Book Sample: Capitalism as a Great Zombie(-Vampire)

This blog post is part of “Searching for Secrets,” a second promotion originally inspired by the one I did with Harmony Corrupted: “Brace for Impact” (2024). That promotion was meant to promote and provide Volume Two, part one’s individual pieces for easy public viewing (it has since become a full, published book module: the Poetry Module). “Searching for Secrets” shall do the same, but with Volume Two, part two’s opening/thesis section and one of its two Monster Modules, the Undead (the other module, Demons, also having a promotion: “Deal with the Devil“). As usual, this promotion was written, illustrated and invigilated by me as part of my larger Sex Positivity (2023) book series.

Click here to see “Searching for Secrets” Table of Contents and Full Disclaimer.

Volume Two, part two (the Undead Module) is out now (9/6/2024)! Go to my book’s 1-page promo to download the latest version of the PDF (which will contain additions/corrections the original blog posts will not have)!

Permissions: Any publicly available images are exhibited for purposes of education, transformation and critique, thus fall under Fair Use; private nude material and collabs with models are specifically shared with permission from the original model(s). For more details about artist permissions, refer to the book disclaimer (linked above).

Concerning Buggy Images: Sometimes the images on my site don’t always load and you get a little white-and-green placeholder symbol, instead. Sometimes I use a plugin for loading multiple images in one spot, called Envira Gallery, and not all of the images will load (resulting in blank white squares you can still right-click on). I‘ve optimized most of the images on my site, so I think it’s a server issue? Not sure. You should still be able to access the unloaded image by clicking on the placeholder/right-clicking on the white square (sometimes you have to delete the “?ssl=1” bit at the end of the url). Barring that, completed volumes will always contain all of the images, whose PDFs you can always download on my 1-page promo.

The Monomyth, part three: “That Which Is Not Dead”; or, Capitalism as a Great Zombie(-Vampire)

Legrasse had one point in advance of Professor Webb, for several among his mongrel prisoners[1] had repeated to him what older celebrants had told them the words meant. This text, as given, ran something like this: “In his house at R’lyeh dead Cthulhu waits dreaming” (source).

Francis Wayland Thurston, “The Call of Cthulhu” (1926)

Picking up from where “Myth: the Fallen Lords, part two: Soulblighter” left off…

This short section concludes our exploration of the monomyth, ending with not just the biggest zombie of all, but vampire, too (the next chapter will discuss feeding at length, but we’ll start to introduce the lingo, here): Capitalism. To it, someone like Jadis raped me in emulation of monomythic characters, just as those characters rape their victims for much the same reasons. By extension, Capitalism is an undead monster that hides its gigantic, ever-growing hunger for profit through fantasies pushed to the margins; i.e., the decayed gentry (and their castles) from Gothic fiction’s monomythic refrains: futile revenge, Cartesian hubris during the Promethean Quest (as person and place), and crime lords/warlords as part of the same abject, scapegoating cycle under Capitalist Realism; re: “Capitalism achieves profit by moving money through nature; profit is built on trauma and division, wherein anything that serves profit gentrifies and decays, over and over while preying on nature.” Nazi or Commie, there’s always a scapegoat to pass capital’s foes off onto (a buck to pass, in queer language). In short, capital destroys people’s lives on so many levels—through comedy to drama to nostalgia and aesthetics—by raping and devouring them (anything monstrous-feminine) pursuant to profit.

Taking all of those factors holistically into account, this conclusion discusses the world and Capitalism as a zombie to keep track of; i.e., how the main Gothic devices (abjection, hauntology, chronotopes and cryptonymy) operate more broadly through the endless undead wars and decayed power fantasies (the monomyth and nuclear family unit) that, as cryptonyms of Capitalism eating nonstop, haunt Capitalist Realism revising itself, regardless of what form the tyrant takes: a bit like a bodybuilder hungrily putting on mass (a gentrified exercise if ever there were).

In other words, Capitalism decaying in these various fashions speaks not to purely imaginary genocides, exterminations and ultimately extinctions, but ongoing ones reflecting in popular media as part of the same ravenous hyperobject; re (from Volume two, part one):

the profit motive as not only Cartesian, settler-colonial and heteronormative, but something that reflects in the usual warrior performers who—per all of these things—serve the profit motive by treating nature as monstrous-feminine on any register and in any format: rape and kill Medusa, torturing her secrets out of her to consolidate power around the usual patriarchal nuclei buoyed by capital on top of older imperiums. Canonically the motive always reduces to a pyramid point scaled by standard (white)/tokenized people harvesting nature as monstrous-feminine (source).

In gaming terms, the “meta” or optimal form of play through capital is raping nature-as-monstrous-feminine to generate as much profit as possible as quickly as possible; i.e., speedrunning in ways that avoid emergent gameplay as an extratextual device that challenges profit. Anything that doesn’t assimilates, then invariably gentrifies and decays—from feminists to fags to speedrunners to Saiyan princes in kayfabe-style wrestling matches. Through the monomyth as baked into capital and its usual medieval regression, a bad guy shows up (usually a conqueror out of the imaginary past bearing a likeness to the present), followed by a powerful hero we must then surrender our rights to before, during and afterwards (the white knight): a pissing contest that drains/exsanguinates both sides of their essence for the state, for profit.

(exhibit 41e2: Kurosawa loves his world-ending hysteria [so do all capitalists, to be fair]. In this case, Capitalist Realism amounts to a Japanese Atlas holding up the fearsome heavens punching down on his head. Except this is a big ol’ lie! Neoconservative ideas of war are not good [versus class and culture war serving workers] and such enemies are fabricated to justify the state’s continuation through tokenized supermen offering up a false version of a perfected humanity that serves capital like usual; i.e., Goku is a foreigner looking to fit in by defending “his” planet. He’s a cop, one whose inevitable decay reflects in Vegeta as the heel per the usual kayfabe arrangement; the entire centrist production is bullshit, “solving” the world’s problems through shonen-style force; re: heteronormative, settler-colonial and Cartesian arbitrations of sex, terror and force. The saiyans are literally genocidal marauders for Freiza and cops for Planet Earth; i.e., taking the extermination rhetoric to its sad conclusion: playing the victim to someone even worse [also an alien] while working off the argument of giant-strength performances that posture as weak and strong per ongoing kayfabe-style momentum shifts. The size of the threat, scale of the conflict, and externalized power of the actors [their muscles and power beams] are exaggerated to motivate people [usually men] to be violent for the state/corporations in service to profit. In short, it’s incredibly self-serious, treating such neoliberal cycles [of profit] as holy [the Protestant ethic] and needing to—as usual—be camped to Hell and back; e.g., Mega64’s “The Saiyan Saga In 5 Minutes” [2024].)

Be they futile acts of revenge; castles, prisons, and panopticons; criminals or conquerors, such devices are useful insofar as their dialectical-material dialogs expose capital’s usual operations through the people who perform them for the state. Being against the state, our counterterrorist stewardship of nature must anisotropically reverse the flow of power as a matter of abjection, hauntology and other Gothic theories, liminal spaces, theatrics, aesthetics/medieval poetic devices, puns, doubles, etc; i.e., to develop our own doubles’ arguments to challenge capital’s monopolies, trifectas and harmful qualities, thus prevent its continuation (and ultimately state shift) through revolutionary cryptonymy (for example) by using Medusa and our own ludo-Gothic BSDM; re: Athena’s Aegis. It will certainly be a shock to the system, to be sure, but one that is required if we are to change the system (and its myopic, disastrous illusions), thus survive as undead entities inside a better world. The humanizing glare of nature-as-abject must freeze these heroes, thus Capitalism, in place so we can move in, then work our influence on their chilled brains; i.e., diminishing their capacity for police brutality and territorial harvests through asymmetrical warfare as a historically guerrilla maneuver.

(artist: ChuckART)

Thanks to capital, tyrants are the most sheltered, hence alienated and fragile; i.e., hiding behind “dragon lord” images of themselves as badass, but also threatened by dark sexy women they cannot monopolize (and anything else monstrous-feminine). As a result, they often have high opinions of themselves, somehow thinking they are beyond death or rebuke, thus somehow able to conquer death/fetishize it and rule over the land for all time. Show them otherwise—to that, show them their true destiny behind their false one as likewise written by them; i.e., the Roman fool self-deceived; e.g., Tolkien’s nine mortal men doomed to die—and they generally won’t like it, certainly long enough for us to do what we need to do: to cut off their head (usually in a theatrical sense) and take from them their illusion of power by exposing the ghost of Rome, not burying and digging it back up over and over (re: Bungie).

As such, the act of decapitation would seem to be occurring either way you slice it—the classic method of zombie disposal being to attack its head and remove the brain—but ours is a lesson meant to transform and educate the head as something to take back in theatrical aways that reclaim the Base and recultivate the Superstructure in unison. This all falls on the teaching of tyrants using intimations of death that reflect one’s mortality as evident and one’s god-like authority as insecure, fallible, and in question: “Nothing lasts forever and their destiny is the same as everyone else’s—eventual change and ultimately death, insofar as such a transformation leads to a surrendering of one’s power, privilege and position for the betterment of all.”

To that, lobotomy or decapitation certainly isn’t permanently harmful, in a poetic sense; rather, per Matteson’s own rebellious (counterterrorist) Communist zombie-vampires, systemic healing of the brain isn’t a loss of undead status at all, but using it as a clever, poetic means of adapting on the fly insofar as generational trauma, once experienced, never quite leaves us. Indeed, the horrors of Capitalism eating us are so extreme it would be premature and foolhardy to expect that. But we have to take canonical undeath seriously if we are to successfully subvert and replace its heads of state with our own Trojan maneuvers pushing for liberation.

Cryptonymy goes both ways, of course. Through fantasizes of violence against a mortal foe, the canonical zombie as a giver/receiver of fascist violence is valorized inside an ongoing relationship—us-versus-them police violence, token workers cannibalizing themselves and preying on nature—that is quietly covered up by corporate illusions doubling said decay (exhibit 41e1).

To this, such “power trips” are deliberately palliative, doing little if anything to address Capitalism as a structure; worse, they pimp out coercive sex as the only gig in town, yielding a bevy of “undead” war brides, damsels-in-distress, twinks-in-peril, femme fatales, token Amazons (witch cops), appropriative torture porn, and coercive BDSM, etc. Those treated as zombie or vampire scapegoats to eradicate aren’t strictly infected or cursed, but viewed accordingly a punitive status (often of guilt, shame or blame) that is applied to them by the state blaming the victim through police violence; i.e., in ways that dehumanize all parties, thus encourage the victims’ witch-hunt-style execution by cops, mid-DARVO: operating endlessly inside an expanding state of exception during moral panics encouraged by state defenders who, like the state itself, are functionally undead in ways that move power towards the elite.

Excluding overt examples that treat the lived condition of the state of exception like a literal disease or social contagion (“the woke mind virus”), sex coercion (of labor) is larger than single “Warning!” posters, which must be weighed in relation to other factors: who made them, who consumed them, how they’re being used presently and by whom.

In moderate canon, for instance, sex coercion is generally felt under a continuous “whitewash” that compels cursory consumption, not deeper analysis, of dream girls whose conspicuous presence deliberately conceals Imperial destruction during Capitalist Realism; e.g., Laura, from Street Fighter V, exhibit 41e1/41f, mirroring similar levels of corporate subterfuge that have existed since at least the 1970s (as far as neoliberalism goes, that is). It’s their continued, scared job/role to make American’s forget that racism, white supremacy and fascism existed in America first—i.e., before the Nazis existed, at the same time as the Nazi rise to power in Germany as inspired by America, and after the Nazis were defeated by the very American forces they coped; or as I write in “Military Optimism”:

Glorifying war through the creation of an idealized enemy remains firmly rooted in American culture, and for good reason. Fascism is rooted in racism, with Hitler borrowing his theories of medieval posturing and eugenics from the United States, not the other way around. Prior to WW2, America’s connection with fascism, Nazism and racial violence was no secret (the deliberately archaic titles of the KKK; the American Nazi bund; and Woodrow Wilson’s screening of Birth of a Nation [1915] at the White House); after the war, Nazis scientists were hired en masse to further US hegemony. As the Nazis were secretly assimilated, the fascist Reichsadler (“Imperial Eagle”) was absorbed by its “neutral” American variant. Said variant still covered everything in sight; it was just disguised by the flowery language of liberalism. Even so, the outcome of this imperial pageantry remains fascist. It’s just more neutral about it. “We’re not an empire, we’re united,” as Anansi’s Library puts it. As such, the Reich’s infamous blitzkrieg (“lightning war”) was eclipsed by something older than it: Woodrow Wilson’s Fourteen Points, which embodied the spirit of American politics before, during and after Wilson, though especially the pursuit of property. Fast forward to Reagan, the former actor-turned-politician’s Christian-tinged, family-friendly patriotism was a sham for mean-spirited revenge (for Vietnam) while simultaneously conveying strength on the world stage; in 1986, Cameron carried this torch into American theatres, spreading Aliens fandom across the world while simultaneously discouraging “weaker” incarnations within the franchise (source).

Fascism isn’t “dead” because its source never died; it was only ever denied, discredited and obfuscated (re: the subterfuge trifecta) behind militarily optimistic fictions informing a bourgeois cultural understanding of the imaginary past (the Wisdom of the Ancients) bleeding into the canceled future!

As we continue discussing fascism (and tokenism) throughout this book series, please remember fascism’s staying power owes itself to capital’s built-in reliance on fascism; i.e., to survive workers fighting back against bourgeois control. To it, while Hitler’s actual Nazis might technically “be gone,” fascism never left. Imperialism (and its undead consumption) are always coming home to empire!

In other words, fascism is integral to capital—a copycat ideology based on bad-faith aesthetics (disguise pastiche, cryptofascists and compound DARVO/obscurantism) demanded by American auteurs having perfected older examples; i.e., of the state and its own Pax-Americana exports—those wherein liberal democracy and fascist “counterculture” and decay (re: false rebellion, Parenti) have invariably led into present-day neoliberalism built on older iterations and tools of empire; e.g., palingenesis, Manifest Destiny and old, white money/nepotism-in-action (Bad Empanada’s “How the USA Inspired the Nazis – From Manifest Destiny to Lebensraum,” 2022).

History—of Capitalism as something to uphold through capitalist dogma and lies (which is all that Capitalist Realism really is)—becomes Kissinger’s “memory of states” that, in turn, the state renders back into cannibalized feed that braindead workers re-ingest before going on to police, thus eat themselves for the elite again. The world is capital, and capital is a giant zombie-vampire ouroborotically eating itself on all registers while flowing power and knowledge, labor and resources always upwards! Trauma and feeding punch down, dividing and conquering the same-old territories and occupants; i.e., vis-à-vis the perpetual (re)invention of the same kinds of us-versus-them enemies and conflicts (re: the manufacture trifecta) that Capitalism demands—normally on frontiers far-removed from the middle-class:

For example, Henry Kissinger’s aiding of Jorge Videla would bleed into the 1980s, resulting in thousands of mass murders through Operation Condor via the actual[2] contras; re:

Operation Condor used [the Monroe Doctrine] for a slightly different purpose in the Cold War as a larger operation to recruit and use security forces in countries around Latin America. This was done to make sure these countries stayed friendly to US interests, and out of the orbit of Moscow. This work mostly happened with the help of the CIA. It began with ideas drawn up at the infamous School of the Americas. Declassified documents show a meeting occurred between different officials from Argentina, Bolivia, Chile, Paraguay, and Uruguay. The idea was to coordinate their efforts against “subversive targets.” It sounds like it’s trying to stop guerrilla fighters, but moreover it meant anyone who threatened these dictatorial regimes that took over all the countries listed earlier plus Brazil from 1954, to 1976. The first actions were for the support and direction of groups called death squads.

A death squad is an armed group that conducts extrajudicial killings or forced disappearances of persons for the purposes such as political repression, assassinations, torture, genocide, ethnic cleansing, or revolutionary terror. They’re about as nice as the name implies and are basically teams that execute extrajudicial killings, as an act of terrorism in order to repress a population or commit genocide just like many authoritarian regimes such as the Cheka in revolutionary Russia as a preamble to the gulag system. Their first targets were political exiles living in Argentina. Anyone associated with the old governments or anyone displaced for being socialists were now finding themselves victims of these squads. Estimates are as high as 80,000 people died in these killings [source: Rough Diplomacy’s “The Bloody Hand: Operation Condor,” 2019].

Moving forward, South America would be a testing ground for neoliberalism under Pinochet, 1973 (Bad Empanada’s “Johnny Harris: Shameless Propagandist Debunked,” timestamp: 51:45) while also being a famous hotbed for prominent WW2 defectors. In turn, Americans—even self-titled “Socialists” who should know better but play dumb—fall victim to the same police-and-prey tactics via horseshoe arguments: associating Peronist Leftism with German Nazism, thus something “corrupt” (alien) to police, rape and control as nature being monstrous-feminine as has historically unfolded for thousands of years (towards more globalized, dogmatized forms); i.e., the dialectic of shelter and the alien resulting in all the usual punching down by those who normally must grit and bear it; e.g., women being the ancient enemies of patriarchal power being expressed in a wider persecution network that jumps from different modernized versions of old historical targets; re (from Volume Zero):

[artist: A Baby Pinecone]

The historical-material reality of Grendel’s suspiciously Satanic-sounding mother is ordinary people being placed into the out-group by the in-group—i.e., less hag-horror in the sense of actual withered hags [the furies] and more the ancient mother goddess [the Archaic Mother] as embodied in AFAB persons and viewed fearfully by men as devious shapeshifters that could be anywhere, inside-outside anyone [a killer impostor that is instantly fatal upon encountering; e.g., the T-1000 disguised as an innocent housewife]. While the stigma applies to anything remotely female or incorrectly male, the redhead classically evokes the presence of pagan power and Sapphic energies. She embodies nature, and nature is something for Beowulf’s hauntologized clones to kettle/box-in, then rape and kill for “their own” God-given glory in bread-and-circus-type stories [with her predictable revenge—at becoming like them for the death of her family and loved ones—being seen as cowardly and illegitimate in the eyes of the state and its kayfabe monopoly of violence; i.e., the back-and-forth cycle of reactive abuse]. It’s not just “boys will be boys”; the pussy looks like a cave to conquer by men according to men during rites of passage that have been baked into our culture as fundamental to capital. It’s Manifest Destiny in action—challenged by the simple fact that God is an invention, a cruel joke to abuse others with through the rise of Capitalism’s Cartesian Revolution and resultant maps of conquest [exhibit 1a1a1h2a1]. It becomes not just a scribble of Old-English runes, but a harmful game spawned into endless copies of itself: the power fantasy as Warrior Jesus’ perennial resurrection, raping and killing the world as monstrous-feminine, “gendered at every turn” according to cartography as a technology of conquest that fits into the ludologized scheme: 

[Francis Bacon, the father of modern science,] argued that “science should as it were torture nature’s secrets out of her.” Further, the “empire of man” should penetrate and dominate the “womb of nature.” […] The invention of Nature and Society was gendered at every turn. The binaries of Man and Woman, Nature and Society, drank from the same cup. Nature, and its boundary with Society, was “gyn/ecological” from the outset [source: A History of the World in Seven Cheap Things]. 

