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Showing posts with label battlestar: galactica. Show all posts
Showing posts with label battlestar: galactica. Show all posts

Thursday, December 12, 2019

ON MASTERING SELF-MASTERY

I've recently hunted through past posts and added the tag "self-mastery" to any post where I used the Nietzschean term "self-overcoming." I find Nietzsche's term a little too obscure for my own use, but "self-mastery" serves to express the ways in which fictional combative characters illustrate humankind's ability to do more with their "might" than to dominate others. I wrote in 2015's NIETZSCHE VS. THE NEOPURITAN NANNIES:

Nietzsche is interested in war and violence only as forces within humankind that must be overcome by the overman-- not indulged in, like the Nazis to whom Frederic Wertham compared the philosopher. The overman was Nietzsche's solution to the vagaries of rule by the mob or by the tyrant:

Now, in fiction combative characters embody a plethora of philosophical attitudes, and Nietzsche's idea of self-mastery diverges even from that of, say, Frank Miller. (Interesting side-note: in ZARATHUSTRA Nietzsche castigates a "Spirit of Gravity," which is a value Miller and his co-writer Azzarello champion in THE DARK KNIGHT MASTER RACE. ) But I would still argue that the semantic manner in which both the philosopher and the comics-writers express the idea of self-mastery is essentially the same.

Now, in COMBAT PLAY PT. 4, I  used the ideal of "fair play" as an example of what I then called "self-limitation" and considered essentially identical with "self-overcoming:"

In my own lit-critic cosmos, the ideal of "fair play" assumes the role of "self-limitation" that is, in Nietzsche's philosophy, occupied by "self-overcoming."

And yet, I find that I've used it not in terms of limiting oneself but also in terms of exceeding limits. In WEAKLINGS WITH WEAPONS PT. 1, I compared two protagonists whose dynamicity was certainly not at the highest level, but who both utilized particular weapons to overcome obstacles. I argued in part that although Richard Mayhew of NEVERWHERE gained possession of a super-sword and used it to kill a monster, he lacked the quality of "self-mastery," since the weapon's power did all the work. In contrast, Jack Burton of BIG TROUBLE IN LITTLE CHINA didn't command a lot of power with his one weapon, a simple throwing-knife, but like Aristotle's hedgehog he mastered one good trick. Thus his triumph over the villain Lo-Pan is entirely the result of Burton's self-mastery.

In my philosophical cosmos, the acquisition of a skill or power comes about through a process of self-monitoring, a subject's attempt to understand his or her natural limits at a given time, after which the subject seeks to exceed said limits, to gain greater self-mastery. The appeal of fair play is affective rather than cognitive; the subject believes, for instance, that he shouldn't use a weapon if his opponent does not have one. Thus, in THOR #152, the thunder-god "sheathes" his hammer after destroying his foe's mace.



However, this "noblesse oblige" gesture can have an objective effect, in that it forces a given character to "dig deeper" in order to defeat a worthy opponent. Of course, one doesn't need the gesture, since combative narratives are replete with dozens of situations wherein combatants seek out worthy opponents purely to improve themselves. DRAGONBALL frequently uses this scenario, in that the Seiyans Goku and Vegeta repeatedly challenge one another, even when on relatively friendly terms:



Having dovetailed these two related concepts, my next consideration is: what are the most familiar story-tropes through which fictional characters may demonstrate self-mastery?

Both of the two previous examples fall into the most elementary category, that of the hand-to-hand battle. This is also the easiest trope with which an author can express self-mastery.

The trope of weapons-use, however, becomes more complicated, as seen in the WEAKLINGS WITH WEAPONS analysis, wherein I found that Mayhew did not display self-mastery even though he had a bigger, badder weapon than did Jack Burton. An even greater complication is that any form of "super-power" not intimately tied to the human body becomes similarly problematic. If Nightcrawler's ability to teleport demonstrates self-mastery, can one necessarily say the same of a comical type of teleporter like Ambush Bug?

