“The Lion’s Song” – the clash of eras.

The beginning of the XXth century poses a certain problem for content receivers of XXI century – readers and gamers. With human’s limited capability of grasping the intricacies of the past ages, we often tend to identify the desired period with historical or cultural events of the said era. For example, 1863 is a period of civil war in the U.S.A, January Uprising in Poland, so it’s easy to understand the events and climate surrounding Jules Verne’s “Twenty Thousand Leagues Under the Sea” (a fun fact: the initial version of captain Nemo was : he was a Polish freedom fighter that wanted to kill Russians- that’s why the January Uprising is so important here, but the publisher told Verne that it would pose certain problems with publishing of the book, so he changed Nemo to be a son of Indian Raja), or some works of Ralph Wardo Emerson or Mark Twain. It’s easier to envision the era for the readers also, because we carry with us a lot of metadata: ranging from TV depictions of the American Civil War to paintings. It’s kinda easy for us to envision an English victorian era with all that British Empire glamour, and it’s kind of easy for us to see the slender girl with a pearl chord necklace, bobcut hairstyle dancing charleston of the 1921.

But between 1899 and 1921 there was a completely different era there, with different fashion, culture and mindset, completely overturned by a Great World War of 1914-1918. This is the era where culture, fashion, literature also were on the battleground – where Old World of feudalism and aristocracy was clashing the democratic (and fascist…) new world. In other worlds there’s a gap there that could explain how this:

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became this in no more than 20 years:

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“The Lion’s Song” helped me greatly in this process. The plot evolves around three artists of the era, on the brink of their world coming to an end (WWI), people that make the difference but still delving in both: old and new worlds. These are: a violinist, struggling with a creative block and having a scandalous affair (as judged by the era’s morals…), the painter, who wants to discover the missing psychological element of his works, and a female mathematician, with brilliant mind, but in chauvinistic male world that doesn’t want to believe woman can be better than man. All these fates are placed in the capital city of Vienna – the playground of the Austrian nobility and one of the cultural capitals of Europe.

Have you seen the “Grand Budapest Hotel” movie with Ralph Fiennes? It’s based on the works of Stefan Zweig, the Austrian author depicting the old imperial Austria in his works, the nostalgia of the old, no longer existing world, that for some reasons has great appeal to us in the XXIst century – with it’s morals, demeanor, refined tastes, subtlety. You can expect the same from “The Lion’s Song”

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The musician.

The game is an overture – all three fates intertwine, though not directly, and choices do matter – the results of player’s actions lead to the grand conclusion in the 4th act. This is one of the three areas this game truly shines in: composition that shows how culture impact the lives of a common man, how it allows us to survive in the perils of human history – the said historical events mentioned by me above. The second area of brilliance is emotions – the game is able to present a very complicated themes and topics in a grasping and understandable manner, e.g. like the feeling of solitude of the artists overhelmed ith nostalgy.

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The painter (and Siegmund Freud).

While we’re at it- nostalgia is probably one of the hardest things to depict in literature and storytelling, that’s why Proust’s works are so excellent – he’s a master of the art.

Third area of excellence is the audiovisual layer. Sepia colour palette used gives the impression of an old photograph, yet is sharp and allows to feel the environment. Music, being the part of the story after all, is brilliant and enhances experiences of dialogues and monologues magnificently.

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The mathemathician (and a band of chauvinist professors..).

All things combined, the game is a marvelous trip one hundred years to the past, to the era of Marcel Proust and others, unknown titans of the world of tomorrow, the shapers of culture of today. I cannot recommend it enough.

Playing this game gave me the feeling of a caged pigeon suddenly released into the air with a rapid opening of the cage. How about that?

The “Amber” saga by R.Zelazny.

The problem of being overwhelmed by the information chaos these days affects literature (and the whole storytelling world) deeply. Never before in any age of humankind were humans so exposed to the neverending flow of information. The stream of data no human being is able to fully grasp and process. Being overwhelmed with the news coming in from various sources (often contradictory), publishers flooding the market with new movies, games, books, we engage our defense mechanisms to remain sane. We start to filter everything with the coinstrain of the smallest amount of energy needed for that filtering as an expense. In other words – we became lazy and picky.

The problem is even bigger when one notices the quality of the works today is worse than several decades ago. From the publisher’s point of view though, times never been better because for them quantity trumps the quality – it’s easier to manipulate the prices in the world of information chaos, and if you have big data tools like certain companies, then you already have won the race.

Far to often I pick the book praised by the sellers and readers alike these days, to find out it’s shallow, made entirely of well known and worn off tropes, using combinatorics as a way of developing a story and completely unworthy of my time. For example, in the current world overflood with zombie content, there are only 2 zombie related titles in all industries (game, movie, book, comicbook etc) that are worth something in my oppinion. And I am not talking about the “Walking Dead” here – this one is as bad as the others.

You know what? I think I’ll start describing the whole problem as a “zombie effect of storytelling” from now on.

In such perilous times I tend to look back at the books I read before and those I missed. I turn to classics for a solution for my hunger.  And in the most perilous times, when I need the immediate storytelling injection I tend to re-read the stories that proven valuable and worthy.

Roger Zelazny’s “Amber” saga is one of safe bets here.

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The true world of Amber

Zelazny was a very known author in my salad days. He was considered to be one of the masters of the fantasy/sci-fi genre. It’s kinda sad to see him today known by many only as “G.R.R. Martin’s friend from the Santa Fe writing circle”.  It’s probably also because Zelazny created many of those tropes freely used these days in “zombie effect” affected works, and it’s really hard to distinguish the originality of his works.

The “Amber” saga is epic. It’s a story of intertwining worlds, a multiverse of realities , but fake realities. There is only one true reality there, Amber. All others are but a reflection, combinatorics affected constructs, a “zombie effect” worlds if you will. Of course these are sometimes interesting, sometimes ridiculous, but the point is, they exist. And they seem to becreated and  governed by some cosmic order there.

Nothing further from the truth. It’s chaos that rules everything here. Or rather, Chaos I should say, because Chaos itself becomes entity in the saga. The mathematical idea of fractal functions affects also these story deeply, and one of the most important points in the story is the inability of the protagonist to understand the patterns the Chaos is generating. Or rather, a Pattern – an incomprehensible fractal knowing and understanding which promises godlike powers.