The kingdom is threatened; call Beowulf [or the Ghostbusters] out of the mythical past to slay what ails the king and the land, the uncanny home as “rotten” [as Hamlet put it, in Shakespeare’s parody of the hero/murder mystery] and needing to be restored through great destruction [sold to the masses, of course] (source).

Misogynistic or otherwise, capital alienates and fetishizes everything through different stigmas and bigotries. It does so to cultivate the very perverse, traitorous appetites that lead to workers policing and preying on themselves, once internalized, as cops and victims recruiting from the same populations (antagonize nature, put it to work); i.e., the tired recycling of old clichés and fetishes to galvanize capital in its current evolutionary state. Such cycles are no fluke, nor are they recent; i.e., Zombie-Vampire Capitalism occurring thanks to the strange marriage of American popular media with state engines of ongoing subterfuge and denial (with Reagan’s Tower Commission finding “no fault” when investigating America’s involvement with the contras). My praxial focus often falls to videogames, but the universal policing of nature, the monstrous-feminine and sex work is far older than those. However, even if videogames are far more dominant nowadays at illustrating Capitalist Realism than novels or movies, bondage is bondage. Except, the usual dualities and doubles also persist during oppositional praxis!

To it, undead exploitation under Capitalism as a giant zombie-vampire takes many different forms, themselves stuck inside a gradient of psychosexual abuse workers relay during liminal expression’s surfaces and thresholds (whereupon pastiche remediates praxis regarding police activity monopolizing violence, terror and morphological expression for the state, versus proletarian counterterrorism concerning sex and force, bodies and labor). Per all the usual paradoxes, any sex-positive, liberatory form (of camp) occupies the same performative shadow zone as any sex-coercive, carceral form (of canon).

As usual, the functional difference to such cryptonymy is dialectical-material scrutiny and the anisotropic flow of power expressed through knowledge and wealth in one direction or the other (always as a matter of praxial tension, flowing in both directions and at cross purposes during our daily reifying of such egregores; re: oppositional synthesis). But visual ambiguities nevertheless persist, leading to the same kinds of historical-material contradictions, which themselves make up the bare bleeding heart of the queer laborer’s existence; i.e., surviving under capital’s inherently hostile and predatory sphere that simultaneously hates us and needs us to police with and unto, and which we must interrogate and negotiate inside of itself: the self-aware scapegoat camping their own rape.

(artist: Cursed Arachnid)

This performance’s many paradoxes likewise apply to Nazis and Communists, both shoved kayfabe-style into the American Liberalist boxing court; i.e., as something to canonize or camp to varying degrees, and which future interpretations fall on either side of the fence concerning. Few things are as readily camped or canonized as the Nazi, being used to justify the half-real existence of “corruption” that, recognized by state proponents, trigger to effectively maintain global US hegemony under neoliberal Capitalism; i.e., by conflating labor—but especially labor abroad, in colonial territories—with “fascism,” thus obscuring actual fascism’s ongoing role in defending capital for the elite!

For example, in “White Evil: Peronist Argentina in US Popular Imagination Since 1955” (2004), Victoria Allison writes:

In the absence of any open conflict between the two nations, the American media in the late 20th century concentrated, sometimes obsessively, on two ultimately related phenomena: Eva Peron and the existence of escaped Nazis in Argentina. This focus dwarfs all Argentine leaders subsequent to Peron as well as the compelling saga of Argentina’s ongoing, frequently violent struggle to define itself (source).

Within this struggle, Allison notes Eva Peron being established through manufactured American sentiment as a “Latin American Lady Macbeth” that shaped future depictions of her character such as 1979’s Evita: “The campaign waged by Ambassador Spruille Braden and the U.S. media in the immediate postwar clearly have succeeded in convincing successive generations of Americans that Peronismo was an unequivocally Nazi-fascist movement” (ibid.).

To this, Eva was seen as incredibly glamorous, treacherous and powerful in order to further Pax Americana through its canonical trauma and feeding elements. While sexiness from the region would continue to shift and alter in the following decades, the framing of female/monstrous-feminine strength would remain charged with lightning and trauma like the Bride of Frankenstein (exhibit 41f, below): as overshadowed by the presence of an evil German simulacrum’s imaginary past. Indeed, American elite proponents would treat the exploitation and demonization of the Global South as something to romantically portray while constantly hiding its ongoing neoliberal exploitation (Bad Empanada’s “Operation Car Wash,” 2023). Because sex-positive and sex-coercive art use the same basic language, they require additional context to separate them; re: context that only appears under dialectical-material scrutiny, which neoliberalism discourages. Instead, it promotes the free market as benign, furthered by a proliferation of canonical, oft-Gothic images that yield the usual banana republics farmed for different “crops” (and which, per Capitalist Realism, disguise the whole process all over again).

For example, Laura Matsuda might not seem terribly Gothic or zombie-like, at all; she nonetheless wields lightning on par with an Amazon or the Bride of Frankenstein while also hailing from a distant, fearsome land populated by the corrupt, but also bandits of one kind or another (the Italian banditti populating Ann Radcliffe’s own faraway lands to terrorize her white, cis-het heroines with):

(exhibit 41f1: Artist, right: Josef Axner; left: screenshots and assets taken directly from Capcom’s IP, Street Fighter V [source: Eden]. Whereas Eden showcases the zombifying nature of Laura as a stereotypically Brazilian pin-up model that Capcom is shamelessly banking on, Axner’s fanart pointedly presents Laura as the Bride of Frankenstein—wearing that specific persona in a critically blind, corporatized sense: the Halloween costume as a critically dead advertisement of Capcom’s Brazilian “waifu.” There’s nothing wrong with embracing sexuality in partylike ways that open one’s eyes to settler-colonial abuse; Capcom does the opposite, the allegory left for workers to produce and pass on.

The Bride is already a popular example of a popular kind of demon: the composite body. In its strictly undead form, such a body is less a singular zombie risen from the grave and more a collection of zombie parts assembled by a mad scientist [the Cartesian man of reason made into a Nazi-Communist cartoon]. During oppositional praxis, this can yield canonical or iconoclastic variants; both exhibited examples, here, are canonical, insofar as they conceal genocide by exploiting the Brazilian woman as fighting games and cheap Halloween costumes usually do: through cultural appropriation and Gothic recuperation useful to profit raping nature while dressing her up as the usual Medusa-style whore).

Despite the neoliberal whitewash, Capitalism is a kaleidoscopic graveyard of cheap Halloween costumes reaping on holiday cycles: row upon row of counterfeit copies “haunted” by a larger system of disguised, displaced police violence and state predation; or again, as Marx himself put it: “the tradition of all the dead generations.” This “ghost of the counterfeit” is historical-material, its harmful effects on workers including pacification, cruelty and stupidity of the zombifying “lobotomy” sort; i.e., controlled opposition more broadly occurring inside a continuous police state populated with cops and victims (more on this precise framing in Volume Three). Private sexual property has made people stupid about sex—about its labor and social-sexual interactions becoming “undead” in ways the elite can abuse to stay in control. By comparison, iconoclastic uses of Gothic theory can help break this spell through reverse abjection, but also gives the iconoclast a particular enchanting flavor that struggling workers can identify with and use to freeze capital in its tracks: ludo-Gothic BDSM and (as far as I prefer it) mommy doms.

(artist: Vintage Fantasy)

Regardless of gender or sex, orientation or performance, monsters reify Gothic poetics as an iconoclastic matter of class and culture war that seeks liberation through performative paradox, but challenges profit as a socio-material byproduct; i.e., through canonical ownership as a Faustian, Promethean arrangement deleterious to workers, which workers subvert to achieve liberation from bourgeois forces. Indeed, iconoclasm is more than reverse abjection, invoking hauntologies, chronotopes, and cryptonyms that yield the trademark intoxication of the Gothic mode’s modus operandi—fabricating transgenerational illusions from materials historically thought of as cheap, insubstantial, and “pulpy” but also magnetic, precious and capitalist-regulated means of educating workers: monsters, sex, drugs, music, food, etc.

These are all things that most people like, but which workers have been conditioned to consume a particular way tied to particular canonical personas; i.e., not just wizards, warriors, and monsters, but sexy “undead” versions. Canon often pimps theses “zombies” as abusive metaphors for shameful or guilty pleasures inside capital’s joy division; e.g., not the fucking of literal corpses, but a broader Gothic imagination whose theoretical underpinnings shackle honest sex, drugs and rock ‘n roll hedonism to coercive, pacifying language that results in all the usual police brutalities. Iconoclasm ties the same phenomena to an active, subversive mode of rebellion—not by burying the mind (as canon does) but freeing it through cryptonymic interactions with a reimagined past made sex-positive: a “dead,” sexy teacher come back to life, reversing abjection from the largest zombies (capital and the elite) to the smallest (workers and their individual creations)!

When humanized, zombies simultaneously belong to capital’s dead future while becoming collectively retooled for emancipatory purposes; i.e., sexy illusions that demystify through revolutionary subterfuge, a complicated process that borrows from (and blends in with) older examples that weren’t always sex-positive, themselves; e.g., Frank Herbert’s catchy maxim about facing fear from Dune, which we want to reclaim while ejecting Herbert’s pernicious homophobic dogma:

I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain (source).

The goal of the iconoclastic Gorgon isn’t simply petrifying our enemies, showing them their own greed and mortality (thus eventual need to face the music) while also giving ourselves room to work, live and play with dead things; it’s to reduce states of exception and predation to zero (thus avoid an Omelas scapegoat), decloaking those vampires without reflections that hide their normally invisible, decayed and predatory selves behind the looking glass; re: always hungry and rotting and bloated, like the Skeksis (frankly an anti-Semitic trope [so-called “lizard people”] also fetishizing Eastern Europe), thus always needing an ever expanding amount (compounding appetites) to regenerate the same amount as before: the glutted leeches, resting and digesting in their castled coffins. The more they eat, the more they must lie to conceal themselves, thus continue ruling the world from beyond the grave (concentric veneers, but also Jewish conspiracies blaming Marxism instead of capitalists). The DARVO-style lies compound, fracture and reassemble.

In turn, our Aegis subverts both canonical monsters/weird nerds and their bourgeois tyrants (and stereotypes), but also the chronotope we all share. Doing so, we utilize sexuality and gender as driving forces that hold everything loosely together during distinct, visually ambivalent arrangements: unequal power exchange during the kinks and fetishes known to ludo-Gothic BDSM. Such exercises often court themselves amid visually “appropriate” locales historically criminalized and commercialized by the status quo in hauntological fashion. During reverse abjection, however, these old demonic places generally associate with pleasure and punishment as interwoven among palpable, “heavy” time—so thick it’s like wading through fog (a kind of opium den).

(artist: Soon2BSalty; modified by Persephone van der Waard)

As we’ve talked about already inside this module, there’s often a spatial element beyond the dolls, themselves; i.e., dollhouses; e.g., Metroidvania. Doll or dollhouse, Capitalism deliberately manufactures harmful iterations to blind us with, then feed on workers through the usual vampiric hyphenations, portals, personas (such spectres of Rome and Marx only begging for us to camp them using what we have; e.g., Gentlee Webb, below):

(artist: Herb Ritts)

Bit but not bled, the same standard/tokenized workers go on to stochastically assist in capital’s recursive trauma and consumption; i.e., assimilating as class, culture and/or race traitors (which, again, theatrically resemble their rebellious brethren, on and offstage). Regardless of the exact monstrous-feminine form(s), the house is the zombie and/or vampire (demon, animal, etc) as much as the person is (and they generally share these qualities in between each other as representing residence or resident; e.g., Dracula and his infamous castle [above] as something to uproot and transplant elsewhere pursuant to larger models).

Except, such feeding always goes in both directions, requiring times of relaxed control and vulnerability that capital might operate the way the elite want it to; i.e., feeding itself on itself: to eject the necessary foodstuffs, then claw profit back through the usual cycles of police violence unfolding inside colonized lands and populations that endlessly recolonize per new settler arguments (that benefit the usual groups), thus devour themselves (and their victims) anew as part of the same giant zombie-vampire. Things harden, soften, and harden again as part of the same peristalsis swallowing process: moving food round and round, in and out of the same holes, bodies, identities and struggles existing in perpetual duality! Like with sex, we need to be rigid at times in social situations (that often concern sex as something to enforce; i.e., through poetics onstage and off; e.g., with drugs and rock ‘n roll, prostitution, etc), but also flexible and fun in our dialectical-material opposition occupying the same contested arenas; re: we camp things because we must! Silence is genocide and cops are generally too dumb to tell the difference!

(artist: Gentlee Webb)

When developing Gothic Communism, then, emancipatory hauntologies/chronotopes—like cryptonymy and reversing abjection—become increasingly perceptive and loud, not blind and quiet, to what workers could enjoy when expressing our genderqueer/postcolonial selves through ludo-Gothic BDSM; i.e., versus canonical instances that merely extend the rot in perpetuity while hiding the elite’s reflections (which vampires do not have) and celebrating the capitalist tyrant: as an ultimate glutton billionaire we should eat and tax to hell and back, our zombie eyeballs extending to the spatial side of things—the corporal, temporal, social and political, etc—stewing in the same witch’s pot (an organism, in Bakhtin’s words).

Such is capital, our home waiting to be reclaimed. Unlike canonical death, though, which only leads to worker exploitation and unironic cannibalization, the signifiers of death in iconoclastic, sex-positive narratives liberate workers through the humanized worker zombie as terrifyingly alive: the thinking undead who see (with their perceptive eyeballs) who has made them desire, through praxial synthesis, a changing of things; i.e., to achieve catharsis as a wider healing process that chills solid the usual actors of Cartesian predation, of the monomyth, of ghettos and police stations, of rape and abjection as fundamental to capital, to profit. As we reverse-abject what the elite fear most, they become Matheson’s legend: to petrify with our Aegis, then leave behind to chill workers again through a culture that has become increasingly class conscious and emotionally/Gothically intelligent!

(artist: Emil Melmoth)

With that being said, capital is as vulnerable as any undead, the way to its heart through its stomach. To it, let’s move onto other forms of undead; i.e., besides zombies and their famous apocalypses, monomyths, what-have-you. Let’s examine ghosts, vampires and composites, considering how these egregores historically feed as undead beings! Onto “They Hunger (opening) and Eat Me Alive, part zero (vampire crash course)“; i.e., a summary of the whole feeding chapter, followed a crash course on vampires (and witches)!


Footnotes

[1] Lovecraft speaking through his usual racism/xenophobia to Capitalism’s cannibalistic nature through the process of abjection—literally cannibals abjected onto non-Western races and ethnocentric evil lands; i.e., rather dated (but effective) settler-colonial arguments.

[2] And whose state-sanctioned death squads would horrifyingly inspire both Arnold’s Dutch from Predator and Bill Rizer and Lance Bean from the Contra videogame franchise; i.e., as half-real fascist “Rambos” defending the “free world” from “Communism” as thoroughly Giger-esque: Red Falcon’s endless army of cybernetic space demons. You see this fostering of a police mentality among the middle class through the process of abjection and ghost of the counterfeit; re (from earlier in this module, citing Volume Two, part one):

“Capital relies on dogma as something to internalize and serve profit on all registers—on and offstage, at home and abroad, by white male predators” (source). This extends to token agents (women acting like men, fags acting like straight people, etc), which is precisely what Jadis is and how they acted towards me. Moreover, harmful mentalities like theirs are informed by popular media such as videogames, which victims escape into only to be bombarded with the very ideas that drive their abusers at home and abroad. The effect is often one of recruitment (cops or victims). I continue,

Regarding videogames as a neoliberal form of dogma, from the early ’80s to the end of the Cold War and beyond, you went from public entertainment devices (arcades) that had a bunch of mostly young male clients cycling through them like a pimped-out sex worker… to the 1983 Atari Crash and subsequent 1985 smash-hit success of Nintendo’s Super Mario Bros. encouraging the widespread sale of videogames in the Gothic’s usual haunt: among the middle class. Except this time, the elite wanted in through ways that didn’t exist during the Neo-Gothic revival: televisions as personal property that could funnel in their burgeoning ideology through the disguise of (expensive and highly recursive) games.

From the early days of Space Invaders (1978), Pac-Man (1980) or Donkey Kong (1981) to Mario, then (about seven years—twelve, if you start from 1973 when the elite began their first experiments with neoliberalism in South America), the usual place of neoliberal business and indoctrination transitioned from single arcade machines to larger amounts of money (from quarters to hundreds of dollars) per customer in each household (where there is more money to be had, and seasonally at that); i.e., a Stepford Wife, purchased for paychecks, not pocket change, and ready to implement the business model into the first generation of what would become the New World Order under neoliberal Capitalism: a world of us-versus-them enforced by neoliberal, monomythic copaganda’s harmful simulations of Amazonomachia to maintain the status quo at a socio-material level; re: the shadows of a new republic’s man-cave walls.

In turn, the American middle class (so called “gamer culture”) would gatekeep and safeguard the elite through videogames being an acclimating device to neo-feudal territories to defend in reality (outside of the game world[s] themselves) as capital starts to decay like usual (ibid.).

Capitalism is a structure that operates across space and time; i.e., inside the working public’s hearts and minds, but also through their labor extending into the physical world (and back into their hearts and minds; re: gargoyles). Those with relative privilege—white, middle-class straight men—prey and police everyone else, monomyth-style, leading to a concentric gradient of tokenization, gentrification and decay branching out from white women (the classic gatekeepers of Gothic fiction) towards more marginalized communities passing the Judas-style donation plate doubling as a police badge.