The third major trope of self-mastery is that of the indirect commander: a figure whose main role is often to order others into battle. In this essay I said that I discounted the "Adama" character of BATTLESTAR GALACTICA in terms of "combative status" because he functioned largely as a figurehead. Yet there are millions of villains who are basically "master planner" types who get henchmen to do their fighting for them. However, the difference between Adama and, say, Fu Manchu is that the latter's genius for evil infuses every errand his servants perform in his name.



More on these matters later, perhaps.

Tuesday, October 8, 2019

HOW WEAK IS TOO WEAK? PT. 3

At the end of the second part of HOW WEAK IS TOO WEAK, I said:

In a future essay I'll develop further the notion that leadership sometimes engenders the privilege of combative status-- but also, sometimes not.

Given that I started this series talking in part about the sixties animated series JONNY QUEST, it's natural that one of my examples of a leader who does have combative status-- despite not being all that dynamic-- is Benton Quest of the same series. (I'll pass on making any judgments of later iterations of the franchise.)

First, like Benton's son Jonny, the scientist takes a back seat to the hyper-dynamicity of bodyguard Race Bannon. The good doctor is never seen fighting hand-to-hand, and is only occasionally seen using a pistol or rifle.




Clearly he can use a more exotic form of weaponry when pressed--




And he even creates weapons that can take out giant eye-robots.







So, even though Benton's not seen kicking a lot of ass, he contributes considerable dynamicity to the ensemble.

In contrast, there's the portentously named Commander Adama of BATTLESTAR GALACTICA.



Despite his being theoretically in command of the "battlestar" and of the entire stellar wagon train it escorted, Adama always seems generally removed from the action whenever the Cylons attack. I'm not going to say that he never gives a crucial command in a given narrative. However, the entire attitude of the GALACTICA production frames Adama as a figurehead-- which is perfectly true, in terms of actor Lorne Greene's star-power compared to the appeal of his less-known co-stars. Further, Greene had become internationally famous for playing Ben Cartwright for fourteen years. and though Daddy Ben did his share of fighting and shooting alongside his sons, the Ben Cartwright character became invested with a paternal gravitas-- which is almost certainly what the GALACTICA producers wanted from Greene. In contrast, all the action is given to Adama's "sons"-- the real one, Apollo, and the figurative one, Starbuck-- who are the ones who get out there and battle Cylons.




Indeed, even though Adama and a handful of other non-combative characters are indubitably *centric" with respect to the characters important to the serial narrative, none of them are important with respect to the combative scenes. Thus, from the combative standpoint, Adama does not share the combative status of the younger space-soldiers, who in general tend to go out and fight the enemy without any input from their "old man."

Saturday, November 3, 2012

MONSTERS, DEMIHEROES, AND OTHER WILLING BEASTS

In this essay I said:


In WORLD AS WILL AND REPRESENTATION, Schopenhauer distinguishes between "intuitive" and "abstract" representations: humans share "intuitive representations" with other animals, in that they are based in the body's "percepts." But humans alone have the power to conceive "abstract representations," for humans alone can base representations in "concepts." I will use this basic opposition here, though I'll substitute "intellectual" for "abstract" purely for euphony.


A little later "instinctual" took the place of "intuitive," but I don't think I adequately explained that these representations are not inherent in the hearts and minds of the characters themselves, which is a mistake I find in the opinions of other genre-sussers cited in that essay, such as Jeff Rovin and S.C. Butler.  Rather, these Schopenhaurean representations are narrative patterns imposed upon those characters by their respective authors, irrespective of how "intellectual" or "instinctive" the characters themselves may be.



So I am not claiming that the character denoted as a hero must be intellectual, nor that the character denoted as a demihero must function by instinct alone.  The willing aspects of the characters are to be found in the narrative functions given the characters by their authors, not in the personalities of characters themselves. 


