Category Archives: Reviews

Pandora Redeemed

Christopher Rush

It’s Not About Vengeance…

Despite the sudden proliferation of “Pandora”-titled things this past year, none of them were the inspiration for the name of this scholarly journal.  Similarly, before the theme of the 2010-2011 was announced to us as being about “redemption,” the title for this scholarly journal was already “in the works,” as the kids say.  So though it may have appeared to be a combination of recent things, the name has its origin in older, far different sources.

The “Pandora” is, as you can probably suspect, the Pandora of classic Western mythology, especially out of Hesiod’s works (though you may have heard of her from other summary/anthology sources).  Since she opened the jar (it wasn’t a box, really) out of curiosity and not malice, as an individual she doesn’t need “redemption” in that sense, as if she had willfully done something wrong and needed internal restitution, even though some accounts of her tale make her out to be somewhat tawdry.  The history of Pandora, her story, and its variations is complicated — fortunately, though, the most genuine origin of the inspiration of the title does not really come from those literary sources (not directly).  The real source of both parts of the scholarly journal’s title is the video game series God of War (the main trilogy, not the miscellaneous sub-stories).  The God of War series is M-rated, for good reasons.  We are not urging you to go out and play them, especially if you are under seventeen, and even then not without parental (and conscience) consent.  There’s a lot of violence/gore, some unclothedness, and some intense scenes of ruthlessness — it’s definitely not for the faint of heart or young of spirit.  The point, then, here, is to look at the story and explain why it’s so good (despite the saucy parts), good enough to supply the title of this journal.

Ares Unleashed

The first God of War game is mostly a flashback frame story: it begins about five minutes before the game is over, with Kratos (the…hero) giving into despair, believing “the gods on Olympus have abandoned me.”  Throughout the game, various incidents and encounters trigger further flashbacks into Kratos’s history: once the proudest, strongest Spartan warrior, Kratos’s life was about to end at the hands (and hammer) of the Barbarian King.  Before the Barbarian King can finish him off, Kratos appeals to Ares: if Ares will help him destroy his enemies, Kratos will become Ares’s servant.  Ares responds by bestowing (after a fashion) the Blades of Chaos on Kratos, the weapons that allow for such rapid gameplay (much better than the button-mashing of street-fighting games).  Kratos serves Ares for years waging a war on all of Greece until the fateful night Kratos attacks a village of Athena worshippers.  Defying the village oracle, Kratos storms a hut and accidentally kills his own wife and daughter, whom he thought were far away.  He knows Ares is behind it: Ares intended to use the removal of this final connection to humanity to make Kratos into a heartless, machine-like warrior; instead, Kratos renounces his affiliation to Ares.  The oracle curses Kratos as the hut burns to the ground; the ashes of his family are bound to his body, turning him into the “Ghost of Sparta.”  For ten years, Kratos serves the other gods in hopes they will remove his nightmares and guilt.  They do not.  Poseidon asks Kratos to kill the Hydra and save his seas; this is when the player gets control over Kratos and the game begins.  After working through the first level and killing the Hydra (the first of only 3 bosses in the game), Kratos’s patience with the gods is at an end.  Athena asks him to do one last favor and the gods of Olympus will finally forgive him: kill Ares, who is now out of control and destroying Athens itself.  Kratos agrees, believing he will be able to avenge his family and finally be rid of his nightmares.

Kratos fights into, around, through, under, and above Athens for a good third of the game, sometimes aided by the gods and their magic/weapons (including an easy victory over Medusa).  After a mysterious encounter with a gravedigger, Kratos meets Athens’s oracle, who tells Kratos the key to destroying rampaging Ares is finding Pandora’s Box, which is strapped to the back of mighty Cronos in the Desert of Lost Souls.  Kratos wends through the desert, killing some Sirens along the way, and summons Cronos.  After three days of climbing up him, Kratos comes to Pandora’s Temple.  This is the majority of the game (at least it feels like it).  Kratos fights through the many levels and tests of the Temple, solving puzzles and slaying monsters all the while.  Once Kratos secures Pandora’s Box (a very large, intimidating box of fire), the player wonders how he is supposed to carry this all the way down Cronos and through the desert back to Athens.  Ares solves that problem by killing Kratos, sending him down to Hades, and capturing Pandora’s Box for himself.  Kratos struggles through Hades and is rescued by the mysterious gravedigger just in time to find he is too late to save the Athenian oracle.  With a little bit more Olympian help, Kratos confronts Ares for the last time.  Through physical and psychological battles, Kratos eventually conquers Ares…only to find the gods of Olympus forgive his blasphemy but will not take away his memories of his family, bringing us back to the beginning of the game.  Athena prevents Kratos from ending his life and gives him new blades as the replacement god of war.  Kratos takes his place on Olympus.

Fate Unravelled

Kratos has not done much better than Ares as the new god of war, and the gods of Olympus regret their decision.  Kratos has been leading his Spartans against Greece again; during an assault on Rhodes and its Colossus, Zeus tricks Kratos into sacrificing his divine powers, eventually killing him with the same sword that he used to end the War of the Titans so long ago.  In Hades a second time, Kratos meets Gaia and becomes a part of her plan to lead the Titans in revenge against Zeus.  In order to do so, he must turn back time and conquer the Sisters of Fate: Lakhesis, Atropos, and Clotho.  With Pegasus’s assistance, Kratos begins his next adventure.  With the aid of Titans (sometimes at their expense), Kratos finds the Island of Creation, wrangles the Steeds of Time, and wages a one-man campaign against the myths of Greece: Prometheus, Icarus, Theseus, Perseus, Euryale (Medusa’s sister, but you knew that already, right?), and even the Barbarian King again all get in Kratos’s way…oops. 

Kratos defeats Cerberus (after he finishes munching Jason) and filches the Golden Fleece out of his throat.  After defeating Icarus (and taking his wings), Kratos encounters Atlas and learns more of Zeus’s story and why the Titans are against him.  With his help, Kratos resumes his quest for the Sisters of Fate.  At the Palace of the Fates, Kratos does some dastardly deeds, kills the Kraken, and resurrects the Phoenix, who takes him, finally, to the Temple of the Fates.  After the most annoying bell-ringing sequence you’ll ever experience in your life, Kratos works his way to the Sisters of Fate, dispatching them in appropriate fashion.  Once Kratos controls the Loom of Fate, he returns to the moment of Zeus’s betrayal, igniting the final boss battle of the game.  During his multi-part confrontation with Zeus, Kratos learns from Athena that he is Zeus’s son!  Zeus did not want his own son to usurp him like he did his father Cronos.  This only motivates Kratos more.  Returning to the Loom, Kratos travels back to the War of the Titans and brings them back with him to the present, setting the stage for the final chapter.

Pandora Unchained

The finale of Kratos’s story (or is it…?) came out for PS3, ratcheting up the graphics, details, gameplay, and, unfortunately, the sauciness.  Some might be disappointed in that most of the “new” weapons in this game are just minor variations on the familiar blades; additionally, the story is much more vertical, in contrast to the widespread horizontal levels in the first two games (this is due, primarily, to the nature of the game being mainly an assault on Mt. Olympus, so it couldn’t be helped too much).  The game is also shorter than the first two, which made the initial PS3 release price a bit of a challenge (though that shouldn’t be a problem by now).  These niggles aside, it’s an impressive game.  The creative studio is different from the first two, so the design and story changes are quite noticeable; we might never know fully what the original ending would have looked like had David Jaffe and the original team finished the story themselves; even so, the story and ending provided by the God of War III we have is a great gaming and emotionally-moving experience.

Picking up right where God of War II left off, Kratos and the Titans assault Mt. Olympus.  The first twenty minutes of the game is as incredible a gaming experience (especially the Poseidon battle) comparable to the opening twenty minutes of Saving Private Ryan as any you’ll play (rivaling many individual scenes even of Final Fantasy VI, but not the entire game).  During the early conflict, the Titans cast off Kratos as a means to an end.  Having been completely betrayed by virtually the entire pantheon of Greek mythology, Kratos resolves to bring it all to an end.  His final journal is started by a resurrected Athena — though she has changed quite a bit from the being Kratos once knew (the similarities to the end of Assassin’s Creed II are eerie).  Along the way, Kratos returns to Hades, is tested by the Judges of the Underworld (Minos, Rhadamanthus, and Aeacus), climbs the Chain of Balance, and quenches the Flame of Olympus.  He also encounters (read “kills”) Peirithous, Hephaestus, Hermes, Hercules, Hades, Helios, Hera, Poseidon, Daedalus, Perses, and Cronos himself.  It’s pretty intense.  During the mostly-vertical journey, Kratos learns that the key to final victory is, once again, Pandora’s Box.  In order to get to it this time, he needs the help of a rather unlikely source…Pandora herself.

After each victory over a god of Olympus, Kratos makes the world worse: Hades’s death means the chaotic release of the souls in torment, Helios’s death darkens the sun, Hermes’s death results in a plague, Hera’s death is an end to plant life — it seems the game is about destruction, vengeance, and chaos…but it’s not.

Once Kratos breaks the Chain of Balance and raises Daedalus’s Labyrinth up to the heights of Mt. Olympus so Pandora can quell the fires of Olympus and open her Box, he realizes that the only way Pandora can “open” the Box is by her own death.  With Zeus looking on and taunting them both, Kratos decides at the end to prevent Pandora from killing herself — he won’t let another innocent girl die because of him.  Pandora, though, will not listen to him.  In a chaotic scene, Pandora sacrifices herself for the good of others and the Box is opened again.  This time, instead of giving Kratos the power to destroy a god, the Box is empty.  Enraged, he assaults Zeus again.  Gaia intervenes, resulting in her own death and seeming death of Zeus through Kratos impaling them with the Blade of Olympus.  Before Kratos can depart, though, the spirit of Zeus sends Kratos into his own psyche.  Feeling the weight of his life and crimes, Kratos sinks into despair again, only to be rescued by Pandora.  She saves him and leads us to one of the most touching moments in video game history, the reconciliation of Kratos and his family, as he finally forgives himself for what he did.  With this renewed self-awareness, Kratos frees himself from his past and can finally conquer Zeus once and for all.

…It’s About Hope

When it is all over, the mystical Athena returns for the contents of Pandora’s Box, refusing to believe Kratos that it was empty.  We now learn why Zeus betrayed Kratos in the first place and the true nature of Pandora’s Box.  Zeus sealed all the evils in the world in the Box; knowing it would be opened one day, Athena placed hope inside it as well before Zeus shut it.  When Kratos first opened it against Ares, the evils of the world infected not mankind but the Olympians.  Athena wants the hope back so she can rebuild the now-chaotic natural world and hold dominion over the mortals her way.  Kratos will not let this happen; he plunges the Blade of Olympus into himself one last time, releasing hope and its power back for all mankind.  Athena, enraged and disappointed, abandons Kratos as he fades away.  After the credits, a trail of blood intimates Kratos may still be alive.

The story is all about hope.  Hope is not for the weak, despite Kratos’s claim: hope, says Pandora, is what makes us strong, what makes us human; it is why we are here.  There is a monumental amount of truth in what she says.  Hope is one of the three key virtues according to 1 Corinthians 13:13.  True, love is more important, but that does not mean we should ignore genuine hope.  Hope is not a groundless, amorphous “gee, wouldn’t it be swell if…” emotion that flitters about willy-nilly.  “Hope is the thing with feathers.”  Hope is that ground upon which our faith is based, the assurance that God is Who He is, whether we see it (believe it) clearly in the moment or not.

“Babylon 5 was the last of the Babylon stations.  There would never be another.  It changed the future and it changed us.  It taught us that we have to create the future or others will do it for us.  It showed us that we have to care for one another, because if we don’t, who will?  And that true strength sometimes comes from the most unlikely places.  Mostly, though, I think it gave us hope, that there can always be new beginnings.  Even for people like us.”

God of War is about hope.  Redeeming Pandora is about hope, joining Pandora’s willing sacrifice to make hope a palpable part of who we are, how we think, how we live…and how we die.  Being a Christian — being human — is about…hope.

The Song Remains Supreme – A Reflection on X-Cutioner’s Song

Christopher Rush

It Was 1992…

Scott and Jean were not yet married (though she was still alive again).  Cable was still a mysterious figure.  We weren’t sure who Stryfe was.  The newly-launched X-Men and X-Force titles had not-yet participated in a major X-Titles crossover.  The New Mutants had recently become X-Force and were, in effect, part of the problem now.  Bishop had just arrived from the future, and we still didn’t know what he meant to the team.  We had so many questions, but we were certain that the future would be impressive — like the Edwardian Age, optimism abounded.  What came next did not disappoint (not the real fans).

X-Cutioner’s Song is an oft-overlooked great crossover in the history of the Children of the Atom.  Before Onslaught, the House of M, and Grant Morrison came along and changed everything (again and again), the revitalized X-Titles were hitting a new stride, despite the great talents of yesteryear (Chris Claremont, especially) no longer being a part of the process.  A simplicity still existed that seems lost today.  X-Cutioner’s Song, about to turn twenty years old, deserves a second look.  As is our wont, we won’t reveal all the plots, subplots, and exquisite details that abound throughout the series — you should read it for yourself, even if you don’t know the difference between Cyclops and Havok.

Part 1 — Uncanny X-Men 294: “Overture”

Though this will sound rather hyperbolic, Uncanny X-Men 294 is about as close to perfect as a comic book can get.  The better issues of comics, for me, fall in two categories: monumental (and believable) significant changes and laid-back, “day in the life” episodes — admittedly, two ends of a rather vast spectrum.  UXM 294 has both.  For most of the issue, we see various X-Teams going about their day: Scott and Jean are relaxing at Harry’s Hideaway; Bobby and Peter are shopping for groceries; Warren is on a date; Guido, Jamie, and Pietro are sitting down to watch Charles Xavier on television.  Bishop and Rogue are on perimeter detail, discussing previous occurrences (it’s always nice when the characters remember events from previous issues), and so are Ororo and Remy (two unlikely pairings), all surreptitiously guarding Xavier as he prepares to address the gathered crowd about unwarranted mutant bigotry.  As is often the case, these relaxed “day in the life” experiences are interrupted: Scott and Jean are attacked and kidnapped by Apocalypse’s Horseman and Stryfe (pretending to be Cable) shoots Xavier in front of everyone.  Just like that, the relaxing day becomes the beginning of a very good and vastly underrated cross-over: X-Cutioner’s Song.  The only thing that prevents this from being a full five-star great issue is the ambiguity of Scott and Jean’s kidnapping: one moment the roof is collapsing, the next we are told they have been spirited away — a minor confusion, but it is still confusing.  Other than that, the issue is remarkable for its brief character moments and its scenes of conflict and tension.

Part 2 — X-Factor 84: “Tough Love”

A great deal of the success of this issue is the unique pencil work of Jae Lee.  For the longest time, when first reading X-Factor back in ’92 when these issues came out, I could not tell why the artwork was so much edgier for the issues in this crossover than the issues before and after it; it was not until much later I realized (by looking at the credits, finally) the penciler, Jae Lee, did his only X-Factor work on the three issues of this event.  Though his exaggerations of muscles (Bishop’s especially) can get a bit extreme, his artwork for this issue is admirably suited to the story; his penciling of the characters and their taut emotions both in their concern for Xavier and their anger at having to fight their own, albeit temporarily rogue, friends and former understudies is fitting.  Equally fitting is Peter David’s writing.  He has admitted to being a character-driven writer, and this issue exemplifies that important attribute of better comics, even in the midst of a story-driven multi-part crossover.  Archangel’s moment of anger at Apocalypse, Strong Guy’s humor even in the most awkward moments, and Quicksilver’s lines throughout the issue are all great examples of Peter David’s skills.  Being the second part of a series is a challenging role to fill, and X-Factor 84 does a remarkable job keeping the pace and tension going after Uncanny X-Men 294.

Part 3 — X-Men 14: “Fingers on the Trigger”

The cover of X-Men 14 is a bit misleading, considering Cyclops is in suspended animation during the issue, being transported by Mr. Sinister to the Mutant Liberation Front.  Additionally, this issue suffers (though only slightly) in that it has to be a joining episode of a multi-part story arc essentially acting as the set-up issue to the exciting second part of the battle between the X-Men/X-Factor unit and X-Force, completed next in X-Force 16.  Since it is a set-up issue, we have a lot of travelling panels, “here’s what we’re going to do next” conversations, and rapid oscillation among the various plot threads and teams involved.  That’s not necessarily a bad thing, for the overall story, but it does diminish the enjoyment of this particular issue qua issue; however, some of the brief character moments make this issue worthwhile and surprisingly enjoyable even for a transition issue.  Havok’s internal struggles over confronting and capturing X-Force are a great touch, elaborated on further in X-Force 16: he works for the government, but he is still a part of Xavier’s dream.  The discussion of said dream is also one of the better moments in this issue, as Wolverine (ever the cynical one) intimates it might be time to give up on the “dream” and realize it is all a “nightmare.”  Having to attack their former pupils (for attempting to assassinate their mentor, no less) certainly adds to the uncertainty of this time in the X-Teams’ existences and personal lives.

Part 4 — X-Force 16: “Jacklighting”

Underlying this crossover is Xavier’s dream: humans and mutants can live together in harmony, free of hatred and bigotry.  In the previous installment, Gambit and Wolverine speculated it was past time the X-Men realized the dream was illusory and the pragmatic realities of their day should make them realize the world is a “nightmare.”  The dream is tested in X-Force 16, as X-Factor and the Blue Team X-Men fight X-Force again.  Cannonball’s leadership is also tested again: he knows they are no match for the older, more experienced teams, and he even has to leave some wounded mates behind in their tactical retreat; eventually he surrenders, knowing full well Wolverine would kill them to get what he wanted.

The changing nature of the X-Universe is furthered in the issue by Bishop’s confrontation with Mr. Sinister.  Bishop’s lack of hesitation in pulling the trigger pleases Sinister, which is not a good sign for the Dream.  Wolverine, Bishop, Cable — they and their interactions all point to the changes in Xavier’s dream in the years ahead, climaxing (for now) in the events of the Second Coming event and its aftereffects.  The storyline of the X-Cutioner’s Song moves ahead with this issue: Sinister tells Val Cooper who is behind it all, Cable prepares to confront him, and Stryfe reveals himself to Cyclops and Jean Grey.  The final page of the issue, though, is the best part: once X-Force is in captivity, Havok asks in desperation, “What do we do now?”  He is clearly not just asking about how to save Xavier’s body — if the followers of Xavier’s Dream can’t even trust each other, how can the Dream survive outside of mutantkind?

Part 5 — Uncanny X-Men 295: “Familiar Refrain”

Part of the interesting nature of the X-Cutioner’s Song crossover is the relative newness of many characters we now take for granted, especially Bishop and Cable.  Cable had only been around for a couple of years; we still did not know if he was Cyclops’s son taken into the future (or if Stryfe was).  Before the traitor of the X-Men turned out to be Xavier (and later Bishop himself), Bishop was a mysterious young man from the future, like Cable, who didn’t yet fit in despite his commitment to them.  With those mysteries going on, Archangel’s unresolved anger over Apocalypse’s transformation of him from the Angel adds to the tension of seeking out Apocalypse’s help to rescue Xavier, the father of the X-Men as a whole.  Stryfe’s first encounter with Cyclops and Jean Grey in the previous installment of the crossover included him calling them his father and mother (in quotation marks), and now his revenge on them begins in earnest (though since his mother is Madelyne Pryor, not Jean Grey, his anger with her is misplaced) — all for the purpose of finding out why they treated him the way they did, sending him into the future (though it was actually Cable).  Even before The Adventures of Cyclops and Phoenix, the effects of that series shaped the direction of the X-Men for a time.  Though Stryfe does not become a major villain in the future of the X-Men, his existence is important here and now.  The issue is fairly strong, especially with all of its sub-plots.  The one irritating aspect of it is that suddenly Wolverine and Bishop have gone off to Department K, though we never knew they were going there.  Their unexpected run-in with Cable is a little forced, but the humor sprinkled in the issue, especially from Wolverine, helps alleviate the slightly jarring plot progression.