It’s not that our protagonists are without powers – in fact they are almost gods. They are immortal, and even unkillable at times. And they are filled with a hunger of power. In fact, the “Game of Thrones”, the overhyped (the book has a  great writing style, kudos to Martin, but the contents are just pointless, soap opera style pointless!) bestseller of the last decade, takes a lot from “Amber” (and remember Martin and Zelazny were buddies).  But when it comes to the story, “Amber” is much. much better in my eyes, to this very day.

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Tarot plays a big role in Amber. Cards are used for .. .communication, and more…

The power struggle between the ruling family of “Amber” (including our main proagonist Corwin and later, Merlin) spreads across said realities, making the resolution of the conflict complicated. Defeated can retreat to some safe reality, regroup and plan a counterattack with usage of newly acquired resources. But that’s only the facade of the real conflict in the background and the real question arise the deeper one delves into the story. What at start is yet another fantastical conflict of demigods becomes a philosophical dispute.

Did you notice that every mythology constructed around gods, if consistent and complex enough, has to become a philosophical dispute?

I must say, that uncovering the layers of depth of the “Amber” saga is very rewarding, especially today, in the Age of Mediocrity.

Today, when we stumble upon magic in literary works, it just serves as a tool. We got used so much to fireballs, lightning bolts and adava kedavras there’s no more amazement, no more magic in magic. Harry Potter’s magic is just another way of shooting from AK-47 or using a pitchfork…

Heh, the “zombie effect era”, the Age of Mediocrity is also the “age of trivial fireballs”.

The “Amber” revives and keeps the magic alive.

 

 

 

“Gone Home”- a surprise.

In a constant search for thrilling and captivating storytelling, I tend to often pick up horror novels or games. With a lot of mediocre and a lot more of bad content out there, one has to be very, very careful while picking something to read or play. So I watched the trailer of “Gone Home”, and understood it was another horror game, placed in the abandoned house, with jumpscares and spectres. I am not a fan of cheap jumpscares, I prefer the psychological horror instead, but the thing looked interesting enough.

I am not sure what made the creators to produce a trailer advertising this game as a horror game. Perhaps they wanted to attract attention (succesfully as you can see…)? Or maybe they wanted to play a prank on an unknowing player such as myself? It really doesn’t matter, because in the end I was able to play that interesting and important story.

The year is 1995, Oregon. Katie, a student, comes back from overseas to her family home in a fictional Boon county.  To her amazement she finds nobody there, so she starts searching the house for the clues where her family might be. During the search she finds an objects from the mid 90s era (casettes, Street Fighter videogame etc) as well as other objects reminding her of her family: her father Terry, a failed writer who makes a living by being an electronics handyman, her mother Janice, who pursues her director of wildlife consservation career, and her sister Samantha.

Samantha. Game focuses on her from the very beginning, when Katie finds a note from Samantha on the door, asking not to investigate what happened.

For me it sounded as an invitation to actually investigate…

During exploration Katie finds more and more messages from Samantha, or items shedding light on Samantha’s life. Freshly after moving in to this new house, Sam was estranged. She couldn’t find a common ground with other teenagers at school, she felt lonely and misunderstood. Eventually she met Yolanda, a military school cadet. They started sharing interests like grunge music and Street Fighter game, and, eventually, became romantically involved. When the whole thing was found out by sam’s and Katie’s parents, they started living in denial her daughter was lebian and started imposing some humiliating regulations, like the one Sam’s bedroom has to be opened at all times when Yolanda was visiting.

Again, I don’t want to spoil the story. I just want to highlight that this game is one of the most important games there to depict the LGBT problems of the 90’s, and of the current times, still. I’m a straight guy, so I have to learn about that anguish, feeling of injustice and pain people like Samantha still feel in the world of self righteous idiots who use religion (the worst tool there is) and morality (non-validated morality; morality requires constant validation –  Socrates…)  to justify their worst behaviour. The evil that actually makes people like Samantha suffer.

Because evil it is. Socrates argued that no one wants to be evil, yet people still are becoming as such. What are the mechanics of evil then? A higher power, like the devil? Highly unlikely – for me the devil doesn’t exist, as there’s no god or gods. One cannot prove god, not with a scientific method, and without scientific method a proof is as valid as me saying that elven warriors rode dinosaurs in the medieval Kraków – a complete and utter bollocks. Lets focus on certainties instead: what is certain is human ignorance and carelesness. Let me emphasize:

Evil is born out of ignorance.

That’s why it is so important to learn .

That’s why it is so important to learn about other people, other cultures and viewpoints. That is why multicultiralism is better than xenophoby and monoculturalism,although not without its own perils (yet still better!).  Without knowledge there can be no idea of wrongdoing. Take the SSmen and Wehrmacht military – the German Nazi butchers of the II WW. Did they think themselves evil? No, not until they learned the cause and effect of their actions, and some of them, sincerely understood they were evil, while the rest remained in the darkness. What was the difference?  The knowledge about the whole picture.

Games like “Gone Home” are doing the blessed job of letting us, gay, trans or straight, know of the suffering and anguish of another person. The pain that could lead to broken lives, broken promises and depression. The storytelling that makes us feel the problem and by engaging the emotional intelligence, to grasp it better. Shortly – to employ our empathy, and thus, to become a better human.

Do I have to say more?

 

 

 

Stanisław Lem – “The Cyberiad”

Science fiction and fantasy genres have this problem of sorts. A problem of focusing to much on the world building instead of the story. There are countless stories about aliens and elves that tell about just aliens and elves. Painting new worlds is interesting and it also can be interesting to absorb such stories, but in a longer run these are boring, repetitive and often reuse the same character creation or plot creation patterns.

Unless the story is not about the world-building. Unless the world building serves to tell a story.

Stanisław Lem was a Polish writer with a lot of events in his life that would potentially break a less willed person. He came from the Lwów, which was Polish back then (today’s Lviv, Ukraine) from a family of scientists, matemathicians (Lwów math’s school was one of the strongest on the planet). He survived two occupations – German and Soviet during the II WW, with all their ruthlessness. He has seen a lot of dead people and gory scenes.

