Confronting Ecological Monstrosity

M/C Journal Pub Date : 2021-10-05 DOI:10.5204/mcj.2827
Lawrence May
{"title":"Confronting Ecological Monstrosity","authors":"Lawrence May","doi":"10.5204/mcj.2827","DOIUrl":null,"url":null,"abstract":"Introduction\nAmidst ecological collapse and environmental catastrophe, humankind is surrounded by indications that our habitat is turning against us in monstrous ways. The very environments we live within now evoke existential terror, and this state of ecological monstrosity has permeated popular media, including video games. Such cultural manifestations of planetary catastrophe are particularly evident in video game monsters. These virtual figures continue monsters’ long-held role in reflecting the socio-cultural anxieties of their particular era. The horrific figures that monsters present play a culturally reflexive role, echoing the fears and anxieties of their social, political and cultural context. Media monsters closely reflect their surrounding cultural conditions (Cohen 47), representing “a symptom of or a metaphor for something bigger and more significant than the ostensible reality of the monster itself” (Hutchings 37). Society’s deepest anxieties culminate in these figures in forms that are “threatening and impure” (Carroll 28), “unnatural, transgressive, obscene, contradictory” (Kearney 4–5), and abject (Kristeva 4).\nIn this article I ask how the appearance of the monstrous within contemporary video games reflects an era of climate change and ecological collapse, and how this could inform the engagement of players with discourse concerning climate change. Central to this inquiry is the literary practice of ecocriticism, which seeks to examine environmental rather than human representation in cultural artefacts, increasingly including accounts of contemporary ecological decay and disorder (Bulfin 144). I build on such perspectives to address play encounters that foreground figures of monstrosity borne of the escalating climate crisis, and summarise case studies of two recent video games undertaken as part of this project — The Legend of Zelda: Breath of the Wild (Nintendo EPD) and The Last of Us Part II (Naughty Dog). An ecocritical approach to the monsters that populate these case studies reveals the emergence of a ludic form of ecological monstrosity tied closely to our contemporary climatic conditions and taking two significant forms: one accentuating a visceral otherness and aberrance, and the other marked by the uncanny recognition of human authorship of climate change.\nHorrors from the Anthropocene\nA growing climate emergency surrounds us, enveloping us in the abject and aberrant conditions of what could be described as an ecological monstrosity. Monstrous threats to our environment and human survival are experienced on a planetary scale and research evidence plainly illustrates a compounding catastrophe. The United Nations Intergovernmental Panel on Climate Change (IPCC), a relatively cautious and conservative body (Parenti 5), reports that a human-made emergency has developed since the Industrial Revolution. The multitude of crises that confront us include: changes in the Earth’s atmosphere driving up global temperatures, ice sheets in retreat, sea levels rising, natural ecosystems and species in collapse, and an unprecedented frequency and magnitude of heatwaves, droughts, flooding, winter storms, hurricanes, and wildfires (United Nations Environment Programme). Further human activity, including a post-war addiction to the plastics that have now spread their way across our oceans like a “liquid smog” (Robles-Anderson and Liboiron 258), or short-sighted enthusiasm for pesticides, radiation energy, and industrial chemicals (Robles-Anderson and Liboiron 254), has ensured a damaging shift in the nature of the feedback loops that Earth’s ecosystems depend upon for stability (Parenti 6). Climatic equilibrium has been disrupted, and growing damage to the ecosystems that sustain human life suggests an inexorable, entropic path to decay.