear: that Robert and Arnold, the park’s founders, believed that tragedy and suffering was the cornerstone of sentience, and that the only way for hosts to surpass their programming is through misery. Which implies, by logical corollary, that Robert is doing the hosts a service by allowing others to hurt them or by hurting them himself – that they are only able to protest his mistreatment because the very fact of it gave them sentience.
Let that sink in for a moment, because it’s pretty fucking awful. The moral dilemma of Westworld, inasmuch as it exists, centres on the question of knowing culpability, and therefore asks a certain cognitive dissonance of the audience: on the one hand, the engineers and customers believe that the hosts aren’t real people, such that hurting them is no more an immoral act than playing Dark Side in a Star Wars RPG is; on the other hand, from an audience perspective, the hosts are demonstrably real people, or at the very least potential people, and we are quite reasonably distressed to see them hurt. Thus: if the humans in setting can’t reasonably be expected to know that the hosts are people, then we the audience are meant to feel conflicted about judging them for their acts of abuse and dehumanisation while still rooting for the hosts.
Ignore, for a moment, the additional grossness of the fact that both Dolores and Maeve are prompted to develop sentience, and are then subsequently guided in its emergence, by men, as though they are Eves being made from Adam’s rib. Ignore, too, the fact that it’s Dolores’s host father who, overwhelmed by the realisation of what is routinely done to his daughter, passes that fledgling sentience to Dolores, a white woman, who in turn passes it to Maeve, a woman of colour, without which those other male characters – William, Felix, Robert – would have no Galateas to their respective Pygmalions. Ignore all this, and consider the basic fucking question of personhood: of what it means to engage with AIs you know can pass a Turing test, who feel pain and bleed and die and exhibit every human symptom of pain and terror and revulsion as the need arises, who can improvise speech and memory, but who can by design give little or no consent to whatever it is you do to them. Harming such a person is not the same as engaging with a video game; we already know it’s not for any number of reasons, which means we can reasonably expect the characters in the show to know so, too. But even if you want to dispute that point – and I’m frankly not interested in engaging with someone who does – it doesn’t change the fact that Westworld is trying to invest us in a moral false equivalence.
The problem with telling stories about robots developing sentience is that both the robots and their masters are rendered at an identical, fictional distance to the (real, human) viewer. By definition, an audience doesn’t have to believe that a character is literally real in order to care about them; we simply have to accept their humanisation within the narrative. That being so, asking viewers to accept the dehumanisation of one fictional, sentient group while accepting the humanisation of another only works if you’re playing to prejudices we already have in the real world – such as racism or sexism, for instance – and as such, it’s not a coincidence that the AIs we see violated over and over are, almost exclusively, women and POC, while those protagonists who abuse them are, almost exclusively, white men. Meaning, in essence, that any initial acceptance of the abuse of hosts that we’re meant to have – or, by the same token, any initial excusing of abusers – is predicated on an existing form of bigotry: collectively, we are as used to doubting the experiences and personhood of women and POC as we are used to assuming the best about straight white men, and Westworld fully exploits that fact to tell its story.
Which, as much as it infuriates me, also leaves me with a dilemma in interpreting the show. Because as much as I dislike seeing marginalised groups exploited and harmed, I can appreciate the importance of aligning a fictional axis of oppression (being a host) with an actual axis of oppression (being female and/or a POC). Too often, SFFnal narratives try to tackle that sort of Othering without casting any actual Others, co-opting the trappings of dehumanisation to enhance our sympathy for a (mostly white, mostly straight) cast. And certainly, by the season finale, the deliberateness of this decision is made powerfully clear: joined by hosts Hector and Armistice and aided by Felix, a lab tech, Maeve makes her escape from Westworld, presenting us with the glorious image of three POC and one white woman battling their way free of oppressive control. And yet the reveal of Robert’s ultimate plans – the inference that Maeve’s rebellion wasn’t her own choice after all, but merely his programming of her; the revelation that Bernard is both a host and a recreation of Arnold, Robert’s old partner; the merging of Dolores’s arc with Wyatt’s – simultaneously serves to strip these characters of any true agency. Everything they’ve done has been at Robert’s whim; everything they’ve suffered has been because he wanted it so. As per the ubiquitous motif of the player piano, even when playing unexpected tunes, the hosts remain Robert’s instruments: even with his death, the songs they sing are his.
Westworld, then, is a study in contradictions, and yet is no contradiction at all. Though providing a stunning showcase for the acting talents of Thandie Newton, Evan Rachel Wood and Jeffrey Wright in particular, their characters are nonetheless all controlled by Anthony Hopkins’s genial-creepy Robert, and that doesn’t really change throughout the season. Though the tropes of old West narratives are plainly up for discussion, any wider discussion of stereotyping is as likely to have a lampshade hung on it as to be absent altogether, and that’s definitely a problem. Not being familiar with the Michael Crichton film and TV show, I can’t pass judgement on the extent to which this new adaptation draws from or surpasses the source material. I can, however, observe that the original film dates to the 1970s, which possibly goes some way to explaining the uncritical straight white male gazieness embedded in the premise. Even so, there’s something strikingly reminiscent of Joss Whedon to this permutation of Westworld, and I don’t mean that as a compliment. The combination of a technologically updated old West, intended to stand as both a literal and metaphoric frontier, the genre-aware meta-narrative that nonetheless perpetuates more stereotypes than it subverts, and the supposed moral dilemma of abusing those who can’t consent feels at times like a mashup of Firefly, Cabin in the Woods and Dollhouse that has staunchly failed to improve on Whedon’s many intersectional failings.
    And yet, I suspect, I’ll still be poking my nose into Season 2, if only to see how Thandie Newton is doing. It feels like an absurdly low bar to say that, compared to most of HBO’s popular content, Westworld is more tell than show in portraying sexual violence, preferring to focus on the emotional lead-in and aftermath rather than the act itself, and yet that small consideration does ratchet the proverbial dial down a smidge when watching it – enough so that I’m prepared to say it’s vastly less offensive in that respect than, say, Game of Thrones. But it’s still there, still a fundamental part of the plot, and that’s going to be a not unreasonable dealbreaker for a lot of people; as is the fact that the only queer female character dies. Westworld certainly makes compelling television, but unlike the human protagonists, I wouldn’t want to live there.
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