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Stanisław Lem. P.K.Dick was convinced Lem is not a real person but a KGB cell to destroy western literature. Bollocks, but Lem is really that good 🙂

It’s not puzzling that his faith in deities and humanity dwindled. Yet, he engaged his all mental powers in an epic attempt to understand it all – the human condition, the suffering, the motors of human behaviour. He managed to do this and left a lot of brilliant works with prognoses of the future.

“The Cyberiad” is one of those works. First published in 1965 it features two “constructors” – Trurl and Klapaucius in a distant future. Now, the said constructors are not human – they are a robotic entities, minds no longer made of flesh and no longer constrained by human limits. The only thing that constraints them is the reality itself, but as “constructors” they are constantly breaking or getting around the laws of universe, producing and creating the unthinkable – whims of galactic powers, legendary machines etc. Whatever challenge is there, they’re up to it, with the only limits being their own mind boundaries.

At least they think so…

The problem is they are deeply flawed. In all that futuristic, godlike advancement they embody, they still have limitations. They tend to be shortsighted with that particular kind of being shortsighted when one says “oh, lets kill all the pests in the farmland with the strongest pesticide ever!” just to find out later on that all birds died from hunger after bugs were eradicated. They are arrogant and tend to choose their own ego above all reason. And they have issues with morality.

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Trurl, with all his genius, faces real problems while teaching his offspring Ciphranio. Ah, the nature of free will….

Morality is one of the most frequent themes in Lem’s works. For example – is it moral to create artificial life (intelligence) with artificial pain implemented? It’s what they did more than once. Do you, my dear reader, think this is an artificial problem? Well, there’s a game called “The Sims” (I believe deeply inspired by Lem’s works, knowing that one of the cheatcodes in game is “klapaucius”….) where there are artificial humans with artificial pain implemented, they cry, they can be hurt, they can feel sorrow and they can die… Lem asks – is that moral? What is the difference between the human and the machine? Trurl and Klapaucius themselves prove there is none. The whole civilizations in The Cyberiad are robotic as well. Lem dissects humans in one of the stories (robotic entities call human “palefaces” and tell stories about them to their offspring  – the paleface is the monster to scare children with) – the paleface is a machine, according to robots, with a multitude of slippery tubes with fluids with oxidizing effect  and hence, highly toxic for metallic robots. Human machines are flawed and cinstrained much more than robots, but they are cunning enough to survive.

The civilizations surrounding the constructors are flawed too. They are archaic, have watcher-kings and electro-knights, metallic-princesses and null-dragons. This is one of the most brilliant ways in the whole literature to show to the reader this one truth: technical advancement does not make us smarter. Want to argue? Science proves than our memory capabilities decrease with memory storing technology advancements, for example. An average ancient Athenian philosopher had a lot better brain than a Ph.D. today. He didn’t just have the data.

So the robotic entities feel silly and very retro. They don’t need constructors to do make their world a better place, even if they are capable of it. They just want entertainment. Seeing what today world is, just think how much energy of an individual daily goes to ecology and how much into entertainment. If I used the time I have to write this article to gather and sort some trash instead… I have an excuse that I want to share some important things, but in the end it’s entertainment mostly – isn’t it?

Our future versions of ourselves are flawed just like us.

There’s no better future, there’s just a different future. Of course if we don’t kill ourselves before then. We tend to create and create, think that technological advancement advances us. Lem shows that illusion. Because ultimately we face the same problems our ancestors faced. Sure, we extended our lifespans and make travel easier, but that’s about it. We still kill, make arbitrary decisions without full knowledge, chase after achievements to feed our ever-hungry ego. And in the end we produce more sorrow.

What “The Cyberiad” is not is the gimmicky sci-fi with lasers and spaceships. It’s a search for human happiness and perfect society. And it seems there’s just no way to achieve any of these two…Humankind and robotkind are just far to flawed.

A note for a non-Polish reader. Polish is the second hardest language on Earth (after Chinese). I am not exagerrating, I am nearly 40 y.o. and there’s a lot of things to learn still. When it comes to way of describing the world and using the words that seem synonymous but in fact aren’t because they have a slightly different metainformation or emotional pressure in them, there’s probably not many other languages like this one. (e.g. I use English to write these posts normally to make it readable for  people over the world, but know this that this language feels … flat). It’s hard to show how it works, it’s like Eskimo or Inuite having dozens words to describe snow, with the difference Polish has similar for almost everything. See here and here to get the idea. Plus the hardest grammar ever (“like Greek, Russian and English combined” ) . With that preamble here comes a fact: the writing style of Lem is just stunning. Beautiful, intelligent, with phrases so perfect and beautifully constructed he got me gazing at those for a minute there and thinking “damn… that is something”. This style causes me blush when I think how imperfect my spoken and written Polish is (and again, I am a native Polish speaker with M.Sc.Eng degree….). I wish I could speak and write Polish as Stanisław Lem did. This means it probable looses a lot in translation. I dare to say the perfect way to read Lem is to learn Polish, the same way the perfect way to read Proust is to learn French and Nabokov to learn Russian. But the translation is very good too ,although it does loose some things; in the original poem (translation below), a mathematician dies with the broken heart in the last verse :). Rate the quality of the translation yourselves (the fragment is about the AI built by Trurl that could solve any problem, including poetry):