Part 6 — X-Factor 85: “Snikts and Bones”

Though this issue is another “transition” episode between major points along the X-Cutioner’s Song plotline, Peter David’s emphasis on character moments make this a much more engaging transition than X-Men 14.  The unique (and dark) Jae Lee pencil work makes the melee combat scenes extra taught (especially Bishop’s muscles).  Cannonball’s decision to help the X-Teams in their investigation into the Mutant Liberation Front is a good one (for his maturation), though I would have liked to have seen a scene of him telling the rest of the imprisoned X-Force that he is going out on a work visa.  Wolverine is especially lucid in this issue, showing his open-mindedness in listening to Cable — which is also a good decision for his character, but it strikes as a little odd, especially with his “anti-Dream” talk earlier in the crossover.  Cyclops’s scene of impulsive frustration (though after hours of solitary incarceration) is a sign of his tough-as-nails personality in post-M-Day issues a decade after this storyline, but it seems a smidge out of place here.  His reaction to the realization he just optic blasted children and Jean is fitting with his character.  It is a good coupling with Stryfe’s scene with Jean in the previous installment, but the episodes are too brief, especially since the crossover is now half-over.  The most interesting scene is Archangel’s accidental decapitation of Kamikaze.  Archangel’s reaction is apropos; Boom Boom’s reaction is likewise apropos for her character, and the juxtaposition of her immaturity and his maturity is remarkable — especially after all of Archangel’s talk about wanting to assassinate Apocalypse.

Part 7 — X-Men 15: “The Camel’s Back”

This may be the weakest link in the chain of X-Cutioner’s Song.  It’s not that we expect non-stop action and major plot points throughout all twelve episodes in the crossover; the story is certainly allowed to transition from set piece to set piece with intervening respites.  What sets X-Men 15 apart from other linking issues, though, is that it lacks the good character moments that bolster the story-movements in those other episodes.  Though Colossus has a good moment pondering his brother’s recent actions, Strong Guy’s interruption does not improve the scene, even in a comedic way.  Similarly, Stryfe’s moment of humiliation for Scott and Jean in this issue is too bizarre to provide a good continuation of his vengeance scheme.  The dialogue throughout the issue suffers: Reaper is too casual at the beginning, Stryfe is too congenial with Zero, Beast is too easily angered with Moira, and Scott and Jean — despite being major motivations for the story — have again almost nothing to say.  The X-Teams get beat up in this issue: Boom Boom’s jaw is broken (perhaps fitting punishment for her juvenile reaction to Kamikaze’s death in the previous episode) and Rogue is temporarily blinded.  Stryfe’s quick dismantling of the Dark Riders begs the question — why would Apocalypse have such a weak team around him?  Havok again has to ask someone for advice on what to do next — before it was a sign of his deep emotional struggle with their plight; now he just looks indecisive and weak.  The story moves along a little bit, thanks to Stryfe and the dismantling of the Mutant Liberation Front, but little overall progress is made.

Part 8 — X-Force 17: “Sleeping with the Enemy”

Part of the impressive and enjoyable aspect of this crossover is that the “big battles” come in a progressive series: the story presents the one about to happen as the real climactic battle, but when it’s over, we know the next one is going to be even more significant.  Such development does not happen as successfully in many crossovers.  The battle between Stryfe and Apocalypse seems like it should be bigger, even though it occurs at the beginning of the issue.  When it ends, we know that more important things are about to happen.  Finally, we hear from Cable about his history with Stryfe — that he doesn’t even know yet why they have the same face is part of the creative atmosphere of the time: here was an interesting mystery in the X-Universe that did not require major retcons or total multi-series changes (Disassembled, Civil War, Dark Siege, etc.).  The Stryfe/Apocalypse connection is also enjoyable, but a bit confusing if you are unfamiliar with their appearances/history.  Why Stryfe is glad the Dark Riders so quickly turn to him is odd, considering his disgust with them in the previous installment for being so weak — perhaps having weak acolytes is acceptable if they are your weak acolytes.  The comedic snippets in this issue are better than the attempts in X-Men 15: Wolverine’s struggle with Graymalkin’s anti-smoking programming is a highlight.  Other character moments help this issue succeed: Rahne’s talk with her former teammates, Siryn’s realization she was involved not with Madrox but one of his duplicates, and Cannonball’s confrontation with Havok reminds us he (Guthrie) is fit to lead after all (Havok again comes off as a bit weak and thoughtless).  Finally Scott and Jean get to do something again, though it’s only for a couple of panels.  Their relationship is presented well as something good in this issue — the later destruction of it will forever be a dark spot in Marvel’s history.  Archangel’s confrontation with Apocalypse at the close of the issue is a good reminder of their connection and just how integral Apocalypse was in the development of the X-Universe in the ’80s and beyond.

Part 9 — Uncanny X-Men 296: “Crescendo”

This issue does a fair amount with not much material, which is impressive considering the couple of flaws in it: the beginning is confusing, made more so by the incorrect footnote from Bob Harras on page one; when did Cyclops and Jean encounter the Dark Riders?; the missing footnote on page 22 (though the issue doesn’t have page numbers for some reason) — the references to years-ago back issues are more important than references to issues in the same crossover.  It’s also a bit confusing how the Dark Riders got to the moon so quickly from Egypt, after Stryfe just swayed them over in the previous episode.  Aside from those aspects, this issue does have some good moments.  The “story thus far” recap by Bishop, Cable, and Wolverine is interesting enough to prevent being tedious.  Cyclops and Jean’s kiss before they head into more danger is another great aspect of their good relationship in the good ol’ days, before more recent writers felt free to destroy one of the best things about the X-Men and Marvel Universe.  It’s about time Scott and Jean finally got to do something substantial for the first time since the beginning of the crossover (before they were captured by Caliban).  Stryfe’s reaction to their sacrificial response to his test is great, even though one could make the argument not enough time in the series has been given to him and them.  Some might prefer his realization to be in subconscious thought bubbles instead of editorial rectangles, but that is not as important as the event itself.  Stryfe is no longer certain Scott and Jean abandoned him…what has he left now?

Part 10 — X-Factor 86: “One of These Days…Pow!  Zoom!”

So late into a crossover, one might expect an issue to drag any potential momentum down — not so with this final David/Lee match-up.  This pair did great things with these three X-Factor issues, but Lee may steal the show here.  The best moments in this great issue are wordless images from Lee.  Few great authors would allow the images do all the narrating, even in comics — Peter David proves his greatness by letting Lee’s images tell everything we need, both in a comic scene and a heart-wrenching romantic scene.  The image progression of Scott and Jean running out of oxygen and turning to spend their last moments embracing is one of the best moments in Marvel’s history.  Later, the comic wordless scenes of Cable, Wolverine, and Bishop waiting for Graymalkin to recalibrate for the Moon are a great progression (especially Cable whittling a Domino statuette).  David does get some great character lines in, though: Havok gets some leadership skills back with his humor, Strong Guy’s comedic moment is far superior to the weak scene with Colossus a few issues before, and Cable’s “hour and a half” line is priceless.  Stryfe’s tearful confrontation of Cyclops and Jean is what the series (at least their section of it) has been waiting for — genuine emotion.  That Storm and Havok listen to Warren in letting Apocalypse finish saving Xavier from the techno-organic virus is a good testament not only to their good leadership skills but also Warren’s strength as a character and original X-Man.  This is a stupendous issue.

Part 11 — X-Men 16: “Conflicting Cathexes”

Admittedly, this issue suffers structurally, in that it is the final set-up piece before the grand finale of the crossover, so we shouldn’t be too harsh on it.  It does have some good character moments: Cannonball’s brief confrontation with Cable and Archangel’s lines to Bishop are great — “His life has been marked by pain and loss,” says Bishop of Apocalypse.  “And that’s an excuse, Bishop?  Which one of us hasn’t gone through the same?  You just don’t see us choosing to mark everyone else’s life with the same brand of hatred that’s inflicted on us,” replies Warren.  That sums up ’90s X-Men, pretty much.  By this point in their lives, all of the X-Men had gone through an awful lot of turmoil and heartbreak…but they were still there, fighting to protect a world that hated and feared them — even fighting against other mutants.  It was never about sheer force, which Bishop acknowledges.  That the beginning of the issue tries to reject that (in Wolverine) is part of why the issue is somewhat flawed.  Other smaller scenes and tidbits detract from the issue as well, but it does serve its overall purpose of drawing the various plot strands and character groups together for the final act.

Part 12 — X-Force 18: “Ghosts in the Machine”

Sometimes the finale of a major crossover can be a giant letdown; sometimes the payoff is not worth the investment.  Neither of these is true of X-Force 18: this is a marvelous conclusion, bringing us fully (and finally) to the heart of what Stryfe and X-Cutioner’s Song have been about from the beginning — family (one could make the case for “love” as well).  In one sense, there was no “need” to bring in Apocalypse to the story at all.  Stryfe could have certainly shot Xavier with a regular plasma gun or something, not a techno-organic virus only Apocalypse could cure.  The reason he was brought in to the series seems to be the great scene of weakened Apocalypse and Archangel here: Warren declares (and possibly realizes for the first time) the true part of him that makes him himself was not altered by Apocalypse — he is not truly his son.  Havok’s weak moments throughout the series are forgotten in his personal confrontation with Stryfe: he finally voices his perspective at being a Summers but not Scott Summers, and he seems to begin to cope pretty well (for the time being — he’s one of the worst-treated characters in Marvel’s history).  Underlying this crossover is the question “who is Cable?”  Is Stryfe or Cable the son Cyclops had to send into the future?  Though this crossover was supposed to answer that question, it didn’t…which is much more satisfying as an ending, surprisingly enough.  That Scott starts to suspect that Cable is, to Jean’s surprise, is a great way to conclude the song.  Keeping the mystery alive (especially while delivering an emotionally moving conclusion) is far superior to answering the question and then having the writers retcon it all twelve years later (the current fashion).  Some may think Stryfe’s desire for togetherness is too sappy of a motivation — they are mistaken.  The epilogue, Stryfe’s “pox on all mutantkind,” is of course the release of the Legacy Virus.  That later writers of X-Books did not know what to do with it is not the fault of this storyline.  Sinister’s stoic response to being tricked by Stryfe is consistent with his equipoise throughout the series.  X-Cutioner’s Song is a story about family, about belonging, being together, and how (much) the Children of the Atom have to sacrifice in order to do that, even a little.  This is a great story that shows us the heart of many of these great characters.

Epilogue — Uncanny X-Men 297: “Up and Around

This is the best comic issue I have ever read.  As an epilogue to a great crossover, Uncanny X-Men 297 has the perfect mood: quiet.  Some might argue the issue needs Cyclops and Jean to reflect on what just happened to them: perhaps, but they already did that (albeit briefly) in X-Force 18.  Now is the time for the other refrains of the song to reach their codas.  Rogue and Gambit spend some time together as she recovers (on the roof) from her temporary blinding in the crossover, though in a way that finally allows Rogue to speak her mind about what she needs, her desire for Gambit, and her great disappointment (irately so) that they can’t be together: Gambit’s power is to charge up objects and throw them away — Rogue certainly doesn’t want that to happen to her; she’s a woman, not a thing.  After some hours of separation, Gambit finally returns and offers Rogue what he can, a blanket and some reassuring words — for now, his presence is enough.  The thread of Warren and Hank rebuilding Harry’s Hideaway is the greatest series of panels probably ever.  What’s great about it, as with the entire issue, is the genuineness of the emotions and dialogue.  Finally we get some reflection on where the original X-Men used to be, how things were in the old days before Hank and Warren turned blue (literally and figuratively).  It’s so easy to forget they started out as students, as kids, writing term papers and struggling with their personal issues before Magneto, Apocalypse, the Sentinels, and the M’Kraan Crystal changed everything (again and again).  Hank’s laughter and Warren’s reflection on his old attitude are superb.  Better still is Hank’s encouragement to Warren, especially after Warren’s own confession to Apocalypse the day before: he has struggled through his experiences (we all have), but he has come through them truly human and mature.  The final thread of the issue is Professor X’s moments with Jubilee, as he enjoys a few hours’ ability to walk again.  That he spends them with Jubilee is a great touch — the two ends of the good X-Universe spectrum.  The quiet scenes of his reflections on losing his mobility, gaining it again, and imminently losing it again are excellent character and narrative moments.  The final two pages are some of the most moving in X-Men history, rivaling the great Cyclops and Jean moments earlier in the crossover.  This issue shows us what Professor Xavier’s Dream is all about: it’s not about fighting evil mutants and bigoted humans; it’s about love.

Addendum – Stryfe’s Strike File

Being a completist, I had been searching for this comic since 1992.  I finally found it for 25 cents in 2010.  Shortly thereafter, I began finding it in every comic store I visited — strange how that happens.  The issue serves its purpose well, and the writing, though defamed by some, is aptly written as the writings of the deluded and maniacal Stryfe.  It’s challenging to view the X-world through the eyes of a recently-arrived crazy man.  The first appearance of Holocaust is here; more notable is Stryfe’s comment that he isn’t supposed to be in this timeline — two years before the Age of Apocalypse.  Similarly, Threnody’s first appearance is here, almost a year before she appears in X-Men 27.  Before Colossus becomes an Acolyte, Stryfe says it’s coming.  It’s odd to think of Bishop and Wolverine as lesser players than they think they are, especially considering Wolverine’s stratospheric popularity.  Too bad Stryfe could not see Scarlet Witch’s future destruction of the X-Universe a decade in the future.  His comments about Cannonball are perhaps the kindest things ever said about Sam Guthrie.  The frame story of Professor X reading through these files is a nice narrative device, but it’s more impressive that, despite his desire to know what Stryfe knew, he purges the files — the X-Men will face the future, together, without the perspective and machinations of madmen like Stryfe.

The Song Remains Supreme

The good news for you is we are living in an age in which Marvel has recommitted to releasing its classic crossovers and series in remastered hardcover and trade paperback sets (some at better prices than others if ordered on-line).  Instead of trying to track down the separate issues in the various comic book stores around town, you can simply wait a couple of months and order the future hardcover release scheduled to come out August 2011 (with both Uncanny X-Men 297 and Stryfe’s Strike Files, you lucky duck, you — no waiting eighteen years needed).  True, it might be more enjoyable to track down the issues and look at the advertisements for Aladdin the movie and Hook the SNES game, but if you are just interested in reading one of the better X-Men stories at a time before the crazy retconning and character destructions of the 2000s, getting a copy of X-Cutioner’s Song is the way to go.  It’s a great story with some of the best character moments in X-Men history.

Foundation and Marxism

E. J. Erichsen Tench

Isaac Asimov was an avowed secular humanist and a science fiction writer.  Since worldviews will always color and form books and other artistic works, it is possible to trace themes of Asimov’s humanism in the first of his major science fiction trilogy, Foundation.  Apart from the humanist strains, Asimov also worked in foundational elements of Marxism.  The purpose of this paper is to explore the strains of Marxism within Foundation and find the comparisons between Asimov and Marx in religious, socially materialistic, and fatalistic ways.

The main component of any worldview is the religious component.  The ideas of the metaphysical universe will color all the rest of the laws of the universe in Foundation.  In order to understand the worldview of Foundation and the worldview of Marxism, one must understand how Asimov and Marx portray and discuss religion.

In Foundation, religion is brought up as an older belief, one that a scientific Empire like Trantor does not believe in.  Religion is an explanation for what the inhabitants of Foundation cannot explain.  For the Foundation itself, located on Terminus, religion becomes a tool by which the Foundation peacefully maintains its defense; it becomes a crowbar by which the Foundation holds sway over less intelligent and advanced empires.  For the empires the Foundation deals with, such as Anacreon, religion contains all the technological knowledge they possess, entrapping the inhabitants within the technological mind frame the Foundation wants them to have, thus ensuring they cannot advance and threaten the somewhat defenseless Foundation.

This use of religion to dull down Anacreon’s desire to defeat the Foundation is similar to how Marxism views religion.  “Soviet premier Nikita Khrushchev said, ‘Communism has not changed its attitude of opposition to religion.  We are doing everything we can to eliminate the bewitching power of the opium of religion’” (Nobel 68).  As Doctor Nobel summarizes from the Marxist’s view of religion:

The idea of God, insists Lenin, encourages the working class… to drown its terrible economic plight in the “spiritual booze” of some mythical heaven….  Even a single sip of this intoxicant decreases the revolutionary fervor necessary to exterminate the oppressing class…, causing the working class to forfeit its only chance of creating a truly human heaven on earth: global communism.

(Nobel 65)

In Marxism, religion tones down the proletariat’s desire to revolt.  In Foundation, religion keeps Anacreon peacefully dependent upon the Foundation.  Anacreon is less willing to attack the Foundation because their entire way of life suddenly depends on the religious technologies and beliefs given to them.  The religion infiltrated in by the Foundation destroyed Anacreon’s desire to rise up, be free, and seek to conquer new areas.

With Foundation and Marxism’s denial of the supernatural and religious aspects of reality, the laws of the universe are merely materialistic and mathematically quantifiable substances.  This includes psychological history, economics, and sociology.  The very roots of the Foundation are based in psychohistory, an idea that the actions of massive groups of people can be mathematically predicted and quantified.  This allows Hari Seldon to predict the overall path of the Foundation and prepare its rulers in advance.  This materialistic idea of psychohistory reduces mankind to a robotic and mathematical system, where only masses count and human behavior can be reduced to externally-influenced behavior, excluding the free will of individuals.  With free will, the people would knock Seldon’s mathematical variables out of place.  “[Seldon] worked with mobs, populations of whole planets, and only blind mobs who do not possess any foreknowledge of the results of their actions….  Interference due to foresight would have knocked the Plan out of kilter” (Asimov 3:2).

This idea of predicting the behavior of the masses through materialistic laws is foundational to Marxism.  “Karl Marx says, ‘It is not the consciousness of men that determines their existence, but, on the contrary, their social existence determines their consciousness’” (Nobel 412).  Marx’s atheistic and materialistic worldview led to the belief that humans’ behavior could be materialistically governed and always worked on set laws.

Similarly, just as Seldon concentrates not on the individual but the masses, so — as Lenin says — “historical materialism made it possible for the first time to study with scientific accuracy the social conditions of the life of the masses and the changes in these conditions….  Marx drew attention and indicated the way to a scientific study of history as a simple process which, with all its immense variety and contradictions, is governed by definite laws.”

(Elkins)

This belief is necessary for Marxism.  Communism is attained when the masses revolt together; their revolt is predicated by economic conditions that act as external stimuli to impact how they behave.  For Seldon and Marxism, material forces are the causes by which humans act.  The forces that govern humans’ sociological acts are materialistic economic forces that lead to social evolution.