The same basic issues of extratextual police and predation outlined above (say nothing of the tiered “rungs” of tokenization and preferential mistreatment that result) continue to effect workers in new forms of media, including fictional and non-fictional worlds as a liminal position; i.e., interacting back and forth, on and offstage. Nothing is every truly separate in that respect, the liminal hauntology of war traveling back and forth across imperial territories foreign and domestic, real and imagined. Such half-real oscillation is not simply incidental, but required for capital to function at all!

Book Sample: Myth: the Fallen Lords, part two: Soulblighter

This blog post is part of “Searching for Secrets,” a second promotion originally inspired by the one I did with Harmony Corrupted: “Brace for Impact” (2024). That promotion was meant to promote and provide Volume Two, part one’s individual pieces for easy public viewing (it has since become a full, published book module: the Poetry Module). “Searching for Secrets” shall do the same, but with Volume Two, part two’s opening/thesis section and one of its two Monster Modules, the Undead (the other module, Demons, also having a promotion: “Deal with the Devil“). As usual, this promotion was written, illustrated and invigilated by me as part of my larger Sex Positivity (2023) book series.

Click here to see “Searching for Secrets” Table of Contents and Full Disclaimer.

Volume Two, part two (the Undead Module) is out now (9/6/2024)! Go to my book’s 1-page promo to download the latest version of the PDF (which will contain additions/corrections the original blog posts will not have)!

Permissions: Any publicly available images are exhibited for purposes of education, transformation and critique, thus fall under Fair Use; private nude material and collabs with models are specifically shared with permission from the original model(s). For more details about artist permissions, refer to the book disclaimer (linked above).

Concerning Buggy Images: Sometimes the images on my site don’t always load and you get a little white-and-green placeholder symbol, instead. Sometimes I use a plugin for loading multiple images in one spot, called Envira Gallery, and not all of the images will load (resulting in blank white squares you can still right-click on). I‘ve optimized most of the images on my site, so I think it’s a server issue? Not sure. You should still be able to access the unloaded image by clicking on the placeholder/right-clicking on the white square (sometimes you have to delete the “?ssl=1” bit at the end of the url). Barring that, completed volumes will always contain all of the images, whose PDFs you can always download on my 1-page promo.

“Hell Hath No Fury”; or, Soulblighter’s Token Gay Nazi Revenge (and Giants/Female Characters) in Myth II: Soulblighter

“I’ll get you, and your little dog, too!”

—The Wicked Witch of the West, The Wizard of Oz (1939)

(source)

Picking up from where “Myth: the Fallen the Lords (opening and part one: Balor)” left off…

Whereas “Hail, Caesar!” focused on Balor as Gay Caesar come home to roost, “Hell Hath No Fury” shall now explore the unshackled antics of his most fearsome and loyal servant, Soulblighter. We’ll do so per the Cycle of Kings’ circular approach to time (and fascism/genocide feeding on nature, workers and—to some degree—the state). Rather than simply detail Soulblighter’s abject, Melmoth-style, Wandering-Jew behaviors, though, my queer close-read aims to humanize our story’s Grim Reaper through medieval camp (while recognizing his role as a token zombie cop); then, we’ll wrap things up, concluding with some larger points about the Cycle of Kings and giants before surveying the female monstrous-feminine (which is largely absent in the franchise, but not entirely).

Before we start, I want to clarify (for about three pages) what I mean by Melmoth/the Wandering Jew per my usage of it: Our reading of Soulblighter is—like Maturin’s novel—a significant deviation from the original medieval trope of the Wandering Jew, the former device having mocked Christ en route to his Passion, and Maturin’s 1820 retelling presenting the character as vaguely cursed in a Faustian sense. His Melmoth the Wanderer returns to seek out those who are not cursed, but who through positions of disadvantage may bear witness to his reprobate state: a sign of the truth and of Christian hegemony where the sign of the cross (often in code) is borne witness towards.

To that, our treatment of “Melmoth/the Wandering Jew” will also deviate from Maturin when attached to Soulblighter’s vengeful ghost (and the other Fallen, who embody fascist stereotypes and stigmas), but this process of deviation didn’t start with us. Let’s outline that, then articulate our specific usage a bit more.

As Lisa Lampert-Weissig writes in “Sarah Perry’s Melmoth and the Implications of Gothic Form (2022): “The Wandering Jew’s actions at the Passion were traditionally regarded as another example of alleged Jewish cruelty toward Christ and Christians. The Wandering Jew’s legendary affront resonated with the charge that Jews are ‘Christ-killers,’ a calumny that informs anti-Semitic myths such as ritual murder accusation and the blood libel” (source). She adds,

The Wandering Jew tradition has been from its origins shaped by Christian supersessionism, the idea that Christianity is the true and rightful fulfillment of Jewish prophecy. As they adapt the Wandering Jew legend, Maturin and Perry both depart significantly from its original details (and from each other). In both novels, however, the dominant function of the Wandering Jew – to serve as sign of a Christian truth – still shapes the narratives (ibid.).

In other words, an overbearing and die-hard Christian bias haunts a partially imaginary presence that is, for lack of a better term, “blasted.”

Except, Gothic media doesn’t clearly define this characteristic or its terminology—save for how it varies in different usage over time. For example,

Maturin’s Melmoth has been cursed through some vaguely intimated Faustian bargain. In contrast, [Perry’s] Melmoth the Witness is cursed for refusing to affirm her eyewitness of Christ’s resurrection. As punishment for her cowardly failure, she is doomed to seek out “everything that’s most distressing and most wicked, in a world which is surpassingly wicked, and full of distress. In doing so she bears witness, where there is no witness, and hopes to achieve her salvation” (37). Because she denied her witness of Christ’s resurrection, Melmoth must bear eternal witness to the endless misery and suffering which human beings bring upon themselves and one another. As did her [wandering] counterpart in Maturin’s work, Melmoth the Witness seeks out those in despair, imploring them to join her in order to ease her endless loneliness (ibid.).

So while the Gothic first established Melmoth through Lewis’ The Monk—the character having a mark of Cain burned into his forehead (the sign of a vampire, though that mythology had yet to fully develop)—the witness of a curse through a ghost story is one of wrongfulness that speaks to the status quo it stands adjacent to: an outsider that personifies a predator/prey relationship to the thing punishing it, expressed in the usual Gothic ways; i.e., reversal and hyphenation; e.g., per the tale and found document of Gothic conventions, but also “the matryoshka-like structure of tales, which Perry connects using epistolary form, rhetorical address and shifting narrative point of view […] as well [the ways in which] ‘gothic conventions’ can be used to ‘exercise’ readers’ imaginations and emotions” (ibid.).

Indeed, we’ve looked at such things ourselves regarding the Metroidvania; i.e., as a ghost story told through the space itself as something to explore, tracking down Numinous signatures and triggering vital rememories during the Promethean Quest as a wandering castle. The same goes for personifications and our relations to them (again, often through Gothic chronotopes).

To summarize, Weissig describes Perry’s exercise of emotions as a study of the Gothic tradition that leads to what Perry calls a more “self-conscious” understanding of one’s creative process as a writer and of the “shared experience of the novel.” I call the same process/outcome “Gothic maturity.” Whatever the label, the idea is one of intimacy with a cursed being that links to a larger system of thought and unequal power exchange—one we (workers) can develop and utilize class-culture consciousness and emotional/Gothic intelligence though a closeness to an alien device that normally plays out through intense emotions and, just as often in videogames, systemic violence linked to Capitalism; i.e., the monomyth and Promethean Quest manifesting through very different forms of the same basic concept (the ghost of the counterfeit).

These, in turn, might seem far-removed from Maturin. Under Capitalism, though, the Christian tale of resurrection appears in Gothic stories, themselves occupied by an increasingly militarized and capitalistic presence of revenge haunted by echoes of Caesar and Marx; i.e., spectres of fascism and Communism through dark conqueror-ghost symbols, all whose ghastly alien reputations proceed them in older forms updated through present circumstances the middle class plays with; e.g., Street Fighter‘s M. Bison, forever cursed to wander the Earth and seek revenge; re: that character inspired by a neoliberal conversation that combines Maturin’s Melmoth with wrestler kayfabe theatre expressed through different worlds and cultures colliding under global Capitalism: Hiroshi Aramata’s Yasunori Kato.

(artist: Hiroshi Aramata)

As Timothy Blake Donohoo writes,

Bison was one of many villains inspired by Yasunori Kato, the main character from the Japanese novel, Teito Monogatari. […] A sort of take on Melmoth the Wanderer or the Wandering Jew, Kato is seemingly a former general in the Japanese army. In reality, he embodies centuries of lost Japanese history, with his malevolence representing the rage of those who had once stood against the Japanese.

A powerful onmyoji, he can summon and control demons to do his will, as well as use his powers to prolong his life. His ultimate goal is to utterly crush the Japanese Empire, beginning with Tokyo’s destruction. He conspires with rival countries in order to do so. His enemies include Yasumasa Hirai as well as several authors and even a physicist, intermingling ancient magic with advanced science and sociopolitical conflicts (source: “Street Fighter’s Greatest Villain Was Inspired by a Spooky Japanese Horror Novel,” 2022).

Where wandering ghosts like Melmoth are near, so is trouble as something to bear witness (and rock hauntologically out[1]) to; i.e., regarding buried truths about Capitalism and its own predatory relationship to Christianity and other religions (re: Weber) comported onto spectral medieval elements of war and the human power structures that “raise Cain.”

In the Radcliffean tradition, the summoning is done to dismiss them in terrifying “geometries” (re: Aguirre) that can’t harm you. More to the point, these recent, “safe space” hauntologies are more or less how we shall approach the character Soulblighter—hence don’t concern the Passion or Resurrection of Christ as something to witness through its Gothic embodiment.

Instead, my mention of “Melmoth” concerns the Christ-like resurrection of Caesar’s ghost, one told through positions of revenge that are overtly anti-Semitic (and Orientalist) vis-à-vis Capitalist Realism; i.e., as linked to Bungie’s Cycle of Kings, itself expressing through the neoliberal monomyth’s (videogame) tyrant as undead: a relationship towards power abjected onto alien expressions of itself coming home and viewed like Melmoth always is—as a painful symbol of truth built upon Christian dogma, which extends to wartime American xenophobia unto Capitalism as it presently exists (and those symbols inside of it).

No one ever said that truth (about Capitalism and the Protestant ethic) was good or easy to bear! For us, that’s Soulblighter—not just a lonesome spirit, but one deprived of a former friend that drives him, a token gay Nazi cop, to hideously self-destruct and, as a consequence of playing the game, be witnessed for it by the player. In seeing it, the system of empire that Soulblighter’s WW2 stereotypes ultimately represent expresses to a Promethean degree of resistance—one felt through a matrix of interwoven space-time across cultures that we often take for granted while their combined freight haunts and inspires us.

As we continue, then, remember that Soulblighter is, like all ghosts, a confirmation-bias caricature of stereotype and superstition, but also a repressed (cryptonymic) testimony to an imperfect survivor’s revenge by those who refuse to completely die; i.e., victims of genocide haunting the ruins of empire, outlasting their conquerors while embodying said conquerors’ worst fears, uniforms and tendencies (to “better the instruction,” as Shylock puts it). —Perse

First, while there are differences between the conquerors in Myth, it’s worth noting Balor and Soulblighter share obvious similarities, too. They were friends in life; in death, they return to plague the West, its defense staving off the barbarian unknown as ultimately the West’s own conquerors come home to roost: as fallen, “death knight” heroes; i.e., Caesar or Melmoth-style wraiths claiming Divine Right in the absence of a Christian dogma. It’s a return of the living dead, but also the return of the king and king’s men (a Second Coming in militarized feudal language) as undead, united tyrannically against the West as it presently stands.

From there, though, things only begin to change. In Myth II, the servant trope inverts, the Cycle of Kings swept up in Brutus’ guilt for killing Caesar by proxy of Caesar’s loyal right hand: “his closest friend,” one who spent a lot more time with Balor than Shiver (wink-wink). Normally, the pattern brings about/restores the return of an undead hungry “Rome” that supplants a Christian Capitalism for a Pagan, non-Western decay into feudalism[2] from Capitalism. Yet Soulblighter is more apocalyptic. Whereas Balor wanted to rule the world as undead, Soulblighter—his token sidekick/queer-coded[3] general and best friend—pushes it to the brink of total Promethean annihilation (the game, especially its cutscenes, are notably less funny than the original’s).

To it, if the Western hero is central to the monomyth, going into and coming back from Hell, then so is the monstrous-feminine slave/war criminal through the generals that codify service to Caesar as a matter of capital. Except the servant is always an outside “terrorist” threat to expose, a menace to police, a mystical occult ploy meant to hide the inherently violent, cannibalistic and coercive nature of the state functioning as normal. As a matter of double revenge (Connacht’s dream and death), Soulblighter aims to reverse the monomyth/Cycle of Kings, bringing about the end of the world through dark Jewish revenge bearing queer overtones (and counterterrorist energies)!

(source: Mythipedia)

As we’ll see, Soulblighter is inherently foreign (note the jinn pants)—Balor’s token friend who feels even more alien because of that; i.e., from a canonical perspective, Balor is still Caesar, thus has ancestral ties to the West per the settler argument, whereas Soulblighter is the tokenized outsider/monstrous-feminine race traitor (re: Melmoth, the Wandering Jew) first working for a fascist ruler to bring about dominion, followed by cataclysm after said ruler’s death. To it, Soulblighter’s not just a token Nazi, but a token gay Nazi warlord.

This might sound odd. However, canon treats such divide-and-conquer contradictions as completely fine provided they serve capital, and nothing is more useful to the elite than a token, Orientalist cop chasing “final victory” after Hitler is dead; few things are fiercer or better at policing a marginalized population, the cop-in-question compelled to love its conquerors and police its own kind: by playing hangman for the elite. To quote Daffy Duck, “he’s despicable!”

We’ll get to Soulblighter in a second. Given his monstrous-feminine elements, though, I’d like to stress some various, sympathy-for-the-devil points about the monstrous-feminine as we proceed—namely their intrinsic value in camping the sorts of things that Soulblighter crystalizes (something we haven’t talked about too much in this section, thus far, but will continue to going forwards). To it, if we want to overcome hatred as a canonical device tied to capital, we must understand how it works; simply abjecting such things (as Bungie does) will not do.

In short, we must empathize with the wretched, asking how someone like Soulblighter can become tokenized to such a profound, point-of-no-return degree that their subsequent alienation could arguably motivate them to commit police violence/genocide against other equally marginalized peoples, or conversely might seek revenge against empire to a suicidal degree that takes everyone down with the ship (“crossing the Rubicon,” to borrow from Caesar’s campaigns); i.e., while camping is not endorsement of reactionary violence, it does require a kind of intimacy that “pure evil” treatments discourage. Pure evil is pure alien, which characters like Soulblighter are depicted as; if we can imagine, thus understand what causes that alienation, we can start to reverse it, hence counteract the forces that turn people like Soulblighter (their real-world equivalents) into spiteful cops.

To this, I’d like to unpack/reiterate a few relevant ideas (about two pages), then give Soulblighter a closer look…

First, regarding heroes or harpies, “corruption” and decay are endemic/comorbid to the same monomyth’s royal cycle: the return of the skeleton king followed by the return of the noble king (and their servants) in a historical-material loop that universally treats Communism as zombie-like (doomed to death), but also conflates it with the ravenous death knights of fascism culling the Amazons, beheading Medusa (or anything else queer) and turning Melmoth into a wandering vampire, etc. White knight vs black knight—good cop, bad cop—both colonize workers as something to internalize; i.e., wrestling for control over the same territory in centrist, good-vs-evil language. The same goes for servants turned into cops, thus cannibals.

In this sense, Balor and Soulblighter make up two sides of the same infernal coin—one that is no different than Athena versus Medusa, or subjugated Hippolyta versus her evil twin; i.e., insofar as power aggregates against Communism written as capital’s bête noire that, in truth, has only manifested fairly recently (over the past several centuries) in response to Capitalism rising out of feudalism’s own mistreatment of serfs and the master/slave dynamic of Rome and other ancient empires. To escape the same “as good as it gets” trap Bungie entertains, workers must critique the value of war as a “great zombie” that cannot hide its own rot—of Capitalism and the nation-state as fundamentally spoiled, but ubiquitous and pervasive through the monomyth and nuclear family unit as fundamentally doomed by design.

Granted, we’ve previously discussed “Rome” as a hauntological façade that valorizes Capitalism’s rot; i.e., while nakedly consuming its own workers at differing speeds (said speeds often determined by racist variables) depending on the Imperial Boomerang’s current location—at home, or fixated on faraway lands like Cambodia, Africa, Gaza, and other such frontiers. Except, life can obviously exist without great manly heroes and kings in the canonical, monomythic sense. In short, it can exist without Capitalism and its military apocalypses, but workers must bravely reinvent what it means to be a hero and a villain (a tragic hero); i.e., by critiquing centrist heroics through camp as a matter of cultivating Gothic maturity per a proletarian Song of Infinity (versus Bungie’s immature, endless, blind parodies and pastiche standing by capital and profit). In broader terms, this means humanizing Medusa—and all sassy fat-bottomed girls (gays and people of color, etc, as colonized bodies)—for their hill-sized fannies’ cracks of doom harvested by capital and Cartesian forces “to the last syllable of recorded time”: an artificial wilderness unable to feed workers or animals because it has become of a means of siphoning everything out of the land and labor into the bourgeoisie’s greedy coffers.

(artist: VG Yum)

However, it also applies to characters like Soulblighter being monstrous-feminine, too; i.e., servants and slaves (which Jews historically are) that “go feral” and traitor in their own ways. To liberate ourselves, then, is to reverse the monomyth’s process of abjection (which normally serves state interests by raping Medusa as a terrorist); i.e., as it pertains to servants like Soulblighter likewise being bred for police violence. You must humanize the harvest Soulblighter belongs to, reuniting alien things to see your fellow tokenized workers as human—all while critiquing the structures that dehumanize victims and victimizers alike. As an instrument of mass torture and exploitation, the state is fallible but effective, purposely devised to exploit labor then lie about it in heroic stories featuring Melmoth as—like a wild animal without a master—trying to destroy Rome to avenge Caesar’s death. This starts by itself, then resurrects two of the other Fallen, the Deceiver and Shiver, to play into/out the same “degenerate” equation.