Klapaucius thought, and thought some more. Finally he nodded and said:
“Very well. Let’s have a love poem, lyrical, pastoral, and expressed in the language of pure mathematics. Tensor algebra mainly, with a little topology and higher calculus, if need be. But with feeling, you understand, and in the cybernetic spirit.”
“Love and tensor algebra? Have you taken leave of your senses?” Trurl began, but stopped, for his electronic bard was already declaiming:
Come, let us hasten to a higher plane,
Where dyads tread the fairy fields of Venn,
Their indices bedecked from one to n,
Commingled in an endless Markov chain!
Come, every frustum longs to be a cone,
And every vector dreams of matrices.
Hark to the gentle gradient of the breeze:
It whispers of a more ergodic zone.
In Riemann, Hilbert, or in Banach space
Let superscripts and subscripts go their ways.
Our asymptotes no longer out of phase,
We shall encounter, counting, face to face.
I’ll grant thee random access to my heart,
Thou’lt tell me all the constants of thy love;
And so we two shall all love’s lemmas prove,
And in our bound partition never part.
For what did Cauchy know, or Christoffel,
Or Fourier, or any Boole or Euler,
Wielding their compasses, their pens and rulers,
Of thy supernal sinusoidal spell?
Cancel me not — for what then shall remain?
Abscissas, some mantissas, modules, modes,
A root or two, a torus and a node:
The inverse of my verse, a null domain.
Ellipse of bliss, converge, O lips divine!
The product of our scalars is defined!
Cyberiad draws nigh, and the skew mind
Cuts capers like a happy haversine.
I see the eigenvalue in thine eye,
I hear the tender tensor in thy sigh.
Bernoulli would have been content to die,
Had he but known such a2 cos 2 phi

Just perfect. The content, the style, the philosophy. Perfect. Unwillingly, Lem’s is one of my favourite philosophers of 20th century.

Nota bene If you want to watch some material about the language itself, to see I am not exaggerating , here you go, it should give you the idea (turn the subtitles on, because there’s some Polish spoken in there) :

 

 

Sanitarium – psychological problems in videogames part 3

Building tension in a story is a very hard task. In writing it’s difficult because it’s really hard to compile text the way the tension contained within unfolds in the reader’s mind as expected. In videogames it’s sometimes twice that hard: the first thing is the writing – dialogues and scene descriptions, the second being other media, like sound and graphics. It is to easy to make what was supposed to be a creepy story a ridiculous  one. Especially when that story contains supernatural or psychological elements.

“Sanitarium” is a very special game. Right from the very beginning it builds up the said tension. First of all, after seeing the intro of a doctor trying to get to his office ASAP for some reason we wake up in an asylum. And not the regular asylum, but a heavily overgothicized, grim version of one. Our nameless protagonist has the whole head covered in bandages and an amnesia. The very first contact with the surroundings is based on fear.  Fear of the unknown place, unknown people, lunatics in the state of psychotic episode as the tower they are placed in is about to explode.

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The tower…. See the patient banging the wall with his head? Brrr….

Then it gets better and better. Our protagonist starts having visions. First of all there’s an angelic figure that embodies the sadness and the genuine care for our protagonist and that is she that takes him away from the exploding tower. Max, because finally our protagonist is able to remember his own name, is miraculously saved. Or rather placed on a perilous journey of finding himself. He lands in the land of heavily disfigured children withour adults taking care for them and exploited by an alien entity. There a player learns an important lesson about Max – he’s empathethic and compassionate. This is the first clue to the puzzle, because at this point a player is completely puzzled what it is all about.

Max journeys through many places having some interludes in the asylum, which makes him believe (which is supported by one o the doctor) he is insane and experiencing just delusionary visions. But world after world he unravels there’s far more to it – he goes throught the comic-book like setting where he has to save the world, the sad memory of his deceased sister (one of the most heartgripping moments in the game, and probably in the whole game industry), the domain of the dead and the Aztec village.

The game constanly builds up tension, the plot thickens, becomes denser as Max and the player move towards more and more answers, which in turn produce more and more questions. The solid world surrounding Max, that at one point makes Max to start accept the fact he is insane, becomes more and more fluid. To the point one can think Max is really shaping the world around him somehow, and the player slowly stops believing in Max’s insanity. Max feels disturbed and hurt, but logical, and in all his logic he’s a feeling and a deeply caring person. This just doesn’t add up.

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A medical examination and a psychiatric ward. Something doesn’t feel right though…

Tension is built also by the growing urge of doing something, yet no player nor Max know what it could be. One just feels it, as Max is being forced to solve more and more problems around him, that these problems are but a tip of an iceberg, and in fact, there’s something else to be solved, elsewhere. This uncertainty is the main stressing factor, and the deepest cause of this game being so memorable, in my oppinion.

That feeling that you have to do something, to complete something, but you cannot remember what it was is infuriating. Max directs his attention to other tasks, because idlesness is the one thing here that truly makes both protagonist and the player, insane.

And there’s a moment when Max stops being Max at all. He becomes his deceased sister, visiting a circus on an island. The island and its denizens are cut off form the land because there’s a huge Kraken in the sea surrounding the place, that kills everyone that wants to leave. It’s really hard to express how bizarre the felling of the place is, and how out of place the characters there are. In this oniric place the urge of doing something important, to understand, is just overwhelming.

The journey of the mind goes through many stages in this title. Battling amnesia and trying to understand the symbolism of the world around Max is the true challenge of this game, and the main highlight of it’s writing.

I will not spoil it for you anymore. If you want to unravel its mysteries, learn the truth about the angelic entity and the urge of doing something Max has, then pick it up, play it if you haven’t already. The game aged a little but it’s still beautiful and heart-touching. I replayed it a dozen times and will never forget it.

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The circus and a kraken victims (in the water)..

Vampire the Masquerade – the cat’s particulars – part 1.

Was it a dangerous night? The Kościuszko Plaza in Łódź was quite empty on 2 A.M. Of course there was some people there, doing late shifts or returning from discos. The usual rabble, the denizens of the night. Not that anyone from these people could pose any danger to Franek.

It was a dangerous night, but not because of some brigands. It was dangerous because of Franek.

He had lived  in that city for more than 150 years now. He stalked and hunted around the place since then. He remembered the very place built from a village to become a 1 million city. He was there when Izrael Poznański opened his textile empire, and he was there we Germans invaded 1939 and renamed the city to Litzmannstadt. He remembered the time when communists chaned it into the city of workers.

He still remembered the sweet blood of that SS-men beating up the little Jewish girl in the Litzmannstadt Ghetto. Oh how liberating it was to release the internal Beast back then. Sweet irony, the vampiric Beast became an angel of salvation, a punisher of human beasts.  He still felt the anger of the moment. But right after the anger a feeling of warmth mixed with sadness followed because he made sure the orphan girl survived.  He used all power and contacts he had to keep her alive and healthy. She has become a daughter to him for some time. He succeeded, she lived.

She died last year in Jerusalem, 77 years old.