The idea of man bettering himself over time through materialistic forces governing his way is entrenched in Foundation.  The entire history of the Foundation is the story of its upward struggle for existence.  On a large scope throughout the trilogy,

Seldon’s Plan predicts the fall of the decadent First Galactic Empire (read Roman Empire), the rise of the Traders and Merchant Princes (read bourgeoisie and nationalism), the growth of the First Foundation (read postindustrial, bureaucratic-technological society), its interaction with the long hidden Second Foundation and the eventual creation of the Second Galactic Empire, a civilization based on “mental science” (read Asimov’s utopian vision?).

(Elkins)

On a smaller scale, the Foundation shows its own social evolution.  Within the social evolution in the first books, a major interplay between religion and economics takes place, much like Marx’s idea that economics propel history and erode away religion.

The Foundation’s original setup was for the preservation of materialistic human knowledge in Part 1, which moved next into preserving the Encyclopedia in Part 2.  Part 3 brought in the idea of preserving the Foundation itself and the setting up of the first mayor, Salvor Hardin.

Salvor Hardin parallels the dialectic struggle in Marxism.  While the Encyclopedists are content to focus on preserving the past and remaining entrenched in their present state, Hardin believes in progress and continual movement upward.  “Have you ever thought of working onward, extending their knowledge and improving upon it?  No!  You’re quite happy to stagnate.  The whole Galaxy is, and has been for space knows how long” (Asimov 2:3).  Hardin understands the dangers of remaining socially stagnate.

Hardin’s idea is to dull the rebellious idea of the Foundation’s threat through taking over their enemies with religion.  His emphasis on a peaceful takeover and the use of religion is partially contrary to Marxism.  Marx would argue Hardin’s belief that “violence is the last refuge of the incompetent” (Asimov 3:1) as a deficient means to socially progress.  The use of religion to dull down the social progression of opponents ties in with Marxism, as explained before.  Even though Hardin sees non-Marxist peace as the means to social progression, the religious days of the Foundation have an end and are replaced by the greater workings of economics, as Marxism teaches.

The Merchant Prince Hober Mallow, in Part 5, represents the rising social progression of the Foundation through the replacement of religious power with economic power.  Trading becomes the crowbar by which the Foundation maintains its weak defenses and impressive power of its enemies.  Much like the dialectic clash found in Marxism, the Foundation’s clash of religion and economics (Marxist thesis and anti-thesis) leads to the next stage of the Foundation’s social progression (the Marxist synthesis).

The last streams of Marxism found in Foundation involve the overall sense of historical fatalism.  “[Marx] writes, ‘Men make their own history, but they do not make it just as they please; they do not make it under circumstances chosen by themselves, but under circumstances directly encountered, given and transmitted from the past’” (Nobel 412).  This is exactly the case with the Foundation.  Hari Seldon has foretold the Foundation’s entire history through psychohistory, and now the masses will simply fulfill the materialistic equations Seldon deduced.  The Foundation does not make history as they please, but are already on a programmed plan created by Seldon.  “Circumstances directly encountered” have already been calculated by Seldon.

In Foundation and in Marxism, the individual and his choices do not matter in the long run.  No one can escape the plan Seldon has foretold.

Asimov’s characters are not tragic heroes.  They are nondescript pawns, unable to take their destiny into their own hands.  There is no fear or pity to evoke a tragic catharsis.  Instead there is complacency.  The Foundation Trilogy ends on a note of one-upmanship.  After all that has happened, history is still on its course and Hari Seldon wins again.

(Elkins)

In Marxism, no matter what happens, the world is predestined to socially evolve toward Communism.  Every action only furthers the gradual progression toward a global Communist world.

Isaac Asimov’s Foundation is riddled with and internally structured by the ideas of Marxism, whether or not Asimov was an avowed Marxist.  Religion is a means to subdue the social progression of Anacreon, just like religion in Marxism dulls the proletariat’s desire to revolt.  Social progression and the history of humankind can be materialistically calculated through psychohistory, just like in Marxism social progression is pushed forward through materialistic economic processes.  Foundation holds to a fatalistic structure that Seldon’s plan will be accomplished, no matter what, just as Marx holds to a fatalistic belief in the eventual victory of global communism.  In religious, socially materialistic, and fatalistic ways, Foundation is elementally similar to Marxism.

Bibliography

Asimov, Isaac. Foundation. Bantam Dell, 1951.

Elkins, Charles. “Science Fiction Studies, #8,Volume 3, Part 1, March 1976.” Web. 4 Dec. 2010. Web.

Noebel, David A. Understanding the Times. 2nd ed. Summit Press, 2006.

It’s Only Knock and Knowall, But I Like It — The Lamb Lies Down on Broadway: Gabriel’s Genesis Retrospective, pt. 6

Christopher Rush

The Lamb Lies Down and Gabriel Bows Out

After the success of Selling England By the Pound, the follow-up album would be an important landmark in the direction of Genesis.  Unfortunately, a variety of factors contributed to the end of the Golden Age of Genesis.  For the first time, the creative process was changed: Peter Gabriel wrote most of the lyrics for Lamb apart from the band, as they wrote most of the music separately.  When the two sides came together, the joining of lyrics and music was not as seamless as it had been before.  Though some members of the band were somewhat relieved that the thematic content of Lamb was different from the mythical, mystical stuff that dominated so much of their previous albums (at least, for the most part), the collaboration process brought more frustration than camaraderie.  Additionally, Gabriel was absent for much of the creative sessions, helping his wife during her debilitating pregnancy.  Though this was admirable and certainly the right thing to do, it helped strain the relations of the band.  Before the tour even began, Gabriel’s time with the band was technically over, though he did stay around long enough to complete the tour.  This helped to further the rifts in the band, since Gabriel’s on-stage characters and costumes overshadowed, at least critically, the musicianship of the other band members.  The lengthy Lamb Tour, in effect, finished off the Golden Age of Genesis.  As he sings in “In the Cage,” the sweat (not sweet) has turned sour.  They have come, in an odd, unfortunate way, full circle since From Genesis to Revelation.

In order to give The Lamb Lies Down on Broadway an appropriate tribute and analysis, frankly, we would need an entire issue of Redeeming Pandora solely for that purpose.  If you thought “We Didn’t Start the Fire” takes a lot of footnotes to explicate, that is nothing compared to the voluminous amount of annotation necessary to delve into the mysteries and wonders of Gabriel’s fecund erudition.  Lamb almost makes Joyce and Eliot seem obtuse.  Without trying to sound proud, I don’t even understand it all myself, though I’m doing my best.  For the sake of time, and an attempt to give some semblance of respect to what is rightly considered one of the best concept albums of all time, we shall offer an admittedly superficial exploration of some of the main ideas explored throughout the album.  If time permits (and the journal continues), look for a more elaborate analysis of this monumental work in the future.  Certainly more consideration needs to be given to the fantastic musical aspects of the album in addition to the lyrical narrative outline with which we will concern ourselves for now.  In the meantime, listen to the album (many, many times) and read Gabriel’s story in the liner notes to tide you over until we meet again.

Part One

Lamb is a concept album, as mentioned before.  The concept is much larger and expansive than a simple declarative sentence can encapsulate, but the basic story is the journey of self-discovery of Rael, the Imperial Aerosol Kid, Puerto Rican graffiti artist in New York City, though he thinks he is trying to save his brother John.  Against that basic frame story, we meet mystical creatures like Keats’s Lamia, Lilywhite Lilith, and the Colony of Slippermen.  Sprinkled throughout this mystical, mythical tale, Gabriel alludes to Wordsworth (“I wandered lonely as a cloud”), Motown (“I got sunshine”), and classical comedy (“Groucho with his movies trailing”), and just about everything else under the sun and subway.

The liner notes tell us “a lamb lies down.  This lamb has nothing whatsoever to do with Rael, or any other lamb — it just lies down on Broadway.”  Eh.  Maybe.  It might not be Van Eyck’s lamb, but it probably means something (everything in this album does, right?).  Rael emerges from the steam and shadows, spray-painting R-A-E-L, as part of his attempt to make a name for himself.  Discontent with his seemingly purposeless life, and that no one notices him and his work Rael wonders if it might be better to be a fly waiting to smash into a windshield.  Soon, mists arise and Rael finds himself in a cage.  His brother John appears but turns away and won’t help him.  The cage disappears, and Rael spins down underground to see the Grand Parade of Lifeless Packaging (mankind, obsessed with materialism and consumerism).  He tries to save his brother John from turning into a lifeless advertisement, but suddenly he is back in New York City, at least he thinks he is.  During his confusion, we get some of Rael’s backstory: his reform school days, his pyrotechnic tendencies, his time running with a gang, his commitment to being tough (pictured by shaving his hairy heart and cuddling a porcupine), and his first “romantic” encounter, which, despite the fine instruction he got from a book on how to succeed in such endeavors, ended in total failure.  Romeo kissed by the book; Rael did everything else by it — neither ended well.  These reflections come to a close; John is nowhere to be found.

Suddenly Rael is in a corridor with lambswool under his naked feet (far too many lamb references for it to mean nothing).  One cannot hide from the present in one’s memory, Rael decides.  He spots some people crawling along the carpet in the direction he must go, heeding the call: “We’ve got to get in to get out.”  He follows the carpet crawlers (people, not bugs) up the stairs into a chamber of 32 doors.  Looking at all of these doors, Rael ponders what he needs in life, deciding he needs “someone to believe in, someone to trust.”  His whole life has been one of rebellion and individualism; it’s time for a change.  It’s not about wealth: he can’t really trust either rich men or poor men.  Countrymen seem more trustworthy than townmen, for diverse reasons.  Every door seems to lead him back here, to a waiting room of fearful, solitary indecision.  Priests, magicians, academics, and even his parents send him in different directions, “[b]ut nowhere feels quite right.”  Rael decides that he’ll trust someone “who doesn’t shout what he’s found. / There’s no need to sell if you’re homeward bound.”  Rael finally accepts he can’t live in fear anymore.  He’s ready to trust — but whom?

Part Two

“The chamber was in confusion — all the voices shouting loud.”  Rael sees Lilith, a pale, blind woman who needs Rael’s help as much as he needs hers.  He leads her through the crowd into more darkness, and she leaves him to face his fear.  “Two golden globes float into the room / And a blaze of white light fills the air.”  Rael is blinded, tosses a stone in front of him in defense against an approaching whirring sound, glass breaks, the cavern collapses, and Rael is trapped in the rubble.  This is where the album really gets weird.

Rael finds himself in the waiting room of the Supernatural Anaesthetist, who happens also to be a fine dancer.  The gas he emits leads Rael down a long passageway until he enters a new magnificent chamber.  “Inside, a long rose-water pool is shrouded by fine mist.”  From the waters rise three Lamia, beautiful women with snake tails below the waist.  Entranced by the anesthetic and their beauty, Rael “trusts in beauty blind” and enters the pool.  Initially it seems the Lamia die and give their carcasses to Rael for food.  Soon we discover it was all a trick.  Rael glides along like the Lady of Shallott until the water around him “turns icy blue” and he arrives at the Colony of Slippermen.

The Slippermen are slimy, bumpy creatures — all victims of the Lamia’s ploy, and Rael is becoming one of them.  The Slippermen point Rael in the direction of his brother John and the only cure for becoming a full Slipperman: castration by Doktor Dyper.  Rael and John are reunited and quickly agree to the rather drastic “cure.”  What’s left over after the operation is placed in “a yellow plastic shoobedoobe,” a storage tube, so what was removed can be used again in emergency situations.  Suddenly, the dark cloud that first captured Rael in New York City returns, this time morphing into a giant Raven that steals his shoobedoobe.  Rael goes after the Raven, but John abandons him again for the “safety” of the underworld.  Rael is about to catch up with the Raven when he drops the tube into a river in a ravine.  Rael watches it float away.

Rael decides to chase after it; just as he’s about to catch up with it, he sees the way out of this surreal underground prison: a window opens up back to New York City.  Rael heads for the exit only to hear his brother cry for help down below in the ravine.  Faced with the most important decision of his life, Rael plunges into action: abandoning the way back to freedom and home, he, like Huck Finn, risks staying “forever in this forsaken place” to rescue his brother.  After an exciting and dangerous chase, Rael finally pulls his brother to safety … only to find he has not rescued John but Rael himself.  The epilogue to the album, “it.,” intimates that “Rael” is a minor anagram of “Real.”  Broadly speaking, the concept for this concept album is about living one’s life wisely and selflessly — but choose wisely, because the time to decide is now.  Certainly some parallels exist to Pink Floyd’s The Wall, but enough differences exist for the two monumental albums to be considered separate entities, both of great value beyond diverse aesthetic experiences.  The Lamb Lies Down on Broadway reminds us of important truths about the brevity of life and the importance of making wise and selfless decisions in the time we are given.

“It’s Only Knock and Knowall, but I Like It”

Lest they be taken too seriously, though, Gabriel closes the album with the last of his Genesis-era multi-layered ironies: “Yes it’s only knock and knowall, but I like it.”  A subtle Rolling Stones allusion conveys Gabriel’s mission (if I may use such a weighty word) on not only The Lamb but also his entire Genesis career: satire (knock) and erudition (knowall) have been combined to present serious ideas in an enjoyable musical medium, combining great lyrics for slow, moving emotional songs and lengthy epic-like narratives (both apocalyptic and diverting) with masterful musicianship (far too often overlooked at the time and even today).  The album and Peter Gabriel’s tenure with the greatest progressive rock band of all time fade out, putting a knowing smile on our faces.  He wouldn’t have it any other way.

With Peter Gabriel’s departure from the group, the course of Genesis took a major turn to survive … but survive it did.  Like M*A*S*H had to adapt to the departures of Henry Blake and Trapper John, Genesis adapted (as it already had, with its early line-up changes before the classic lineup) for a new time and a new direction.  After a lengthy search and no suitable replacement found for Gabriel, Phil Collins became the official frontman of the band, and the rest, as they say, is history.  The next two albums, A Trick of the Tail (one of my favorites) and Wind and Wuthering (influenced by Wuthering Heights), continued the concept album approach for which classic Genesis is so noted.  It was not until Steve Hackett’s departure before …And Then There Were Three in 1978 that Genesis began to fully morph away from the king of progressive rock into the radio-friendly creator of pop rock smash hit singles in the 1980s many people think of when they hear the band’s name.

Hopefully this brief survey of the Peter Gabriel era of Genesis has inspired you to go back to the band’s progressive rock roots and hear for yourself (perhaps not for the first time) the creative beginnings of the band before it was defined by “Invisible Touch.”  Genesis is one of the most enjoyable and moving bands (lyrically and musically) of the modern musical era, with a history far richer than you may have known.  Start from the beginning, and work your way to the end.  And then do it again.  You will be glad you did.

Simba, a Modern-Day Hamlet?

Emily Grant Privett

It known by nearly everyone that William Shakespeare is popular for his famous storylines and excellent characterization.  Over the past several decades, America has lost touch with Shakespeare’s British classics, all until Disney released its version of a modern day Hamlet: The Lion King.  Shakespeare’s story of responsibility and revenge was adapted by a children’s company, carrying the timeless story to a new generation.

The first and greatest similarity is that of Simba and Hamlet.  At a young age, both of our protagonists share a similar fate.  Similarly, the fathers of both Simba and Hamlet are killed.  Simba is born the son of a king.  He is undeniably born with a great deal of responsibility.  Simba loses his father early in his life, the years that he needs his guidance most.  Both deal with their share of troubles.  Also, both delayed their responsibility as much as possible.  Neither wanted to take responsibility for their royal heritage, and both in fact, ran away from their responsibilities for a short time.

Also, the father of Hamlet and Mufasa share a similar characterization.  The father of Hamlet once ruled Denmark.  His land was peaceful and prosperous.  Mufasa had a very similar rule.  Under him, the animal kingdom was happy.  There was peace.  The land was safe.  Simba enjoyed his early days in the Pride Lands.  He focused on his son and the responsibilities he would soon take on.  After each of them die, they both become a ghostlike spirit, haunting their sons.  They tell them to avenge their deaths and to take responsibility, overthrowing what their uncles had accomplished.  They serve as a reminder and an encourager.  Although neither tells their son exactly what action to take, they both strongly imply the responsibility their sons have.

The villains of the two stories also are directly related to each other.  Both Scar and the King, Claudius, play similar roles.  Both used the murder of their brother to usurp the throne of their respective kingdoms.  Scar and Claudius put on false faces, making them seem like much better people than they actually turn out to be.  They pretend to be friendly and caring.  Both enjoy the new life as king.  They celebrate the new power they recently acquired.  Claudius holds celebrations and parties to bring himself power.  Scar uses his recently gained power to take control of the Pride Lands.  He sends his army across them in order to have a grasp on all of the Pride Lands.  Both of the new kings abuse their new-found power, both leading their kingdoms to turmoil.  It is from this point that the characters begin to take different paths.  Scar maintains his evilness throughout the rest of the story.  Claudius, on the other hand, feels guilt for his actions.  Both, on the other hand, admit their wrongdoing.  Claudius, though, attempts to repent for his wrongdoing whereas Scar boasts in the way he overcame his rather naïve brother.  In the end, the two villains meet their end in the way that they killed their brothers.  Scar is thrown down into the ravine, to be trampled on by the hyenas.  Claudius is poisoned.

The characters of Nala and Ophelia are the only two that really differ.  Nala is adventurous and rather naughty.  She fights against Scar’s rule and doesn’t mind lying to find a little adventure with Simba.  Ophelia is very obedient and passive.  She does whatever her father instructs her to do.  She accepts whatever happens to her.  She even rejects the one she loves because her father instructed her to.

The characters of Rosencrantz and Guildenstern loosely relate to the characters of Timon and Pumbaa.  Although they aren’t a very similar comparison, they both prove to the protagonist that fun and happiness can be found.  They provide a relief from the main plot lines of the stories.  They both provide a relief from the responsibility that both Simba and Hamlet face.

William Shakespeare is one of the most influential writers of all time.  It is obvious that his writings have been utilized and respected throughout the ages.  Many of his stories are the basis for many stories today.  The Lion King is an obvious example of this.  The fact that Shakespeare’s stories have survived through so many generations proves that the writings of William Shakespeare aren’t going to disappear anytime soon.

You Play the Hobbyhorse, I’ll Play the Fool — Selling England By the Pound: Gabriel’s Genesis Retrospective, pt. 5

Christopher Rush

Those Eggs are Now Scrambled

Fresh from the success of the greatness of “Supper’s Ready” and Foxtrot, Genesis was poised to create their most successful album (according to certain systems of measurement) with the nonpareil Selling England By the Pound: at once a culmination of the pastoral motifs and ideas as far back as Trespass and a full maturation of the band’s musical abilities.  I have admitted already Selling England By the Pound is my favorite Genesis album; hopefully that does not hamper your desire to listen to it or any other Genesis albums.  Some of the nostalgia factor may be in evidence here, not only in the compositions by the band, but also in the universal recognition of the quality of the album, since this is the last typical Gabriel-era Genesis album, considering the unusual nature of his last effort, The Lamb Lies Down on Broadway.  Though it seems they did not know at the time this was to be their last such classic album, enough heart and soul are poured into every song on this album to make their lack of prescience irrelevant.  Much more politically satirical than they’ve been before, Selling England By the Pound is truly Genesis at its best.