More than the first, Myth II is about chaos, insofar as Satan is dead and “order” threatened by these jackals unchained. Except, while Soulblighter remains a kind of Jewish gargoyle to scare workers stiff (the Watcher from the original Myth a BDSM cliché, Shiver a witch and the Deceiver a silver-tongued gay man inside the second game’s shared neoliberal gimmick), he’s still a byproduct of the environment that made him—of pain and conditioning shucked off onto a walking fetish. He’s the game’s central antagonist; i.e., literally the name of the game and discussed nonstop inside it—a shell of a man crippled with fear and rage that collectively reflect actual labor’s complicated, dogmatic regressions/repressions under the capitalist hegemon. For the good of ourselves, let’s dissect that.

The paradox of nuance is it can feel alienating unto itself, confusing. Doubles speak to that, invoking the need for both hard stances (e.g., postcolonialism and basic human rights) and flexibility (e.g., searching for allies among the colonizer group) at the same time; i.e., conventions to bend or break regarding different praxial objectives required, mid-opposition, under dialectical-material context. Characters like Damas and Soulblighter account for the usual abject divisions that occur, while forcing fascist and Communist aspects onto the same shadowy body.

The same nuance is an attempt to extricate what is thoroughly entangled to a, some degree, inextricable level, while acknowledging that both sides are, themselves, different warring ideologies. It’s not simple, nor are the feelings associated with it. What we want to avoid is conflation, while simultaneously humanizing what must be humanized to prevent further police violence in the future; I am acknowledging and disarming token stereotypes while occupying and interrogating them (and their power and trauma) through performance and play. That’s what subversion and ludo-Gothic BDSM are ultimately about, as viewpoints regarding a performance we’re both inhabiting and looking into; i.e., punching Nazis by camping them, which is to say, restoring their humanity by removing a capacity for police violence, wherever it is found and however it manifests during the rememory process as half-real, imaginary and historical.

I won’t lie: there will be pain, and facing Melmoth will haunt you. However, it won’t kill you (or I would have died long ago). But heroic transformation (systemic catharsis) only happens when the mirror is repeatedly re-examined and redesigned for workers’ collective benefit, mid-camp and ludo-Gothic BDSM. Channeling a new imaginary past, its social effects on the material world must transmit across space and time by us; re: using the Promethean Quest to camp, thus subvert the monomyth, as—like the black castle that houses the brutal, rapacious tyrant—something that passes to the servant as avenging such mastery to keep capital in line.

This is what Soulblighter embodies in Myth II, the game being his story after Caesar is dead; i.e., the tortured, queer-coded Asiatic Jew driven mad with revenge tied to different terrible things; e.g., black magic and torture, but also animals. To it, Marlowe’s “raven soliloquy” from The Jew of Malta (1590) leaps to mind:

Thus like the sad presaging Raven that tolls
The sicke mans passeport in her hollow beake,
And in the shadow of the silent night
Doth shake contagion from her sable wings (source).

Barbara’s monologue/parade of vengeful, cruel, and thoroughly anti-Semitic stigmas curiously mirrors Soulblighter’s abjection; i.e., as penned by Western Christian men, then and now (including gay ones like Shakespeare; re: Shylock). Soulblighter’s their DARVO punching bag just as Barbaras was, but wedded to “Caesar” and the Cycle of King’s Capitalist Realism. Keeping with the grim reaper shtick, Soulblighter’s bloodthirsty glaive (the knife dick, its fang thirsty for good men’s blood, fueling the owner’s wicked revenge) also bears an anti-Semitic, “backstabbing Jew” flavor (we’ll look at the Orientalist side of Soulblighter in a moment; e.g., his links to the Japanese side of the Axis Powers, exhibit 41c1).

Starting with Barbaras’ greed parable, the “evil Jew” trope comes out of the actual medieval period into future echoes felt inside capital; i.e., oscillating towards and away from itself vis-à-vis its muscled Orientalist harbingers (and other monstrous-feminine scapegoats): those standing in (under duress) as Bungie’s vaudeville, their Lord-Humongous-style Four Horsemen aping the same contagious virus borrowed less from the likes of Maturin and more from Hiroshi Aramata and a post-WW2 world. Soulblighter is the strawman Jew/stereotypical Asian made to count himself among Caesar’s four Fallen Lords; i.e., the token symbol for greed abjected onto an alien, easterly Semite that serves capital by emerging to scare the middle class into fighting him, thus preserve capital by eating themselves (a fiendishly clever reversal of the zombie—normally eating the middle class—suffering to be eaten by them, instead).

In reality, it’s all capital’s doing what capital always does: “rape workers and blame it on them to divide and conquer when capital decays and seeks revenge (revealing its own rapacious function as having existed before said decay sets in); put said zombies down and hand the keys of empire back to the usual white knights (cops) and lords (owners).” Dogwhistle, repeat. Clearly Myth II is aware of the cycle it illustrates, but it uses the expendability of its soldiers (and sprawling dogma of its built worlds) to crystalize the loop, hence the status quo as something Soulblighter the terrorist is ultimately against. He’s Shylock: “If you prick us, do we not bleed? […] If you wrong us, shall we not revenge?”

Again, the monomyth is baked into capital, commonly inverting as a Promethean, undead cycle of rape, revenge and restoration serving profit; i.e., a zombie tyrant (often a vampire Nazi or Jew) to raise and blame when it feeds, not the system already in place exploiting and antagonizing nature before putting it cheaply to work: raising ethnostates and terrorist organizations (e.g., Israel and Hamas) stuck in the same abject torture loop moving power towards the state exploiting all parties involved. Whatever the destroyer’s form (not just the Metroidvania castle, vengeful husband or mad scientist), our speculative, subversive aim is regicidal and postcolonial; i.e., presenting the zombie as something to critique if it defends the state at workers’ expense: a fearful, muscular and undead golem, vampire, what-have-you, with motives that resist discovery upon examination.

However, if we remain persistent and creative, we can resist the typical fear mechanism or fascinated glory-seeker’s rebuild-the-kingdom antics (e.g., Metallica’s “Four Horsemen” [1983]: “Choose your fate and die!”) normally turning capital’s gears; i.e., choosing instead to inspect, understand and ultimately subvert Soulblighter’s trauma and undead feeding habits, working out what makes him tick, thus lay bare capital’s usual operations through such tokenized vaudeville: the evil child, the Pinocchio from Hell, the Golem of Prague that is both the Übermensch and the Untermensch, the harbinger and the testament to secret sin, open discord and selective memory fueling present struggles fascinated with Old-Testament violence, black magic, and rituals of blood sacrifice (re: Abraham).

(source: Mythipedia)

As Myth‘s Melmoth, Soulblighter looks scary enough—is literally the thing that haunts the bourgeoisie’ dreams, keeping Alric up at night as his extratextual parallels try and scare us with these same things (they fear worker revenge, so they transmute it into dogma). In technophobic terms, Soulblighter is a canonical goblin; i.e., a false mirror/double of reality projecting imaginary bourgeois fears onto his viewers, planted in the Earth and springing up from the clay while composed of it like Nappa’s cybermen. Keeping with Victor’s doomsday scenario, Soulblighter was birthed by the mad minds of those in power alongside his fellow creations—a crass, abject rainbow of disparate monstrous-feminine clichés that fearful middle-class men can LARP against in a fantasy world made, as the monomyth always is, just for them: WW2 in small. Such lies are planted and sown, then take root through assimilation and play.

As widespread and fearsome as Soulblighter sounds, he ultimately remains against empire for reasons that aren’t completely alien to our own counterterrorist cause, provided we camp it a little; i.e., “make it gay” in ways that speak to queer alienation as something that intersects with other forms; e.g., Orientalism and anti-Semitism becoming “Holocaust” in quotes—something that never quite existed, thus permits us speaking to our own survival through its fantasy battles and slaughters. This “rape play” isn’t something the elite can monopolize, meaning we can camp it, too; i.e., just enough to make Soulblighter feel pain, to humanize him (as a stereotypical tortured fag will do) to account for similarity amid difference, hence a pedagogy of the oppressed and its anisotropic qualities reversing abjection by flowing power towards workers through terrorist/counterterrorist binaries we can subvert, synthesize and reverse in defense of those normally policed and tokenized to police labor by state forces feeding through such violence.

For one, it’s a lot easier to understand Soulblighter’s potential love for Balor as a fellow gay man in a fascist regime than it is for him to simply be “pure evil.” People don’t do things simply to be evil unless it’s for propaganda purposes; e.g., the barbaric Jew (re: Barbaras) being evil to make the Christians look good—with Soulblighter being so cartoonishly evil, it defies reason:

If the dam were destroyed, the resulting deluge would kill everything in its path for miles. […] Still Shiver stands between us and Soulblighter, just as she did two days ago on the Ire River. The men who fought there faced an army of thrall meant more as an impediment than anything else. Did Soulblighter plan to wash both the Legion and Shiver out to sea? Truly there is no end to the fiend’s malfeasance” (source).

(source: Mythipedia)

While all’s fair in love and war, the game depicts Soulblighter as a terrorist. Basically he summons Shiver—a literal hellcat—and uses her as bait (all that the game allows her to be); in turn, the Deceiver—wielding a vain, silver-tongued worminess (all queer stereotypes) married to a Grinch-like smile and large nose (anti-Semitic tropes, himself a backstabbing Jew “in the flesh,” above)—is brought back to save the Legion from the battle at the dam; i.e., the good queer servant/dutiful Jew who used to be bad: “He goes to warn the Emperor—moving through odd angles; faster than any man, and if unobserved, much faster than that” (source).

To it, Soulblighter’s acts of terrorism always classify as tokenized Jewish/Oriental revenge, thus are depicted as extraordinary cruel (more cruel than Alric). When these routinely fail against all odds, Soulblighter spirals, picking a fight he cannot win so that he can lure his ancient enemies—literally empire, itself—to a desperate last battle. Soulblighter wants to die and has from the start, but he’s choosing to die by taking the Cycle of Kings with him (the volcano literally being a suicide bomb)! Apart from Shiver (who’s bait), Soulblighter largely does this alone; i.e., as the mastermind with an army of queer-coded Nazi slaves (again, the contradictions are fine provided they serve profit; and liberation and enslavement occupy the same shadow zone, as do Nazis and Communists).

(source: Mythipedia)

Except, Soulblighter can’t resurrect Balor to help out, so he chooses to bring back the Myrkridia—again, more golems, and queer-coded ones linked to sodomy and bad resurrection: a race of inferior-yet-superior (re: “the enemy is weak and strong”) creatures of so-called “Jewish magic” (mad science) and revenge:

The Tain was supposed to be the final resting place of the Myrkridia, but The Summoner has been inside the shattered artifact for five months now, slowly resurrecting their entire race [sort of an evil Genie’s bottle]. To think of it makes me shudder, and even now the Myrkridia spread across the Province like fire across a dry field, leaving death and blackened ruins in their wake. We must stop him now. […] The Deceiver has brought us here to kill The Summoner. The ruin he will bring about if allowed to remain alive is unconscionable. This alone dictates that he must die (source: Mythipedia).

In short, Soulblighter—the avenging Jew that raises the Nazis—finds an evil wizard, cutting ahead through the slower imperial mechanisms’ usual cycle to generate a race of werewolf supermen (a Nazi call to violence, towards the end of WW2, below) that, all the same, bears the tell-tale likeness of dwarvish mechanisms (re: the Tain), goblin phenotypes (an anti-Semitic symbol, above), Japanese Imperialism exhibit 41c1, and “sodomy” (unnatural, queer-coded reproduction). Thus, Bungie blames a Jew for the Nazis in Orientalist language, cramming everything messily into the same evil ghost that wanders the war-torn land; i.e., when the chickens come back sooner than expected (aftershocks).

Cliché though it is (verging on “true camp” in that Bungie have no irony to speak of, delivering the menace with a straight face), Myth II yields a much more involved and fleshed-out plot than Myth I does; i.e., the Summoner turning the bodies of Soulblighter’s myriad victims into what can only be described as “Nazi-Communist effigies”: a DARVO argument by Bungie, treating Soulblighter as Melmoth, and the Summoner as his vague, evil-wizard (director) Goebbels (the order of their deaths being different—the original minister of propaganda committing suicide outside the Führerbunker after Hitler shot himself—but I digress).

Furthermore, the obscurantist mixing of monster myths to conceal the fact that Alric and empire are actually the bourgeois forces, here (with Soulblighter nothing but a fascist mirage with Communist bastardizations), is simply fascism defending capital through the middle class. The Summoner might be the Nazi scientist, in-game, but the story remains a queer-tinged framed narrative comparable to Tolkien’s LotR (re: Ostertag) for which everything is contained in the Narrator’s journal, the latter written by Bungie serving the profit motive similar to Tolkien or Lovecraft (re: Imperialism with more steps). It’s an abject, adult-oriented playground for endless battle against gay Nazi, “degenerate” (foreign, poor and non-Christian, etc) forces, informed by history as half-real and cartoonish, strangely devoid of camp in its medieval, token, He-Man-grade revivals.

For example, after Soulblighter’s blitzkrieg fails, the werewolf legend he invokes unfolds in ways that pertain—ironically enough—to a creatively imaginary homeland aimed at frightened children borrowed from the actual Nazis:

It is said that “desperate times call for desperate measures,” and no one was more desperate than the members of the Third Reich in 1945 during the final months of World War II. Even Adolf Hitler knew the Allies were advancing on Berlin. The thought both terrified and enraged him. Hitler had always been a big believer in the occult, numerology, the zodiac, and more. But by the final months of the war, his belief morphed into a kind of obsession. His preoccupation with these matters was well known to his men. They catered to it by delving into subjects like the existence of the Holy Grail, witchcraft, and werewolves.

Hitler was fascinated by werewolves, but he believed in them the same way Germanic folklorists did, namely that werewolves were merely “flawed, but well-meaning characters who may be bestial, but are tied to the woods, the blood, the soil,” says Eric Kurlander, author of Hitler’s Monsters: A Supernatural History of the Third Reich. According to Kurland, Hitler used werewolves and wolves[4] as symbols of German strength and purity against those seeking to destroy them. Hitler co-opted the image of the creatures often. In one instance, he named a plan to destroy his enemy’s supply chain “Operation Werewolf.” He also created a group of paramilitary soldiers – werewolves – to confuse and frighten the advancing Allies and the Soviets, against whom he was losing badly on the Eastern Front.

[from source: “9 March 1945: Goebbels awards a 16-year-old Hitler Youth, Willi Hübner, the Iron Cross for the defense of Lauban. Photo: Bundesarchiv, Bild 183-J31305 / CC-BY-SA 3.0”]

By late 1944, even Hitler and his top men, including Joseph Goebbels, knew the war would soon be over. They realized that they couldn’t pull victory from the jaws of defeat. Instead, they chose to delay the inevitable in the hope that they could devise a more favorable scenario for Germany. Historian Perry Biddiscombe explains in his book, Werewolf! The History of the National Socialist Guerrilla Movement, 1944-1946 that Goebbels came up with the idea to exploit the werewolf legend. In early 1945, Biddiscombe notes, broadcasts began nationwide urging citizens to join the “werewolf movement.” He describes one broadcast in which a woman, posing as a werewolf, says, “Lily the werewolf is my name. I bite, I eat, I am not tame. My werewolf teeth bite the enemy” (source: Ian Harvey’s “Nazi Werewolves? The Secret Nazi Guerrilla Organization,” 2018).

Such a dishonest, uneven, canonical weaponizing of myth—of treating specific, heteronormative/queernormative elements as transcendental signifieds—is not a new trick, and not one exclusive to the Axis Powers abusing child soldiers to refill their depleted slave ranks with fresh Hitler Youth; all empires do this, including America and its allies, but also British, American, and yes, German authors under their umbrellas (re: men like Marlowe, Tolkien and Lovecraft, but also Hitler inspiring companies like Bungie).

Why? Because it’s easy to manipulate, hence profitable! War—specifically war against a monstrous invented enemy (of nature)—historically sells through the abjection process touting the lie of Western supremacy (the ghost of the counterfeit): posture “strength” in opposition to the foe “of nature,” then siphon it out of state workers playing at Ragnarok (the state always takes, but lies to make you feel strong as it drains you). Keeping with the Nazi trick of DARVO and obscurantism, a given warmonger (not just the Nazis) frame themselves as the guerrillas, fighting on the backfoot while trying to convince people of their righteous cause through more and more false flags.

Hitler borrowed such things from America to radicalize American-style settler colonialism abroad (re: cowboys and Indians, with the frontiersmen playing as white Indians to serve the state, but also token Indians selling out their own peoples), as much as Bungie borrowed from the Nazis to enact Pax Americana, in-text; i.e., a Jewish-Nazi revival, whose medieval fantasy world looks suspiciously similar to Western Europe sold back to fearful Americans unused to war on the home front. Propaganda is propaganda, serving profit as usual.

To it, Myth II tells itself through records of old events, lionizing empire Tolkien-style by inventing a Jewish-coded megalomaniac to stereotypically justify its own endless war’s runaway tensions—i.e., occurring on and off the page abandoning workers to such remorseless predation. Keeping this in mind, it might seem easy to write Soulblighter off, treating him as Bungie does: a bad Nazi cartoon with Jewish, Orientalist and queer elements; i.e., “This is what happens when the blindly faithful lose their leader! They need a good parent to keep them in line!” To camp Soulblighter to a proletarian degree, we can’t ascribe the game’s theatrical motivations to him; i.e., the apprentice outperforming the master to be even more evil/unstable than Balor was (the Jewish cop “out-Nazi-ing” the Nazi, itself part of the same bourgeois witch hunt probing the witch’s guilt).

So while “death before dishonor” is entirely possible—with Soulblighter basically being one of “Hitler’s” faux-Caesar generals (ghosts of ghosts) playing out of the Nazi rulebook stolen from American volumes and passed off as “genuine” by Bungie (a canonical variant of Walpole’s Otranto)—the fact remains that it’s far from the only explanation. To it, the speculative variety unto Soulblighter’s internal conflict/old-fashioned moral dilemmas makes for a very different (and more interesting) plight than Balor’s jilted, one-off Caesar schtick; re: “I didn’t man the walls hard enough, thus became the zombie impostor!” By comparison, Soulblighter seems quite aware he’s undead. There’s an outrageous, Melmothian quality to him that demands he be camped (as Nazi ghosts generally do, onstage)!

