Professional Documents
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Atlantic
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34
Volume 80
Associate Editor
Marta Hess
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lantic Review has become a premier academic quarterly
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Essays
23 Introduction: New Essays on Adaptation
R. Barton Palmer and Julie Grossman
34
63 A New Model for Reading Adaptation:
The Textus, with a Brief Case Study of Adaptations
Recreating the Lives of C.S. Lewis
Sarah E. Davis
79 Unfilmable Books
Kamilla Elliott
Book Reviews
269 The Rhetoric of Rebel Women: Civil War Diaries and
Confederate Persuasion. By Kimberley Harrison.
Reviewed by Kristie S. Fleckenstein
Johannes Fehrle
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Johannes Fehrle
dominant voice-over narration throughout Apocalypse Now and, to a
lesser degree, Marlow’s voice in Heart of Darkness.3
As we watch the opening sequence, we learn through the voice-over
narration that Captain Walker is following a distress call by Konrad,
who has been lost along with his 33rd battalion in a visually post-apoc-
alyptic Dubai destroyed by sandstorms. Like Kurtz (and later Walker),
Konrad has disobeyed his orders, refusing to leave the city, supposedly
to assist the evacuation of the city’s civilian population. The only trace
left of Konrad other than his appearance in the opening video is his
distress call informing Walker and the player that his attempted evacu-
ation ended in “complete failure.”
As the game begins, the player-controlled Walker and his team,
Sergeant Lugo and Lieutenant Adams, follow this call to its source
hoping to find Konrad or at least determine what has happened. What
begins as a recon mission soon turns into an armed conflict with gener-
ic-looking Middle Eastern “enemies,” and within the first few minutes,
the objective is redefined by Walker as a rescue mission because the
“enemy insurgents” have taken American soldiers hostage and Walker
wants to leave no man behind. Soon, however, the “enemies” the player
encounters are no longer veiled “Middle Easterners” but American sol-
diers. Walker explains this to his fellow soldiers, himself, and the player
by speculating that parts of the 33rd have “gone rogue” and are either
under the control of someone identified as “the radioman” or (after
the radioman is killed by Walker) by Konrad himself. As it becomes
increasingly dubious what has happened in Dubai and who, if anyone,
is “the good guy,” Walker and his team tumble from alliance to alliance,
killing both American soldiers and unarmed civilians and helping a
CIA operative to destroy Dubai’s water source with the effect of further
victimizing the civilian population whom Konrad wished to evacuate.
Finally, Walker also loses his team: Lugo is killed by civilians and
Adams sacrifices himself so that Walker can go on. When the player
character finally confronts Konrad in his tower, we find out that Konrad
has been dead all along, and that the voice heard over a (defective) radio
found by Walker must have in fact been Walker’s delusion. A final flash-
back sequence of key moments in the game clearly marks Walker as
an unreliable focalizer (for lack of a better term)—a suspicion that has
grown as Walker “loses it” more and more, and begins to experience re-
peated hallucinatory sequences. This sequence not only retrospectively
throws what has happened into question, but also rules out any possi-
bility of a defense of Walker’s choices that assumes that the end justifies
the means—arguably an unwritten assumption of the shooter genre.
While there are occasional explicit intertextual links, such as the
ones discussed above, these are not the major way in which SOTL
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adapts Conrad and Coppola. Neither is there the direct transfer of char-
acters or plot structure, which adaptation scholars often focus on in
their readings. Indeed, during its development phase, the game tran-
sitioned from an adaptation that was fairly close in its narrative setup
to Heart of Darkness and Apocalypse Now to one that adapts the af-
fective and ethical responses that both texts call for in a contemporary
reading.4 Furthermore, the adaptation, in effect, captures—whether
inadvertently or not—the ambivalence in Heart of Darkness’s treat-
ment of imperialism, whose self-conscious narration Edward Saïd de-
scribed as “leav[ing] us with the impression that there is no way out of
the sovereign historical force of imperialism, and that it has the power
of a system representing as well as speaking everything within its do-
minion” (26). By choosing twenty-first-century Dubai as its setting,
SOTL continues Coppola’s actualization of Conrad’s novella from the
late nineteenth century Congo to the Vietnam War. The game there-
by resonates with contemporary geo-politics in which Dubai holds a
special place as the part of the Middle East that seems most compre-
hensible and most accessible to Western capitalism (cf. Keogh 12). Its
tie to recent US military engagements is emphasized by a shared past
between Walker and Konrad in Kabul, a connection that is mentioned
repeatedly but never elaborated upon. The game thus ties its narrative
to the war in Afghanistan, suggesting a reading in which an imperial
“West” subjects non-Western Others to its dominating gaze and, more
importantly, attempts to subjugate it with its military and economic
power: the colonization of Africa with its Black Other in Conrad’s and
the proxy war in Vietnam with its communist Asian Other in Coppola’s
texts are updated to a time in which the US has constructed an Arabic
Other as part of its so called “War on Terror.” This transtextual connec-
tion, however, suggests that the mechanisms of these acts of violence,
epistemic as well as military and economic, are very similar.