In this essay I defined Vincent Price’s character Dr. Craven as a demihero, saying that he was defined by "instinctive will."  This doesn't mean that instinct alone rules the character; rather, it rules the pattern of his narrative.  Craven is certainly more intellectual than many of the characters that qualify as heroes.  Craven is governed by “instinctive will” because even though he makes a heroic effort to oppose the villain of the story, he doesn’t become a hero.  He remains defined by his own personal goals alone, without any hint of a transcending altruism.


I’ve defined the persona of the “monster” as the generally negative counterpart of the demihero.  Usually the monster is also defined principally by self-preservation, whether the creature is destructive on a large scale (Godzilla) or covets some forbidden prize (King Kong).  Self-preservation and endurance also typify even benign monsters, like Man-Thing, of whom I said in D IS FOR DEMIHERO PT 3: 

A comics-series like MAN-THING portrays its monstrous protagonist doing good not as a conscious act but in response to instinctive tendencies. 
 

And yet there are monsters who do good as a conscious act.  A prominent example is the Incredible Hulk.  In Peter Coogan’s 2006 SUPERHERO: THE SECRET ORIGIN OF A GENRE—referenced here—he denies that Buffy the Vampire Slayer can be a superhero due to his method of “genre exclusion.”  Yet he doesn’t disallow the Incredible Hulk from superherodom despite that character’s clear alliances to the horror-genre.  And he’s correct in the latter instance.  The Hulk, though a character with no more than a brutish intelligence, exemplifies the same “intellectual will” in his narrative function, in that his authors emphasize that he makes conscious choices to battle evil.  While there are various stories in which the Hulk himself proves an unwitting menace to humanity, it’s far more typical to see him engaged in combat with outright villain-antagonists. The Hulk even has a "rogues' gallery," which is atypical for the majority of monsters of purely kenotic orientation.


The greatest exception are those serials in which a monster is drafted to become a hero in terms of plot-function, even though the monster retains the kenotic *character* of a monster.
Some examples include the 1966 KING KONG kid-cartoon:
Not to be outdone, several of Japan's Godzilla films from Toho Studios also cast the Big G in the unlikely role of Earth's protector.  In GODZILLA VS. MEGALON the Zillinator even allies himself with Jet Jaguar, one of the many progeny of UltraMan, in the battle to save Earth.

Toho's competitor Daiei Studios went even further in "super-heroizing" their monster Gamera.  After just one film in which the giant super-turtle proved a menace to mankind, every other film cast him as a heroic monster who acquired a "rogues' gallery" of mostly one-shot menaces.  A later revival even gave Gamera a backstory to explain why he was so darn beneficial.




Hanna-Barbera revisited the "hero-monster" idea in the 1978 GODZILLA TV-cartoon.  To be sure, though every episode Godzilla had to pit his reptillian righteousness against the Monster of the Week, at least the writers kept the sense that Godzilla was a big irritable beastie rather than a crusading hero.  He only protected the show's human regulars inadvertently, because his son "Godzooky" hung out with these mediocrities and the Big G had to put the welfare of his family above any possible preferences to fry the humans like so many ants beneath a magnifying glass.



So are of these permutations of respectable monster-personas "heroes?"  Only if one prioritizes the *dynamis* of plot over the *dynamis* of character.  I first established the separability of plot-dynamis from character-dynamis in KNOWING THE DYNAMIS FROM THE DYNAMIC, but my fullest examination as to this sort of division appeared in RISING AND FALLING STARS.  Examples here focused purely on the opposition of the "adventure mythos" to the "drama mythos," so that:

Observations include:

STAR WARS serves as an unreserved example of the "pure adventure," in which both plot and characters evoke the dynamis of adventure.
...in STARGATE the mythos of drama pervades the plotting of the series, overshadowing characters who would otherwise fit adventure-archetypes.
Another negative example, but one in which the mythos of drama dominates the characters rather than the plot, would be the 1978-80 versions of BATTLESTAR: GALACTICA. The plot, in which noble humans repeatedly faced the menace of Cylon invaders, clearly takes inspiration from STAR WARS, but the characters lack the *dynamis* of the adventure-mythos, tending toward drama in its manifestation of "melodrama." 
DC Comics' STARMAN, in most of the iterations of the franchise, has usually been a "pure adventure." However, the Starman introduced by James Robinson, whose continuing series ran from 1994-2001, exemplifies the type in which the plot is the main source of the adventure-dynamis.
My final example must be one in which characters with the adventure-*dynamis* override a plot with a dramatic emphasis. My choice here is the 1978 American STAR BLAZERS, adapted from the Japanese anime TV-series SPACE BATTLESHIP YAMATO (which I have not seen in its original form). 
I didn't give an example in which both plot-dynamis and character-dynamis were both aligned to the drama.  But in other essays I have mentioned Classic STAR TREK as one such, so I include it to fill in that space for symmetry's sake.

I mention all these mythoi-examples because I propose the same ambivalence applies to the narrative "persona-patterns."  King Kong, Gamera and Godzilla may follow the plots of heroes in these assorted works, but I assert that in terms of fundamental character they still represent "instinctive will," while the not much more intelligent Hulk represents "intellectual will."  So the Hulk does make that hypothetical "wiki-list of all superhero works that fall into the adventure mythos," mentioned in RISING, while the three big honking monsters cited would still fit the persona of the "monster" rather than that of the "hero."


Saturday, December 3, 2011

RISING AND FALLING STARS

At the onset of this essay I wrote:

Q: When is a superhero not a superhero?

A: When the *dynamis* expressed by either the plot-functions or character-functions within the corpus of a given superhero's exploits is not commensurate with those characteristic of the pure adventure mythos, aligning rather with another mythos, such as that of irony, drama or comedy.
Many fans would not find that answer either funny (which it isn't supposed to be) or intriguing (which it is).  Not a few would see no point in slicing and dicing the qualities of what makes superheroes run, much less superheroes across different mythoi (or as those fans would doubtless call them, "genres.") 

I do have a point, of course.  Having evolved my own definitions for what does and does not belong in the superhero idiom, I find it encumbent on me to formulate reasons as to why I assign a given work in one category or another.  Anything else would be mere whim, assignable to Kant's notion of "agreeability" rather than rational judgment.

And then, of course, there's always the additional motivation of having made a wrong judgment in the past oneself.

In this essay I wrote near the conclusion:

...in my "Defining the Superhero" article for COMICS INTERPRETER, I toyed with the notion that Paul Atreides of DUNE might technically fall within the range of the superhero idiom, albeit one in the *mythos* of drama rather than the more normative adventure *mythos.*

The above recap is an oversimplification of what I wrote in the INTERPRETER article.  I didn't actually bring up any of the complexities of the Fryean mythoi in that article, so I didn't differentiate him from, say, Superman in that respect.  Back then I only focused on arriving at a fundamental definition of the superhero as a type of hero associated with the metaphenomenal, though back in 2002 I was still a long way from positing the NUM theory.  Only later would I define DUNE as a drama, albeit a drama in an agonistic mode (term defined here).

Similar questions of categorization arose in the three-part essay series ADVENTURE-COMEDY VS. COMEDY-ADVENTURE, from which the above Q/A was taken.  In all of these essays I contrasted an example of some superhero-ish work in which "elements" of either comedy or adventure predominated, though I usually didn't break down the elements specifically, as the first quote specifies, into those of either plot or character.  I did do so in this essay, analyzing DOCTOR WHO and STARGATE, but those were both negative examples, works that did not fall into my category of the "pure adventure."

The usefulness of the plot/character dichotomy in that essay impacts on my intention to make my categorization process as rigorous as possible.  For instance, if I wish to make a wiki-list of all superhero works that fall into the adventure mythos, that list would consist of:

All works of "pure adventure" (in which both plot and character clearly evoke adventurous *dynamis*

Works in which the plot alone conveys the adventurous *dynamis* and overrides the character-*dynamis*, which belongs to another mythos

Works in which the characters alone convey the adventurous *dynamis* and override the plot-*dynamis*, which belongs to another mythos

As per my remarks on DUNE, often two of the most easily intertwined mythoi are that of adventure and that of drama.  Therefore I'll now cite five examples of works in which (a) adventure dominates plot and character, (b) drama dominates plot or character, and (c) adventure dominates plot or character.  Since in KNOWNING THE DYNAMICS FROM THE DYNAMIC I used the TV franchise STARGATE as a negative example, it amused me to have all five examples "follow a star."