Expect the usual dualities. On one hand, Damas is a one-note psychopath with zero nuance, which is exactly what pro-capitalist propaganda needs the Wandering Jew to be. On the other, his outsider’s motivations frankly make a lot more sense (removed from capitalist dogma) if there’s a human element. Given the operatic framework already in place, a jilted widower pining for his lost friend feels oddly accurate for Soulblighter (a bit “bros before hos,” but gay in the way that Tolkien is unto Frodo and Sam: Balor is Frodo and Soulblighter his Samwise Gamgee, reversing the monomyth and its ringbearer’s quest). It might not justify Soulblighter’s disastrous actions entirely. But it would explain them in ways that partially humanize him, which we can camp to whatever degree we want (Soulblighter musical, go)!

(source: Myth Journals)

Furthermore, being non-white and queer would automatically marginalize Damas, hounding him witch-hunter-style into a radical direction that normally would lean either to the Left or the Right, but here Bungie conflates “Jew” with “Nazi” to provide the Promethean (self-destructive) element it needs to continue the Cycle of Kings all over again: “Thou called’est me a dog before thou had a cause / But since I am a dog, beware my fangs[5]!” The state routinely hogs and weaponizes paradox through such Orientalist caricature as doubled, cloned, spit out like bullets to coax police-style escalation (reactive abuse) anywhere and everywhere.

Given the West’s complicity with fascism to purge Communism from existence[6], the best Bungie can do, in Myth II, is treat the volcano scene as Red Scare; i.e., through a fascist, ticking-timebomb purge, one speaking to reactive abuse and reactionary sentiment sandwiched together—this time with a real volcano instead of a giant hole in the ground.

Towards the end of the game, Soulblighter invokes the fire of the gods, Bungie meaning to gaslight, gatekeep girl boss Soulblighter until he first tries to take the world with him by summoning the volcano (waking it up); then plunges pathetically through futile, Promethean revenge into the lava like Icarus, but also Gollum (another anti-Semitic character—one whose name sounds like “Golem,” but also who Tolkien has Gandalf accuse of drinking blood and eating babies). Even so, the furious sentiment remains a valid one, insofar as someone queer and damaged might—having been abused enough by a toxic lover or authority figure—simply opt to end the cycle for good; i.e., extinguish the entire bloodline; re: Frankenstein. The villain in that story isn’t the Creature, it’s the man of reason, and the man of reason in Myth is Alric, not Soulblighter.

If you’ll recall, part of the overarching problem isn’t just Nazi pastiche, but the intellectual dominion of old nerdy white men; i.e., contributed to by earlier thinkers like Marx as much as by Bungie and other proponents of capital. Reassembled through our own labor, then, we can reshape the wider Gothic imagination—thus canon and the world—in pointedly sex-positive ways that holistically and inclusively guide future generations out of the Capitalist-Realist nightmare, all while camping Marx’ ghost, too (the original man being anti-Semitic and homophobic, thus exclusionary and prone to scapegoating others to some extent)! Gothic Communism does so by camping stories like Myth II through subversive interpretation, one that builds on imperfect theories while challenging canon at large. In doing so, iconoclasm becomes an intersectional, solidarized mode; i.e., a rebellious act of seeing systemic trauma through counterculture art, including dreamlike implements of ritualized violence that hurt, but do not harm.

That’s what Soulblighter does. He’s literally a wandering ghost, but also a walking wound, and a very angry and outrageous one that lends itself well to camp. This must heal, which requires humanizing the wound through camp. Only then will the true abusers of the world—Capitalism and its inherently unstable, Cartesian-coded Torment Nexus—vanish. Disappearing with it, the giant, Frankensteinian “Caesars” would cease returning from Hell to rape and cannibalize empire, kayfabe-style; i.e., as a matter of “sodomy”—with an unquenchable thirst for human blood and hauntologically big muscles pumped with said blood (whose builds couldn’t have existed “back then,” but did express in statuesque “antiquities” that ballooned under a heteronormative profit motive closer to the present; e.g., Eugene Sandow unto He-Man and Bungie’s good-vs-evil meat wizards and warlocks).

All evoke the same old sagas’ profitable recursions of death; re: their disposable heroes’ Abraham-style altars of sacrifice (“Bred to kill, not to care, the slaughter never ends!”), bearing fearsome tokenized queer elements that challenge Heaven as a matter of ghostly revenge from empire’s past victims married to such stereotypes (a bit like Lucifer in Paradise Lost, but less campy than Milton, or even Tolkien’s Morgoth/Sauron[7]). “Suffering to the conquered” becomes a worst-fear Jewish revenge married to an Asiatic one, each playing the bugbear’s part as a matter of canon-made-chimeric, but also ghostly and impossible: multiple ideas of revenge lurking inside the same spectral cartoon that—like a Radcliffean castle during the liminal hauntology of war—evokes the idea of the grim harvest to scare workers with! Summon ghost of the Axis Powers (and the West’s ideas of their stereotypes and revenge) during Red Scare; witness them; drum up moral panic during Capitalist Realism. Repeat!

(exhibit 41c1: Artist, bottom-left: John Bolton; bottom-right: source. Soulblighter, the chief antagonist to Myth II. Whereas Balor resembles Caesar fallen from grace, Soulblighter more closely embodies Jewish revenge for Hilter [“Caesar”]: “If you wrong us, shall we not revenge?”

It’s the usual horseshoe-style Red Scare, conflating Communism with fascism while married to Yellow Peril and Islamophobia; i.e., the Orientalist element of a barbaric non-white savage intent on destroying the West out of revenge for a fellow half-alien, the Nazis [a visual motif echoed during the “Yellow Peril” propaganda in various American wars, but also during the fighting, itself; e.g., on the Pacific islands during WW2’s infamously brutal Pacific Theatre]. So whether it’s the Moors or Arabs, Mongols, Shogunate, Turks, Zulus, or some other barbarian, the same basic process employs DARVO to obscure and hybridize abjection-as-usual, committed by modernity projecting its own barbarism onto other cultures; i.e., Soulblighter renowned for his unusual cruelty among the Fallen, minus the tell-tale, Nazi-grade sadist outfits. Instead, it’s closer to the Rape of Nanking committed by the Japanese side of the Axis powers: 

By all accounts, Soulblighter butchered the entire population of Strand looking for The Summoner. How he knew where to look for him, or even how, is unclear. It is obvious that Soulblighter did not have access to the Total Codex. If he did, it would have led him right to the man. Instead, he tortured and killed nearly every living soul within three weeks travel of that ill-fated city before finding him [source: Mythipedia].

Part Nazi, part Shogunate, part “evil Jew,” Bungie constantly frames Soulblighter as a brute-force, East-meets-West destroyer of the West and more wicked than “builders of empire” like Alric standing in for American forces; e.g., “sixty years is nothing to the likes of a Fallen Lord, and while King Alric was restoring the Province to its former glory, Soulblighter was plotting its infinite ruin” [source: Mythipedia] or “Soulblighter, like Balor before him, seeks not to conquer but to destroy; to be master of the unthinking dead [extended beings] and their blasted lands” [source: Mythipedia]. In other words, Alric tames nature, making it “good”; Soulblighter is a force of nature to put down because it is like a mad dog that cannot be tamed. Corrupted by canonical essentialism to be viewed as “fallen,” Soulblighter is like an orc, witch, zombie, or some other monstrous-feminine; i.e., as inferior nature biding its time against superior Cartesian forces: the horrors of war from a Western perspective, equating their cartoonish enemies/victims’ queer love to “total destruction.”

[source, left: Reddit; right: Mythipedia]

Balor and Soulblighter are both fascists, but they’re not identical in that respect. Combined with a “non-Western,” Yellow-Menace brutality—one that makes a DARVO argument for the West as innocent—Soulblighter’s appearance is conspicuously muscular and Asian, but also skeletal; re: he mutilated his own body in anticipation to his zombie-esque “turning” as part of a larger dogmatic cycle. Forget “total eclipse of the heart,” Soulblighter literally has no heart; he cut it out of himself.

“And who is willing to destroy a piece of his own heart?” Aleksandr Solzhenitsyn asks. Seemingly in response, Bungie makes Soulblighter—a resident friend-of-Caesar [similar to “a friend of Dorothy”] who becomes the tinman[8] in the flesh; i.e., achieving eternal life to seek short-sighted revenge while carrying a torch for Connacht.

Solzhenitsyn continues, “If only there were evil people somewhere insidiously committing evil deeds, and it were necessary only to separate them from the rest of us and destroy them. But the line dividing good and evil cuts through the heart of every human being”; i.e., by making someone so unduly heartless as Soulblighter—a being so enraged by the death of Balor that he cuts his own nose off [to spite his face]—Bungie “solves” the problem of appealing to humane peoples by forgetting Solzhenitsyn’s words on purpose. To it, Soulblighter is the tokenized undead witch; i.e., a mad dog seemingly beyond redemption, thus someone for which it is easy to ask others to “mercifully” destroy [and overlook the sins of empire in the process].

Both sadistic and masochistic, Soulblighter’s “zombie Orientalism” and its violence are always illegitimate, but especially when he tries to “end the cycle” by erupting a giant volcano, trying to destroy the world: “We have Soulblighter’s army caught between the Cloudspine, the Ire River, and Tharsis—the legendary forge of the Trow” [source: Myth Journals]. There’s also an element of secret-identity futile revenge to it, Soulblighter actually being Damas, former captain of the game’s “Heron guard” [basically a healer samurai unit]—literally the old guard of a formerly great far-east empire who seek redemption after the fall of their city centuries prior [itself a form of fascist Orientalism: the restoration of the “noble samurai” similar to the noble savage or noble Jew].

Every Fallen Lord has such an identity—generally some kind of nemesis to go with their current evil side out from older times. Apart from such double selves, such zombie warlords are presaged by ill omens in general. One is the comet from Myth announcing Balor’s return. However, there is also the wake of various stigma animals that canon commonly uses to devalue themselves and the non-Western cultures associated with them [re: Shylock being compared to different canine beasts by his Christian overlords].

To that, Soulblighter also has the ability to transform into a so-called “murder” of crows—a magical, shapeshifting act that unfairly associates those animals [exhibit 41c2] with his cartoonishly evil, tokenized crimes [and which anti-Semitism associates with the death of Christians relaid in Jewish vaudeville; re: Marlowe]. Indeed, corvids in general are intensely clever animals, but aren’t anymore cruel than other birds; i.e., certainly not the shrike, which impales its prey[9] on thorn bushes, or the toucan, which is surprisingly brutal despite its colorful, friendly appearance and latter-day transformation into a children’s breakfast cereal mascot: “Always follow your nose!” Like Gandalf to the hobbits, in Moria, I’d say the same regarding Soulblighter’s, but he cut his off already!)

Like Tolkien’s Sauron challenging the West’s sense of divine entitlement, Bungie marries Axis-flavored bugbears like Soulblighter (the game’s Sauron analogue) to a strange, now-alien relationship to nature; i.e., animals and magic that have become forgotten, abject, and cartoonish through the usual canonical arbitrations: Nazgul in small (“death from the skies”)!

To it, Soulblighter is literally composed of crows: “The Deceiver [the game’s gay wildcard; i.e., shaking up the action while shouting “Wildcard, bitches!” and putting on a cowboy hat, like Slim Pickens’ from Doctor Strangelove] boasted of his victory over Soulblighter, clutching a mangled crow and claiming to have captured ‘a part of the murder,’ crippling his former ally” (source). Soulblighter is Big Bird from Hell, a walking “murder” that essentializes nature as evil through medieval superstitions and prejudice (conspiracies) concerning corvids and Jewish people revived in neoliberal fearmongering: the usual cataclysms that Capitalism both threatens/materializes and brings about through its divisions and divided labor force (us-versus-them) forever delaying progress (a lie unto itself, “progress” being a cryptonym for “profit” pushing like Sisyphus towards an unreachable goal; e.g., Mount Olympus denied to normal humans; i.e., the fire of the gods).

(exhibit 41c2: Fable the raven and her pet human. As a stigma animal, ravens and crows are treated as harbingers of death. In part, this probably owes to their trademark black appearance, as magpies—despite being corvids—don’t get the same wholly bad rap; i.e., because their plumage is only partially black [“One for sorrow, Two for joy…” 1780]. However, Christian bigots [and by extension capitalists weaponizing Christian dogma] likewise associate stigma animals such as corvids with manmade sites [and personas] of death and decay.

Furthermore, while decomposers like insect larvae, dung beetles and fungus obviously fall into this group, the tell-tale “murder” of crows and “unkindness” of ravens associate with death through canonical collective nouns; i.e., as something they visibly feed off of as notorious scavenger animals; e.g., cities, but also the battlefield and its endless glut of corpses bringing groups of undesirables to the fore. It’s DARVO blaming animals while conflating Jews [and other out-groups] with their collective punishment in service to profit.

[source: Ben Jonson’s “Tower Ravens[10]“]

By extension, these birds have become canonically associated with tombs and prisons; i.e., as a Neo-Gothic matter of attracting paying customers, generally middle-class foreigners, drunk on the cartoonish idea of a British “medieval” [continuously romanced by writers like Christopher Marlowe and Edgar Allen Poe, but also featured at regal-themed animal rescues; e.g., those pet ravens kept at the fearsome Tower of London, above]. Like the black dog or cat, canon frames the corvid’s presence as an ill omen belonging to a “creature of the night[11]” that emblematizes death through buildings known for heavy atmosphere; i.e., one associated with witches and black magic as something to fear and attack by goodly God-fearing Christians “guarding the church” from barbarians at the gate. Indeed, the idea of corvids serving as dark familiars makes sense, as they are both tremendously misunderstood and extremely intelligent, adorable creatures. The same humane potential goes for their human associates, though the latter can tokenize.

To that, if we can humanize actual corvids and realize their victimization by Western dogma and Christianized persecution through Capitalism unto alien forces, why not Soulblighter?)

The reason for this delay in development is that canon is carceral, its hauntologies deliberately trapping worker minds inside disastrous, illusory and heteronormative lines of thought. Doing so alienates them from themselves and nature-as-monstrous-feminine (with ravens and crows being seen as witches’ familiars heralding dark godly forces[12], similar to black cats); i.e., stereotypical conflations that lead workers (from white cis-het men trickling down a tokenized grapevine) to be violent towards ravens and crows, but also Jews, Communists and queer people, etc. Like an ill omen, we become an Infernal Network to the middle class, a Jewish Conspiracy that—more than Soulblighter and the Summoner ever could—raises pro-state Legions to kill us time and time again (stochastic terrorism).

To it, power is a relationship to consumption through capital. All forms thereof constitute a Great Chain of Being’s nadir being wholly endemic to the same abject, bigoted equation. Whatever abjection’s current form, it’s the routine chase of unequal predatory power amid endless conflict under Capitalism; i.e., with older, mightier forms of the same undead belonging to the same rotting power structures the middle class gladly leverage against state victims during police violence. All constitute a bourgeois matter of calculated risk, one where zombie generals and sacrificial soldiers compete with present-day doubles, themselves budding debutantes directing power anisotropically towards the state and its rulers: Capitalism is the zombie, and a giant one at that (more on this during the conclusion)!

Bungie doesn’t camp any of this in Myth I or Myth II, but we can—doing so simply by acknowledging what the authors are canonically up to: demonizing nature (and the monstrous-feminine through labor) through all the usual tokenizing fetishes and clichés, backstabbing Jews included. Like Garfield the Cat, nature simply becomes something for the middle class to fear and feel suspicious about, thus police the ghost of the counterfeit with through confirmation bias; i.e., one that abjects capital’s appetites off onto small defenseless animals and vulnerable human parties turned into giant, ravenous undead, and more to the point, profitable caricatures of themselves (with Lumpy Touch taking an already lucrative commodity and making it Gothic for those very reasons) that the self-centered middle class can sweat bullets about, Lovecraft-style. It’s all very “woe is me,” the privileged group abjecting nature and extended beings to ease their own tormented status:

(artist: Lumpy Touch)

In turn, this is a multimedia ordeal, translating to novels, comics/cartoons, movies and videogames conversing back and forth. Men become afraid of animals just wanting to eat, persecuting them and those associated with them (what Maynard James Keenan calls “the cry of the carrots[13]“) through a village scapegoat mentality trapped inside Capitalist Realism; i.e., as something that is easier to do instead of face the thoroughly unattractive and unappetizing reality that Capitalism and profit-as-ravenous are to blame for such shortages and superstitions (re: the bourgeoise trifectas and monopolies). Like eugenics and Nazi dogma (which are simply Capitalism and Cartesian thought decaying into radicalized versions of themselves), such things transfuse and pass along like bad wisdom/religion through the middle class on settler colony lands. “It takes a village,” indeed!

Now that we’ve gone over Soulblighter and their abject role to nature, as well as the giant cruelty of normal-sized men, let’s rehash some broader points about the Cycle of Kings and actual giants, then conclude our Fallen Lords close-read by surveying the female monstrous-feminine.

As a tyrant, the canonical zombie warlord is only part of a larger harvesting practice: presenting the future as hopelessly dead, even when trapped in medievalized iterations like Myth: the Fallen Lords and Soulblighter. Unlike the retro-future cyberpunk, the modern-day zombie apocalypse, or the closed space of a Gothic castle, the future of what could be is flung ass-backwards into a new dark age on open ground; i.e., one where the kingdom of the Light is threatened by the forces of the Dark (what Gary Moore, in romantic terms, might call a return to “the Wild Frontier” [1989] the same way that heteronormative young men might excitedly dream about ninjas, pirates, Vikings, and knights, etc); e.g., Braveheart’s own ahistorical celebration of such battles coming out of Lord of the Rings and other settler-colonial propaganda: dressed up as “rebellion” and “home defense” against foreign invaders tied to internal plots of alien, vengeful usurpers (the elite scapegoating labor by tokenizing legitimate feelings of anger against the state, turning those feelings against workers to police themselves with). Whatever the form, all belong to the same dated territory as part of a future image that could easily come to pass and in some ways already has.

Overall, the fantasy genre does more than displace state violence; it dissociates it entirely by framing the fantasy world as “eternal,” divorced from time as a cycle altogether. One need only examine the fascist hauntology of America and Western Europe to know this isn’t true. Like Metroidvania, Bungie’s medieval boneyard is a black mirror of what could happen to our own world, but lies to audiences by portraying the player as the slayer of the Dark through state-sanctioned executioners: the fearsome Legion guided by a loose coalition of powerful manly wizards called the Nine. The Fallen, by comparisons, are heralded by a version of history that doesn’t make sense to its current benefactors, yet whose alternate visions—from an undead Pantheon of great military leaders working against them—belies the base function of Capitalism working as it always does: out-of-control, in crisis and decay as fueling the chaos of competing warlords rising from the grave.