“Dancing with the Moonlit Knight”

Though this is the last “typical” Gabriel-Genesis album (by which I mean the last album driven by epic narrative songs of radio-unfriendly length), it begins differently than all the others: with the voice of Peter Gabriel, a capella, singing/calling “‘Can you tell me where my country lies?’ / said the unifaun to his true love’s eyes.”  From the first we are brought into a midsummer-night’s dream-like world of political satire, mythical beasts, and economic uncertainty.  “‘It lies with me!’ cried the Queen of Maybe /— for her merchandise, he traded in his prize.”  England is resting with the Queen of Maybe, uncertain where it is going, perhaps forgotten what it is and has been.  The Wordsworthian assault on trading one’s prize for the merchandise of Maybe echoes the poet’s searing line “We have given our hearts away — a sordid boon” too much to be ignored (except by those Gabriel is satirizing).  Despite the Elizabethan/idyllic music that begins to accompany Gabriel here, before the end of the first stanza of the album we are confronted with a pessimism even sadder (despite its much smaller scope) than the overpowering sorrow of “Watcher of the Skies” — perhaps because the music is so simple and soft the pathos is even more palpable.  Sic transit exordium.

Immediately the scene shifts to another Genesis prototypical British scene: “‘Paper late!’ cried a voice in the crowd. / ‘Old man dies!’  The note he left was signed / ‘Old Father Thames’ — it seems he’s drowned; / selling England by the pound.”  Newsies hawk their papes, youth and age continue their cycles, the water flows, and England fades into the twilight — if nothing is done to stop the acceptance of life just existing, sacrificing the important, the beautiful, on the altars of productivity, technology, and utility.  It’s not right to make money off stories of people in unfortunate circumstances — by doing so, we are selling our own dignity.  A culture with too much license start to consider themselves “Citizens of Hope and Glory,” and as “Time goes by” they think “it’s ‘the time of your life.’”  This sort of overly-simplistic thinking meets with appropriate caution: “Easy now, sit you down. / Chewing through your Wimpy dreams, / they eat without a sound; / digesting England by the pound.”  Life is not about having enough to get by, enough to enjoy for the day — enough food for today cannot be the standard for “the time of your life,” in part because it is too self-centered a perspective to be genuinely good.  The “Wimpy dreams” is an allusion both to the Wimpy fast-food chain in the United Kingdom as well as the George Wimpey housing company for dream homes.

The change of tune at this point makes for a good bridge between the early musical motifs and the clangorous (but in a good way) chorus to come.  In this bridge, Gabriel expresses the conflicting (and both erroneous) perspectives on what makes “the time of your life.”  “Young man says ‘you are what you eat’ — eat well. / Old man says ‘you are what you wear’ — wear well.”  Again the point is made that immaturity believes the only thing important in life is to enjoy the physical sensations of the moment; if bodily desires are satiated, nothing else is important for life is transitory and ephemeral — so says invincible youth.  Old age, conversely, believes the good life is about one’s status in society, evidenced a great deal by one’s appearance, particularly by the name-brand apparel one wears.  The mediating voice neither rejects nor approbates either point: instead, Gabriel simply enjoins the audience to do both: eat well and wear well — neither is “the right answer,” but neither are they bad advice as component parts of “the time of your life” as it truly is in relation to others and the well-being of society as a whole.  Beyond intake and appearance, a more crucial factor is knowing who you are or “what you are,” not placing as much importance on what others think or say, “bursting your belt that is your homemade sham.”

The chorus is a rousing return to the multi-layered aspect of this opening song, back to the metaphorical characters framing the counter-point of typical British life: “The Captain leads his dance right on through the night — join the dance… / Follow on!  Till the Grail sun sets in the mold. / Follow on!  Till the Grail is cold. / Dancing out with the Moonlit Knight, / Knights of the Green Shield stamp and shout.”  Britannia, the Moonlit Knight takes us on a cosmic turn to the past and present of merry old England.  The Green Shield stamp is a subtle allusion to the Green Shield Trading Stamp Company designed to encourage consumerism by enabling the purchase of gifts through the stamp system (a kind of precursor to the credit card rewards programs so popular today).

Speaking of credit cards, after the fast-paced musical interlude, Gabriel uses a different voice for the slightly menacing carnival-barker bridge: “There’s a fat old lady outside the saloon; / laying out the credit cards she plays Fortune. / The deck is uneven right from the start; / and all of their hands are playing a part.”  The juxtaposition of tarot cards and credit cards is even more applicable today than it was forty years ago, as we are ever-increasingly saturated with the farcical notions of credit.  The best credit score is actually 0, since it means you don’t owe anyone anything and thus are not a servant to the lender.  Perhaps the sub-zero prime mortgage crisis could have been averted had more people heeded Genesis’s warning that Fortune is not based on credit any more than a crystal ball can tell your future: the deck of credit cards is uneven, not in your favor.  Paying with money that does not exist is not a sign of wealth — it is a sign of folly.  The multiple meanings of “hands” after that is another example of Gabriel’s fully-mature lyrical skill.  In few words he has brought several layers of meaning through his symbols.

From that mystical scene we return to the chorus, blending, like a merry-go-round, clanging band music and medieval/pastoral animal imagery: “You play the hobbyhorse, / I’ll play the fool.  We’ll tease the bull / ringing round and loud, loud and round.”  The album is now a game, lightening the mood while subverting our attention away from the political and social satire that will undoubtedly continue.  “Follow on!  With a twist of the world we go. / Follow on!  Till the gold is cold. / Dancing out with the Moonlit Knight, / Knights of the Green Shield stamp and shout.”  Intentionally our views of the world will be twisted and the gold will cool (so much currency talk in this song) and no more coinage to go in the pay slots.  The music then mirrors this predicted winding down; after another rousing and different musical break, the momentum fades and decrescendos into another musical box-like cadence, like stars twinkling out in the ending night.

“I Know What I Like (In Your Wardrobe)”

The fading guitar sprinkles meld into Tony Banks’s Mellotron hum imitating a lawnmower.  “I Know What I Like” is Genesis’s first commercial single success, essentially the only one of Gabriel’s career as their front man.  Though Phil Collins’s turn in the years ahead would see the band’s shift to a more radio- and commercial-friendly incarnation with many single hits, “I Know What I Like” helped form the nascence of that forthcoming mutation, so those who “blame” Genesis’s transformation on Phil Collins ignore the earlier evidences of that progression.  This song remained popular in the band’s live concert repertoire, eventually becoming the framework to the enjoyable lengthy medley of tunes from the Gabriel and early Collins years later in the band’s career.

Like so many others in their early canon, this song is a frame story.  The lawn mower lies down for a lunchtime nap, recalling the conversations he overhears both during his lunch break and, most likely, throughout his workday as a whole.  The song is based on the cover painting The Dream by Betty Swanwick (the band had her add the lawn mower machine to it; it was not in the original version of the painting).

The chorus, preceded by the utilitarian motto of the lawn mower “Keep them mowing blades sharp…” is the most recognizable couplet to the passive Genesis fan from the Gabriel era: “I know what I like, and I like what I know; / getting better in your wardrobe, stepping one beyond your show.”  It’s a rather occluded couplet: why the lawn mower knows what it is in the wardrobe of the people whose lawns he mows is never explained.  If he’s spending so much time observing their outfits, can he really be that good of a lawn mower, ever distracted by his customers’ speech and apparel?  Being unfamiliar with colloquial British expressions, I am incapable of sussing out what “stepping one beyond your show” truly means; I suspect it has something to do with the ever-increasing appearance of affluence of the members in the neighborhood, but I am completely open to correction.

Further in the lawn mower’s lunchtime reflections, he recalls segments of a previous phone conversation with Mr. Farmer: “Listen, son, you’re wasting time; there’s a future for you / in the fire escape trade.  Come up to town!”  That the lawn mower overhears so many different snippets of conversation throughout his workday indicates he is a popular lawn mower (despite the contradictions indicated above).  This is further demonstrated by the phone call asking him to make a better life for himself in what is suggested to be a more lucrative, and thus better, position in what only the British would call “the fire escape trade.”  Despite the seeming advantages in such a movement, the anonymous lawn mower rejects such an offer, after recalling an even older memory of advice he had received in his youth: “Gambling only pays when you’re winning.”  Though he may consider himself “a failure,” and should logically jump at the chance for a better job, he considers the fire escape trade a gamble that will not pay off, so he resigns himself to his present position.  His life as a lawn mower will forever be recognized, failure or not, by the way he walks.  The unusual Eastern beat and melody fades out of this unusual, quirky song slightly reminiscent of “Harold the Barrel” but much more humorous and lighthearted.

“Firth of Fifth”

A play on the common name of the River Forth in Scotland (the “Firth of Forth”), “Firth of Fifth” is about as quintessential “Genesis sound” as any one of their numbers in the Gabriel era gets.  Here, the full maturity of the band’s musical skills is in evidence from the downbeat.  Tony Banks’s introduction surpasses even “Watcher of the Skies” in proficiency and downright impressiveness.  The mixture of 2/4, 13/16, and 15/16 time signatures reminds us piano dilettantes what the instrument is capable of in expert hands.  Additionally, Steve Hackett’s guitar work and Peter Gabriel’s flute work complement the complex and driving melodic lines throughout all nine minutes of this mighty piece.

Lyrically, the song has not aged as well as others in the Gabriel era, but it is better than most seem to recall.  It is a return to the over-ambiguous lyrics of the very early days, admittedly, but it still has enough coherent connotations to make its mythical subtext enjoyable and believable.  Deeper assessment of the words discovers that it can be read as a mixture of Psalm 23, Isaiah 53, and John 10 (with a sprinkling of Romans 1): the people of the world are sheep, who, despite the obvious signs and demarcations in place from the foundations of the universe, refuse to travel the path to freedom.  The sheep are overcome by many dangers in nature and myth (Sirens, Neptune), until the great Shepherd returns to save them fully.  The most coherent aspects of the lyrics are the beginning and end of the words, true.  The middle sections are rather opaque and should probably be taken as furtive aspects of the impressive (if not rationally comprehensible) creative accomplishments of the Shepherd Himself.  As a whole, this song can be one of the most enjoyable of Genesis’s entire output, despite the elusive lyrics at times — their progressive rock skills musically overpower any confusion about the words.  The words that do make sense are Biblically sound and encouraging, despite the seemingly pessimistic final couplet: “The sands of time were eroded by / The river of constant change.”  Consider it another grouping of words going more for the aural effect than the rational cohesion of their denotative meaning, especially with the rest of the song.  By themselves, they are akin to the apocalyptic language of “Watcher of the Sky,” but almost don’t seem to fit fully in this song, which may account in part why Banks doesn’t consider this lyric with much fondness.  They are still comparatively young lads at the apex of their initial popularity, after all, and the song, as mentioned above, as a whole is great.

“More Fool Me”

The second Genesis song led by Phil Collins (the first, as you recall, was “For Absent Friends” from Nursery Cryme), “More Fool Me” is the sparsest number on the album with only Collins’s vocals and Mike Rutherford’s acoustic guitar.  It is a highly enjoyable change of pace on the album (not that the other songs aren’t enjoyable), especially coming before the lengthy British satire “The Battle of Epping Forest.”  It is a relaxing, folk-like ballad about an optimistic young man who, with a self-effacing humor, believes that everything with his girlfriend who has just walked out on him will end up all right.  It’s probably the quietest of the quiet Gabriel-era songs, especially at the beginning.  It needs no further comment: listen and enjoy.

“The Battle of Epping Forest”

“Taken from a news story concerning two rival gangs fighting over East-End Protection rights,” according to the liner notes, “Epping Forest” is a mixture of “Giant Hogweed” and “Harold the Barrel,” with the medieval-modern British satirical tone pervasive throughout the present album.  The album as a whole oscillates between border-line cynicism and tongue-in-cheek optimism.  “Epping Forest” leans more toward the latter, until the climax of the song.  The song is overtly self-explanatory, even for social criticism.  It certainly doesn’t need the extensive footnoting that T.S. Eliot or even Jonathan Swift requires.  It’s a lengthy song and some may justifiably conjecture that it is too lengthy — a lot of words are sung by Gabriel in these almost twelve minutes.  The quirkiness of the song allows Gabriel to use a variety of personas during the different combat scenes, as well as the neighborhood episodes.  The comedic tensions of gangs fighting to “protect” the poor, with the multiple meanings of “protection” throughout the song, are among the highlights of the lengthy number.  The diverse musical motifs and tempos also provide good variety, without which the song would become tedious (some may say “even more tedious,” but that’s unnecessarily harsh).

The various scenes display the album’s blending of modern and antique England.  The “Robin Hood” scene is the cleverest lyrically; the Reverend looking for used furniture following the “Beautiful Chest” sign leads to near Benny Hill-like comedy, though Gabriel rescues it (to a degree) from sheer objectification.  The musical breaks during the different vocal sections are further signs of the band’s musical skill.  Were “Epping Forest” not on the same album as “Firth of Fifth” and “Cinema Show,” it would probably have achieved more notoriety.  The ending is a lyrical pyrrhic victory matched by the music: the story is unsure who wins the fight (since both sides essentially wipe each other out), and the ambiguous and uncertain melodic irresolution demonstrates that well.  This is one of the better unities of the lyrics and music during the song; it isn’t always so appropriately blended.  Altogether, it’s a clever song that occasionally (and only then briefly) suffers from the weight of its own vast and sundry intentions.

“After the Ordeal”

I do not understand why Tony Banks and Peter Gabriel were against including this song on the album; I can understand why Steve Hackett would eventually quit, since the other band mates seemed to consider his compositions (such as this one) so poor.  Did they forget about “Horizons”?  This is a great song, doubly so since it is a completely believable transition from the end of “Epping Forest” to “Cinema Show.”  Without this, the transition would be fine, but with it, the album has another lyric-free achievement celebrating their musical greatness.  Gabriel even gets some keen moments of flute solo work in.  Regardless of the band’s derisive assessment of it, “After the Ordeal” is an enjoyable, cathartic musical number.

“The Cinema Show”

With a harpsichord-like introduction recalling to mind strains of “The Musical Box,” Genesis begins the last (and arguably best) of its Gabriel-era epic numbers.  The sweet, dulcet tones supporting the gentle lyrics at the start of the song may even surpass the beginning of “Supper’s Ready” (nothing surpasses its ending, of course).  The satire here is devoid of cynicism, which is a bit of a relief after the lengthy “Epping Forest.”  The clever multi-layered diction is here in full, and the names of the characters evoke both Shakespeare and e.e. cummings: Juliet and Romeo are prototypical Britishers.  Gabriel’s impressive but all-too rare synesthesia ability returns as well: “Home from work our Juliet / Clears her morning meal. / She dabs her skin with pretty smells / Concealing to appeal.”  Gabriel couples both his sensory word play (skin is usually about touch, but here it’s about the source of her perfume) with his clever paradoxes as seen with the battle to preserve peace in “Epping Forest” (“concealing to appeal,” certainly one of the most intelligent lines in all of Gabriel’s tenure with the band).  “‘I will make my bed,’ / She said, but turned to go. / Can she be late for her Cinema show? / Cinema show?”  Juliet, despite being a lovely, typical girl (in no derogatory way), has enough procrastination in her to make her even more appealing.  Who wouldn’t want to hang with a girl more concerned with enjoying genuine leisure than incessant cleanliness, willing to put the bed making off until after a movie?

The Romeo of “Cinema Show” is like Shakespeare’s Romeo, once he has seen Juliet at the Capulet party at the end of act 1.  This song, in fact, could easily be a musical version of an understood scene between acts one and two, with modern accoutrement.  The contrast of Juliet waiting to make her bed (as in, put the sheets back in order) because she’ll just get back in it by herself after the movie, with Romeo’s desire to make his bed with Juliet (as in, have Juliet in it, too), is yet another great example of Gabriel’s subtle lyrical skill (though Banks and Rutherford wrote the song, admittedly).  Describing Romeo as a “weekend millionaire” is a trenchant commentary on the dating scene.  Yes, Juliet is a part of it with her “concealing to appeal” perfume, but we have no reason to believe she is looking to spend her post-motion-picture evening with anyone or anywhere but her yet-to-be-made bed.  Gabriel’s final observatory question, “Can he fail, armed with his chocolate surprise?” is a fitting end to the gentle send-up of this aspect of contemporary British life (a scene still relevant today, even in America, much more so than “Epping Forest”).  How could a typical lothario possibly not succeed by offering a woman chocolates, a completely original idea!

The music picks up speed and motion, and Gabriel changes the scope of the exploration of modern love (in Elizabethan garb — or the other way around, if you prefer).  From Shakespeare we travel further back to Ovid.  Much has been said of the influence of T.S. Eliot’s The Waste Land — no doubt Banks and Rutherford (and the others) read it in school growing up in 1950s-60s England, in addition to the classics they must have read in public school, perhaps good old Charterhouse School, where Genesis was formed.  Even so, the lyrics are not intended to be as obfuscatory as Modern Eliot was.  Ovid’s Tiresias is helpful enough to understand the gist of what Gabriel is saying.  (If you have not read either The Waste Land or Metamorphoses, you should do so after finishing this journal.)

Father Tiresias, we are told by all sources, spent time as both a man and a woman: “‘I have crossed between the poles, for me there’s no mystery.’”  For this experiential perspective on the differences between the genders he lost his eyesight, according to some.  What is not so clear in this song, we are told by some critical sources, is the meaning of Tiresias’ encoded language next.  “Once a man, like the sea I raged. / Once a woman, like the earth I gave. / And there is in fact more earth than sea.”  At first hearing it may seem Tiresias is commenting on the sheer population difference between men and women in the world: women outnumber men on the earth.  (Not even Tiresias would literally think the globe consisted of more land than sea, would he?)  However, the meaning, we are told, is something different: “there is in fact more earth than sea” means that women enjoy making love more than men do, on a physical level at least.  If that’s true (the right interpretation of Tiresias’ words, not necessarily the authenticity of the interpretation), the fact Juliet is not interested in any physical conclusion to the cinema date with Romeo who is very much looking forward to such an encounter, makes the tale full of humorous and unexpected twists and turns.

The other great aspect of this final epic number from Gabriel’s tenure as Genesis’s front man and flautist begins at the seven-minute mark.  The final four instrumental minutes of the number begin with one of Banks’s finest melodic/solo lines.  Without trying to sound too effusive, the line is soaring, evocative, and uplifting.  The rhythm section soon buttresses Banks’s work with a catchy, driving, syncopated support.  Eventually, the motif works its way through enough variations to everyone’s satisfaction, winding down as so many of Genesis’s lengthy numbers do, returning from its 7/8 beat to its original 4/4 time.  The melodic line returns to a variation of “Dancing with the Moonlit Knight,” bookending the album brilliantly and blending into the final epilogue number.  Since “Aisle of Plenty” was not played on tour, the live concert version of “Cinema Show” received a new, self-contained ending, just as good in its own way.

“Aisle of Plenty”

As a reprise of “Moonlit Knight,” “Aisle of Plenty” is clearly a coda for Selling England By the Pound, uniting the album as one of the best concept albums of the progressive rock genre.  In fewer than one hundred seconds, Gabriel demonstrates his uncanny lyrical ability to pun and satirize in rapid fashion.  It’s doubtful Tess is the Queen of Maybe, thus making the connection to the first song musical and thematic, not directly lyrical/character-driven.  The idea of being lost away from home is clearly a thematic premise throughout the album.