In another form, the ambivalence identified by Saïd in Conrad’s no-
vella is also present in Apocalypse Now and other “anti-war” films that
set themselves the somewhat paradoxical agenda of creating movies
that, through ultra-violent depictions of the brutality of acts of war,
attempt to undermine these acts and highlight the despicability of
the wars they depict; a strategy whose supposedly cathartic value has
been thrown into doubt by empirical research (cf. Prince 19–25). Just
as Conrad’s text dramatizes the systemic stability of imperialism as in-
corporating all aspects of life into a totalizing discourse, a rhetorical
move reflected in the textual construction of Heart of Darkness, so too
does the video game, in its own genre- and medium-specific way, stage
the systemic logic of war and imperialism. It does so by first coding the
player’s action as seeming reactions to the game’s and the storyworld’s
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Johannes Fehrle
situations, then bringing them to clash with Walker’s increasingly lu-
dicrous attempts to find someone else to blame for his actions and his
stubborn, repeated insistence that he had “no choice,” a protestation
occasionally upset by Lugo’s contradiction that there always is a choice.
A cognitive dissonance effect similar to that experienced by the
character is replicated on the level of the player by confronting her
with the ethics of her actions as an actant in the storyworld and off-
setting these with clear morally evaluative statements.5 Ironically, for
the player the point is precisely that there is no choice within either
the game’s narrative or its rule system. In fact, the game becomes the
“system representing as well as speaking everything within its domin-
ion” by at once limiting the player’s options to having the character
perpetrate the atrocities it lays out before him and then blaming the
character (and implicitly the player) during the gameplay through
Lugo; later, the player receives blame more directly, during the loading
screens through another voice speaking from a higher (the game’s? the
developers’?) level of authority—this voice seems to directly address
and confront the player with questions and statements such as “Do you
feel like a hero yet?” and “If you were a better person, you wouldn’t be
here.” And, most ironically and self-referentially, the voice says, “To kill
for yourself is murder. To kill for your government is heroic. To kill for
entertainment is harmless.”6
The key to the moral dilemma the game raises is interactivity, but
it is not interactivity in the sense of the player making or even having
real narrative choices, but rather interactivity in the sense of the player
advancing the game through her actions (controlling the character in a
way that makes him kill other non-player characters in order to prog-
ress in the game). The only action the player could take to not have
the character perpetrate the atrocities depicted is to stop playing the
game; which is a much more radical choice than other games confront
their players with and one akin to the 1960s peace movement’s slogan,
“suppose they gave a war and nobody came.” If the player does continue
playing, however, her options in terms of influencing the plot develop-
ment are virtually nil, a situation which mirrors both Conrad’s and es-
pecially Coppola’s depiction of external pressures seemingly eradicating
the choices of actors in a colonial war and ending in death and madness.
There is another layer to this puzzle of limited choices, however.
As an adaptation within a certain mode, genre, and culture, the game
likewise finds itself within an intertextual web of influences that in-
clude not only the novel and its most famous film adaptation but also
the producers’ and consumers’ generic lexica of the war movie and the
shooter game, as well as the game mechanics dictated by the genre;
the Unreal engine (a software framework developed for the ego shooter
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Unreal and commonly used by other video game developers); and, on
the most fundamental level, the ergotic and rule-based nature of video
games.7 In its own media-specific fashion, the game attempts to answer
a challenge that Gene Moore, focusing on Kurtz’s emblematic final
words, has identified as central to all adaptations of Heart of Darkness.