To grapple with the zombie tyrant, a centrist author like Bungie must seek to quell their own inherited guilt/anxiety through police violence; i.e., the token cop Soulblighter policing his own as repressed like he was even when times “were good.” Fear and wonder become powerful levers to motivate the middle class to take part, becoming the very thing they revel in the wake of; i.e., the Second Coming of what they themselves hope to be: conquerors. In turn, the man of reason, crime lord and warrior king each account for some of the male-dominant positions under Capitalism, traumatizing the land through the creation of various undead dilemmas: hauntology as tied to Capitalist Realism, where Capitalism becomes a multicultural, cross-generational tomb for the living to inhabit from cradle to grave.

To it, Myth offers up the usual undead power fantasies, their futile revenge against nature wedded to symbols of cartoon danger you must recognize and attack. Simply put, it’s a trap—the effect of canonical hauntology carceral precisely because it traps consumers inside recuperated, locational markers of Capitalism’s generational abuse; i.e., echoing fascist images of the future as things to defeat through yet-another last-ditch defense of the state from the usual suspects in the past. Its dated, once-upon-a-time remediation, through blank parody and pastiche, yields canonical likenesses continuously devised in cryptonymic fashion; i.e., transformed into profitable, stupefying hypercanon, and whose neoliberal hauntology capitalizes on the “cracked mirrors” of dystopian retro-futures by treating everything as a splintered, repressed cultural mindset; e.g., Soulblighter and his “Nazi” mad scientist antics with a tokenized flavor to them, or Balor before him and a more gradual, less tokenized form of the Cycle of Kings (tokenization being an act of desperation): a sudden Promethean cataclysm, “the lesson in humility” comparable to a nuclear bomb (fire from the neoliberal gods’ “volcano”) to spook labor silent, reminding them who’s the boss.

(source)

Divorced from actual rebellion, the run-down parallel worlds Bungie contributes towards abuse myth for profit’s sake; i.e., Crusader and white-Indian heroism (which the game’s Light units reflect, left) wedded, per Umberto Eco, to the cult of death. In doing so, they have become increasingly mass-manufactured—carceral fakeries that, from the neoliberal point of view, are only meant for apathetic consumers to play around inside while posturing as sexy rebels playing war as usual; i.e., the canceled future and infernal concentric pattern, wherein lies the sanctioned killing of gangsters, bandits, authoritarian cops, rogue AI, mutants, Fallen Lords, and other placeholders that function identically to the out-and-out fascist zombie in postapocalypse scenarios. It’s fear and wonder serving profit, continuing zombie war inside and outside of fiction, galvanized by the process of abjection and ghost of the counterfeit—a red false flag to wave in front of the bull to get him to charge, then reap the whirlwind by destroying nature (versus being stewards to it) through all the usual dogwhistles.

In other words, canonical or not, the story of the zombie is always a black mirror—one whose Melmoth the Wanderer dangerously threatens undead apocalypse as a gigantic, looming threat waiting to feed on workers and nature through state mechanisms. Under these hostile conditions, canonical and iconoclastic variants exist in praxial opposition. However, the latter distinguishes itself by either camping earlier creations (as we have done here, largely by close-reading them), or offering new ones that pointedly uncover bourgeois hauntologies; i.e., they are not incentivized by profit and the inherent, built-in instabilities that state fabrications yield.

In either case, one must work through the catalog. With Bungie, they compile their own material, in-game and in paratexts; in turn, these—like all such built worlds—are cataloged again by their fans (who put such things online for easy access; re: Mythipedia, where I can pull such information up to interpret it in campy ways, which a queer reading essentially is). The fact remains, canon comports those in power as yielding up terrifying visions regarding state abuse (as something to uncover); i.e., the material reality continuously downplayed in favor of the canonical, decayed future and its stupid, easy fun: blow shit up, kick zombie ass—all during the apocalypse as “made for (white cis-het) men.”

As with Tolkien, Bungie and so many others, the complicit cryptonyms of the elite popularize in centrist war narratives (and other hauntological forms like the cyberpunk as a kind of “slumming yarn,” exhibit 41e); i.e., portraying yesterday’s heroes as gigantic and male, fed on yesterday’s corpses; re, the Capitalocene felt through Walpole’s giant armor, which in this case accounts for the stony golem’s flesh of the Trow and those unscrupulous sorcerers who summon them in whatever giant forms/combinations are useful to the state romancing the middle class while stupefying them, too:

(exhibit 41d: Keeping with the centrist, wrestler’s narrative, Bungie’s imaginary past is classically tied to the male body as statuesque, athletic and muscular [a trend we shall see whenever we revisit the game’s Pantheon]. For example, the franchise’s race of giants, the Trow, are tried-and-true mercenaries of the medieval sort; they originally serve the Dark, only to switch sides against Soulblighter[14] in the Second Great War [more Tolkien-style moral geography he passes off as “myth”]. While Soulblighter performs the game’s Melmoth-style vice character [one cutscene (above) granting him an almost baboon-like appearance], the Trow hybridize mythology for a Numinous effect; i.e., suffusing the myth of the Celtic giants with a Lovecraftian backstory releasing similar echoes of “Rome fallen”: the ancient city’s magical and alien statuesque parallel to At the Mountains of Madness [the patrolling Trow in the top-right image, above, storming towards the campfire to, if not eat the soldiers (as giants so often do to male heroes), then like Lovecraft’s scientist aliens, rip the trespassers limb from limb].

To it, the Trow combine the Ancient Romans with Lovecraft’s science-happy Old Ones, resulting in a slave-owning race with golem-like properties [echoes of Victor warning Walton about the Creature; i.e., a former slave being able to reproduce and harness science for a new posthuman race superior to mankind, bearing a grudge to boot]. A byproduct of mad science/Cartesian overreach, their “once-great” civilization has been reduced—as is tradition, per the Promethean Quest—by a massive slave revolt that left them proudly stranded in the snowy wastes of their former nation. To it, echoes of empire and scientific abuse extend beyond just that. Not only do the Trow speak what appears to be Latin—calling the Deceiver a being of “furor poeticus” [source: Mythipedia]—but they play Romanesque death sports, and announce themselves with great booming footsteps; i.e., not unlike the T-Rex from 1994’s Jurassic Park [except the cloned dinosaurs in that movie were all female].)

This brings us to giants. For now, I just want to consider the giant’s aesthetic in relation to the state and stories like Myth sold to workers; the conclusion will consider Capitalism itself as a giant zombie.

That being said, I don’t suppose I really need to explain what giants are—it’s in the name, after all. However, there is some additional context to impart: Myth‘s giants are all mercenaries—so-called “special units” who appear late in the game (suggesting the world-sized nature of the conflict as time goes on). These special units include the Trow as we just examined, but also the forest giants (from the first game, left) and giant Myrkridia (towards the end of the second game). Soulblighter concerns all three, the sort of person who invokes a war of giants as much as men.

(source: Mythipedia)

To it, the forest giants work for the Legion, mainly while defending their home, a giant forested area called Forest Heart, from Soulblighter (then under Balor’s employment); the giant Myrkridia work for Soulblighter after being summoned from elsewhere (another dimension, it would seem); and the Trow turn coat against Soulblighter thanks to the Deceiver’s interference. In short, giants are big and tough, but also somewhat indifferent to the politics of men and their enemies; i.e., they generally have a larger connection to the world itself, and only emerge when properly enticed (mercenaries are paid, and giants require substantial payment). Beyond that, they generally have a Numinous, elemental flavor that anthropomorphizes, speaking to the ways that nature is weaponized and made to fight for humankind in monomyth stories.

This enlarged anthropomorphism/token animism isn’t exclusive to Bungie; i.e., with Tolkien—doubtless inspired by Wagner and ancient myth—having featured the indifferent stone giants in The Hobbit, while also making nature into a goodly police force; e.g., the Great Eagles from the same book, but also with his Ents[15] from The Two Towers obediently breaking Saruman’s war machines before Aragorn and his friends arrive. Instead, Bungie more or less recycles the idea, their own not-so-friendly tree men kicking the everlasting shit out of the forces of darkness.

As for the giant Myrkridia, they’re basically “family-sized” versions of their “fun-sized” cousins. For all giants in such stories, though, they showcase the scope and scale of a conflict blown up to epic proportions; i.e., the epic poems of different ancient cultures often calling themselves home to literal giants of different kinds, but also ancient war machines[16] rising to giant heights; e.g., siege towers. Giants, by extension, embody war machines with a humanoid flavor as connected to nature being normally exploited by state forces.

Similar to dragons, witches or zombies (orcs, goblins and werewolves, etc), giants play a vital role in Capitalist Realism during the monomyth; i.e., as hyperbolic calls to police violence, letting the state feed as a giant might by gobbling everything up around it. Except, the bigger the state is, the more it can eat; the more it can eat, the more it will eat through bigger and bigger arguments of self-preservation against invented enemies—i.e., those the state brutalizes for profit, which bears out its own ladder of preferential mistreatment.

You’d think that Nazis would be low on the list. Except, Nazis generally receive special treatment because they commonly serve state interests; instead, Communists and past victims of enslavement and exploitation cap off the state’s hit list. In turn, the usual austerity politics’ boom-or-bust instability punishes those outside the bourgeoisie, weakening the structure as it tries to glut itself. The more in crisis the state grows/decays towards, more it must prey on workers and nature just to survive. It needs giant-sized arguments, hence giant-sized targets, but also giant-sized idiots to push victims into the state’s giant mouth.

It’s true, then, that fascists make popular scapegoats, provided they’re rabid. But if an out-of-control fascist is nowhere to attack, the state has loyal ones attack state enemies, instead. This escalation of violence happens in the usual police territories suddenly filled with “dangerous game”; i.e., passed off as criminal, but also likened to Bungie’s giant Fallen Lords and aforementioned special units; e.g., trans people, or Communists who use the same aesthetics of power and death as fascists do (not to be confused with flags or insignias, which generally are much harder to assimilate).

Keeping with this section’s central thesis, then, Capitalism will abject its giant abuses onto its victims—often with a queernormative, hyperbolic flavor merged with other forms of tokenization; i.e., teaching a privileged side (us) to blame, dehumanize and attack a monstrous side (them) while abusing DARVO and obscurantism in ubiquitous heroic language: the heroes acting increasingly like giant, entitled assholes against a perceived overblown menace they’re celebrated for committing massive acts of cruelty against; i.e., police brutality dressed up as “bravery”; e.g., Beowulf vs Grendel.

Furthermore, this sea change forces the alien side to adapt and reclaim such implements to survive their bullies. In doing so, many out-group members compromise. Frequently abandoning healthier forms of rape play (which are discouraged already by colonizing forces), the abused often become cops themselves; i.e., when they betray others out of convenience and desperation, puffing themselves up and acting tough. For a time, this renders them immune, seemingly beyond persecution provided their eat their own. But the middle class is always there, looking for new token Judases to fill the role of giant slayer (such sell-outs never last—are always the most expendable).

The whole abysmal process spawned from the canonical monomyth out of Antiquity (a time of giants and gods) into LotR, Star Wars, Harry Potter and Myth: the Fallen Lords (which, among countless other stories bearing the same settler-colonial markers, all contain disproportionately sexist, queerphobic, Orientalist and/or anti-Semitic monsters to prop up the usually smaller but still larger-than-life hero “chosen for greatness”).

Penned by opportunistic, white and politically moderate authors, such massive “threats” codify and catalyze Man Box and “prison sex” mentalities in poetic forms—their commercialized, menticidal dogma and refrains (maps or otherwise) turning the middle class (the usual cops) against domestic lower classes, but also entire foreign populations (the usual suspects) through frontier Capitalism finding the titanic scapegoats it needs to harvest nature-as-monstrous-feminine; re (from Volume Zero): “Hell is always a place that appears on Earth.” Said Hell is populated with “giant” enemies who, killed by posturing knights, suffer the embarrassment of witch-hunter violence against someone who is hardly so massive, powerful or dangerous being bullied by someone who is: the state loves DARVO (again, we’ll sporadically touch on the state as a giant cannibal, here, before focusing on said cannibalism during the conclusion).

By comparison, the Promethean Quest generally subverts the monomyth, but canonically still flows power towards the state when killing the hero (normally felled by a giant implication, if not an actual monster). To that, Bungie demonstrates how this can be done, populating “Hell come home” with fascist, queer-coded, tokenized stereotypes punching down against labor (as a giant might) and nature when the dead walk the Earth (another example being the Zodiac Braves from Final Fantasy Tactics, a game that sends the hero to die in Hell, fighting multiple giants-in-disguise leading to an imaginary Angel of Death without promise of reward, glory or recognition); i.e., peppering Hell/the Numinous with Red Scare elements among the horseshoe fascist overtones.

Be they larger-than-life men with Herculean strength, literal giant humanoids, or hyperobjects (capital, fascism/Communism and Mother Nature), the point isn’t the sacrifice by itself or our aforementioned gigantic forces. All generally connect through the same kayfabe’s distributions of power and status, wherein a given Amazonomachy serves and sends power as a matter of ongoing praxis. Liberation and enslavement, trauma and catharsis, mere men and giants—all exist in the same shadow zone’s contested aesthetics (often with an athletic component).

To it, expect the usual dialectical-material dualities when dealing with zombies, but especially giant zombies, generals and draconian vampires, etc. For one, the Gothic novel began as historical fiction; i.e., that reinvented history through myth surrounding such labels; re: Walpole’s giant suit of armor (an allusion to the French and Indian War, 1754-1763, concluding a year before Otranto was written). During oppositional praxis, then, said myths were plundered from a variety of sources working at cross purposes between authors; e.g., the post-Roman, pro-Christian elements to giants dating back to Beowulf (in written English), extending to an operatic cycle with anti-Semitic elements as old as the medieval period into Wagner’s des Nibelungen (which Tolkien bastardized, and later Bungie). And such language as “You shall not pass!” (from Tolkien) can be heard in praxial opposition through “No pasarán!” (and similar phrases: “Ils ne passeront pas!”) utilized as gatekeeper rhetoric to keep fascists out, but also imaginary “barbarians” kept curiously at bay by fascists aping the raised fist for capital; i.e., serving capital in faux-revolutionary language.

(artist: Nadezhda Tolokonnikova)

This being said, revolution is sexy from an actual rebel’s standpoint; i.e., sex positivity (and general liberation, insofar as Capitalism sexualizes all workers), which unfold during neo-medieval forms of rape play whose ambiguous, mythic theatrics demonstrably synthesize catharsis. All the same, this isn’t what actual practicing fascists[17] do when raising their own fists; e.g., Trump doing so after nearly getting shot by a disgruntled white conservative, but also white liberal authors playing the rebel against fascist elements while—in the same breath—callously punching down against labor movements who think Europe sucks:

When the anti-Putin activist Nadezhda Tolokonnikova [above], a member of the Pussy Riot punk group, was tried for blasphemy in Moscow in 2012, she wore a T-shirt emblazoned with a defiant raised fist and the Spanish slogan “no pasarán“: they shall not pass.

The phrase is associated with the Spanish civil war, which Vladimir Putin’s invasion of Ukraine has made terrifyingly relevant – especially as volunteer fighters from across the world gather to defend the country from his attack. No pasarán became a slogan for the 35,000 volunteers of the International Brigades who travelled to Spain from more than 80 countries to defend its legal government from fascist-backed aggression. About 2,300 or more set out from Britain and Ireland. Another 2,800 left the US, forming the Abraham Lincoln Battalion – the first racially mixed US military unit led by a Black officer, Oliver Law.

The brigadiers chose the right side of history. Both Adolf Hitler and Benito Mussolini sent troops to fight alongside the violent rightwing reactionaries led by Spain’s future dictator, General Francisco Franco. Like Putin, they wanted to demolish democracy across Europe. In Ukraine, the president, Volodymyr Zelenskiy, also wants a volunteer “foreign legion” to join the war. “This is the beginning of a war against Europe, against European structures, against democracy, against basic human rights, against a global order of law, rules and peaceful coexistence,” he said. “Anyone who wants to join the defence of Ukraine, Europe and the world [emphasis, me] can come” (source: Giles Tremlett’s “Anti-Fascist Slogan Takes on New Significance in Ukraine Crisis,” 2022).

Anti-fascism often conflates Communism with fascism, in Western eyes. When raising our own fists, then, we must likewise remember that American liberals/servants of pax Americana (moderates, white in function if not in appearance) will hijack our language, or otherwise write about it in ways that serve capital, including fiction and non-fiction alike. If it serves the powers that be, liberal democracy loves it; if it becomes violent towards the elite, the label becomes a vague incendiary buzzword to hurl against rioters, signaling police forces (actual or vigilante) to attack workers protesting American genocide.

Bringing things back to our aforementioned fantasy giants, however campy and/or otherworldly these invented objects appear at first blush (re: Raimi, but also Bungie), they are ultimately blind and predatory unto others if they employ Capitalist Realism to conceal Capitalism’s predatory nature. Capitalism destroys everything around itself, and generally does so through Promethean hero fantasies in love with killing giants for the bourgeoisie! The enemy isn’t just fascism’s bastardizing of giants and dragons, zombies and witches, etc, to scapegoat Capitalism’s usual victims with (re: gaslight, gatekeep, girl boss)—it’s the elite behind them using liberal democracy/Pax Americana to maintain capital by demonizing Putin (a fascist, to be clear) while cannibalizing Gaza! It’s “boundaries for me, not for thee,” with The Guardian complicit in Gaza’s genocide; i.e., treating the locals and their home like Omelas while calling for Putin’s head (and celebrating themselves for it). Except total war makes, as it always does, for good distractions concerning who the real apex predators are. Hitler and Putin are both war criminals, to be sure, but their crimes against workers and nature pale in comparison to the American elite and their allies in journalism!

(source: Mythipedia)

Sound familiar? Stories like Myth: the Fallen Lords do the same, chopping Bungie’s “czar” down to size while sacrificing an absurd number of people to do so. This includes not just mighty warriors

I am not a coward. I think that my actions over the last seventeen years prove this. Yet I was relieved to not be among those chosen to die. In four hours, just after sunrise, the twenty-two hundred survivors of the Legion will attack Balor’s fortress. Those men will surely die. There are perhaps half a million of the enemy between here and the stronghold (ibid.).

but those presumably under Alric’s “protection”; i.e., both being replaceable provided they win: “Before he left, Alric told us that Madrigal had fallen” (ibid.).