“‘I don’t belong here,’ said old Tessa out loud. / ‘Easy, love, there’s the Safe Way Home.’ / — thankful for her Fine Fair discount, Tess Co-operates / Still alone in o-hell-o / — see the deadly nightshade grow.”  Gabriel sings of three different grocery store chains (Safeway, Fine Fair, and Tesco) as well as the large Co-op (The Co-operative Group) that dominates British retail life.  Though Safeway and Fine Fare do not exist anymore, Tesco is the second-largest profitable grocery chain in the world (after Wal-Mart).  I can attest to the reasonable prices and fine quality of their goods (the last time I had some shepherd’s pie from Tesco, it was quite tasty and filling and cost only 69p, VAT).  The title of the song is another example of Gabriel’s multi-layered diction, though this time the pun is more overt.  The “sceptered isle” of England, having traded in its prize for the merchandise of the Queen of Maybe has become the grocery store “aisle” of cloying affluence.  The seeming pessimism is furthered by the final lines, “Still alone in o-hell-o / — see the deadly nightshade grow.”  The nightshade, kin to the essential foodstuffs of British living (potatoes, tomatoes, and eggplants), is the poisonous member of that family, which is slowly and maliciously taking over (somewhat reminiscent of “Giant Hogweed” two albums before).  Also, the nightshade could be another double-meaning reference, in that Tess, satisfied that she has her goods and safety, closes the nightshade on her window to the dangers and economic/social factors in turmoil outside.  If Tess represents mainstream England (and what is more “mainstream” than commercial grocery store chains), it has clearly not learned its lesson.  At the dawn of a new day, the hawkers return in full force:

ENGLISH RIBS OF BEEF CUT DOWN TO 47p LB

PEEK FREANS FAMILY ASSORTED FROM 17 ½p  to 12p

FAIRY LIQUID GIANT — SLASHED FROM 20p TO 17 ½p

TABLE JELLYS AT 4p EACH

ANCHOR BUTTER DOWN TO 11p FOR A ½LB

BIRD’S EYE DAIRY CREAM SPONGE ON OFFER THIS WEEK.

Peek Freans was a biscuit and related-confectionary brand, now subsumed under United Biscuits and Kraft Foods.  Fairy Liquid is a Procter & Gamble washing-up liquid now genericized (like Xerox and Kleenex) to mean any liquid washing-up product in the United Kingdom.  Anchor is a New Zealand dairy company popular in the United Kingdom (and other places).  Bird’s Eye is the international frozen foods magnate, of course (though I’m not sure what a “dairy cream sponge” is).

“It’s Scrambled Eggs”

“It’s Scrambled Eggs” are the final words from the liner notes.  We must go on living, but we can’t be solely concerned about the price of living in our own little communities, as if our own material needs are the only causes worth investigating and fighting for.  Selling England By the Pound does not offer many direct solutions to any of these problems, but it does give us strong reminders of the dangers of living only for ourselves.  The music of the album is among the best of Genesis’s career; the lyrics likewise display the great skill (for the most part) of the band’s mature output.  Collectively, the album is a phenomenal work.

With this album, Genesis clearly eradicates any doubts about their greatness not only as a progressive rock band but as musicians and writers at large.  The unity of the album is stupendous, maintaining and morphing its satirical needs brilliantly throughout a variety of subjects.  As the last of the typical Gabriel-era albums, Selling England By the Pound proves that by abandoning the limiting restraints of their initial management, Genesis could incorporate myth, satire, literature, and imagination into something astounding.  Though they may have burned up their reserve of epic music, scrambling all their lengthy creativity eggs, it was well worth it.  With a combination of pungent social satire, classical allusions, and pervasive self-effacement (“You play the Hobbyhorse, I’ll play the Fool”; “More fool me”), Selling England By the Pound is as close to a perfect album as any can get, and it is undoubtedly worth listening to and enjoying again and again.

The Supper of the Mighty One — Foxtrot: Gabriel’s Genesis Retrospective, pt. 4

Christopher Rush

No Line (or Apostrophe) on the Horizons

Genius is rarely recognized immediately.  Foxtrot reached only #12 on the charts in England and did not chart at all in America.  These nonsensical historical anecdotes aside, in 1972, Genesis gave us one of the greatest musical experiences of all time: Foxtrot.  The band is in full stride here, continuing its mature sounds and lyrical creativities from the success (if not commercial success) of Nursery Cryme.  If there was indeed a sense of subdued relief at the completion of the diverse and inaugural classic-lineup album, the energy has been refreshed and renewed, as evidenced by the initial archetypal sounds of Tony Banks’s mellotron.

“Watcher of the Skies”

For any fan of good music, all one has to do is hit the play button (or drop the tone arm into the grooves) and emit the unmistakable sounds of Tony Banks’s Mellotron Mark II, and after but one second of the sound everyone will know instantly that this is “Watcher of the Skies.”  It is that recognizable.  The introduction is very good, despite the progression through discordant chords — even Tony Banks detractors have great difficulty in rebutting this powerful and energetic introduction.  The gigantic sound sets the mood for the cosmic powers at play.

The lyric of the song is a strange supernatural tale about a galactic observer (doubtful it’s a supreme being, more likely a cousin or friend of Uatu) who discovers planet earth, apparently at the point of man’s last gasp, almost as if man is about to leave Earth behind — either because he is exterminating himself or because he is about to journey to the stars (but his self-destruction by his own devising is more likely).  The title is taken from John Keats’s delightful “On First Looking into Chapman’s Homer” (the poem that also gives us Keats’s great description of the world of art, literature, and beauty: the “realms of gold”): “Then I felt like some watcher of the skies / When a new planet swims into his ken.”

The story is ambiguous, as indicated in the uncertainty above: at times the words indicate life is going and possibly has been gone from Earth for a long time; other verses indicate that mankind is about to progress to another advanced phase: “Think not your journey done / For though your ship be sturdy, no / Mercy has the sea, / Will you survive on the ocean of being?”  The optimism of man’s potential shifts again in the final verse, along with the potential downfall and isolation to the point of extinction of the Watcher himself: “Sadly now your thoughts turn to the stars / Where we have gone you know you never can go. / Watcher of the skies watcher of all / This is your fate alone, this fate is your own.”

With the immense power of the music of this opening track, finishing up the weight and vastness of the Stephen Vincent Benét-like lyrics, Genesis has satisfied both the audience that believed Nursery Cryme was the cusp of greatness and the audience that knew Nursery Cryme was the beginning of the band’s peak output.  Gabriel’s lyrical skill has surpassed its tentative forays from the early years, building upon his initial attempts at ambiguity mixed with concrete emotional evocation, and achieving the longed-for narrative skill the band needed to complement its musical talents.

“Time Table”

In a way, “Time Table” continues the pattern Nursery Cryme set by alternating the fast-paced epic songs with the more melodic, almost quaint English life ballads.  However, the pattern is not complete, since “Time Table” has a stronger, more emphatic chorus than “For Absent Friends” and “Harlequin.”  Further, “Time Table” is more reminiscent of Trespass — the talk of kings and queens of old draws one back to that sophomore (not sophomoric in any way) effort.  The precision of the language is better than those days, though, especially in the chorus: “Why, why can we never be sure ’til we die / Or have killed for an answer, / Why, why do we suffer each race to believe / That no race has been grander? / It seems because through time and space / Though names may change each face retains the mark it wore.”  Not only is it refreshing that Gabriel is answering his own questions (finally), but also the melodic shifts of the “answer” lines are unlike any other motifs in the song, furthering the band’s connection between the music and the lyrics as integrated and integral aspects of their poetic/musical output.

The verses are reminiscent of Tu Fu’s “Jade Flower Palace” with a dash of Shelley’s “Ozymandias.”  Without trying to imply that Peter Gabriel is a better poet than either of those world masters, “Time Table” is a better lyric than those poems (though I admit I have only read “Jade Flower Palace” in translation — perhaps the original surpasses Gabriel).  The fullness of the title itself is more creative than the simple declaratives of the other two titles.  Initially is the extreme Britishness of the time table itself, harbinger of trains, schedules (with a “shed” sound, not “sked,” of course), and punctuality rivaled only by the Germans.  “Here is a song of the passage of time, how it has been chronicled and organized since the days of Bede and the Anglo-Saxon Chronicle,” says the title.

Four words into the song, though, the title takes on additional layers of significance: “A carved oak table, / Tells a tale….”  The time table is, in fact, an actual table, a carved oak table.  The layering is doubly rich: not only have we the table itself telling the tales by evoking memories “[o]f times when kings and queens sipped wine from goblets gold,” but the table is of carved oak, recalling to mind the aspect of knowing a tree’s age by cutting it down and counting its rings, telling a tale of its age and the weather incidents that affected its development and trunk life.  The title of this song is rich indeed.

The Britishness of the song continues, as the carved oak table tells the tale of English kings and queens and their glory halcyon days of old, when “the brave would lead their ladies out the room / To arbors cool. / A time of valor, and legends born / A time when honor meant much more to a man than life / And the days knew only strife to tell right from wrong / Through lance and sword.”  The subtlety of Gabriel’s lyric is impressive: what starts out as a nostalgic look backward to medieval jousting combats, feasts, and castles suddenly becomes a diatribe against uncivilized barbarity.  It seemed like a civilized time of honor and nobility, but their definition of glory (evinced by Ivanhoe himself) was, fundamentally, “might makes right.”  The chorus, quoted above, furthers the political overtones of the song.  Beyond the medieval imagery, the song is a universal denunciation of all xenophobic military mindsets, British or otherwise.  The winsome music accompanying the “answer” section of the chorus turns out to be an almost ironic response, as if the answer is so self-evident it can’t be answered with a straight face: human nature (barbaric, aggressive) never changes.

Verse two is even more reminiscent of “Jade Flower Palace”: “A dusty table / Musty smells / Tarnished silver lies discarded upon the floor / Only feeble light descends through a film of grey / That scars the panes.”  The narrator cannot even recall the scenes with zestful authenticity anymore; the oak table, once a sign of strength and security, is just a collector of dust.  The cool arbors are replaced by musty smells.  The refulgent gold goblets and chargers are scarring, miasmic, filmy grey memories.  “Gone the carving, and those who left their mark, / Gone the kings and queens now only the rats hold sway / And the weak must die according to nature’s law / As old as they.”  Gabriel works in another great subtle line, as the carved oak table (first carved as an example of craftsmanship, now carved as a memory bank of those who sat and dined, lived and loved there) is shown against the scarring light — the notches of conquests are now the scars of memories and the scars of faded glory.  The strong warriors and leaders fell away, succumbing to the passages of time and the unconquerable reign of nature.  The lament-filled chorus returns and the Trespass-like sounds soon play the memories into oblivion.  The fading dulcimer tones are quite appropriate for the final moods of the song.

“Get ’Em Out By Friday”

In the vein of “Harold the Barrel,” “Get ’Em Out By Friday” is a multiple-narrator story, but the song as a whole is more complex (which does not imply “better”) and more social awareness-oriented like Selling England By the Pound.  Without looking at the words the first time one listens to the song, one might suppose the song is about shipping clerks, but it’s not, unfortunately.  The song has three main characters: John Pebble of Styx Enterprises, Mark Hall of Styx Enterprises (“The Winkler”), and Mrs. Barrow (a tenant).  Not too much time passes before we realize Styx Enterprises is not about the band (especially since the band had not yet reached mainstream popularity) but the Underworld.  Pebble and The Winkler are clearly in league with Satan, but the song is not as darkly supernatural as that accusation implies.

John Pebble is a landowning entrepreneur in the most acquisitive and degrading senses on the word: “Get ’em out by Friday! / You don’t get paid ’til the last one’s well on his way. / Get ’em out by Friday! / It’s important that we keep to schedule, there must be no delay.”  Before the first verse is over, Pebble makes his priorities clear: profit is the supreme good.  The well-being of people, even employees, is irrelevant.  The legality of Pebble’s threat that his employees won’t get paid until they finish evicting all the tenants is suspect, but who knows what wage systems were in place in 1970s England.

Mark “Winkler” Hall follows orders.  “I represent a firm of gentlemen who recently purchased this / house and all the others in the road, / In the interest of humanity we’ve found a better place for you to go-go-go-go-go.”  The Winkler puts the most dangerous spin on economy: the interest of humanity.  The real interest, of course, is Styx Enterprise’s profit interest.  Mrs. Barrow, poor tenant, provides the typical human response (phrased in a typical British way): “Oh, no, this I can’t believe, / Oh, Mary, they’re asking us to leave.”  Since The Winkler is asking them to leave, it’s possible that Styx Enterprises has no legal recourse to evict the people after all, especially since his supreme value of profit does not allow basic human sentiment.  If they had the right to evict them, they would do so immediately, especially without bribing them to move.

Back at Styx Enterprises, Mr. Pebble is upset and flustered: “Get ’em out by Friday! / I’ve told you before, ’s good many gone if we let them stay. / And if it isn’t easy, / You can squeeze a little grease and our troubles will soon run away.”  Like a typical Barney Miller slum lord, Pebble is concerned about immediacy of his plans and is willing to resort to a slightly smaller profit margin (with distributed bribe money) if it forestalls widespread public awareness of their methodology.

Mrs. Barrow’s response to The Winkler is confusing.  She desires to stay in her home so badly she offers to pay twice her current rent, but she allows him to convince her to take 400£s and move to a flat with central heating based on a photograph.  She even admits they’re “going to find it hard” at that place.  Now that Pebble has his way, acquisitiveness rules again: “Now we’ve got them! / I’ve always said that cash cash cash can do anything well. / Work can be rewarding / When a flash of intuition is a gift that helps you excel-sell-sell.”  I’m not certain acquisitiveness is either a gift or a flash of intuition, but pecuniary-minded people think strangely about reality.  The Winkler informs Mrs. Barrow that her rent for her new place has been raised, to which she responds, “Oh, no, this I can’t believe, / Oh, Mary, and we agreed to leave.”

A musical interlude indicates the passage of time, during which Styx Enterprises disappears, and Mr. Pebble has been knighted and now works for United Blacksprings International.  I suspect Styx Enterprises has transformed into UBI, since “Blacksprings” is too like the river Styx to be anything but infernal.  Now that the year is 2012 (in the song), a modern, futuristic name is needed to hide its diabolical business.  In this futuristic world run by Satan’s Pebbles of the world, Genetic Control has declared that people will only be four feet tall, in order to fit more tenants in UBI’s tenements.  The new representative of the common man, Joe Ordinary, who frequents the Local Pub-o-rama (definitely a British expression of the future), recognizes their shady and unscrupulous practices.  As Gabriel sang in “Time Table,” the names have changed but the motivations and methods never do: “in the interest of humanity,” says Joe Ordinary, “they’ve been told they must go-go-go-go.”  The interest is not of humanity, of course, but of the Blacksprings.  Sir John de Pebble rouses The Winkler from some sort of dormancy (is he, after all, a spirit?): he has more work to do.

The end of the song is another layered ambiguity from the lyrically mature Peter Gabriel (whose name is incredibly ironic concerning this song).  According to the liner notes, the last two lines are a memo from Satin Peter of Rock Developments Limited.  Whether “Satin” is an accidental misspelling of “Saint” is unclear, though it could be an intentional Saint/Satan ambiguity (or Gabriel could be prefiguring Bryan Earwood’s typical spelling of “Satan”).  I doubt Gabriel is positing Peter and Satan are the same, and as mentioned before, the song is not as overtly diabolical as this brief treatment may make it seem.  Gabriel’s intelligence is shown by having Peter work for Rock Developments Limited, since, if it is really Saint Peter, Gabriel’s knowledge that he is the rock is impressive, even if he is somewhat derogatorily saying the developments of the rock (perhaps the church herself) are a “limited” enterprise, especially in contrast to the dominance of United Blacksprings International.  The memo itself is again Blakean: “With land in your hand you’ll be happy on earth / Then invest in the Church for your heaven.”  You can figure that one out for yourself.

“Can-Utility and the Coastliners”

Genesis’s range of source material has clearly transcended its scriptural From Genesis to Revelation beginnings.  Trespass gave us, among others, the beast fable of Fang the wolf.  Nursery Cryme showed their penchant for classical myth and Victorian fantasy.  Here, on Foxtrot, Genesis extends their mythical range to the Viking King Canut (Cnut the Great) of Denmark, Norway, England, and parts of Sweden who ruled shortly before the Norman Invasion destroyed most of pre-1066 history.  Cnut’s invasion of England was complete by 1016.  By 1027, Cnut ruled the rest of those northern Norse men territories.  Within a few years of his death in 1035, Edward the Confessor reigned, setting the stage for William the Conqueror thereafter.  The apocryphal story has variations, of course.  Supposedly King Cnut once placed his throne on the shore, tired of his sycophantic court, and commanded the waves to part and not wash upon his throne or his robes to demonstrate his true power (and mock his courtiers who believed the waves would heed him).  Of course the waves did not honor his request and lapped around him.  Some accounts, such as Henry of Huntingdon’s, declare Cnut then placed his crown on a crucifix and gave the glory to the God of the Bible as the deity whom the natural world obeys.  Gabriel’s version here does not have that sort of climax, but it does relate a similar story as a whole.

Gabriel personifies the natural setting, and the musical accompaniment at the beginning is as mellifluous as anything Genesis ever did, opening with one of the most evocative opening lines in their canon: “The scattered pages of a book by the sea, / Held by the sand washed by the waves.”  No more mention is given of what this book was, though it may be fair to assume it is a book about King Cnut.  “A shadow forms cast by a cloud, / Skimming by as eyes of the past, but the rising tide / Absorbs them effortlessly claiming.”  The clouds as “eyes of the past” is a wonderful image, one of Gabriel’s best metaphors.  As the verse continues, the shifting vocalizations and musicality increase as the tide and Cnut’s disappointment swell, leading into one of the most dynamic musical interludes not just of the album but in Gabriel’s entire tenure.  Referring to Cnut as “Can-Utility” is impressively ironic again, since the entire story is about what Cnut could not do, though he was desperate for useful followers and worshippers, not mindless flatterers.  The story follows the climax of Cnut’s experiment, as Hackett and Rutherford’s contributions mimic the waves and Cnut’s emotions.  From reaction to worshipful declarations, the diversity in this song is most impressive.  Instead of the Christian conclusion though (as can be supposed), Gabriel ends with a mysterious tag: “See a little man with his face turning red / Though his story’s often told you can tell he’s dead.”  Much like “Time Table,” “Can-Utility and the Coastliners” (the Coastliners are most likely the unheeded flatterers who resemble fox hunters/hounds on the cover) reminds us of the passage of time during which the power and reigns of even the mightiest and proudest rulers will eventually conquer mortal rulers, no matter how often their stories are told (or re-imagined, as Genesis does here).

“Horizons”

Little needs be said about possibly the most beautiful song of Genesis’s career.  Though the re-mastered cd release calls “Horizon’s,” the title has no apostrophe.  Steve Hackett’s masterful work is a marvelous prelude to the epic “Supper’s Ready,” making the B-side of Foxtrot probably the best B-side in the history of music recording.  It has been noted that Hackett begins with the central theme from Bach’s cello Suite No. 1 in G Major, but he soon progresses to his own baroque-influenced song.  Like all the great soft Genesis numbers, one is almost left with the impression that it is too short, that there should be more song, but that, of course, misses the point entirely.  It is a precisely-structured musical expression of the soul in a beautiful world — any more would be over-indulgence to the point of aural gluttony.  We must re-train ourselves to appreciate and enjoy what is there and ask for no more.