STAR WARS serves as an unreserved example of the "pure adventure," in which both plot and characters evoke the dynamis of adventure.  One can certainly detect elements of drama, comedy and even irony in the film-series (much as I did with four other franchises in this essay).  But few would debate that STAR WARS is first and foremost an adventure film-series, though naturally many would not agree with my assigning Luke Skywalker to the superheroic idiom.


As noted above I've already given a negative example, so I'll recapitulate what I said about STARGATE in KNOWING:

Over time the first serial and its epigoni took on an increasing resemblance to the "starship melodramas" of the STAR TREK franchise. I don't think STARGATE was ever as much about what Faulkner called "the human heart in conflict with itself," as all of the TREKshows have arguably been. But in the STARGATE franchise the adventure-mythos became somewhat dennatured. I view this as a lack of heroic *dynamis* within the overall plot-structure, rather than within the concept of the characters

So in STARGATE the mythos of drama pervades the plotting of the series, overshadowing characters who would otherwise fit adventure-archetypes.

Another negative example, but one in which the mythos of drama dominates the characters rather than the plot, would be the 1978-80 versions of BATTLESTAR: GALACTICA.  The plot, in which noble humans repeatedly faced the menace of Cylon invaders, clearly takes inspiration from STAR WARS, but the characters lack the *dynamis* of the adventure-mythos, tending toward drama in its manifestation of "melodrama." 

Thus neither STARGATE nor the first BATTLESTAR: GALACTICA make it onto my master list (one shouldn't even have to ask about the second GALACTICA, a "pure drama" in all respects).

On to positive examples that *would* make my hypothetical list:

DC Comics' STARMAN, in most of the iterations of the franchise, has usually been a "pure adventure."  However, the Starman introduced by James Robinson, whose continuing series ran from 1994-2001, exemplifies the type in which the plot is the main source of the adventure-dynamis.  Jack Knight, the serial's hero, is from the first framed as an eternally reluctant fighter, who ends the series by getting out of the superhero business and embracing family life.  This *dynamis* fits the archetypal characters of drama more than adventure, but Robinson is largely successful in using the characters' dramatic arcs to ramp up the spirit of adventure, as opposed to its negative example, STARGATE, in which dramatic plots dominates adventurous characters.

My final example must be one in which characters with the adventure-*dynamis* override a plot with a dramatic emphasis.  My choice here is  the 1978 American STAR BLAZERS, adapted from the Japanese anime TV-series SPACE BATTLESHIP YAMATO (which I have not seen in its original form).  Like GALACTICA, most of the story took place aboard a ship with a multitudinous crew, which of course was exploited for melodramatic plot-developments.  However, in contrast to GALACTICA, the heroics of main characters Derek Wildstar and Mark Venture against the formidable "Leader Desslock" received far more emphasis than any of the melodramatic situations aboard ship.  Like many Japanese anime of the period, STAR BLAZERS taps a vein of world-weariness that may stem from Japanese culture's reactions to postwar anomie.  Nevertheless, even if the main heroes are not quite as uncompromised as Luke Skywalker, their *dynamis* is allied to that of those space-opera heroes who conform to the superheroic idiom.

I realize that these five examples by themselves would not be sufficient to prove my case.  I believe that I could make a full-fledged textual analysis of plot and character motifs in all five works that would so prove it.  But that would be an undertaking too complex for a blogpost, and detractors would simply disregard sustained critical analysis if it did not lead to some preformed conclusion, like the popular "Superheroes are fascist," which still comes up from time to time.  Given those circumstances, I'm content to let this argument rest with no more than an outline of my methodology.