In short, the state can kill whoever it wants, lottery-style, in order to justify its own existence; i.e., capital punishment dressed up as “heroism,” except many who die in our world don’t even get the “luxury” of a hero’s funeral (re: the Gazans massacred as “terrorists,” versus the Ukrainians being seen as valiant). Exploitation is exploitation, rape is rape regardless if you call the victim “hero,” “useless eater” or terrorist,” but some definitely get it worse; Bungie’s game of vengeance and victors obscures the same kinds of predation on helpless populations that Pax Americana does in our world (“Keep your eye on the tyrant…”).

However, apart from the genocidal triage involved, such pick-and-chose diplomacy further mirrors our world, insofar as Bungie presents Caesar’s endless war/rape of the world as a giant old boys’ club, its bread-and-circus scapegoating of the past one that invariably invades the present through renewed states of exception told in all manner of gigantic forms; i.e., kayfabe, undead, queer-coded, oft-tokenized heels that must be defeated again and again by sacrificing oneself all the while: the figurative death of one’s heroes after they fall to the Dark Side, or becoming the giant they were supposed to slay!

Becoming “corrupted” through the cult of death that fascist heroism amounts to, our de facto cops (the Jedi, wizards, warriors, Achilles, etc) transform into deathly almighty versions of themselves; i.e., the death lord necromancer/death dealer black knight and skeleton king or “heel” serving as fallen versions of their nobler selves, which must be frozen through echoes of their own lost humanity before cutting off their heads (with giants classically paralyzed, often drugged or tricked[18]; i.e., being attacked in their sleep during asymmetrical warfare; e.g., Jason and the Argonauts vs the cyclops Polyphemus[19]).

Except this brings us back to the classic problem of what to do with the  head, post-decapitation. Giants have the magical ability to be reassembled after death; the giants in Myth are described as literally taken apart like Osiris, dragged through Hell and revived in new forms that fight what is effectively the Imperial Boomerang coming back around, biting empire square in the ass (the ouroboros/Cycle of Kings). After the memory of fascism’s latest fall becomes distant and finally is forgotten, it returns again (and again) as undead, whereupon desperate times call for desperate measures against giant enemies:

After the Great War, the armies of the Dark collapsed and the Fallen Lords were swallowed up by history. We believed we had entered a golden age, a new era of peace, and our armies laid down their weapons to begin the long task of rebuilding the world. For sixty years we worked our fields and tended our cattle and did all the things that we had fought to defend, until the war became something that fathers told their sons and grandfathers their grandchildren. But sixty years is nothing to the likes of a Fallen Lord. And while King Alric was restoring the Province to its former glory, Soulblighter was plotting its infinite ruin.

The King has decided to fight fire with fire [the fire of the gods, Prometheus-style]. He seeks Myrdred[20], an avatara of the Wolf Age whom Balor renamed “The Deceiver” after bending him to his will. Although The Deceiver fought alongside Balor during the last war, he held no great love for the rest of The Fallen, nearly being killed by The Watcher in a legendary battle at Seven Gates. King Alric believes The Deceiver still lives and is counting on this old rivalry to lure him into joining our efforts to destroy Soulblighter and the Myrkridia (source: Mythipedia).

Like Frankenstein, Bungie’s narrative style is epistolary, dramatic, richly mythical, and well-delivered (the voice actor for the Narrator[21] deserves special praise); but it always defines the human condition as one trapped in endless, toy-like war—with no room for non-zombie queers, women, or other marginalized groups, and too much room for larger-than-life assholes who generally kill everything in sight (the “Tolkien problem,” in other words, but penned by an American studio).

Trapped between the warring gods of capital, then, Bungie only allows for the warrior’s death; i.e., looking super cool as you kick zombie ass, then go to “Valhalla” to sit with Crom, King Ulster or Zeus, etc, as part of the same fascist, Man-Box mishmash: the bad dream of the zombie apocalypse becoming the “last” chance for a “real” warrior’s death, Frankenstein’s monster robbed of its camp, but slave to the grind as robata-style grist for the mill, anyways. The real myth is camp/mutual consent (which I had to introduce through this queer close-read, putting my childhood heroes to the sword; i.e., anticipating and intercepting their canonical, bigoted elements, then making them gay for me to be able to survive the people they unironically represent).

However emotionally compelling it comes across, the prime narrative of Bungie’s centrism (and the monomyth, at large) remains a thoroughly doomed, macho (re: Eco) conflict between two jousting teams, one being morally superior as the Greater Good; i.e., white knights who “go savage” in a cartoonishly grand but also pulpy (re: Lovecraft) and faux-Celtic way (the archers in Myth called “fir bolg,” a race of Celtic giants the first game treats as the Light’s non-giant archer wood elves, a bit like Tolkien’s Legolas[22] but obscured by using different legendary elements and language than Tolkien, a philologist, chose; e.g., with Cu Chulainn, of Irish folklore, famously “hulking out” against his enemies, often against giants or seemingly indestructible foes, which giants often appear to be; i.e., like David and Goliath): the self-important and self-centered nature of fascism’s big-headed soldiers thinking they’re big deals, but also the good guys. They don’t know, understand and/or care that they’re evil!

An assemblage of gigantic myths on either side, then, the West confronts Capitalism in decay abjected onto equally bombastic, undead clichés of all the usual minority groups: giant “undeveloped” kayfabe, but also token cops policing the usual suspects. To it, the game’s berserks are a shameless nod to Braveheart, itself a film about historical revisionism to suit American conservatism and commerce; e.g., David Gemmell’s Rigante series commercializing oppression as wielded by colonizers playing “rebel,” weak and strong as a matter of imperial apologia (with Macbeth originally defeating a rebel faction for King Duncan, before killing Duncan and usurping the throne). It’s Pavlovian—a matter of conditioning that yields what the elite want: war and rape, workers killing each other on both sides, amounting to Macbeth without Shakespeare’s irony (or Rob Roy without the sex). Such big muscles are, themselves, then cut up by the state, ingested, and spit back out.

The trick, for such canon, is fooling the sacrifice into thinking it’s the hero. Vampirically crossing swords with evil barbarians (the mouth and fang hyphenating in all the usual ways, above), said good guys always face the end of the world as perpetually threatened by abject (non-Western) forces trying to “end the cycle” (re: Red Scare); i.e., the restoration of order as not corrupted or undead by endlessly duking it out, back and forth, with fascists who are. It’s the Star Wars problem, extending the conflict indefinitely per Capitalist Realism, then cashing in on it as undead and gigantic; i.e., Zombie Capitalism, reveling in the pointless bravery and cemetery fields of open, unburied gore: war is badass, is endless, is profitable.  Except, the cycle only remains profitable so long as workers dehumanize their enemies, which conversely must humanize to move past the whole police structure and its moderate ploys determining who is cop and who is victim.

For instance, while fascists serve capital, they are ultimately humans abused by the system using the same aesthetics iconoclasts camp Nazis with; i.e., to expose the system urging people to kill one another for the elite, as Soulblighter does out of revenge, and the West doing unto him because he is simply “pure evil” to them: an alien to punish by virtue of reactive violence making him the “pure token cop” (reducing his value to zero). But such absolutes are, themselves, impossible.

Instead, bourgeois dictation and its bloody outcomes under capital haunt the out-of-doors and its warriors there as much as any Gothic fortress; i.e., something to lament yet encourage by virtue of its profitability trapping the would-be-heroes inside a giant prison of the mind, hopelessly seeking glory and riches on and offstage while guarding nations against imaginary barbarians. Trapped in the belly of the beast, the process dehumanizes both sides—of real populations expressed in imaginary ones the elite turn against each other for profit: “Police yourselves! Tokenize! Betray each other! Lash out! Hulk out! Don’t camp it, don’t think about it! Just be violent in ways we can alienate, punish and fetishize, then scapegoat and capitalize on to consolidate our power!”

To it, Soulblighter and the volcano—but likewise any gigantic aspect to Bungie’s world—become a colossal deflection and projection, the real parties guilty of setting the world on fire not being something as exotic and fascinating as a Jewish Nazi or magical giant, but the elite’s banality of evil: doing it all for profit as described. For the elite, becoming rich isn’t something to strike suddenly like a vein of gold, but by exploiting other workers through a system designed to prey on people, animals and the land (wealth accumulation and generation through profit). Even if they’re simply born into the system on top of the pile of gold, acquiring the status and position of capital in the bargain, such material conditions are tremendously alienating because of the class gulf, alone.

The fact remains, ACAB and billionaires own cops, thus giant projections of cops. Billionaires, then, are predatory by design in ways that rival the most brutal warlord; i.e., using capital as installed through settler-colonial violence to continue said violence; e.g., through direct sponsorship of police action, like Thatcher did in Ireland, or by installing fresh Capitalist-Realist dogma in half-real ways—stuff like Myth, in other words, that shifts blame (and various debilitating emotions) onto the usual gaslit victims by the usual gaslighting victimizers in gigantic language.

Furthermore, settler-colonial arguments involve elements of occupation as legitimate vs vacant or invalid, decided ultimately by billionaire landlords. Shelly’s apartment in The Crow is invaded by thugs per Top Dollar’s say-so, and Myth‘s world—similar to Samus and the Chozo, pirates and Galactic Federation—is invaded by warriors who appear whenever the current residents are weak, opening the usual venues for fresh business, battle, and betrayal. It’s barter through manufactured conflict, the ensuing neoliberal shock therapies sanctioned by those with a finger on the big red button, threatening a final countdown, FOMO-style. Amid the usual dog whistles (e.g., “Caesar”), girls will get got, gays will be buried, dragons slain, witches hunted, giants felled, etc. The paradox of death incarnate, here, is its constitution as both reaper and rebel, the middle-class nerd playing the cop in either case.

Pursuant to such games like Bungie’s, land is always contested by arguments that keep war happening and ownership of those under the owner class in doubt, thus eager to bring down big game and prove their manhood anew. Repurposed for profit under capital, capital conjures up all of yesterday’s customs and dead traditions (re: Marx), raising with them faux-feudal arguments of rebellion and invasion, villainy and heroism—all for proving the current residents (the middle class) as “manly” and capable to the gods (the bourgeoisie) on the usual battlegrounds converted into homes, battlegrounds, and homes again, back and forth as a dialectic of the alien: killing the elite’s enemies (workers and nature) to keep profit moving.

As part of this dance of the knights, everything is for sale and all are expendable superstar death dealers made from different past versions (e.g., Hugo from SF3 = Andre the Giant + Frankenstein’s monster) except those not actually on the field (again, the bourgeoisie). Nobody likes the men behind the curtain, but they’re the only ones who win. Everyone else must die, be that heroes, villains, giants, virgins or whores. All are cut up eventually and left out in the cold, the heroes who survive mere straw dogs who will be forgotten after they are dead; i.e., the last war’s heroes replaced by those in the next, joining the same funerary throng. From Nazi Germany to the United States to Bungie’s nameless world aping them, Valhalla is a myth the state uses to keep itself alive!

(source)

Through the usual neoliberal methods of abuse[23] and regression, Myth romances inequity and frames Imperialism and its socio-material conditions as “good,” solely to lock them in place and keep them in place (re: the Cycle of Kings). The volcano, as well as Soulblighter and all of the massive monsters Myth conjures up, are a universal threat to workers, to scare and pit labor against itself; i.e., the middle class against the lower class, and the lower classes against each other and the middle class, while always treating the elite as benign, reaping nature until state shift. Yes, you can scapegoat the tyrant and his generals, servants and ostensible companions and lovers, but there is always a return to order that installs the same old men at the top to rule and control the world through likenesses that acclimate workers to the whole process, inside and out.

To it, everything described in Myth could gradually disappear and—like Rome and Caesar, himself—become a perpetual thing of the past via development protecting nature from the state’s usual cheapening of it; but the elite make sure said past keeps coming back in fresh forms that uphold Capitalist Realism, canonizing the process instead of camping it (which oddly enough, Kevin Smith was attempting to do in 2005’s Clerks 2, albeit badly and from a homophobic perspective that—while it exposes homophobia in the Tolkien camp [“Hey, faggot! They’re not gay, they’re hobbits!”]—is still a homophobic canard delivered spitefully by a straight man written by a straight man to belittle a fantasy story about gay men because it’s gayer than Star Wars is).

As such, the state is a giant that eats its citizens for profit; i.e., by making endless monster war that, through itself, embodies dogma (re: the Military Industrial Complex and copaganda). In turn, the giant puppeteer’s hands and their strings aren’t always visible (removed from the Metallica poster, below), but rest assured, they’re quite present; i.e., the socio-material factors that drive the same stories to play out by conjuring up Marx’ presaging of the same slogans, costumes, and actions of false rebellion. It might weigh on/eat at those on the safe side of the war market, but it sells anyways for exactly those reasons: the ghost of the counterfeit.

Keeping with that, it’s all smoke and mirrors, but somewhere, the consequences of policing said abjection (us versus them) are quite real and straightforward: life is cheap, as is its ending inside canceled worlds; i.e., that treat the end of the world, per Capitalist Realism, as Ragnarok—the final battle of giants that, oddly enough, never stops but also never comes. There must always be war and death, and giant, monomyth heroes to worship precisely because they’re undead, from Hell, seeking futile revenge as thoroughly mythical, larger-than-life, chasing the fire of the gods (Caesar never dies, but always comes back as a shell of the original conqueror). Such things are lionized under Cartesian thought, but also Pax Americana as a Promethean extension thereof reviving Caesar or Melmoth for the umpteenth time in order to let middle-class white men (and tokens) play emperor against labor and nature; i.e., scapegoated/tokenized as usual: genocide dressed up as “war” and hawked to the usual ministers becoming death merchants when empire begins to die and pay fealty to the same-old profit motive (e.g., Rathbone’s “SATANYAHU ADDRESSES CONGROSS! PART 2,” 2024).

In short, war is a seesaw cycle tied to profit, thus rape relayed in the usual zombie apocalypses’ jester-like villains; i.e., those which Myth II theatrically pushes to its logical endgame (from a marginalized viewpoint): the token Nazi burning the house down, said house demanding empire be vigilant against evil extending to marginalized communities who might seek revenge afterwards; re: the seeds of fascism all over again, planted through fortress mentality. There’s always someone to fight who’s more ruthless and powerful than you; the outcome is always self-defeating and alienating as a matter of police violence fetishizing its own servants until they snap. Our own theatricalities—however complex they might seem—must simply and directly confront state variants to anisotropically reverse the flow of power and knowledge, awareness and intelligence towards workers. This happens as much through a Galatean element camping the Cycle of King’s Pygmalion authors as it does monsters in general: weak and strong categorized not just through DARVO and obscurantism to achieve adversity in a theatrical sense, but through gendered language, as well.

Now that we’ve well and truly exhausted the giant side of things, let’s quickly consider the female aspect to Myth‘s monstrous-feminine.

That is, beyond the cycle’s usual male giants, there are non-male aspects to such canon and its subversion. In regards to said servants as scapegoats in the Myth franchise, we’ve primarily looked at cis[24] gay men like Balor, the Watcher and Soulblighter. But Shiver (who mainly appears in the second game, below) was also a character in that story Bungie chose to revive for the sequel! To be inclusive, then, let’s conclude with a few points about her and similar characters (six pages), then move onto to the “The Monomyth” conclusion (which discusses Capitalism itself in undead monomythic terms)!

(source: Mythipedia)

While witch hunts historically punch down against Jews, Arabs and other non-Europeans, the classic monstrous-feminine for the West is actually women (with racial minorities and anti-Semitic qualities emerging during the medieval and Enlightenment periods). As such women like Shiver essentialize to the same equation of profit abusing nature through mythical stories that Bungie riffs on and rips off; i.e., pitting token proponents against each other to further a canonical narrative; e.g., the Deceiver seeking revenge against the game’s resident fag hag: “The Deceiver has been screaming for Shiver’s blood all day [which sounds weird, given how soft-spoken their in-game conversation is]. Alric has chosen five men of unwavering courage to accompany The Deceiver into the labyrinth of ravines where she hides. There they will hunt her down and destroy her” (ibid.). As such, Shiver is basically Medusa having one last catfight with Loki-by-another-name.

Per the Archaic Mother (the Medusa) and the phallic woman (the Amazon), there is always Macbeth’s wild wife, asking to be unsexed. That’s what Shiver basically is, in the end—a giant ageing bitch needing to be put down, hag-horror style (and inside a maze, no less). But again, the monstrous-feminine is anything of nature capital needs one side to police, rape and destroy for profit to happen. Sawing through nature, Myth presents Capitalism as a cycle that never ends, and certainly not one that constitutes embracing nature and the monstrous-feminine as previously raped by the heroic position. Instead, it turns them—one and all—into fascist, horseshoe caricatures of Jewish revenge; per cryptofascists, it’s politically dumb/ahistorical on purpose, defending capital through these spectral abuses of the past made mythical.

This includes Mother Nature, whereupon the Medusa is someone to fetishize and harm—generally abusing nature by removing the agency of those associated with nature. In classical systemic terms, this happens less through Jews, queer men and non-white peoples, and more through AFAB workers (or intersex parties with female dominant characteristics) for heroes to “feed on”; i.e., to feed is to rape, which translates differently to female bodies versus Soulblighter’s male body (the latter a warlock consigned to the flames during an Amazonomachy‘s “bury your gays” witch hunt, not penetration like Shiver and other whorish, Medusa-style succubae; e.g., Lilith, camped by Red Panda, below). Weird attracts weird, trauma attracts trauma; under capital, sex and force synonymize for any recipients/markers of state harm through various “heavy metal” exceptions, nerdy double standards, and all-around stigmas under a straight Male Gaze. Simply put, whores get stabbed, and that’s all Bungie allows Shiver to experience.

(artist: Red Panda Waifu)

In short, hags are generally beheaded, not fucked (though again, their “conqueror” function is synonymous). Even so, while Shiver might not be conventionally sexy from a visual standpoint, she’s still sexualized to receive violence; i.e., by a story that sends a group of sexy heroes to put her down and her alone. In stories similar to Myth, then, Shiver is to Soulblighter what Medusa is to capital: a sidekick or psychosexual fantasy whose only purpose during police violence is to die; i.e., to further the story of the ostensibly straight men involved, who kill her without hesitation. She’s simply “pure evil,” amounting to a rather boring hag that’s given nothing to do but look and act bitchy. Turned on its head inside the same thresholds and on the same surfaces, nature and its fearsome, dark motherly characteristics certainly have the potential to heal through Gothic poetics and demon BDSM (above). In response, canon effectively sweeps these happier alternatives under the rug, always advocating for a police agent pimping nature, pretty or not.