“Supper’s Ready”

Oh, boy.  Time for the great supernatural epic, one of the top-tier songs that defines Genesis’s career (by those aware of the Gabriel era, that is).  Various accounts credit very bizarre sources for the inspiration of this mighty work (many of which do not have the same tone and direction that the song itself has), and the reader can seek those out at his leisure.  Gabriel’s intro of the song in concert gives it a different context as well.  At the outset of this series I indicated we were going to focus solely (as much as possible) on the lyrics and music of the songs themselves — admittedly, though, we have used some liner note stories and other historical references to explain some of the allusions where appropriate, and we will need to do a bit more of that here.  As for The Lamb Lies Down on Broadway next issue…well, we’ll cross that bear when we get to it.  Though we won’t utilize all the interviews and dvd bonus material available for simplicity’s sake, we will use quotations from the 1972-73 concert tour handout that explains (in typical covert Gabriel fashion) the story.  The nearly twenty-three-minute musical epic is divided into seven sections, in a variation of the sonata form.

I. Lover’s Leap

The opening scene of the magnum opus is a calm, quiet evening in a British home of two typical British young lovers (since the episodes that influenced the writing of this song were from Gabriel’s wife, we shall call the main characters a married couple, one woman and one man).  The simple melody and restrained accompaniment hearken back to the folk days of Trespass.  The couple seems to be newly reunited (“I’ve been so far from here, / Far from your warm arms. / It’s good to feel you again, / It’s been a long, long time.  Hasn’t it?”), but it could also (or instead) be a metaphorical separation that is being bridged.  The song opens with the male narrator turning off the television and looking into his wife’s eyes, perhaps for the first time in quite a while, thus necessitating the repeated encouraging line, “Hey my baby, don’t you know our love is true.”  Outside this familial scene the supernatural is coming to life: “Out in the garden, the moon seems very bright, / Six saintly shrouded men move across the lawn slowly. / The seventh walks in front with a cross held high in hand.”  Additionally, the wife is also going through supernatural transitions: “I swear I saw your face change, it didn’t seem quite right.”  The mystical work outside completes the transformation of the couple inside.  The guide summarizes this quiet scene of transformation nicely: “In which two lovers are lost in each other’s eyes, and found again transformed in the bodies of another male and female.”

II. The Guaranteed Eternal Sanctuary Man

“The lovers come across a town dominated by two characters; one a benevolent farmer and the other the head of a highly disciplined scientific religion.  The latter likes to be known as ‘The Guaranteed Eternal Sanctuary Man’ and claims to contain a new secret ingredient capable of fighting fire.  This is a falsehood, an untruth, a whopper and a taradiddle, or to put it in clearer terms, a lie,” says the guide.  The melodic line of this section is recalled at the climax of the song in part seven, though the lyrics there are much more Biblical and life-affirming than the lyrics are here.  The pacing and melody of the sounds in this section, though, are great.  The challenge of this section is to discern whether Gabriel is satirizing (a gentle word for it) Jesus and Christianity (since he wore a crown of thorns during this portion of the song for some live performances); though Gabriel is not an overt Christian, I posit that he is not denigrating Christianity itself but the materialistic, “scientific” versions of it (such as televangelists and others of that ilk), primarily because of the biological science references.  I hope I am not being credulous.

I don’t know if anything should be made of another farmer reference, though it is interesting that Genesis often speaks of farmers (“Seven Stones” from Nursery Cryme, “The Chamber of 32 Doors” from The Lamb Lies Down on Broadway, among others).  The farmer doesn’t seem to have much to do in this section of the song, though; after the brief mention of his skill and concern for his task caring for the natural world (in a Chaucer-like description), the focus shifts entirely to the GESM.  I have no knowledge if Gabriel has read Fahrenheit 451, but it is clever that his fireman, the GESM, “looks after the fire” and doesn’t put out fires.  The guide, quoted above, intimates the secret ingredient to fight fire is some sort of salvation, if the fire is the eternal fires of damnation from the Lake of Fire.  This might contradict my earlier position that the GESM is not an attack on Jesus, but I don’t think it does.  We know that Jesus does not provide falsehoods, untruths, whoppers, and lies about the afterlife — even if the GESM is an attack on the Bible, Gabriel would be wrong, and there would be no need to be concerned, provided we then explained this misconception rationally and thoroughly.  If the GESM is just a type of false gospel promoter, Gabriel is thoroughly correct that the technological, scientific “secret” is “a lie.”

The quiet chorus after the final lyrical and musical climax of this section is difficult to understand: “We will rock you, rock you little snake, / We will keep you snug and warm.”  The quietude of the conclusion transforms into a flute recapitulation of the “Lover’s Leap” melody.  This in turn prepares the way for the third section of the work.

III. Ikhnaton and Itsacon (Its-a-con) and Their Band of Merry Men

“Who the lovers see clad in greys and purples, awaiting to be summoned out of the ground.  At the GESM’s command they put forth from the bowels of the earth, to attack all those without an up-to-date ‘Eternal Life License,’ which were obtainable at the head office of the GESM’s religion,” according to the guide.  Ikhnaton is none other than Akhenaten, the Egyptian pharaoh and husband of Nefertiti, whose “Great Hymn to the Aten” we read in 10th grade.  The GESM conjures him and Its-a-con (furthering the song’s antipathy toward false religion and pseudo-scientific-intellectualism) and a mighty battle rages, as evidenced by the faster pace, louder percussion, and interaction and interplay of Tony Banks’s organ and Steve Hackett’s guitar.  The arpeggiated musical break is one of the musical highlights of the entire album (and Genesis canon).

The verses of this section further the song’s satiric approach to such a diversity of subject matter, this time war.  “Wearing feelings on our faces while our faces took a rest, / We walked across the fields to see the children of the West, / We saw a host of dark skinned warriors standing still below the ground, / Waiting for battle.”  I’ll admit I don’t know who the “children of the West” are, nor do I fully comprehend what “wearing feelings on our faces while our faces took a rest” means, though I suspect it also connects to the attacks on hypocrisy throughout the number.  Reminiscent of most battle songs from Genesis (“The Knife,” especially), Gabriel points out the paradox of war: “Killing foe for peace… / Today’s a day to celebrate, the foe have met their fate.”  Like Homer, though more acerbic, Gabriel reminds us that “war, no matter how much we may enjoy it, is no strawberry festival.”  The admixture of war satire with religion satire (“And even though I’m feeling good, / Something tells me, I’d better activate my prayer capsule”) makes the mostly music-driven section lyrically full.  Once the battle is over, the momentum is rapidly lost, and the section virtually slams to a halt, despite the final line, “The order for rejoicing and dancing has come from our warlord.”  (I’m pretty sure the live performances change it to “from Avalon,” but I could be wrong.)  The rejoicing and dancing do not appear.

IV. How Dare I Be so Beautiful?

The battle is over and only chaos is left, chaos and Narcissus.  “We climb up the mountain of human flesh, / To a plateau of green grass, and green trees full of life.”  The transformed couple climbs a mountain of war-struck corpses to find Narcissus admiring his beauty in a pool in a forest sitting by the pool.  Suddenly “He’s been stamped ‘Human Bacon’ by some butchery tool. / (He is you) / Social Security took care of this lad.”  This brief interlude of a number hearkens back to the ambiguous lyrics of From Genesis to Revelation, which is ironic since the phrase “How dare I be so beautiful” was a favorite expression of the band’s manager at the time, Jonathan King.  The connection of the “Human Bacon” stamp on Narcissus is most likely a reference to the battle carnage over which the couple has just ascended, since the “he is you” line furthers the representational nature of the previous section.  It is rather nice that the government took care of its fallen soldiers through social security, though the sparse musical accompaniment of this section belies the sincerity of the words.  It is a remarkably quiet section, but it is appropriate as the aftermath of such a battle.  Similarly appropriate with the music is the couple’s quite reverent non-participation (only as observers) of the transformation of Narcissus into a flower, according to Ovid’s version of the myth.  Like Narcissus (especially in variations on the myth), the couple are pulled down into the pool and the inane world of Willow Farm, resulting in a drastic shift from the direction of the song thus far.

V. Willow Farm

“Willow Farm” was a separate song worked in to “Supper’s Ready,” helping to distinguish it from other lengthy, unified narratives such as “Stagnation,” according to Tony Banks.  This portion of the number gave us one of Gabriel’s most iconic moments during live performances: the flower mask.  Lyrically, the song is diverse and often called Python-esque for its verbal wordplay (though it may be more Sellers-esque, if not Goon Show/Beyond the Fringe-esque).  The couple has by now climbed out of the pool into a different existence, an unusual world that makes Wonderland seem like the Reform Club.

The opening section has the feel of being welcomed by Kaa the python into his lair — Gabriel’s voice has all the unctuous charm of impending doom for the listener.  It is from this section we get a rare reference to a fox (“Like the fox on the rocks”), though the fox is not trotting, nor is it wearing a red dress like the fox on the Paul Whitehead cover of the album (Gabriel would sometimes wear a fox head and red dress during some Foxtrot song performances in concert).  Perhaps the narrator is a Reynard the Fox character, since the fox reappears again in the next section of the song.  The verbal rigmarole includes political commentary (“There’s Winston Churchill dressed in drag, / He used to be a British flag, plastic bag, what a drag”) and fable references (“The frog was a prince, the prince was a brick, the brick was an egg, and the egg was a bird / Hadn’t you heard?”).  Gabriel even includes a sly self-reference to “the musical box.”  Suddenly, a whistle blows, diverse sound effects occur, and the garden/woodland scene transforms into a typical British daily life tableau reminiscent of “Harold the Barrel.”  The verbal flummery continues (“Mum to mud to mad to dad / Dad diddley office, Dad diddley office, / You’re all full of ball / Dad to dam to dum to mum / Mum diddley washing, Mum diddley washing / You’re all full of ball”), based more in the sounds of the words than in their denotative sense (perhaps precursoring A Bit of Fry and Laurie — the British love their intelligent, verbal humor, and their non-intelligible verbal humor, that’s for sure).  Gabriel’s original narrative voice (mixing Grima Wormtongue with Uriah Heep) returns for the final few lines, and the menace grows until, just like the sudden climax before, the whistle blows again and the scene transforms: “You’ve been here all the time, / Like it or not, like what you got, / You’re under the soil, / Yes deep in the soil. / So we’ll end with a whistle and end with a bang / And all of us back in our places.”

VI. Apocalypse in 9/8 (Co-starring the Delicious Talents of Gabble Ratchet)

Unlike the peaceful follow-up to the abrupt end of “Ikhnaton and Itsacon,” the musical interlude between sections five and six does not fit with any previously-heard musical motifs, and its ominous timbre is not encouraging.  Instead of “Gabble Ratchet,” the guide indicates the co-stars are wild geese, a version of the “hounds of Hell.”  The ominous interlude quickly transmogrifies into a full diabolical performance as the rhythm section beats out a disjointing 9/8 rhythm.  Gabriel dons a geometrical headdress for a Magog costume, and the apocalypse is upon us.

“At one whistle the lovers become seeds in the soil, where they recognize other seeds to be people from the world in which they had originated.  While they wait for Spring, they are returned to their old world to see Apocalypse of St. John in full progress.  The seven trumpeteers cause a sensation, the fox keeps throwing sixes, and Pythagoras (a Greek extra) is deliriously happy as he manages to put exactly the right amount of milk and honey on his corn flakes,” says the guide, which actually makes matters worse in its obfuscatory George S. Kauffman-era Marx Brothers style.  We have traveled from seven shrouded saintly men from the garden to seven trumpeteers “blowing sweet rock and roll.”  The apocalyptic language is a mixture of Revelation, folktale, myth, and William Blake, both here and in the final section.  The musical variations during this section are more grinding and fretful than enjoyable, which is appropriate after a fashion for an apocalyptic climax (Tony Banks has commented that his organ solo was a parody of Emerson, Lake, and Palmer).  Couched within the diabolical imagery is the essential warning of the song: “You can tell he’s (the Dragon, Satan) doing well, by the look in human eyes. / You better not compromise. / It won’t be easy.”  The relevancy of Gabriel’s warning is even more relevant in the soul-siphoning digital age than it was during the uncertainties of the 1970s.

As Pythagoras writes out the lyrics to a new tune in blood (it’s doubtful Gabriel is equating geometric equations with the apocalypse, but he could be), the diabolical rhythms draw to a close, and we (and the couple) are saved from a disastrous fate as the opening melody from “Lover’s Leap” returns.  As Dante’s successful navigation through the Underworld resulted in his restoration to Love and Truth, so, too, does our heroic couple’s journey restore their love.  In a declaration reminiscent of Donne’s classic “Valediction: Forbidding Mourning,” the journey has only strengthened their union: “And it’s hey babe, with your guardian eyes so blue, / Hey my baby, don’t you know our love is true, / I’ve been so far from here, / Far from your loving arms, / Now I’m back again, and babe it’s going to work out fine.”

VII. As Sure as Eggs is Eggs (Aching Men’s Feet)

The “Lover’s Leap” motif transforms directly into “The Guaranteed Eternal Sanctuary Man” motif, but the lyrics are much more uplifting than before.  Though there are some elements of William Blake in there, the feeling the song evokes is pure Biblical catharsis.  This is as great an ending to an epic as any out there in any medium.  “Above all else, an egg is an egg,” says the guide.  In pure British simplicity, the self-evidence of the conclusion both discards the symbolic language of the entire song and allows us to believe exactly what the words are saying, at face value.  In simple logic, the tautology of the section title reminds us “as sure as eggs is eggs,” good will conquer evil, God will conquer Magog and the Dragon, and light will conquer darkness.  (The “aching men’s feet” line is probably just another admission that the journey is done, the album is over, and the band is tired out again.)  This is a great song, with an ending that puts to shame most (if not all) contemporary “Christian” music that gives us a pale, shoddy version of the glories of the life to come.  As Phil Collins presses his climactic snare roll, Gabriel sheds his Magog costume for an angelic white costume declaring the victory of goodness over evil. “Jerusalem,” says the guide, “= place of peace.”  What else is needed?  Now we know what the title of the song means: the armies of the Dragon are defeated, and the angel (in Revelation 19:17) invites the birds to feast on the flesh of the wicked.  Supper’s ready not just because the lovers are reunited, and not just because He has prepared the victory feast of His enemies, but more importantly because the Messiah (the Mighty One) has returned to prepare His marriage feast with His Bride, the Church.

Gabriel’s voice is as epic as it gets here.  “Can’t you feel our souls ignite / Shedding ever changing colors, in the darkness of the fading night, / Like the river joins the ocean, as the germ in the seed grows / We have finally been freed to get back home. / There’s an angel standing in the sun, and he’s crying with a loud voice, / ‘This is the supper of the mighty one,’ / Lord of Lords, / King of Kings, / Has returned to lead His children home, / To take them to the new Jerusalem.”  Now that’s a song.

“Now I’m Back Again, and Babe It’s Going to Work Out Fine”

By this point, the greatness of Genesis, especially in the Peter Gabriel era, should be evident to all.  They were diverse and talented lyrically and musically.  They told stories of apocalyptic battles and ballads of couples enjoying life and love.  Their melodies and harmonies, vocally and instrumentally, can still surpass just about anything today.  Their reputation commercially and in concert after the release of Foxtrot was no longer a well-kept secret.  Foxtrot was their first album to break the top 20 in England, and most of these songs became staples of their concerts for years to come.  Foxtrot is a great album from the first mighty chords of Tony Banks’s mellotron of “Watcher of the Skies” to Peter Gabriel’s worshipful exultations at the cathartic conclusion of “Supper’s Ready.”  Listening to Foxtrot is a great experience that should be enjoyed again and again.  Even for those who doubt the greatness of Nursery Cryme, Foxtrot is an uncontestable work of genius, cementing the greatness of Genesis.

Final Fantasy VI

Christopher Rush

Those Were the Days

Final Fantasy VI is the best RPG (role-playing game) of all time.  This makes it the best video game of all time.  I understand the FPS, MMORPG, Sims, Mario, Link, and Kratos fans will disagree, but reality is what it is — no use arguing.  I enjoy Mario Bros., Legend of Zelda, and God of War games as much if not better than most people.  I enjoy the nonlinear form of Myst and SimTower.  I have spent hours of delight playing Return to Zork, The Oregon Trail, Number Munchers (most MECC games — those were the days), Where in the World is Carmen Sandiego? (where did you go Brøderbund?), Pac-Man, Ultima Underworld, Wing Commander II, Indiana Jones and the Fate of Atlantis, Galaga, Maniac Mansion, TIE Fighter, Conquests of the Longbow, King’s Quest V (Activision and Sierra…you are much missed), D/Generation, Heroes of Might and Magic, NCAA Football 2003, Tetris, NES Golf, BattleToads, Mega Man, Metroid, Double Dragon, and many more.  And you thought I just watched tv all day.  We barely even mentioned the golden arcade days.  Before that were memorable years of Texas Instrument games you’ve never heard of, many of which are superior to the games being made today.  Those were golden days, when the small bit size required compelling storylines and creative gameplay to make a game — not fancy graphics and nonsensical button-mashing combinations.  Though I have and still do enjoy these great games from days of old (and the occasional newer games such as the Assassin’s Creed and Uncharted series), the RPG is the superior game genre, and Final Fantasy VI is the best of them.

Declaring something “the best” is a bold move — one that lends itself readily to ridicule and contumely.  One could easily make an argument for the “milestones” of computer/video games as the best or most important: Pong, Space Invaders, Pitfall, Asteroids, Donkey Kong, Paperboy, Dragon Warrior, Street Fighter II, Mortal Kombat, Shadow of the Colossus, and Tomb Raider (to name a few).  Those games, while influential and important for the history and development of the gaming industry, are sometimes considered good mainly for sentimental reasons.  There’s nothing wrong with sentimentality, especially when given to the right things for the right reasons, but when considering the “best” video game ever, more than nostalgia and influence are important for such a declaration.  The best has to be intrinsically worthwhile and enjoyable.  Part of the problem is that sometimes people are limited to a platform or two: computer gamers often favor their computer platform over console games and platforms.  Nintendo users don’t talk to PlayStation users.  Neither of them associates with Xbox users.  This may have been more of an issue in the late ’90s and early ’00s.  Nor does this include any of the handheld consoles.  Personal experiences often inform (a nice way of saying “bias” or “taint”) our favorites: when Dragon Warrior came in the mail, my brother and I held it aloft and made a slow, majestic procession from the living room, down the stairs, and to the family room where the NES was.  Playing Dragon Warrior was a life-changing experience that helped solidify the superiority of RPGs: “A slime draws near!  Command?”  I have killed a few Metal Slimes in my day, I don’t mind telling you.  Dragon Warrior IV is indeed a classic worth playing, in part because it “breaks the mold” of traditional RPGs.  It was better on NES than the DS remake, but if you don’t have a working NES, you have to go with what you’ve got.  The Dragon Warrior (Dragon Quest in Japan) series is older and more popular than the Final Fantasy series in Japan, and Dragon Warrior solidified what turn-based RPGs would become (perhaps forever).  Dragon Quest VIII, recent release for PS2, has helped renew America’s interest in the Dragon Quest series and is worth checking out.  The differences in style takes some getting used to, but it is still an enjoyable game/series (and more humorous than the Final Fantasy series).  A few other enjoyable and worthwhile RPGs (and near-RPGs) include Lagoon, Breath of Fire, EarthBound, Secret of Mana, and Illusion of Gaia.  Each presents a different perspective on the RPG format, and they are all worth playing, for the spiritual questions they raise and the fun they are to play.