\nTo understand Earth’s profound crisis requires thinking beyond just climate and to witness the interconnected “extraordinary burdens” placed on our planet by “toxic chemistry, mining, nuclear pollution, depletion of lakes and rivers under and above ground, ecosystem simplification, vast genocides of people” which will continue to lead to the recursive collapse of interlinked major systems (Haraway 100). To speak of climate change is really to speak of the ruin of ecologies, those “living systems composed of many moving parts” that make up the tapestry of organic life on Earth (Robles-Anderson and Liboiron 251). The emergency that presents itself, as Renata Tyszczuk observes, comprises a pervasiveness, uncertainty, and interdependency that together “affect every aspect of human lives, politics and culture” (47). The emergence of the term Anthropocene (or the Age of the Humans) to describe our current geological epoch (and to supersede the erstwhile and more stable Holocene) (Zalasiewicz et al. 1036–7; Chang 7) reflects a contemporary impossibility with talking about planet Earth without acknowledging the damaging impact of humankind on its ecosystems (Bulfin 142).\nThis recognition of human complicity in the existential crisis engulfing our planet once again connects ecological monstrosity to the socio-cultural history of the monstrous. Monsters, Jeffrey Jerome Cohen points out, “are our children” and despite our repressive efforts, “always return” in order to “ask us why we have created them” (20). Ecological monstrosity declares to us that our relegation of greenhouse gases, rising sea levels, toxic waste, species extinction, and much more, to the discursive periphery has only been temporary. Monsters, when examined closely, start to look a lot like ourselves in terms of biological origins (Perron 357), as well as other abject cultural and social markers that signal these horrific figures as residing “too close to the borders of our [own] subjectivity for comfort” (Spittle 314). Isabel Pinedo sees this uncanny nature of the horror genre’s antagonists as a postmodern condition, a ghoulish reminder of the era’s breakdown of categories, blurring of boundaries, and collapse of master narratives that combine to ensure “mastery is lost … and the stable, unified, coherent self acquires the status of a fiction” (17–18). In standing in for anxiety, the other, and the aberrant, the figure of the monster deftly turns the mirror back on its human victims.\nEcocritical Play\nThe vast scale of ecological collapse has complicated effective public communication on the subject. The scope involved is unsettling, even paralysing, to its audiences: climate change might just be “too here, too there, too everywhere, too weird, too much, too big, too everything” to bring oneself to engage with (Tyszczuk 47). The detail involved has also been captured by scientific discourse, a detached communicative mode which too easily obviates the everyday human experience of the emergency (Bulfin 140; Abraham and Jayemanne 74–76). Considerable effort has been focussed upon producing higher-fidelity models of ecological catastrophe (Robles-Anderson and Liboiron 248), rather than addressing the more significant “trouble with representing largely intangible linkages” between micro-environmental actions and macro-environmental repercussions (Chang 86). Ecocriticism is, however, emerging as a cultural means by which the crisis, and restorative possibilities, may be rendered more legible to a wider audience. Representations of ecology and catastrophe not only sustain genres such as Eco-Disaster and Cli-Fi (Bulfin 140), but are also increasingly becoming a precondition for fiction centred upon human life (Tyszczuk 47). Media artefacts concerned with environment are able to illustrate the nature of the emergency alongside “a host of related environmental issues that the technocratic ‘facts and figures’ approach … is unlikely to touch” (Abraham and Jayemanne 76) and encourage in audiences a suprapersonal understanding of the environmental impact of individual actions (Chang 70). Popular culture offers a chance to foster ‘ecological thought’ wherein it becomes “frighteningly easy … to join the dots and see that everything is interconnected” (Morton, Ecological Thought 1) rather than founder before the inexplicability of the temporalities and spatialities involved in ecological collapse.