According to Moore, these texts “can be understood in terms of where
‘the horror’ is located and how it is defined: whether its meaning in a
given adaptation is more specific and narrow than in Conrad’s story—
horror applied to a particular form of savagery, or to a specific ‘dark
place’—or whether man’s capacity for horror is seen in more general
terms” (207). While the word “horror” is not explicitly iterated by any of
the characters in SOTL, it can clearly be identified in the protagonist’s
descent into madness and the player’s realization through the game’s
constant reminders of her avatar’s (and through the necessary inter-
active, ludic engagement the player’s own) actions, which are despi-
cable by most ethical standards. As such, the game as a descendent of
Coppola’s movie adaptation, shares both the benefits and problems of
the film’s “militarization of Conrad’s tale,” which Moore describes as “a
brilliant stroke . . . that lays bare the aggression at the heart of colonial
exploitation,” but at the same time a choice that “invokes all the stereo-
typical expectations associated with war films” (210). The second part
of Moore’s observation seems particularly relevant for SOTL, since the
problems of a “militarization” become even more pronounced in a video
game adaptation that necessitates the direct participation of the player.
The generic lexicon of the war movie indeed shapes Coppola’s film, but
it could be argued that the shooter genre shapes SOTL to an even stron-
ger extent. After all, the player is (and in fact needs to be) informed by
the game’s interface and the range of her possible interactions, and she
needs to perform these for the game to progress.8 The most important
actions in a third-person shooter are movement and the use of various
weapons against (non-player) characters coded as enemies, a range of
actions quite obviously at odds with an anti-war agenda.
The respective attempts by films and video games to deconstruct
the voyeuristic pleasure of regarding, and in the case of the video game
“causing,” in Susan Sontag’s words, “the pain of others,” is a slippery
slope at best. Debates about both media resonate with questions of
whether there are moral and cathartic ways of depicting violence that
mark it as negative rather than arousing or dulling for a viewer or player;
an issues that has been studied and debated particularly in social sci-
ence approaches to film and video games studies for years (cf. Prince;
Berkowitz; Felson; Buckley and Anderson; Weber, Ritterfeld, and
Kostygina; Lee and Peng). Both Apocalypse Now and SOTL try to prob-
lematize the effects of violence by making its viewers/players aware of
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Johannes Fehrle
what they stylize as the randomness and insanity involved in acts of
violence and by confronting the viewer/player with the effects of this
violence both on its victims and its perpetrators. At the same time, and
contrary to their attempts to problematize violence, both films and
games as commercial entertainment media also need to make the con-
sumptive experience appealing and pleasurable. This is particularly rel-
evant in the case of a video game adaptation, which as a result of the er-
godic nature of games requires “nontrivial effort . . . to allow the reader
to traverse the text” (Aarseth 1). The seemingly paradoxical nature of
this task of making the act of killing both enjoyable and simultaneously
coding it as troublesome only becomes truly visible when taking into
account not only the generic rules and expectations of the shooter genre
but also the double nature of most games, as narrative and ludic texts.
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This double nature of games lies at the heart of Yager Studio’s
project of adapting the moral ambiguity of the imperialist venture in
Conrad’s and Coppola’s texts. While games such as SOTL try to acti-
vate their players as what Miguel Sicart calls “ethical agents” (4), they
face the challenge of being engaged by players as both narrative- and
rule-based. In this “dilemma,” as Felix Schröter convincingly argues in
his article on the (im)possibility of incorporating moral ambivalence
into video games, strategic playing choices often outweigh moral de-
cisions built into a game’s narrative, when, for example a strategy in
which a player chooses to play a completely “good” or completely “evil”
character becomes a more effective playing strategy—one that unlocks
certain skills—than one based on individual ethically-weighed deci-
sions. The ludic strategy of the most effective playing style, i.e., the one
that unlocks the most narrative content or ludic options, thus cancels
out the moral questions built into the narrative. Since this is a general
problem of games that try to stage moral dilemmas while leaving the
player a choice of action, SOTL chooses a different route.
While, as mentioned, playing the game necessarily involves interac-
tivity (the character will not move without input from the player and
the narrative will therefore not unfold), there is no decision the player
can make that changes the larger narrative arc of events until very late
in the game, despite the fact that there are a number of points at which
the player is given the impression of having a choice. However, in con-
trast to other video games, SOTL makes only very limited attempts to
hide the fact that its narrative is largely linear and pre-determined.
Instead, it employs the narrative, characters, and loading screens to
question and ethically label the player’s actions. There are two points
in particular in which the player must make decisions clearly marked as
morally questionable. One is the choice Walker is confronted with by
the imaginary Konrad of determining which of two men to shoot, one a
water thief and the other the soldier sent to apprehend the thief, a man
who ended up killing the thief’s entire family in the process. Both men
hang from street signs unarmed and unable to defend themselves, cov-
ered by snipers who will kill Walker and his team if the player/charac-
ter does not make a decision. Konrad’s rationale is that both men have
caused innocent deaths, since they were unable to control themselves.