Perhaps he should have Embraced her into the Childer of Caine

Franek felt peckish. He stood there, observing people leaving the night club, when he noticed two loud neo-nazis. He grinned. 

In fact, the hunt and the war never ended.

That’s one of the ways to start an RPG session in Vampire the Masquerade. I have written before on the World of Darkness setting, and this is my favourite subsystem of it. VtM is an RPG that changed my life, without exaggeration.

As a teenager sunk into fin-de-siecle literature, fantasy and sci-fi books and games, I was bombarded by a magnitude of contradicting pictures and visions. The western world produced hip-hop and consumptionist lifestyle,, that was enchanting, yet we lived for decades in Poland without the consuptionist spirit and we were quite happy. There were always drugs here, but the amount of drugs on the market rose exponentially after the fall of Iron Curtain. Even the young generations bear the trauma of 20th century wars – we see their marks everywhere to this day, so we are naturally reluctant and reserved when it comes to foreign politics. Cynism and cautious behavior are a norm.

Fantasy systems from the West seemed to ideal, to perfect. I couldn’t immerse myself into those except for the darker ones.

And then I found Vampire the Masquerade.

We know vampires from pop culture and folk culture. We know it from books like Anne Rice’s books (Interview with the Vampire”. “Queen of the Damned”) and the movies (“Lost Boys”). We know them from literature (“Dracula”) and folk tales (the word vampyre is a form of slavic “upiór”/”upyr”, which often means “the undead”). And we often tend to think about them either as a cheap gore horror elements or a hillarious/love story storytelling entities. One of course can use them in VtM in a similatr manner, but the Wolrd of Darkness setting is a far deeper one. The player is bombarded with a questions from the very start: what are vampires?  What is the meaning of this unlife? What makes one a monster – is it the hideous, undead look? Is it the rotten heart?

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The metaplot is huge and contains a lot of signature characters….

Players receive a powerful dark storytelling tool with VtM (and other WoD subsystems). From the very start fledgling vampires are sunk in the world of an undead intrigue and politics, dark magics and dark secrets. First of all, vampires don’t want to be discovered, they want to hunt and plot from the shadows (hence the Masquerade). They are fear embodied, nocturnal beings that were human but are human no more. Yet they do feel fear themselves – fear of far nastier and more ancient entities World of Darkness is populated with. This is a game of horror allright – be the horror and feel your personal horror.

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…Including Vampirearcheologist Beckett..

Storytelling capabilities of VtM are enormous. Just think about the reminescence mechanics we know very well from “The Highlander” movie (in fact the Highlander fits so well into WoD there is an unnoficial subsystem incorporating McLeods & co into WoD…). On many occasions one of the vampires during my sessions started telling the story that happened 100 years before, allowing skipping from contemporary era to victorian ages… With suplements on the market as Vampire: The Dark Ages, Victorian Age Vampire ,etc, possibilities are countless.

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Wearing a cape is so 19th century…

 

The internal vampire politics turn around clans & bloodlines (blood strains have various powers, as vampiric mythology  explains – coming from Caine the First Murderer – there’s 13 base clans and many more bloodlines) and sects (Camarilla, Sabbat, the Anarchs and Independents) – political orders representing different viewpoints on how to be a vampire and how to defend against the ancient vampiric and other powers.

And so the Jyhad, the war of the immortals (or rather – the undying), continues.

We touched but a tip of an iceberg with this post. To be continued.

 

 

 

 

 

Davey Wreden’s marvels: the “Stanley Parable”

 

Sometimes during browsing for a game or a book, an item catches one’s immediate attention. Such was the case with “Stanley Parable”. I think it was the screenshot with a man sitting next to his computer in a darkened office room that kept me instantly interested. Oh, I know that picture all too well – sitting in a dark room, doing work rapidly because of some deadline, or because some software failure. It happens very seldom in my life these days, as I became better and better (and more careful) of what I am doing with age, but I do remember sleepless hours. There was a point in my life (20 years ago, when I was just starting my career) where I had a sleeping bag ready in the server room in case I needed to stay at work for a very long time. The feeling of insecurity, tired, automated performance of the job that should be everything but repetitive (coding is a creative process) causes some minor traumas and makes people very stressed at the slightest possibility of the situation happening again. So, by looking at the screenshot I felt also stress. I needed to investigate.

This is story about a man named Stanley, whose job is to press buttons whenever they appear on screen. Yes. Not the other way around. One day though, commands stop displaying on screen. What did Stanley feel at the moment of leaving the corporate grinder? This is a question a player must answer because at that very moment player becomes Stanley.  The quest for answer what actually is freedom, and what are its limitations begin.

Stanley is not alone though. He’s accompanied by the brilliant Narrator. Narrator tells the story of Stanley, urging him to go the predestined route of the story. Stanley (the Player) does not say anything in return but can act. The dispute against the Narrator expectations starts. Narrator tells Stanley to go through a door, but Player may actually never leave the room in a complete act of defiance not only against the Narrator but the game itself! Again, I find no words how brilliant it is. Should one decide to go against Narrator’s wishes with silly behaviour and childish (sometimes) acts of defiance it will always result in Narrator’s comment or riposte. And lead to unforeseen consequences. Free will can lead to bad results after all, it does not guarantee success nor happiness. Following one’s “destiny” though may actually fulfill that destiny, only leaving that person with a feeling of complete disappointment, emptiness and striving for more, even though Narrator summarizes it as “happily ever after” ending. The act of the ordered storytelling becomes boring, and the whole story about Stanley becomes a story about what makes the story (or life for that matter – the most personalized story of them all) interesting.

The answer for that question is not an easy one and open for an interpretation for tens of thousands of years, of course.

For me the answer is: chaos. The ultimate creator of diversity.

Chaos surrounds us, defines all matter and energy and thus life and intelligence itself. And as above so beyond: the stories, whenever they become ordered they become dull. Yet again , entropy is at work here. The more ordered the system, the less happens inside that system, be that thermodynamics or telling tales. In Stanley Parable, player starts to feel obligated to raise the entropy of the system by the childlike “trial and error” and “lets see what happens when I stick the nail into the power socket” attitudes. Narrator scolds these acts of defiance and takes this personally, and , although sometimes it is hilarious to defy him to see what he’s going to say next, the Narrator is not the nemesis here.