\nAn ecocritical approach is “one of the most crucial—yet under-researched—ways of looking into the possible cultural impact of the digital entertainment industry” upon public discourse relating to the environment crisis (Felczak 185). Video games demand this closer attention because, in a mirroring of the interconnectedness of Earth’s own ecosystems, “the world has also inevitably permeated into our technical artefacts, including games” (Chang 11), and recent scholarship has worked to investigate this very relationship. Benjamin Abraham has extended Morton’s arguments to outline a mode of ecological thought for games (What Is an Ecological Game?), Alenda Chang has closely examined how games model natural environments, and Benjamin Abraham and Darshana Jayemanne have outlined four modes in which games manifest players’ ecological relationships. Close analysis of texts and genres has addressed the capacity of game mechanics to persuade players about matters of sustainability (Kelly and Nardi); implicated Minecraft players in an ecological practice of writing upon landscapes (Bohunicky); argued that Final Fantasy VII’s plot fosters ecological responsibility (Milburn); and, identified in ARMA III’s ambient, visual backdrops of renewable power generation the potential to reimagine cultural futures (Abraham, Video Game Visions).\nVideo games allow for a particular form of ecocriticism that has been overlooked in existing efforts to speak about ecological crisis: “a politics that includes what appears least political—laughter, the playful, even the silly” (Morton, Dark Ecology 113). Play is liminal, emergent, and necessarily incomplete, and this allows its various actors—players, developers, critics and texts themselves—to come together i","PeriodicalId":399256,"journal":{"name":"M/C Journal","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"M/C Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5204/mcj.2827","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

Introduction Amidst ecological collapse and environmental catastrophe, humankind is surrounded by indications that our habitat is turning against us in monstrous ways. The very environments we live within now evoke existential terror, and this state of ecological monstrosity has permeated popular media, including video games. Such cultural manifestations of planetary catastrophe are particularly evident in video game monsters. These virtual figures continue monsters’ long-held role in reflecting the socio-cultural anxieties of their particular era. The horrific figures that monsters present play a culturally reflexive role, echoing the fears and anxieties of their social, political and cultural context. Media monsters closely reflect their surrounding cultural conditions (Cohen 47), representing “a symptom of or a metaphor for something bigger and more significant than the ostensible reality of the monster itself” (Hutchings 37). Society’s deepest anxieties culminate in these figures in forms that are “threatening and impure” (Carroll 28), “unnatural, transgressive, obscene, contradictory” (Kearney 4–5), and abject (Kristeva 4). In this article I ask how the appearance of the monstrous within contemporary video games reflects an era of climate change and ecological collapse, and how this could inform the engagement of players with discourse concerning climate change. Central to this inquiry is the literary practice of ecocriticism, which seeks to examine environmental rather than human representation in cultural artefacts, increasingly including accounts of contemporary ecological decay and disorder (Bulfin 144). I build on such perspectives to address play encounters that foreground figures of monstrosity borne of the escalating climate crisis, and summarise case studies of two recent video games undertaken as part of this project — The Legend of Zelda: Breath of the Wild (Nintendo EPD) and The Last of Us Part II (Naughty Dog). An ecocritical approach to the monsters that populate these case studies reveals the emergence of a ludic form of ecological monstrosity tied closely to our contemporary climatic conditions and taking two significant forms: one accentuating a visceral otherness and aberrance, and the other marked by the uncanny recognition of human authorship of climate change. Horrors from the Anthropocene A growing climate emergency surrounds us, enveloping us in the abject and aberrant conditions of what could be described as an ecological monstrosity. Monstrous threats to our environment and human survival are experienced on a planetary scale and research evidence plainly illustrates a compounding catastrophe. The United Nations Intergovernmental Panel on Climate Change (IPCC), a relatively cautious and conservative body (Parenti 5), reports