Returning to the issue at hand, a handful of games vying for “the best” spring readily to mind (in addition to the games already listed): Super Mario World, Super Mario Kart, Super Metroid, Legend of Zelda: A Link to the Past, Mega Man X, God of War, Assassin’s Creed.  Then there are the handful of ultra-elite games: GoldenEye 007, Final Fantasy IV, Final Fantasy VII, Final Fantasy XII, Super Mario 64, Chrono Trigger, and, of course, Legend of Zelda: Ocarina of Time.  Each of these deserves their own articles, tributes, and lifetimes of play.  I enjoy them all and have played them for years (though not FFVII so much).  Each can make a case for being the best of all time, and I welcome any such response.  As mentioned before, any attempt at making a declaration of “this is the best of its kind” is going to be rather arbitrary.  Unlike Tanner’s impressively thorough defense of Battlefield: Bad Company 2, this defense of Final Fantasy VI will be less detailed (I won’t list every weapon, piece of armor, spell, and item) with fewer categories.  Even so, though this is designed to be a defense of Final Fantasy VI as the best video game ever, if you are prompted to play the game for yourself or at least think about it and try any RPG for yourself, then this article will be a success.

III = VI

There are so many “final” fantasies because they all take place on different worlds.  The original Final Fantasy for NES was an Americanized version of the Japanese Final Fantasy.  As mentioned above, it drew heavily from Dragon Warrior/Quest and established much of the menu-based design of the series.  The Japanese Final Fantasy II did not come to America until the recent PlayStation, Game Boy Advance, and PlayStation Portable ports.  It added now-classic elements to the series such as Cid and chocobos.  Likewise, the Japanese Final Fantasy III was not available outside of Japan until the DS remake in 2006.  Like many DS remakes, it modifies some of the original elements (including the obvious 3D graphic renderings), adding side quests and other tidbits.  Final Fantasy IV came to America as Final Fantasy II on the SNES, which made for some confusion in the ’90s and ’00s, though most of that should be dispelled by now.  Some RPG fans claim FFIV is better than VI.  It has many elements in its favor: 5 characters in the party (sometimes 4, though 3 is more frequent in the later installations); the Active Time Battle system replaces the turn-based system, so players have to pay attention and act with more haste and decision; an impressive variety of locations, including an underground world and even trips to the moon; a diverse set of characters with set character classes, unlike most of the other early FF games.  FFIV is a very deep game, with impressive character conflicts and emotional (and believable) ebbs and flows throughout the game.  Attributes raise at set levels, unlike the DS remake, which adds the nonsensical Augments aspect (with some other unfortunate “tweaks” and the very fortunate Chrono Trigger-like “New Game Plus” feature).  The story is deep, the characters are real, and the developments that occur keep the game interesting throughout (especially the SNES version without the Augments nonsense).  Final Fantasy V stayed in Japan until the PlayStation and GBA ports in America.  It returns to the structure of FFIII with character class changes and tweaks the ATB system by adding the gauge feature, allowing the player to know which character’s turn is coming next.  Final Fantasy VI was released in America on the SNES as Final Fantasy III, which made the next American release, Final Fantasy VII on the new PlayStation console, give some of us youths at the time the feeling we had missed something — what we missed was not being Japanese.  I really think so.

Final Fantasy VII is considered by many to be the best in the FF series.  I’m not sure why, but I have some suspicions: being the first FF game on PlayStation’s cd platform allowed the introduction of 3D computer graphics and backgrounds (what Super Mario 64 did for the Mario franchise, but on an even more “advanced” scale); VII was the first FF game released in Europe; VII’s setting is a futuristic dystopian world, unlike the usual medieval (with airships) setting of I-V; it has one of the most (if not the most) shocking moments in video game history (but I don’t want to spoil it for you if you don’t know what I’m talking about — and if you don’t, welcome to video games).  VIII is similarly well-regarded, thanks to VII’s solidification of the PS1 and realistic character renderings, but it changes a number of the usual FF elements that not all players would enjoy (no MPs? really?).  IX returns the series to its roots with more comically-drawn characters, a medieval setting, and character class settings (VII and VIII have more character customizability, if you like that sort of thing).  Overall, IX is generally easier and more user-friendly than VII and VIII, and it is more of a nostalgic homage to Final Fantasy’s own roots (almost like a flashback episode of your favorite tv show).

The series entered the current millennium with X on the new PlayStation 2.  Ahh, FFX: we had such high hopes for you, and how did you repay us? a 3-character team and…blitzball.  Our very own Danny Bogert said it best when he said blitzball is like soccer plus calculus minus fun (I avoid quotations marks because I paraphrase from memory here).  The voice acting and cut-scenes are great and cinematic — but that’s not what the Final Fantasy series is built upon.  The graphics are impressive with the replacement of the pre-rendered backgrounds to full 3D areas.  The ATB system is replaced by the interesting Conditional Turn-Based system.  It’s possibly better than the ATB since it allows one to strategize without the time-pressure of the ATB and allows the player to make long-term character battle decisions, which is especially helpful in boss fights.  The old “bird’s-eye view” world map and town/dungeon maps are replaced by a fairly smooth, continuous, to scale world map, making the size of the world and your experience of it more realistic.  Perhaps the cleverest change to the series comes in the Sphere Grid, a predetermined network of upgrade nodules that allows the player to decide what improvements to give to each character when leveling up.  At times the Sphere Grid is a different and fun way to play a Final Fantasy game, since instead of predetermined levels of learning spells and gaining new techniques or attributes as in the early games, you, the player, get to decide how to develop each character.  This allows for great re-play potential, as you can change the characters away from their intended function (such as turning Yuna the spell caster into a strong fighter).  At times, though, one doesn’t want to strategize too much and just wants to raise levels the old fashioned, preprogrammed way, so one must be aware of that going into FFX (and … blitzball).  The story is great and complex: in effect you are accompanying your old friend on a pilgrimage so she can learn what she needs to sacrifice herself to stop the main adversary, Sin (it’s not what you think).  The diverse characters are good, but not as great as other characters in other games in the series, in part because one gets the feeling they are trying to be too diverse — try to picture Barney Miller occurring in the late ’90s on Lifetime.  X is the first in the series to get a direct sequel, X-2; while X-2 resolves some of the plot/character issues from the end of X, it is sort of a “Girls, we want you to play RPGs, so here is a game with 3 female characters who wear different dresses that help them raise levels and learn abilities” kind of game — I’m not saying it’s bad, just bit of a let down (as many sequels tend to be).  X-2 has multiple endings and options depending on the choices made during the game, which could be the only reason to play it more than once.  FFX showed us what the PS2 was capable of (just like FFVII did for the PS1), in time for God of War I and II to fulfill PS2’s potential and herald the PS3.

FFXI and XIV are MMORPGs, and thus are fit only for players that like that sort of thing; many consider XIV a big disappointment.  Considering they were released in Japan before released in America and Europe, new gamers had to contend with Japanese players that were already far more powerful and advanced.  I don’t understand why people would want to buy a game then continue to pay monthly fees to keep playing the game, especially when the world around you continues to advance whether you play it or not, forcing your commitment to be rather intense.

FFXII has an even stronger case to make than FFIV for the best game of all time (though VI still is superior).  XII takes the advancements of X on the PS2 to the platform’s pinnacle (though the first two God of War games may have done that as well, as mentioned above, depending on one’s perspective — perhaps they both do so, for their different genres).  XII, Stars Wars meets Ancient Rome, is a winning combination of standard FF elements and new developments that make it far more enjoyable than the differences in X.  The only drawback is the 3-character battle party, though some may dislike the fair amount of back-and-forth travel, especially when playing the many side quests available.  Magic points are now Mist points, which renew gradually as the characters move around.  Instead of getting gold from defeating enemies, conquered foes drop items for players to sell in shops, further expanding the layers and complexity (in a good way) of the game.  Random battle encounters are replaced by visible encounters on the world map (much like Chrono Trigger), to be avoided when desired (but you can’t raise levels without battling).  Again the battle structure is changed with the addition of “gambits,” programmable responses for each character to make battles more fluid (though this is an optional element; old-time gamers can still manually input each command).  Since most battles take place in the open world, there is no longer a transition to a battle screen, which means the classic “victory theme song” is only heard after major boss battles (not such a bad change).  Another change to character level raising is the addition of the license board — similar to the sphere grid of X, but more enjoyable (though the choices of who gets which Esper can be tricky).  Like X, each character can get every level-up attribute, provided you earn enough experience points.  The world of XII is vast and impressive, and the side-quests (especially the hunts) make it worth travelling over again and again.  Other changes, such as the quickenings, must be experienced to be understood and appreciated.  If one cannot get a hold of FFVI, FFXII is the way to go (though IV should be played as well).  It was worth the 5-year wait after X.

XIII brought Final Fantasy to the current generation platforms, including the Xbox 360, which was a big surprise to many of us.  I admit that I haven’t played it yet, so I can’t say too much about it.  I hear good things about it, and I hear not so good things about it.  It has apparently tinkered with the battle components yet again, with a new combination of AI support characters and a modified return to the ATB.  The character leveling system sounds like a modified sphere grid from X, with emphasis on crystals (one of the foundational elements to the series).  I am certainly willing to play it, especially now that the price has gone down considerably, but I am hesitant to think it rivals XII or VI.

Now that we have surveyed (in an admittedly superficial and cursory way nowhere near the extent to which the series deserves) the diverse and mostly wonderful worlds (as far as gaming enjoyment — you certainly wouldn’t want to live any of these places) of the Final Fantasy series, how could it be possible to single out one specific game among so many similar titles as the best video game ever, especially on a platform that stopped production before most of you whippersnappers were even born?  Let’s find out.  (And I mean “whippersnappers” in as nice a way as possible.)

Gameplay

The end of the fourth generation of video game consoles in the early ’90s was an important turning point in the history of electronic gaming.  In a way, the end of the 16-bit era was the end of the “golden age” (Nolan Bushnell might disagree).  Other than the N64, the cartridge era was over, and 3D renderings and polygons took center stage (which is ironic, considering Nintendo declared 1994 “The Year of the Cartridge”).  By April 1994, the NES had released all but its last game, the Entertainment Software Rating Board was created to change the nature of gaming advertising forever, and two of the best games of all time (one the best) had arrived: Super Metroid and Final Fantasy VI (to us it was III).

Though we ruled out “influence” as a factor in calling a video game “the best,” it is not hypocritical to emphasize Final Fantasy VI’s place in video game history to better understand its gameplay.  Super Metroid uses 24-bits instead of the usual 16, and Chrono Trigger in 1995 uses 32-bits.  That extra advantage is often overlooked when people rank them higher than FFVIVI maxes out the 16-bit system using the SNES Mode 7 graphics.  What that means is FFVI has an early 3D look to a lot of its graphics, such as the world map and airship flights.  The fight scenes are more active than FFIV, but obviously nothing like later installments on more advanced systems.  Gameplay aspects that help VI stand out are the four-person combat team, the unique special ability each character can implement during combat, the customization elements (relics and magicite), and the diversity of gameplay itself.

The four-person combat team is the ideal size for combat teams.  Though five in IV is nice, it does get cumbersome (and adds to the difficulty of the game, not to imply that VI is a cake walk).  Three-person combat teams are just silly.  This is most evident in X, with the open field combat world: the “realism” of the game is tainted if your 3-person team is wiped out by a berserk Malboro and eight characters just stand there watching while your game suddenly ends.  (Dragon Warrior/Quest IV doesn’t have this problem, as the other characters can jump in to replace the dead characters — very helpful.)  XII has 3-person combat teams, but the game is so fun it overrides that flaw (thanks, in part, to the quickenings, when those are finally mastered).  What makes the four-person combat team in VI so good is that before too long into the game, once all the characters are gathered, the player can decide who is in the group.  Various stages in the game require formation of multiple groups, and the player controls, at times, who is in each party.  Unlike the linear narrative demands of IV, the player eventually has control of 14 different characters to play with throughout the game.  Thus, the variety and number of characters are key aspects of what makes VI the best.  Each of these fourteen characters has a unique skill or ability that can be used in combat, either as a substitute for a regular attack or as a substitute for some other combat-related element (many times these special skills are more helpful than just regular attacks, but it depends on the character, setting, and position in the game — requiring some skill on the player’s part).

In addition to the usual four-fold equipment (right hand/weapon, left hand/shield, head/helmet, body/armor) that modifies character attributes and levels, VI gives most characters the ability to equip up to 2 relics: rare(ish) objects that give different abilities; some are character-specific, others are attribute bonuses.  Some of the better relics cast permanent spells on characters that save a great deal of time and MP during combat, especially later in the game.  What makes this so great is that these relics and their attribute bonuses are in addition to the generic attribute bonuses gained by regular level raising (before the expansive, yet limited nature of the sphere grid and license board systems).  Additionally, the Esper/magicite system is part of the magic casting/eidolon summoning foundation of Final Fantasy, but unlike most earlier and later incarnations in the series, the magicite system allows the 12 main characters (the 2 hidden characters, Gogo and Umaro, are not as controlled by the player as the main 12) to learn every spell.  After battles, characters gain both experience points for regular level/stat raising and ability points to learn spells from their equipped magicite/Esper.  Though only two characters are natural magic users, given enough patience (and ingenuity finding all the magicite), as just mentioned, each character can learn every spell — much more helpful than the static roles of earlier incarnations and the limitations enforced by the sphere grid and license board in X and XII.  This requires a willingness on the player’s part to fight a lot of battles, but such effort and time simply make the later stages of the game that much easier, since the characters’ stats and abilities are that much higher.  Magicite can also be used by every character to summon the Esper that created it, much better than the limitations in later installments as well, foreshadowing the increased role of summoners/Espers/eidolons in later games.

Regardless of its combat and equipage influences, the diversity of gameplay in FFVI cements its gameplay aspect as the best video game of all time.  Like most RPGs, FFVI has a good deal of linear gameplay, true, but as mentioned above VI provides different opportunities to divide the characters into different groups for small portions of the narrative.  Early in the game, the story divides the characters into three story paths (much like the narrative separation of the characters in Ivanhoe, only to re-gather them shortly thereafter for the next major plot point).  The player has the choice in what order he/she wants to play the various paths.  This helps the player get to know the large cast of characters in small groups while advancing the major story.  During the second half of the game, the player has many side-quests to play (or not to play) in order to re-gather the main characters (or not), find major equipment and magicite, raise levels, and other sundry activities.  There’s an auction house for rare items, a coliseum to face rare enemies and upgrade equipment, an airship to explore, and there’s even a kind of fishing event to decide the fate of a character (more pressure than the fishing mini-game in Ocarina of Time).  Certainly the most unusual gameplay aspect of FFVI is the signature event in the game: the opera scene, in which your undercover character has to sing the right lines of the libretto to advance the game and enjoy one of the most poignant scenes in gaming history.  The opera scene is usually everyone’s favorite part of the game (“It is a duel!”), even with the “limitations” of the 16-bit cartridge.  One does not need CGI cut-scenes to sing along with and treasure the genuine pathos of the “Aria di Mezzo Carattere,” unquestionably one of the greatest scenes of all time in the greatest video game of all time.

Setting

FFVI changed our perception of where RPGs can go.  Yes, earlier RPGs in other media went extraterrestrial, subterranean, and even subaqueous; there were historical military RPGs (wargames aren’t really RPGs), Western RPGs, and Superhero RPGs — but American RPG video games were mostly medieval fantasies, often dungeon crawling experiences.  VI breaks that mold.  While retaining the classic sword-and-sorcery RPG elements, FFVI occurs on a world (originally called simply the World of Balance) with a late 18th-century European cultural setting.  Opera, painting, steam technology, railroads, coal mining, and carrier pigeon communications are the order of the day — except in…the Empire.  Unlike most RPGs and fantasy games/stories that accept magic as a regular part of life, magic is a part of the ancient and mythic past when FFVI begins.

1,000 years before the opening credits (yes, it’s one of those stories — the better kind of stories, the in medias res kind), the War of the Magi started to destroy the world.  The Warring Triad (the Demon, the Fiend, and the Goddess) created the World of Balance (and mankind) but soon, fearing each other’s magical powers, started the war.  Their magical energy, amidst the chaos, transformed unwitting humans and animals into Espers, berserk magical beings.  Some humans were magic-infused without becoming Espers.  The parallels to Athena, Aphrodite, and Hera beginning the Trojan War are not accidental.  When the Triad realized what they were doing, they gave the Espers self-control and free will, then encased themselves in stone statues.  The Espers hid them away, keeping the statues in proper balance; magic using humans (Magi) faded into obscurity; and the Espers themselves fled to their own inaccessible realm.  Until…

982 years later, young Madeline stumbles into the Esper world somehow and is rescued by sensitive but masculine Maduin.  They fall in love, marry, and have a child.  2 years pass, and the seal between the worlds is transgressed again, this time by the power-hungry Gestahl, a soldier-scholar who seeks the secrets of the magic of legend.  The Espers banish Gestahl and his soldiers, but not before he captures some Espers; the child is also accidentally expelled, to be raised by Gestahl for his own purposes.  Over the next sixteen years, Gestahl, with access to ancient magic, creates his Empire on the mixture of science and Esper magic, called Magitek.  He is not satisfied, of course, and is desperate to return to the Land of Espers and gain more power.  Somehow, though, he keeps his true plans hidden from even his most trusted generals, except for his right-hand man, Kefka.  Like under most tyrannies, a rebellion forms…

The beginning of the modern world meets the ancient mythic and magical past in FFVI; in the World of Balance, the Fine Arts are as popular as steam and coal technology.  And then, suddenly, half-way through the game, a seal is broken, a continent rises from the sea, and the world is literally destroyed.  How could you not love a game like that?

Characters and Story

For anything to be “the best” of anything in this dark world and wide, it has to say something meaningful about, while trying to eschew banality, the human condition.  Fantasy and science fiction do this better than any other genres.  More so than the unique yet familiar gameplay, the characters are what make the game.  The setting is unique in gaming, the gameplay is unlike any other game, but the characters (and the story they tell) make it the best.  Without giving away too many (more) plot spoilers, we shall survey this large cast of memorable characters as briefly as possible.

Terra, the first character, is a soldier for the Empire tasked with acquiring a recently-found Esper.  It does not go well, and she finds herself thrown in with the underground rebellion known as the Returners.  While Terra is the central character of the overall story, FFVI does such a great job with the largest playable cast in FF history that we tend to forget it’s mostly her story.  Like many great heroes (Achilles, Ivanhoe), Terra disappears for a time, allowing other characters to lead the story along (coupled with the many times the player divides up the characters into little away teams).  She is mainly a magic user.  The next character is Locke, the Han Solo rogue-like treasure hunter with a tragic past who now works for the Returners mainly out of vengeance against the Empire.  He is an all-around character, though it’s easy to make him a very strong physical attacker.  His special “steal” ability is one way to get many rare and valuable items from monsters in battle.  Celes is an Imperial general in exile, rescued by Locke from imminent execution for a treasonous response to Gestahl’s poisoning of Doma Castle (it will make more sense when you play it).  She is a product of Magitek infusion, and her true loyalty is an issue throughout the game.  Celes is the main character in two emotional highlights of the game: the opera scene and the quiet events on Solitary Island.

Two of my favorite characters are the twin brothers Edgar and Sabin, princes of Figaro with no desire to rule.  Years before the game started, Edgar “lost” the coin toss that determined who would take over the Figaro kingdom from their ailing father.  Sabin’s victory enabled him to pursue his destiny as a martial arts expert, leaving Edgar the mechanic to rule Figaro (sort of).  Edgar’s tools, especially the drill and crossbow, are powerful and very fun to use.  Sabin, as can be guessed, is a dominating physical force and most likely a must for your final party at the end of the game (a tough decision in FFVI, since you have control over the characters so much, in contrast to the linear movement of FFIV, among others).  Sabin’s backstory is typical of Japan’s love of warrior monks, but it plays very well in the game.