The world is. The universe, biology and its outcome: society, are. Systems that shaped us with deterministic fates (not very nice but accurate title of one of the records I’ve listened to in my life sums it up: mate, feed, kill, repeat. ) We, as humans, tend to think we are masters of our destinies, that we are above all that, but are we really? We are born, go to school, go to work, get married, have families, get old and die. With some deviations – this rule applies to every human on the planet.

In the globalized world of corporate cultures, this life has become unbearable for some.

Stanley Parable is a philosophical discourse, recursively focused on the player asking and giving the answers. It’s not possible to play this game without thinking about what culture and the way we are being raised, does to us. At one point Narrator, in genuine act of care…draws a yellow line on the floor to lead us to the happy ending. Isn’t that what parents do for us? Isn’t that what we rebel against as teenagers?

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Narrator wants to help us…

 

Our acts of defiance and urge to explore the world around us sometimes fails. Narrator then restarts the game. The story stops. It is death, in game’s internal language. But after continuing we start to see that it is actually not the end. The world changes which each trial a little. If we decide to enter the broom closet too many times, against Narrator’s wishes, we will find the broom closet door being barred and nailed down after the restart. This makes each trial a part of a one big story.

The game is hilarious (actually, best philosophers of the XX century, according to me , Pratchett and Adams, also chose comedy to share their point of view). Narrator has his own feelings, and with showing those, he gives a player a great feedback on undertaken actions, effectively breaking the walls between reality and the game and the nature of games.

Oh dear, life is a game…

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At some point Narrator forces us to play “other people’s” game….

 

Davey Wreden is a very talented game developer. Even if he stopped developing games – he already took his place in the hall of fame…The goal I am still trying to reach, and probably will never succeed (although I am trying pretty hard, I hope to release my first game this year). I’ll get back to Davey and his second title, equally brilliant, soon.

About trailers. Below I am posting the two trailers of the game. The second, called the Raphael Trailer, is a response to a letter sent by a player, a young teenager probably with ill misconceptions about women,  criticizing game for not having enough feels 🙂 A brilliant response, with Narrator’s voice!

Launch Trailer:

 

Rapahel Trailer:

 

“The Riftwar Saga” by Raymond E. Feist

Fantasy genre… A very problematic subject these days. We are long past the freshness of the theme that was one of the most important literary milestones of the last century. With the revival of the mythological storytelling J.R.R. Tolkien and C.S.Lewis initiated, a huge amount of works followed. Some of them created new, compelling worlds, and some of them went into oblivion. With those on the market, a number of fantasy RPG systems followed, and evolved along new fantastical prose releases.

Soon, they begun to intertwine with the newly begoten feedback loop.

Well, it’s not that the loop’s cause-and-effect thing was new. From the beginning of humankind the stories made people to invent new stories, which in turn affected the source. Think about minnesängers for a moment. The court tradition of giving entertainment with courtly love songs shaped the courtly love of the western medieval times, which in turn shaped the expectations of the content created and performed by minnesängers. This effect is visible is every human activities there, because human brains are highly susceptible to become a meme transmiters (by the way, it’s really telling if the person understand a meme with it’s original meaning or thinks about cat pictures instead. It really is.).

In the memetic chaos of the transmitted fantasy stories it is really hard to pick those that are not just a waste of times. How many times did we, readers, start a novel to understand this is again about some new type of elves and dragons, in the postmodernistic, combinatoric new flavours we could invent on our own while commuting to school or work? How many times the cross-product of those fantasy flavours tried to hide the shallow plot, pathethic world building and force us to focus only on the facades of protagonists? I am not saying that knowing to what brood of Quendi Elwë Singollo (“Silmarillion” – we’ll get there, in time…)  belonged to is not important – it is,  but only because it serves the higher purpose of storytelling. There’s a deep reason why it’s there and why it is important for the readed to learn the lore.

Majority of fantasy however is estranged from the idea and therefore, a waste of reader’s time.

It seems however, some publications never aspired to the higher literature and followed the road of combinatorics, just to become something better in the process.

The “Riftwar Saga” is one of those. Imagine, that 40+ years ago, a group of students, fantasy genre fans from California, started playing a Dungeons&Dragons RPG game. Filled with RPG creativity, they started to shape the world of their adventures. That’s how Midkemia, the continent and one of the worlds of the saga,  was born. Gradually they filled it with characters, events and a backstory that at one point caused one of the players to write about it in a form of a novel – Raymond E. Feist.

I must say this: Riftwar is guilty of reusing the existing tropes, like elf kind combinatorics (to the point where names are actually taken from Tolkien’s works: e.g. “moredhel” is Sindarin for “dark/black elf”..), adding dragons and princesses, kings and squires, magicians and impending world dooms. There is not fancy language there, or brilliant rethoric forms. I know people that were cast off in the beginning by this saga beacause of the naivety of style and story at the beginning. One can see how author developed as a writer over decades since publishing the first book, and the change of style is really flashy.

But in the end, mr Feist did the job. And he did it magnificently.

I mentioned the stories being social programming before. We, as humankind, tend to repeat story patterns over and over again to be able to actually tell something new with the old elements. Again, I can see similarities to information technology – stories told anew are new revisions of the same program. Updates if you will. And it really does matter how the story is told and what new info it contains, rather than what elements it is using to produce that new meaning For example, one can say a story about Cinderella in a classic way, or making her a vampire that lives with humans  and masquerading as a poor girl to prey on their blood.

What Riftwar Saga does is telling a story of epic proportions. It extends in time for more than one lifetime (meaning some characters will be born, grow old and die before one finishes the books…), it contains multiple metaplots on a cosmic scale, played along the main storyline. It has epic battles and unexpected turns. That are elements that many other stories have.

What it does have than not many other products doesn’t have is how it produces emotions. I don’t know many more examples of books that made be stuck with the book and not wanting to let go until I read everything published. And I do include the fantasy sagas written over 6 last decades – I read probably majority of those. So I stuck with Riftwar for the feels…

In the first book we get to know our Pug the orphan, who becomes the magician, and his friend Tomas, who finds a dragon and an ancient armour. A simple, cliche start. But then the war starts. A rift between the world of Kelewan and Midkemia is opened and Tsuranni war parties invade through it. Midkemia is engulfed by flames of war, Pug is being enslaved and taken to Tsurannuani Empire and the war is almost lost.