that a human-made emergency has developed since the Industrial Revolution. The multitude of crises that confront us include: changes in the Earth’s atmosphere driving up global temperatures, ice sheets in retreat, sea levels rising, natural ecosystems and species in collapse, and an unprecedented frequency and magnitude of heatwaves, droughts, flooding, winter storms, hurricanes, and wildfires (United Nations Environment Programme). Further human activity, including a post-war addiction to the plastics that have now spread their way across our oceans like a “liquid smog” (Robles-Anderson and Liboiron 258), or short-sighted enthusiasm for pesticides, radiation energy, and industrial chemicals (Robles-Anderson and Liboiron 254), has ensured a damaging shift in the nature of the feedback loops that Earth’s ecosystems depend upon for stability (Parenti 6). Climatic equilibrium has been disrupted, and growing damage to the ecosystems that sustain human life suggests an inexorable, entropic path to decay. To understand Earth’s profound crisis requires thinking beyond just climate and to witness the interconnected “extraordinary burdens” placed on our planet by “toxic chemistry, mining, nuclear pollution, depletion of lakes and rivers under and above ground, ecosystem simplification, vast genocides of people” which will continue to lead to the recursive collapse of interlinked major systems (Haraway 100). To speak of climate change is really to speak of the ruin of ecologies, those “living systems composed of many moving parts” that make up the tapestry of organic life on Earth (Robles-Anderson and Liboiron 251). The emergency that presents itself, as Renata Tyszczuk observes, comprises a pervasiveness, uncertainty, and interdependency that together “affect every aspect of human lives, politics and culture” (47). The emergence of the term Anthropocene (or the Age of the Humans) to describe our current geological epoch (and to supersede the erstwhile and more stable Holocene) (Zalasiewicz et al. 1036–7; Chang 7) reflects a contemporary impossibility with talking about planet Earth without acknowledging the damaging impact of humankind on its ecosystems (Bulfin 142). This recognition of human complicity in the existential crisis engulfing our planet once again connects ecological monstrosity to the socio-cultural history of the monstrous. Monsters, Jeffrey Jerome Cohen points out, “are our children” and despite our repressive efforts, “always return” in order to “ask us why we have created them” (20). Ecological monstrosity declares to us that our relegation of greenhouse gases, rising sea levels, toxic waste, species extinction, and much more, to the discursive periphery has only been temporary. Monsters, when examined closely, start to look a lot like ourselves in terms of biological origins (Perron 357), as well as other abject cultural and social markers that signal these horrific figures as residing “too close to the borders of our [own] subjectivity for comfort” (Spittle 314). Isabel Pinedo sees this uncanny nature of the horror genre’s antagonists as a postmodern condition, a ghoulish reminder of the era’s breakdown of categories, blurring of boundaries, and collapse of master narratives that combine to ensure “mastery is lost … and the stable, unified, coherent self acquires the status of a fiction” (17–18). In standing in for anxiety, the other, and the aberrant, the figure of the monster deftly turns the mirror back on its human victims. Ecocritical Play The vast scale of ecological collapse has complicated effective public communication on the subject. The scope involved is unsettling, even paralysing, to its audiences: climate change might just be “too here, too there, too everywhere, too weird, too much, too big, too everything” to bring oneself to engage with (Tyszczuk 47). The detail involved has also been captured by scientific discourse, a detached communicative mode which too easily obviates the everyday human experience of the emergency (Bulfin 140; Abraham and Jayemanne 74–76). Considerable effort has been focussed upon producing higher-fidelity models of ecological catastrophe (Robles-Anderson and Liboiron 248), rather than addressing the more significant “trouble with representing largely intangible linkages” between micro-environmental actions and macro-environmental repercussions (Chang 86). Ecocriticism is, however, emerging as a cultural