Cyan, the loyal samurai retainer of the fallen kingdom of Doma, is typical of the “last survivor from the clan” character, while adding an Elizabethan nobility (and dialect) to the game.  FFVI contains a great deal of sacrifice and loss, but it only makes the main characters more heroic and enjoyable.  One possible exception to that is Shadow, the mysterious ninja who is sometimes available for your party and sometimes working for the Empire.  Depending on decisions the player makes in the game, Shadow may or may not be available in the latter half of the game.  Tip: when asked, always wait for him.  He is worth having around.  When you learn his backstory, and his connection to another member of the cast, you’ll be glad you waited for him — especially at the very end of the game.

Gau is a unique character in video game history (his type is watered down as an “energetic boy” in later FF installments).  As an abandoned, feral child, Gau grew up on the Veldt, the home ground of the monsters in the World of Balance.  The scenes of Cyan the Elizabethan samurai and Gau the feral hunter together are highlights of the game, both for humor and heartache.  Setzer is a gambler and owner of the only airship in the world (or is he?).  Setzer is like Gambit from the X-Men, in that his main fighting action is to throw playing cards at the monsters.  Also like Gambit, Setzer is a womanizing scoundrel (less heroic than Locke, at first).  His special technique is a slot machine that can either deal heavy damage to enemies or heal the characters, depending on the success of the player playing the slots.

Strago is a descendent of the Magi living in the secret magic-user town of Thamasa.  Strago can learn magic spells used against the party during combat, which help makes him a valuable magic user at various points in the game.  He is the grandfather of Relm, a young artist and precocious girl.  Her presence in the party later in the game will determine whether Strago will rejoin the cast after the tumultuous events midway through.  Relm can sketch various enemies that magically come to life during combat, being a descendant of magic users.  She is also connected to another character in the game, though I will leave that discovery to the attentive eye of dedicated gamers.  The final main character is Mog, a moogle who can speak English (unlike all the other moogles in the game).  He and Edgar are the only characters that can use the powerful lances in the game, which can make him a strong fighter.  Alternatively, his special dance technique alters the environments of battles and does context-appropriate forms of damage.  He is fun to have around, especially while building up levels of various characters, and it’s always enjoyable to watch his little dances.

Mog is necessary to have in the party to acquire one of the two secret characters, Umaro the yeti.  Mog can speak both languages, apparently, and will convince Umaro to join the party when they encounter him late in the game (though he is spotted and spoken of throughout the game).  Constantly in a berserk state, Umaro is a powerful fighter though uncontrollable by the player.  The other secret character is the most mysterious in the entire game: Gogo.  Gogo’s gender is unknown, his/her motivation for joining the cast in unclear, and his/her general purpose in life is vague.  All that is known is that Gogo is a master of mimicry, and his/her customizability allows the player to have Gogo mimic or use almost all the other characters’ special abilities.  This versatility makes Gogo helpful during specific points of the game, but the player can get along just fine without either secret character.  Completists who want to enjoy the entire gaming experience of the best video game of all time, however, will want to seek them out and recruit them.

The major villains of the story are worth mentioning in passing.  Much has been said of Emperor Gestahl already, who must never be trusted despite certain appearances.  The Cid of FFVI is the chief magitek/Esper researcher of the Empire, who experiences a change of heart (too late, as most heart changes are).  Like with many characters in this game, Cid’s fate is eventually placed in the player’s hands.  The story progresses in any event, but the right decision is to save his life.  Ultros, while not a major villain, is a recurring source of irritation mingled with comic relief.  General Leo is the typical warrior-with-a-conscience, the admirable man of honor caught between the trying circumstances of a tyrannical emperor and the duty of a soldier.  And then there’s Kefka.  Ahh, Kefka.  Kefka must be experienced to be understood — and even then, it’s hard to understand him.  Calling Kefka a nihilistic madman would be unkind to nihilistic madmen.  Nihilistic madmen don’t destroy the entire world.  Kefka does.  He’s not conflicted, or overcoming a troubled past — but he’s not pure, unadulterated evil either.  Kefka is unique in the history of villainy, and, as unpleasant as it might sound, helps make this game so good.

It might sound like the game has too many characters, like it could be confusing or hard to keep track of everyone.  It’s not.  A remarkable aspect of Final Fantasy VI is that even though it has the largest cast in the series, it presents its characters better than any other game in the Final Fantasy series.  The characters are extremely well-developed, even those who don’t appear very long and those who are mysterious (like Shadow).  Because of the diverse narrative and structural episodes, FFVI allows for plenty of time with each character in little groups (much like the development of G.I. Joe characters in pairs or trios).  You get to know these characters very well: their pasts, their frustrations, their failures, their motivations, and their desires for the future.  The great length of the game is as well-developed and moving as any novel, and the characters are a meaningful part of that story.

A fair amount of the basic story has already been intimated in the “setting” section above.  Like most Final Fantasy games, FFVI is basically a ragtag group of rebels struggling against a tyrannical empire (the Star Wars parallels are overt at times, unashamedly so, since Star Wars certainly didn’t invent that kind of story/conflict).  The admixture of the technological revolution with the reemergence of magic and the rediscovery of the Esper world provides a unique spin to the otherwise typical plot devices.  The diversity of characters, as indicated above, also makes the story far more interesting than most RPGs or action-adventure games: a ninja, moogle, yeti, mimic, feral child, forgotten mage, precocious artist, wanton gambler, treasure-hunter (thief), and more.  The story deals with all of these characters and their lives throughout the overarching freedom-fighter frame story.

It would be difficult to discuss even more of the story without giving away too many plot twists and surprises.  Perhaps a brief overview of the early sections of the game and the order in which the main characters are met would whet your appetite for further game play (if this article hasn’t already demonstrated the enjoyable greatness of this game).  The story begins with Terra and some Imperial soldiers marching on Narshe (the base camp of the Returns, though that’s unknown at the time) to gather a recently-discovered frozen Esper, as indicated earlier.  The failed assault leaves Terra unconscious and free of her Imperial control, though her identity is lost to her.  Locke the treasure hunter rescues her and vows to protect her (for reasons we discover later in the game), helping her join the Returners.  The two make their way to Figaro Castle and meet up with Edgar and eventually Sabin.  The group gets broken up shortly thereafter as Locke goes to investigate the Empire (where he rescues Celes), Sabin is carried away and meets up with Cyan and Gau (and Shadow, briefly), and eventually Terra meets Mog (though he doesn’t permanently join at this time).

Once the player navigates through the three diverse narrative paths, the characters re-gather at Narshe to defend it against an Imperial assault.  Following this defense, Terra leaves (in a very dramatic fashion that shan’t be spoiled here), and the main characters go looking for her.  At this time the Espers start to play a major role in the motivation and waking consciousness of the characters — no longer is the story about rebels against a material tyranny.  As the Returners become increasingly enmeshed in this magic-heavy world during their search for Terra, they require the use of an airship, which leads to the gulling of Setzer and the wonderful Opera House scene.  Mog eventually joins the party, and the characters make a startling discovery on their way to rescue more Espers and find Terra.  When Terra is eventually discovered, her connection to the Espers brings the two plotlines together rather compactly, and the player is soon leading a charge into the Empire itself, after the Espers make their presence felt rather dramatically.  After more deceit and subterfuge, an unusual away team meets up with the final main characters Relm and Strago (the two rare characters do not become playable until later in the game, as mentioned above).  Shortly after the party is all together, sudden and saddening losses occur just before what seems to be the final assault on Gestahl and the Empire.  And then, without warning, the world is destroyed.  And the game has only just begun.

Like Swords or Cold Iron

C.S. Lewis gave The Lord of the Rings the greatest praise any work can receive: “Here are beauties which pierce like swords or burn like cold iron.  Here is a book which will break your heart.”  Final Fantasy VI is such an experience.  In an age of short attention spans, a dearth of quality programming, and a pervasive malaise in the hearts of American youth, a return to the greatness of yesteryear and the best videogame of all time would provide an enormous boon to the world today — and we’re always on the lookout for enormous boons.  Some argue that RPGs are slow and boring — this is nonsense.  Admittedly, one has to enjoy the hours of level-raising requisite for success in an RPG.  “Grinding” is an unfortunate and unnecessarily derogative term for the gameplay needed for RPG progression.  Several solutions are readily apparent: commit a couple hours in an evening, or an entire Saturday afternoon, to primarily raising levels; turn the volume down; and pop in some classic albums to listen to while raising levels (saving one’s game frequently) — perhaps the oeuvre of Genesis during the Peter Gabriel era, or some deep cuts from Deep Purple, or the Led Zeppelin box set, or U2 or Pink Floyd or Queen or Rush or The Moody Blues — the possibilities are virtually endless.  Not only will you get to enjoy some quality music, but you will also get to enjoy playing the best video game of all time, raising your characters’ levels high enough to have them learn every spell and have enough HP and MP to survive the final exciting boss battle extraordinaire.

Final Fantasy VI has it all: customizability, opera, love, ninjas, magic, chocobos, moogles, heartbreak, apocalypse, and eucatastrophe.  Final Fantasy VI is a great story, far superior to even the better stories in recent games and series.  There’s no button mashing, even for Sabin’s combos; instead, strategy and flexibility.  It has no vulgarity, no excessive violence; instead, the fine arts — music, painting, dance, and writing.  It is expansive, challenging, and long.  Most importantly, it is funFinal Fantasy VI is enjoyable to play: the characters are worth knowing, the story is engaging and soul-moving, and the game is fun.  The game speaks truth about reality.  It brings light and warmth and joy into one’s soul.  ChronoTrigger, Ocarina of Time, Super Metroid — they are great games, and well worth playing, but Final Fantasy VI is the best video game of all time.  Play it.  Love it.  Enjoy it.

Huckleberry Finn Commonplace

Tifani Wood Arthur

Throughout the book Adventures of Huckleberry Finn, slavery is a very pertinent topic.  The view of slavery is quite similar for all the people of the town.  This view also is a factor of the culture.  Huck seems to have a slightly different view of slaves but still accepts slavery as everyone else does.

The general attitude toward slavery is that it’s normal.  It is completely accepted, except by the slaves, of course, though the book doesn’t go into much detail about the slaves’ opinions.  Slaves are viewed as material possessions or property, not human beings.  Some slave owners may treat their slaves a little better than others, as seen with Miss Watson, but they still don’t see them as people.  Even Miss Watson who treats her slaves fairly well planned to secretly sell Jim, only for money, though she promised him she wouldn’t sell him.  Slavery is not only seen as accepted but also the right thing to do.  If someone had been found out they had a runaway slave, they would’ve been punished for doing something wrong, not helping someone be free.  This is evident when Huck encounters a group of men searching people for runaway slaves, forcing Huck to hide Jim and make up a story that he is with his sick family, causing the men to leave.

This view of accepting slavery and seeing it as a good thing reflects the culture a great deal.  This shows first of all, people in this culture saw slavery as a thing they had control over.  The people were power hungry, and slaves were one of the things they had complete control of.  They could sell them if they wanted, make them do whatever they told them to, and make them do all the work.  Owning slaves also showed a sign of wealth.  In that culture if you didn’t own slaves, you were looked down upon and seen as being poor.  Another thing slavery shows about the culture is laziness.  The slaves did everything that consisted of hard work while all the white folk lounged around.  Some white folk did work, but the slaves took on the more difficult tasks, still showing laziness on the white men’s part.

Huck Finn did have a similar opinion as the general view, but his opinion didn’t really change about slavery as a whole.  His view may have been influenced by the culture he was immersed in, and he saw slavery as a good, Biblical thing.  This is evident when he contemplates whether or not to rescue Jim.  In the end he does go to rescue Jim, but he feels that it is a sin as he does it.  He sees it as being morally wrong.  Though Huck Finn sees slavery as something good and accepts it, his view of the slaves does change throughout the book.  At the beginning his relationship with Jim is Huck playing pranks on Jim and that’s it.  As the story progresses, especially after Huck and Jim find each other on Jackson’s Island, Huck’s view begins to change.

As they travel down the river together, Huck slowly begins to see Jim as a person, not just property.  He begins to see similarities between white men and Jim, seeing that there’s not all that much of a difference.  Huck sees Jim has some sort of intelligence when they begin to talk about kings, and Jim talks about all he knows of King Solomon.  Huck also sees that Jim can love just as much as a white man can when Jim is mourning for his wife and children after he hears a noise that reminds him of his daughter in the woods.  Altogether, Huck begins to care for Jim.  Huck starts to feel bad when he plays jokes on Jim, as he wouldn’t have before.  This is shown when he sincerely apologizes for trying to trick Jim.  After Jim tells Huck that he is his only friend, Huck feels pity for him.  In a way Huck and Jim can relate to each other; this may be why Huck sees Jim differently than everyone else sees Jim.  Huck and Jim relate in the way that they are both fighting for freedom from different parts of society.  Huck is fighting for freedom from education and the things controlling him in society, to be on his own, living on his own terms.  Jim, on the other hand, is fighting for literal freedom from the bondage of being a slave, which is a big part of society.

Throughout Adventures of Huckleberry Finn, slavery is very much accepted and seen as the right thing to do.  Huck may just feel the same way as society, because he is immersed in the society.  If he hadn’t been immersed in the society, he may have a different view, considering that he is one of the only people that sees slaves as being more than property as shown with Jim.

Faramir Restored

Christopher Rush

In the “Book Reviews” section of our previous issue, I included some thoughts from Katharyn W. Crabbe on heroism in her article “The Quest as Legend: The Lord of the Rings,” taken from Harold Bloom’s Modern Critical Interpretations work on J.R.R. Tolkien’s masterpiece.  Reprinted below is the quotation in question:

The difference between Boromir and Faramir is an expression of the difference in what they have inherited from their Númenórean past….  It is not only knowledge of the past but reverence for it and understanding of it that set Faramir apart, and that knowledge, reverence, and understanding are his links to the golden age….  By exemplifying a hero who values the spiritual life of a culture as well as its physical life, Faramir links the Rohirrim to Aragorn, King of the Númenóreans.

I bring this up again because we are already coming up to the 10th anniversary of the release of Peter Jackson’s The Fellowship of the Ring.  Most of you grew up with these movies as commonplace childhood experiences; the rest of us, though, grew up wondering if a live-action version of these classic novels (or novel, depending on how literate you are in things Tolkien) would ever happen.  The trailers for The Fellowship of the Ring were an exciting promise, made even more encouraging with the declaration The Two Towers and The Return of the King would be coming out in the next two years.  Watching The Fellowship of the Ring was a great experience in the theater; we went knowing that some changes from the book were bound to occur — some were easier to live with (such as the time compression of events for the sake of film pacing, the absence of Tom Bombadil and the Barrow-wight) than others (Arwen — enough said).  Fortunately, despite a fair amount of substantial changes (the fate of Saruman, the absence of the scouring of the Shire), The Return of the King in 2003 brought the movie trilogy to an enjoyable and moving conclusion.  The real problem, though, came in 2002 with The Two Towers.

Peter Jackson’s decision to move some of the narrative elements from The Two Towers to occur simultaneously with events in The Return of the King was a good decision — he captures in film what Tolkien didn’t quite capture with the division of narrations in books three through five.  Still, the final sentences of The Two Towers are some of the most chilling and spine-tingling final sentences in all of literature.  The absence of the greatest use of onomatopoeia is not the real problem, however; the real problem is that Peter Jackson’s movie adaptation had each of the three main groups of characters make the opposite decision they made in Tolkien’s original plotline: the Ents reject Pippin and Merry’s request to join against Saruman; Théoden is an anti-Free Peoples bigot and the battle of Helm’s Deep is blown out of proportion; and Faramir absconds with Frodo, Sam, and the Ring to defend Osgiliath.  The bonus dvds from the four-disc extended edition supplied us with the directorial team’s reasoning behind these decisions: essentially, Peter Jackson thought his version was better than Tolkien’s.

Putting aside the other differences, the most hurtful change was the total destruction of Faramir.  Katharyn Crabbe made the point that Faramir was truly a hero because he knew his people’s past.  He “values the spiritual life of [his] culture as well as its physical life,” linking Faramir in a substantial way to both Aragorn the true king and the halcyon days of Númenor in the Second Age.  The original movie release of The Two Towers gave us no substantial reason for Faramir’s decision to take Frodo and Sam to Osgiliath; at least the extended dvd version supplied some fabricated backstory of the brotherly rivalry with Boromir for their father Denethor’s affections.  The brothers already had enough tension built in with their different valuations of their own cultural past; Jackson needn’t have brought in filial rivalry (a much less interesting motivation).  Faramir also is at least tacitly complicit with the Rangers’ beating of Gollum in the movie, a brutal attribute for one who originally was characterized by “knowledge, reverence, and understanding.”

We were told by the directorial staff that they made these changes to give the characters room to grow (as if the Ents would realistically change their minds just by seeing the destruction Isengard was perpetrating on the forests).  Faramir, though, the real Faramir, does not need to grow — certainly not in the stereotypical Hollywood character arc fashion.  He does not need to see the damage the Ring can do (and apparently does to Frodo after the brief repellence of the Orcs from Osgiliath).  Faramir has already arrived as a hero.  He is the model that Frodo needs to experience and from which to learn, not the other way around.  The danger from this type of Hollywood movie and television series is their message that children and youth are smarter than adults, and that adults need to change their behavior and values based on what the younger generations (or people groups) enjoy.  It’s not about Jesus’ exhortation to let the little ones come to Him — it’s about our culture’s kowtowing to ignorant youths with disposable income; youths need adults to model appropriate behavior and acculturate them into the traditional values of classical/Christian Western Civilization.  Just watch Happy Feet like an intelligent person for a clear example to what Peter Jackson’s total change of The Two Towers can lead.

Faramir knows his culture’s past, he knows the ways of Rangers and thus the natural world, and he knows the spiritual and physical values of the Free Peoples.  This is exactly what Frodo as a heretofore insular being needs to know.  This is why Faramir is a hero, why he can resist the lure of the Ring.  He does not need to be tested to make his character more interesting, nor does he need to fail for a time so his later apologetic reversal seems more dramatic.  The Lord of the Rings already has enough characters who go through growth, maturation, and decline — that’s the whole purpose of the Sam/Gollum/Frodo storyline!  Faramir is a source of stability, a reminder of what has been lost (and even abjured by Aragorn for a time), and a significant element of the ultimate restoration of Middle-earth.  Bringing Faramir down to the level of a typical movie/story character is an embarrassing and unnecessary change.  The directorial staff was wrong.  Faramir is not a better or more interesting character by having faults.  Overcoming sins is not better or a more rewarding story than not sinning in the first place.  A heroic character who does what is right all the time for the right reasons (with a believable context and backstory, unlike frothy, vanilla-flavored Christian fiction) is not boring — it is admirable and enjoyable.  Two words: Atticus Finch.

Changing The Lord of the Rings is akin to covering “With or Without You”: if you don’t know what you’re doing, you are in big trouble.  As mentioned above, if one can tolerate Arwen and the absence of the scouring of the Shire (and all the other unnecessary changes), Peter Jackson’s movies can be rather enjoyable — I doubt we will ever see another adaptation of this work in cinema.  As with other adaptations, such as Daniel Day-Lewis’s The Last of the Mohicans, it helps if you just consider it “a different version” of the story.  If you want “the real thing,” just read the book.  That way, you’ll get to know and help restore the real Faramir, the hero.