But Pug is special. Special in ways beating Harry Potter tenfold. He becomes THE mage. The reader follows Pug in his ventures to learn that the invation is but a tip of an iceberg, because the ancient, sinister legacy of the Old Entities, the Valheru, is still alive. And there are other beings in other planes involved as well.

The story spawns another story (a fractal again!) in and RPG manner, yet in a convincing and consistent way. Feist also adds new heroes, but always retains the balance – he always has a point there (unline George R.R. Martin, who just adds characters irrelevant to the story just to kill them), always retaining the quantity and readers focus. It starts with a war and ends with a war, there are epic deeds and battles, dragonriders and romance, politics and vengeance. All baked to an unforgettable experience.

Then there are multiple worlds and civilizations, each completely different from the other. The feeling and the culture of the Empire books are absolutely different from the feeling of the stories placed in Midkemia. But these are human empires. I couldn’t tell you how alien elves feel in this saga.  Rich, rich, amazing worlds.

Another thing is how I learned about it. With an RPG videogame. “Betrayal at Krondor” is to this day one of the best cRPG games I have ever played.  Feist sanctified its story writing a book based on a game based on his books. As he did with “The return to Krondor” game.   BoK allows player to explore the world and characters in an interesting plot, intertwining with the main plot of the saga. Moreover, one story arc (the Crawler) introduced by devs and taken up later by Feist is one of the most interesting plots in the whoe series.

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BoK’s narrative is formed in a form of a book. Yummy.

The story starts with the Pug and ends with the Pug’s end.  But it never ended for me.

You know what? I think I’ll re-read it this year.

Last but not least, the chronological reading order that you should read the saga with:

Magician
Jimmy the Hand (Starts During Magician)
Honoured Enemy (During Magician)
Murder in LaMut (During Magician)
Daughter of the Empire (starts During Magician)
Silverthorn
A Darkness at Sethanon
Servant of the Empire
Krondor the Betrayal
Mistress of the Empire
Krondor the Assassins
Krondor Tear of the Gods
Jimmy and the Crawler
Prince of the Blood
The Kings Buccaneer
Shadow of a Dark Queen
Rise of a Merchant Prince
Rage of a Demon King
Shards of a Broken Crown
Talon of the Silver Hawk
King of Foxes
Exiles Return
Flight of the Nighthawks
Into a Dark Realm
Wrath of a Mad God
Rides a Dread Legion
At the Gates of Darkness
A Kingdom Besieged
A Crown Imperiled
Magicians End

 

 

 

Fran Bow – mental problems in videogames part 2.

There’s a number of games there on the market, touching the sensitive subject of mental disorders and social angst. Some time ago it started to be a general rule that the plot has to be treated with an extreme care if someone even tries to do something around this subject. It’s not only because someone could feel offended, but also because the reason of telling such stories is not to make the ingame observations entertaining (“adventure game voyeurism” – my personal term to depict it), but often to deal with the problem itself, doesn’t matter how futile or hard that problem seems. There’s a sense of mission in these games, a quest for wellbeing, a fight against social rejection and indifference, an uprising against inner deamons, both developer’s and player’s.

A shining example of how to approach the subject is Fran Bow, made by a couple of Swedish developers, Natalia and Izak Martinsson. They hold a special place in my mind and heart, beacause as a subscriber to their Facebook page, Twitter account and videos I am continously impressed by them and their ventures, which in turn gives me a heckton of inspiration.

Fran Bow is a girl living in an asylum. She looks pretty normal, “kawaii” one would say after the Japanese, but there’s something unsettling about her from the very start. Maybe that’s how she reminds me of the Beetlejuice and Lydia Deetz? The deeper concern for the character appeared after she received her medication. The simple mechanic of hallucinating after taking a pill to unravel the whole new world with its scary denizens makes one go deeper and deeper the rabbit hole. Fran is traumatized by a loss of her parents, that, according to an intro scene, were brutally murdered, but the more one delves into the story, the more one realizes that the real past, the truth, is obscured. It is obscured by memory and the thin barrier between what is real and what is not in Fran’s mind. It is obscured by self-centered denial, and the justification of acts performed by seeing herself in the light of blissful innocence. Finally,  there’s this strong perception  of Fran being a victim, not only in her own eyes, but also the player’s. Asylum is a bad place and the alternative world is sometimes worse. Sometimes it is the opposite though – the alternative world gives much more option, friendly interactions and the false feeling of security.

Because there’s Remor out there, an immensely scary entity who toys with her and haunts her. The first time Remor appeared onscreen, even I was startled.

Fran is a victim of many things, but what was depicted greatly by game’s creators is how Fran additionally self-victimizes herself in an inescapable loop, going deeper and deeper to the black abyss of despair and lack of self-confidence, as she wanted to punish herself additionally. But there’s part of her there that is still fighting. That part becomes strongest in the alternative world of medication pills, but even there deamons lurk that make her helpless and weak. At one point she’s made completely unable to act, being only at the mercy of the things she cannot control. This is a true art of storytelling – because the only idea how that feels like I have in my life comes from games like this one. I have never been struggling with PTSD, I know myself enough to withstand some difficult things and I understand a lot, but I have not a slightest idea how an orphan, whose parents were brutally murdered, or a gravely hurt girl (physically or mentally) for that instance, feel like. In us, consumers of adventure games (and storytelling in general), there often is this dark urge to go farther on the lane of empathy and be able to feel things a regular person wants to escape from. Some of those disguise themselves as such with a sinusoid of the presentation of contradicting emotions (cheap TV series these days…), but this story is different.

It really gets you to walk a walk in Fran’s shoes.

 

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Fran meets some very interesting characters. Even more questions arise…

And there’s that thing – as Fran delves deeper into her own story, there’s no way to tell which of the worlds is the real one. The border gets thinner and thinner, and even player has a problem of determining what is real and what is not. This schizophrenic uncertainty is followed by a weird feeling of stillness, that again, brings Beetlejuice to my mind. Is Fran even alive..?