means by which the crisis, and restorative possibilities, may be rendered more legible to a wider audience. Representations of ecology and catastrophe not only sustain genres such as Eco-Disaster and Cli-Fi (Bulfin 140), but are also increasingly becoming a precondition for fiction centred upon human life (Tyszczuk 47). Media artefacts concerned with environment are able to illustrate the nature of the emergency alongside “a host of related environmental issues that the technocratic ‘facts and figures’ approach … is unlikely to touch” (Abraham and Jayemanne 76) and encourage in audiences a suprapersonal understanding of the environmental impact of individual actions (Chang 70). Popular culture offers a chance to foster ‘ecological thought’ wherein it becomes “frighteningly easy … to join the dots and see that everything is interconnected” (Morton, Ecological Thought 1) rather than founder before the inexplicability of the temporalities and spatialities involved in ecological collapse. An ecocritical approach is “one of the most crucial—yet under-researched—ways of looking into the possible cultural impact of the digital entertainment industry” upon public discourse relating to the environment crisis (Felczak 185). Video games demand this closer attention because, in a mirroring of the interconnectedness of Earth’s own ecosystems, “the world has also inevitably permeated into our technical artefacts, including games” (Chang 11), and recent scholarship has worked to investigate this very relationship. Benjamin Abraham has extended Morton’s arguments to outline a mode of ecological thought for games (What Is an Ecological Game?), Alenda Chang has closely examined how games model natural environments, and Benjamin Abraham and Darshana Jayemanne have outlined four modes in which games manifest players’ ecological relationships. Close analysis of texts and genres has addressed the capacity of game mechanics to persuade players about matters of sustainability (Kelly and Nardi); implicated Minecraft players in an ecological practice of writing upon landscapes (Bohunicky); argued that Final Fantasy VII’s plot fosters ecological responsibility (Milburn); and, identified in ARMA III’s ambient, visual backdrops of renewable power generation the potential to reimagine cultural futures (Abraham, Video Game Visions). Video games allow for a particular form of ecocriticism that has been overlooked in existing efforts to speak about ecological crisis: “a politics that includes what appears least political—laughter, the playful, even the silly” (Morton, Dark Ecology 113). Play is liminal, emergent, and necessarily incomplete, and this allows its various actors—players, developers, critics and texts themselves—to come together i
直面生态怪兽
在生态崩溃和环境灾难中,人类周围的迹象表明,我们的栖息地正在以可怕的方式与我们作对。我们现在生活的环境唤起了存在主义的恐惧,这种生态怪物的状态已经渗透到大众媒体中,包括电子游戏。这种行星灾难的文化表现在电子游戏中的怪物身上尤为明显。这些虚拟人物延续了怪物长期以来的角色,反映了他们特定时代的社会文化焦虑。怪物所呈现的可怕形象在文化上起着反身作用,反映了他们在社会、政治和文化背景下的恐惧和焦虑。媒体怪物密切反映了他们周围的文化条件(Cohen 47),代表了“比怪物本身表面上的现实更大、更重要的东西的症状或隐喻”(Hutchings 37)。社会最深切的焦虑在这些“威胁和不纯粹”(Carroll 28)、“不自然、越界、淫秽、矛盾”(Kearney 4 - 5)和卑鄙(Kristeva 4)的形象中达到高潮。在本文中,我将探讨当代电子游戏中怪物的出现如何反映气候变化和生态崩溃的时代,以及这如何能够让玩家参与到有关气候变化的讨论中。这一研究的核心是生态批评的文学实践,它试图检查文化文物中的环境表现而不是人类表现,越来越多地包括对当代生态衰退和混乱的描述(Bulfin 144)。我将基于这些观点去阐述游戏遭遇,即伴随着不断升级的气候危机而出现的怪物形象,并总结作为该项目一部分的最近两款电子游戏的案例研究—-《塞尔达传说:荒野之息》(任天堂EPD)和《最后生存者2》(顽皮狗)。对这些案例研究中出现的怪物采用生态批评的方法,揭示了与我们当代气候条件密切相关的一种滑稽形式的生态怪物的出现,并采取了两种重要形式:一种强调了内在的差异性和异常性,另一种则以人类对气候变化的不可思议的认识为标志。日益严重的气候紧急情况围绕着我们,把我们笼罩在可说是生态怪物的恶劣和异常的环境中。在全球范围内,我们的环境和人类生存面临着巨大的威胁,研究证据清楚地表明,灾难正在加剧。联合国政府间气候变化专门委员会(IPCC)是一个相对谨慎和保守的机构(Parenti 5),报告称,自工业革命以来,人为的紧急情况已经出现。我们面临的众多危机包括:地球大气层的变化导致全球气温上升,冰盖退缩,海平面上升,自然生态系统和物种崩溃,以及热浪、干旱、洪水、冬季风暴、飓风和野火的频率和强度前所未有(联合国环境规划署)。人类的进一步活动,包括战后对塑料的依赖,这些塑料现在已经像“液体烟雾”一样在我们的海洋中蔓延(Robles-Anderson和Liboiron 258),或者对杀虫剂、辐射能量和工业化学品的短视热情(Robles-Anderson和Liboiron 254),确保了地球生态系统稳定所依赖的反馈回路性质的破坏性转变(Parenti 6)。而对维持人类生命的生态系统日益增长的破坏表明,这是一条不可阻挡的、熵的衰败之路。要理解地球的深刻危机,需要思考的不仅仅是气候,还要见证“有毒化学、采矿、核污染、地下和地上湖泊和河流的枯竭、生态系统的简化、大规模的种族灭绝”给我们的星球带来的相互关联的“非凡负担”,这些负担将继续导致相互关联的主要系统的递归崩溃(Haraway 100)。谈论气候变化实际上就是谈论生态系统的破坏,那些“由许多活动部分组成的生命系统”构成了地球上有机生命的挂毯(罗布斯-安德森和利博龙251)。正如Renata Tyszczuk所观察到的那样,出现的紧急情况包括普遍性、不确定性和相互依赖性,它们共同“影响到人类生活、政治和文化的各个方面”(47)。人类世(或人类时代)一词的出现,用来描述我们当前的地质时代(并取代过去更稳定的全新世)(Zalasiewicz et al. 1036-7;Chang 7)反映了当代谈论地球而不承认人类对其生态系统的破坏性影响的不可能(Bulfin 142)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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