Nevertheless, as Keogh points out, “It’s ironic that Walker, a man caus-
ing death because he is unable to control/restrain himself has to judge
men for causing death because they could not control themselves”
(89). This irony is only heightened, of course, when we later learn that
Konrad, whose voice challenges us to make this decision, only existed
in Walker’s imagination to begin with.
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Johannes Fehrle
The other scene is the central moment in the game. Here, the player
uses white phosphorous on his opponents. Whereas Walker sings his
old song of having no choice, Adams again emphatically objects that
there is always a choice. Hence, the game, in a fashion, dramatizes an
argument that Miguel Sicart has made about computer games as “ethi-
cal objects” that activate their players as “ethical agents” by involving
them in situations that call for an ethical decision and an action (1; 4).
The irony in SOTL is exactly that: like Walker, the player has no choice
as long as she stays within the rules of the game (in Walker’s case the
rules of war, in ours those of a shooter game). We can “choose” to allow
ourselves to be drawn into the game’s storyworld and to respond emo-
tionally to the events Walker causes/faces or to ignore them and simply
focus on the ludic goal and the mechanics of the game, or we can
choose to stop playing the game. We cannot, however, end the use of
the white phosphorous until we have destroyed all the tents that house
army units, including the one we know houses civilian refugees when
replaying this sequence, because the rules of the game do not allow us
to exit the screen in which we guide our companions’ fire until we have
destroyed each target set for us by the game. On top of this, while the
“decision” to use the white phosphorous is marked as a choice, it is in
fact impossible to beat the challenge set by the game, since opponents
re-appear if they are killed by other means, and thus to proceed if the
player tries to avoid the use of the chemical weapon.
As the game progresses, Walker’s limitations, as well his participa-
tion in the acts of violence to which he initially objects and for which he
continues to deny responsibility, are represented by the game on vari-
ous levels, serving to underline Walker’s slow descent into madness. As
Grant Howitt describes, the representation of all actions undertaken by
Captain Walker shift throughout the game from professional and even
compassionate (e.g., when Walker heals a teammate) to violent and ag-
gressive: “Things that started out as violent—for example, highlighting
a target for your squadmates to shoot - are stripped of euphemism, as
‘Take out that sniper!’ becomes ‘Kill him.’ Same act. Different words”
(cf. also Schröter and Thon 56-57). As the euphemisms of war and vio-
lence are stripped away, the violent essence of these acts becomes visi-
ble. This essence is further reinforced by the design team’s increasingly
bloody depiction of executions which highlight the victims’ pain and
the victimizer’s inhumanity rather than the heroic act of killing those
previously de-humanized by being labeled as evil and Other. As writer
and narrative designer Richard Pearsey points out, “the design sup-
ports the overall narrative approach and vice versa [since] [t]he narra-
tive and the mechanics were designed in tandem with narrative being
part of the core design team” (qtd. in Howitt).
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One particularly interesting and unusual instance of the integration
of narrative development, game design, and the ethical affect for which
the game aims can be seen in the white phosphorous scene. We enter a
different screen that depicts a laptop used to give the other members of
our team targets on which to shoot the white phosphorous. The hyper-
mediated highlighting of a laptop, a device we as players use or at least
could be using to control the character Walker, brings us closer to the
events of the storyworld by hinting at our complicity.10 It is the simu-
lation of a reflecting function of the laptop screen, however, which is
most haunting, as it occasionally makes a ghostly image of Walker’s face
appear and disappear as we maneuver across the abstracted map of the
camp laid out below (see Fig. 1). The abstraction caused by the double
(re)mediation of the map on a laptop screen used to give the commands
to destroy a camp devoid of representations of human beings in its in-
Fig. 1
Screen shot, Spec Ops: The Line. 2K Games.
Notes
1. As Liv Hausken notes, “non-linearity” is an imprecise and somewhat prob-
lematic term resulting from what she calls “text blindness,” since even so called
“non-linear narratives” are always experienced sequentially and thus in a linear
fashion (401-02).
2. The helicopter scene when it reoccurs is, in fact, not the final scene of the
game. Walker survives the crash and, depending on player choice, even the end
of the game: there are four possible endings, two of which see Walker surviv-
ing—at least bodily.
3. There are, in fact, a number of such disembodied voices. While we start by
seeing Konrad and hearing Walker, the roles are soon reversed; as we follow
Walker we soon hear not only his companions, Lugo and Adams, but also a
voice identified as “the radioman,” an announcer playing 60s rock music who
seems to watch the team’s actions, calls in enemy forces, and comments on the
player’s actions. Later Konrad also enters the cacophony of voices that Walker
answers to: his enemies’, his own, Lugo’s, Adams’s, the radioman’s, Konrad’s
and, for a brief time, also that of CIA operative Riggs.