Following Fran’s steps the player is exposed to the immense lore and a gallery of bizarre characters of the protagonist’s world. Here comes another layer of the problem – an addiction to exploration of that everchanging place with it’s own rules and rulers. Even if ego, id and superego are somewhere there to find and bind together as a solid personality, there’s so much more distractions in there, providing the false feeling of coziness and socialization with others. A mind trap.

Walk a mile in this girl’s shoes if you dare.

 

Gilgamesh, Dupin and Holmes – the genesis of the modern superhero archetype.

X-Men, Batman, Spiderman…. There’s a long list of stories told about superheroes to this day. Countless new hybrids emerge every day, as a true post-modernistic kaleidoscope of blends – hillarious, serious, cliche….In videogames we stumble often upon a hero that saves the world, often matching exactly to the same archetype. What makes it so compelling to the public that people still need the same archetype and the same story retold anew?

Lets look at the archetype first. The modern superhero is a trope that contains of the following parts, assembled together to a various degree:

a) a strong individualism – often to the point of social awkwardness and sociopathy. The feeling of loneliness, solitude in the surrounding world, and sometimes even a psychological struggle is a part of the character build-up. Batman struggles with fears and traumas, Spiderman tries to have a normal life in a world he’s unfit to live in. As a positive side of the same coin – often they excell in the normal life – as regular workers and bussinesmen.

b) a “primary’ and “secondary” strengths – be that superhuman strengths (Clark Kent) and eye laser, ninja training and ninja gimmicks (Batman) etc

c) a “weakness” – kryptonite, trauma, often a storytelling tool to give leverage to superhero’s foes.

d) a “villain” – Joker, Magneto etc, often imbued with the same hero-pattern, but with negative morality.

e) a “sidekick” or a “posse” – a helper or  a chronicler of hero’s exploits. Batman’s Alfred and later Robin, Batgirl etc.

f) more than one achievement – a series of heroic deeds

g) the heroic spark – be that a heritage (demigod) or being bitten by a special spider

i) items that could be attributed exclusively to the hero –  Batman’s clothing, batarangs etc

 

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X-Men…

The concept of a superhero is an ancient one (duh, “heros” is an ancient Greek word…). Probably even predates the written history. It’s very important to understand what the hero concept actually is and why it’s so important for everybody. The answer is quite simple – a role model. It’s a part of social programming (we are programming ourselves by telling stories) showing the extremely preferable virtues of an individual, depending of the culture: physical strength, intelligence (Heracles, Odysseus), arts, grace (Genji) etc.

The written history’s oldest heroic epic is of course the Epic of Gilgamesh. The sumerian king Gilgamesh, being a demigod, man of many virtues, traverses the world with Enkidu (who plays roles both of a sidekick and a nemesis) in search of immortality, meeting gods,  overcoming challenges, slaying beasts and learning immortal truths.  In the end he learns that death is the fate of all things. The Epic of Gilgamesh is one of the most important pieces of human literature ever created – it directly shaped later Greek works, like the Iliad and Odyssey. Greek world has a multitude of role model characters : the mentioned Heracles, a demigod famous for his 12 works and physical strength, Theseus – the slayer of Minotaur, Perseus – the savior of Andromeda and the slayer of Medusa and the Kraken, and of course – the Argonauts, the greatest ancient heroic assembly. I dare to say the would be no X-Men, or any League without the Argonauts! Their famoust quest for the Golden Flece and the gallery of characters shaped the imagination of every fantasy story that followed, and the very concept can be seen in literature, movies and games these days.

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.. .And the Argonauts (Coyotzin@DevianArt)

There are two things immediately visible in the ancient heroic poems: these are intertwined with religion/mythology, as religion is the only ancient source of the paranormal (by the way, European pantheons share the same source, hence the similarities e.g between Odin and Zeus – read the works by prof Leszek Slupecki), and heroes are of noble heritage – heroism by birthright takes place here. The concept follows into the medieval arthurian legends, where knights searching for the Holy Grail are all of noble birth and interact with godlike entities, following the “overcoming challenges” concept. There was also a concept of the folk hero – a lowborn that helped the commonfolk – please remember about Robin Hood!

But then the 18th century with it’s libertarian ideals came. And the hero changed. The concept shifted from the hero-nobleman towards the common man, sometimes retaining a part of the former nobility. Both demigod and a commoner concepts converged.

With industrial revolution and after the political turmoil need for a new type of hero has arisen: the hero that guards the public order and helps people in need.

The first contemporary superhero was created by Edgar Allan Poe. Yes, the one and the same, author of the “Raven” and brilliant horror stories. In his “Murders in the Rue Morgue”, the first detective story, he created a new mold that later was used by Arthur Conan Doyle in the “Sherlock Holmes” stories. E.A. Poe’s C. Auguste Dupin is a hero with a special mindset that allows him to observe and rationalize. He is accompanied by a narrator who also serves the role of a new type of a sidekick – an apprentice who is there to learn (think Batman and Robin.. btw Batman is a detective!).

It was but a few decades until we received Sherlock Holmes, a truly shaped modern age hero. A person that knows the eastern baritsu martial arts system, impossibly strong, a genius with an impossible mind and demigod-like intellectual abilities. Interdisciplinary knowledge Holmes possesses is great, as is his library.  He’s got a model sidekick allright – Dr Watson, who is portrayed as a gentle military doctor and a scion of the new art. Doctor Watson is the one with the gun. Sherlock’s item attributes are: a pipe and a violin (not the scottish cap – it was introduced by the movies!). He’s got a mortal mastermind nemesis – Prof Moriarty, a true genius of crime with a lot of resources at his disposal.There’s also the whole chain of deeds and accomplishments Sherlock performs, for various people from various strata of society. As a true superhero, Sherlock is flawed – he uses cocaine when he’s bored, he’s a misogyne, accepting but one woman in his whole career, he’s socially awkward and direct, a trait disdained by his contemporary Englishmen – that’s the area where Watson shines in.

I urge you to take a look at the list above and think about the superheroes you know. You may discover something interesting.

Like the thing 221B Baker Street is the first modern “Batcave”.

 

 

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