4. Cf. writer and narrative designer Richard Pearsey’s remark: “Originally,
the story was much more straightforward and called for the Delta Squad to
be sent to assassinate Konrad who had illegally led his battalion out of a war
in Iran and was looting a recently destroyed Dubai” (qtd. in Howitt); this
arrangement sounds like a geographically transposed version of Apocalypse
Now minus the river.
5. On the concept of cognitive dissonance and its use in SpecOps: The Line, cf.
Schniz.
6. Loading screens are those screens shown when the computer has to access
and transfer large amounts of data, usually to display a new level or parts of a
new level. In game studies they have been theorized as an “interruption of play
time” which “is simply a consequence of technology: the player has to pause—
for a few seconds or a few minutes—while the console loads the game’s many
levels. The inevitable wait is considered a negative player experience by some
game designers” (Egenfeldt-Nielsen, Smith, and Tosca 121). As a consequence,
many game developers try to keep players engaged by, for example, giving
them tips on game play or further background information on the fictional
world. In either case, the loading screen is not part of the diegetic world per se,
and if one sees it as possessing a narrative voice that voice should be placed on
an extra-diegetic level.
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Johannes Fehrle
SOTL begins by following the conventions of the shooter genre by providing
information on the strengths of particular weapons or by reminding the player
of her current objectives before it gradually shifts and aligns with the game’s
affective agenda by confronting the player about her actions in the game.
7. Espen Aarseth who has coined the term “ergodic literature” explains its
Greek origins, ergon and hodos as “meaning ‘work’ and ‘path’” (1). The ergodic
combines these two by having the player/user ‘work’ through a path.
8. This is not the case in a movie where progression is predetermined not just
in terms of the narrative arc (which is also the case for video games in most
genres to a greater or lesser extent), but also in terms of the exact temporal
unfolding of this narrative (which is not the case for video games). While there
are short films called cut scenes that are akin to movies in that no direct inter-
action with the game takes place and the player becomes a spectator, there are
also other passages that involve a more active engagement. Felix Schröter and
Jan-Noël Thon establish a distinction between “rule-governed simulation” in
the played sequences and “predetermined narrative representation”—e.g., in
cut-scenes, whose “complex interplay” leads to “the presentation of a video
game’s storyworld” (47-48). The result is, I would argue, for many games the
same: a fairly consistent larger story arc or a variety of possible pre-determined
story arcs along which the narrative can unfold. This point is also discussed by
Egenfeldt-Nielsen, Smith, and Tosca, who point out that “video game design-
ers have generally allowed for moderate branching while implementing plot
bottlenecks, through which all players have to pass in order for the story to
advance” (205). In SOTL, an example of what Jesper Juul calls a progression
game, there are many such bottle necks and an extremely limited amount of
free movements due to the unidirectional level design. As Egenfeldt-Nielsen,
Smith, and Tosca point out, in such a game “the player is solving a story instead
of creating it” (206, italics in original).
9. As anecdotal evidence, Keogh cites a “Let’s Play” video on YouTube, in which
the player seemingly played non-narratively, or without the ethical response
the game calls for according to both Keogh’s and my own reading: “The player
that produced these videos spent much of the time trash-talking the NPCs
and reveling in the violence with hardly a moment’s reflection. As he gunned
down civilians towards the end of the game he shouted, ‘Die you faggots!’ over
his mic” (10).
10. Here and in the following sentences I draw on Bolter and Grusin’s concepts
of remediation and hypermediation.
11. This point marks an important distinction for non-computerized, non-digi-
tal games such as pen and paper role playing games, those role plays performed
by children, or even board or card games in which the rules are, at least poten-
tially, always up to a process of debate and re-negotiation by the players before
or during play.
12. The aspects of immersion and player involvement hinted at here are a large
research field in their own right; I would like to direct the interested reader to
Gordon Calleja’s In-Game for an introduction into this debate.
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13. I want to thank Philipp Fidler for renewing my interest in Spec Ops: The
Line, as well as for providing discussions about the game and articles on it in
the gaming press. I would also like to express my gratitude to Felix Schniz and
Wibke Schniedermann for reading and commenting on versions of this article
in earlier stages and to Su Montoya for proofreading the final paper. Finally I
am indebted to Felix Schniz for sharing the bibliography of his MA thesis on
metamodernism in Spec Ops: The Line.
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