To that, and vis-à-vis Tolkien or Lovecraft, Bungie’s women are entirely offscreen save as monstrous-feminine hags (comparable to the great spider Shelob or the old crone from “Dreams in the Witch House,” 1933). Shiver is Soulblighter’s Evil Lynn to batter—literally Damas’ wife, which the game reduces to a throwaway[25] dummy sacrificed during the Second Great War so Soulblighter (the queer underling trying to one-up a truant Skeletor) can have his final battle at Mount Doom with the boys: “Lay on, MacDuff! And damned be he who cries, ‘Hold, enough!'”

Penned by a gay man, Lady Macbeth fared no better than Shiver did! Instead, the adage “a ‘good story’ requires an effective villain” highlights the fascist’s central role to apologizing for the forces of good and their own genocides, Bungie’s collective abuse of nature eventually banished to the land of the dead after the male commander is killed. Shiver is merely a detour roadblock, a petty obstacle, a smaller objective en route to the man in charge. Comparable to someone like Zangya from the DBZ movie, Bojack Unchained (1993); i.e., a female member of a male dominant group of evil space mercenaries (which the wiki calls “galaxy warriors“), whose dark-skinned, Roma-coded leader gladly murders Zangya because he just has to fight the male hero man-to-man! Medusa is always a stepping step, in that respect—a pussy in a jousting match. Shiver’s fate basically no different.

(artist: Akira Toriyama)

Furthermore, nothing is normally done to stop the violence at its source (which only makes Soulblighter’s attempt with the volcano stand out more), Bungie’s canon displacing the systemic abuses that always occur under Capitalism regardless if any undead—female variants included—are visible or not. Such maneuvers patently aim to manipulate the audience to love and fear a cycle of reactive abusive and escalating violence; i.e., keeping them “oscillating” inside a wrestler’s bread-and-circus narrative that ultimately serves the state by torturing women who basically are only scary because they’re old, thus can’t bear children (the anti-Semitic trope being that they eat children, the Freudian argument of the Medusa being that she castrates men).

As such, the only canonical reason that characters like Shiver exist is to make the manly cis-het hero (for which age is less of a factor insofar as sexual reproduction goes) look good in the eyes of whomever’s watching (usually college frat boys, insofar as the Raimi palimpsest goes, below)—the irony being he’s actually a self-absorbed jerk tilting at windmills:

Regardless of which team one belongs in the monomyth, or the age of the female entities involved, Medusa always suffers the consequences; i.e., there is privilege to being male in these stories, with Soulblighter being the titular character and his lapdog Shiver—Bungie’s Bride of Dracula/Frankenstein—being much more throwaway than her husband is; re: virgins or whores. Despite her age, Shiver is definitely the whore—the object of fatal pursuit doomed to die in order to advance the story as it occurs between men. Soulblighter doesn’t have to beat his wife; his enemies, the Light (and their token homo slave), do it for him!

To it, the ghost of “Rome” and its nuclear family unit haunts everything—with a roster of physically impressive warrior-heroes, kings and one lone queen duking it out for gladiatorial supremacy. Whereas the fascist screams, “the enemy is both weak and strong!” the centrist turns them into a zombie to fight until the end of time. In doing so, they are fighting the buried atrocities of the state, but also its rhetoric as curiously flexible insofar as “strange bedfellows” are permitted; e.g., the Deceiver’s recruitment by the Light, and ruthless diplomatic qualities eventually helping them recruit the Trow (exhibit 41d) under King Alric; re: Alric’s imperial mechanism of fighting “fire with fire” told in heel and babyface, corrupted/uncorrupted language.

Indeed, it’s precisely this tokenized position that Shiver rubs in her enemy’s face, chiding the Deceiver for bending the knee to Alric, and which he rebukes her for in kind (a false equivalency but I digress):

“Well, if it isn’t Alric’s lapdog?” she jeers at him. “Will you bow to anyone who claims the throne of the Cath Bruig?” To which he replies, “The path for retribution does make for strange bedfellows [emphasis, me]. Would you not agree, Ravanna?” (source).

The gay man basically reminds Shiver that she’s working for her abusive ex-husband, to which Shiver responds by raising her snake-like hair and blasting him with magic; i.e., a reckless and ineffective strategy that ultimately backfires when the Deceiver convinces her pet shade to turn coat, letting him trap Shiver in a magical prison that sucks her dry (and whose subsequent explosion blows the Deceiver to pieces)!

And to this, a female character like Shiver is always “lower” than the boys (even the less manly ones, being the only Fallen Lord the player kills without paralyzing them, in either game); i.e., a witch summoned back to life by Soulblighter purely because the game needed a hag to hunt. It certainly reflects the domestic abuse of actual women treated like Shiver is, in-game, and Medusa as classically female. Personally I don’t like to limit such things to simply “female,” and think the game’s battle of the sexes feels binarized along with everything else, therefore dated. As for myself, I generally treat the monstrous-feminine as androgynous, thus male, female, and/or intersex; i.e., in opposition to Cartesian thought’s white, male, European hegemon and tokenized, descending rungs of decreasing privilege. It’s all part of the same heteronormative dogma, the usual stones being thrown in a (very fragile) glass house.

Be they fascist or neoliberal, such mind prisons depict and encourage heroic police violence against nature-as-monstrous-feminine; i.e., as utterly terrifying for its ancient female aspects; re: according to Barbara Creed, which I argue tends to overlook present atrocities by TERFs acting the universal victim while policing people who are even more marginalized. Female or not, such behaviors are critically inert for the state servant. Wrestler narratives, while interactive with the audience on par with Rome’s gladiatorial bouts, are not known for extensive nuance; their canonical zombie eyes, and those of unthinking consumers, have been wholly blinded by a false vision that conceals not just the ongoing militarization of the police, but formerly oppressed groups whose time as cop is rather limited—i.e., like Shiver’s destruction demonstrates, existing inside a pecking order whose tokenized totem pole puts women and effeminate gay at the bottom: the two killing each other to cut to the chase.

As we shall see throughout the rest of the primer and in Volume Three, canon does so not just by making labor fight among themselves, but specifically against any monster-feminine that threatens the status quo through marginalized discord; i.e., Gothic-Communism as something to attack, mid-tokenization (re: Shiver killed by a gay man and vice versa). This being said, unable to look into a black mirror that actually reveals a way out of Capitalism, the same exploitations that befell Shiver and her hysteria continue unabated; i.e., social-sexual trends that lead to worker abuse in everyday situations, announced by canon as something that—if not sexy or cool—is at least “powerful”: when Shiver dies, she explodes, taking the Deceiver with her (“killing two birds with one stone,” as it were).

Cops—including female/monstrous-feminine cops—are generally fetishized, decaying into undead forms working for the state; i.e., the black knight as something to seed with foul, nasty ideas. As the Radiance showed us, in Hollow Knight, this can be camped in ways that pointedly speak to female rape, but the canonical whore is blind in this respect; i.e., her rape theatre largely unironic; e.g., Shiver a throwaway cum dump  who used to be prettier than she is now—a fuckable whore (with giant parts like 2B’s “mommy milkers,” below) instead of a “grotesque crone”:

(artist EXGA)

The franchise is not without the usual consolation prizes. In the absence of a soft body to “till,” the monomyth hero will happily settle for a dragon to slay. Despite being constantly sacrificed, then, Bungie’s Legion are fondly touted as “the legendary army of the West,” the so-called “victorious dead” put through the D&D ringer while gunning for nature as hag-like, as Shiver is, and degenerate like Soulblighter and the other Fallen; i.e., to remain vigilant against them, thus try to survive long enough to tell others how manly they are, then maybe attract a mate: “I guess the worst thing about having a reputation for being a bunch of hardasses is that the Legion always finds itself where the fighting will be ugliest. So we’re up here as the first line of defense against an attack by The Deceiver” (source: Mythipedia). Likewise, Alric’s revival of empire at the end of Myth II is false hope—a kind of neoliberal assimilation fantasy presented by the same old bodies and warlike actions American Capitalism has sold for decades: the Greater Good as constantly recruiting fresh male soldiers into its ranks. Do it; bitches like soldiers!

The girl boss (next page) is a more recent phenomena towards that aim—the creation of a kind of female hero that serves the state in corporate, but also military fashion out of older mythical forms (which we’ll unpack even more in Volume Three, when we examine TERFs). In female terms, there’s little difference (save for cosmetics) between one monster girl versus another in canonical stories; from Amazons to bandit girls to damsels-in-distress, corporations replicate and sell zombifying dream girls, designed to help the consumer feel right at home in a retro-future’s hyperreal, resort-like space. The idea is less overtly undead than the generic rotting corpse, but so was Balor in his armored suit. Their effect on the mind is the same; i.e., to feel comfortable with the zombie apocalypse and what it uncovers about the present world in crisis by piloting powerful, sexy heroes that chase away colonial guilt as forever manifesting within the material world: subjugated Amazons (and their muscles and shapely bodies) distracting through hauntological bread and circus.

(exhibit 41e1: Artist, top-left: Alex Borsuk; bottom-left: unknown [source]; right: Persephone van der Waard.

Apocalyptic fantasies canon veil material condition and abuse with iconic “devastation.” Some provide the Western backdrop as something to return to, while others have a cyberpunk feel. Many more depict the Global South as enriched-but-immiserated under Capitalism as victorious [the “end of history” narrative]: a neo-colony disguised as a tropical paradise tied to a “better” image of the nostalgic, neoliberal past. Whatever applies to the West and the Global North during hauntological fantasies, then, is doubly true for the Global South in this respect. Parenti outlines in the 1986 lecture, “US Empire and Relations with the Soviet Union and Other Socialist States,” a process that is, itself, about four centuries old: “There are no poor nations, only exploited populations.” Likewise, the elite can only offer decayed illusions to hide these exploitations with: the hauntological slum as something to export and harvest, ad infinitum.

In the Western tradition, the slumming heroes would have historically been white and male—posturing less as an invading outsider and more as a defender of staked claims on Indigenous lands [e.g., Powers Booth in The Emerald Forest, 1985, before he turns coat, “going native”]. In the mid-20th century this expanded to allow white women in the second wave of feminism to enjoy the “Amazon” role in service of the state. However, moderate concessions in recent years have affected these rosters to include heroes who not only aren’t men; they aren’t white, either. To this, the hauntological slum of the Global South is forever occupied by the powerful, yet-ultimately servile bodies of various slave groups.

For example, Laura from Capcom’s Street Fighter V [above, right] is canonically tough-but-cute, operating entirely in the hands of the player as something to control in relation to a particular part of the world as something to cover up with a current generation of nation pastiche—i.e., the 2023 sort that treats the population of South America, specifically Brazil, as “bountiful” Amazons to subjugate and leer at, but also pilot in service of a centrist narrative. The decay, in this scenario, happens behind the image, on the actual streets of Brazil which Capcom deliberately conceals behind a false, pretty copy that nevertheless shouts the quiet part inside a ludic tableau: the cities of Capcom’s ageless Global South are perpetually run-down, their material conditions and coercively heroic arrangements fixed in place. It’s pure plantation fantasy—ruthlessly adapted for a neocolonial world by a giant corporate ally to the United States, pandering to the Global North with highly nostalgic, imported displacements of neoliberal hauntology: “Remember when Brazil [and by extension anywhere in South America] was cool; i.e., like Brian DePalma’s fictional Miami in Scarface [1983] as a Cuban drug hub for Americans to conflate with Brazil and South America in general after the Cuban Missile Crisis?”)

 (artist: Teradiam)

So while they clearly favor male varieties, Bungie’s war against nature-as-monstrous-feminine doesn’t preclude strictly female qualities, either. But enough about them and their sinister elements turning women, queer folk and ethnic/religious minorities, etc, into whorish trophies (or watery maidens arming them with swords, left). Whether a male hero or female/monstrous-feminine[26] villain, we’ll consider the larger problem of stalling Capitalist Realism (thus avoiding state shift) a bit more in the conclusion, next; i.e., Capitalism a Great Zombie-Vampire that never stops eating through its monomythic heroes hunting in disguised settler-colonial territories, harvesting some crop or another made abject.

Onto “The Monomyth, part four: “‘That Which Is Not Dead’; or, Capitalism as a Great Zombie(-Vampire)“!


Footnotes

[1] One of the songs from Castlevania: Symphony of the Night (1997) being “Wandering Ghosts.” Like Dracula himself, his castle is a creature of chaos that takes many incarnations; i.e., those borne from different parties entering and exiting its structure to deviate from past histories (a strategy borrowed from Walpole’s Strawberry Hill House). Just as the game’s music reflects that state of constant reinvention, addressing present allegories retold as “past,” the same goes for Melmoth the ghost as wandering and witnessed by those around him.

[2] The Romans being the famous enemies of Jews and Christians, and the Nazis replacing Christian dogma with Pagan dogma attacking Jews and Bolshevism while Capitalism and the Protestant ethic decays; but not all fascists are against Christendom; e.g., in the Americas, North or South.

[3] I.e., not quite having the same power dynamic as Batman and Robin, but Soulblighter nevertheless being Balor’s submissive, driven to avenge his fallen lover’s betrayal by the West—their eating of him.

[4] In typical British fashion, Tolkien stereotypically demonized wolves in his own stories, commonly presenting them as fodder, but also as wicked stigma animals with shapeshifting counterparts called “wargs” (another name for lycanthropes); i.e., giant evil monsters riding into battle with goblins on their backs during the Battle of the Five Armies, fulfilling Tolkien’s canonical essentialist/ethnocentric view of war in ways that would long outlast him.

[5] Shylock, from The Merchant of Venice.

[6] Re: William Blum, who writes in Killing Hope: U.S. Military and CIA Interventions Since World War II, (1995):

For four years, numerous Americans, in high positions and obscure, sullenly harbored the conviction that World War II was “the wrong war against the wrong enemies.” Communism, they knew, was the only genuine adversary on America’s historical agenda. Was that not why Hitler had been ignored/tolerated/appeased/aided? So that the Nazi war machine would turn East and wipe Bolshevism off the face of the earth once and for all? It was just unfortunate that Adolf turned out to be such a megalomaniac and turned West as well (source).

This animosity continues to uphold Capitalist Realism in stories like Myth II and beyond.

[7] Keeping with the Tolkien rip-off, Balor is Melkor/Morgoth and Soulblighter is Mairon/Sauron (a play on the idea, with Soulblighter being outwardly hideous, whereas Sauron was an outwardly comely diplomat who initially gave golden rings that bound others to him), but the Tolkien nods don’t stop there; e.g., “the Deceiver” was also a nickname for Sauron. Whilst all seem obvious in hindsight, I frankly never noticed them until just now!

[8] In The Wizard of Oz universe, the Tinman is a common metaphor for queer love. In the original 1900 story, it’s more homonormative; i.e., the Wicked Witch of the East curses a woodman after he falls in love with a girl, the axe chopping his body off bit by bit, while a nearby tin smith replaces all the parts, but forgets to give the Tinman a heart.

In comparison, Myth II reverses the anti-Semitic trope by having Soulblighter “eat his heart out,” his gay body ripped apart for losing the man he served with more devotion than the others did. Obviously it was a toxic relationship (as many gay relationships are under Capitalism), but one in which Soulblighter—having lost his master—conducts a batman’s extinction burst (re: the volcano). It’s bleakly romantic, the dutiful undead slave avenging his king-in-life by destroying the thing that killed Balor in death: empire.

The story—while still loaded with extermination sentiment and self-hating bigotry—yields a human-if-closeted monstrous-feminine element; i.e., one that—for this trans girl, at least—isn’t terribly difficult to understand from a Communist perspective despite its fascist aesthetic: tragic love. To it, Soulblighter escapes into Tharsis like Romeo steals into Juliet’s tomb, except he’s conducting a ritualistic murder-suicide against empire and capital for reasons only he seemingly knows! “Tempt not a dangerous man!”

Personally I think he’s doing it for his friend. Is it over the top? Sure. Is Soulblighter a war criminal? Yes, absolutely. But his revenge—no matter how twisted it might seem, at first glance—remains driven by a deep-seated hatred for the West betraying its soldiers and servants. Of them, Balor ranked highest in Soulblighter’s esteem. And while the game’s logic for Balor’s ire is a deep betrayal by the West forgetting Connacht’s sacrifice, Soulblighter’s motivations are tied to the man he served and probably loved (once upon a time, anyways). It’s not an endorsement of fascism to try to understand their motivations in ways we ourselves can relate to, then subvert.

Furthermore, it’s not exactly a stretch to see the gay elements to this particular Nazi—a human being despite his twisted will—having potential (if closeted) motivations that aren’t totally alien. It’s not any different than Melmoth or Dracula, meaning that—should we choose to—we could camp Soulblighter like any other monster in this book; i.e., like the Nazi or the Communist, on stage; e.g., like Gregory Maguire’s Wicked, what kind of story might Damas tell if given the chance to be more than simply “pure evil?” Makes you wonder…

[9] Not victims, because non-human animals cannot rape each other—at least not anywhere near how humans can; i.e., the latter knowing the consequences of their actions, but also having the capacity to torture instead of killing for shelter and food. In short, non-human animals might play with their food, but not through humans forms of sadism, cruelty and malice. They literally lack the faculties for it.

[10] Of the Tower’s infamous birds, Jonson writes, “It is not known when the ravens first came to the Tower of London, but their presence there is surrounded by myth and legend. Unusually for birds of ill omen, the future of both Country and Kingdom relies upon their continued residence, for according to legend, at least six ravens must remain lest both Tower and Monarchy fall” (source).

[11] Which is ironic, considering that corvids, unlike owls, are actually a diurnal species.

[12] For example, Odin classically kept two raven scouts: Huginn and Muninn, meaning “Thought” and “Memory.” They’re literally his eyes and ears (a concept for anti-Semitic, thus repressed heroic revenge that plays out in The Crow through Eric and his own pair of corvid eyes; i.e., the “foreign” agent hunting in the churchly ruins actually being a man of the West wearing a Halloween costume).

[13] Re: “Disgustipated” (1993).

[14] Maybe for his poor generalship; i.e., in one level from the first game, the player must assassinate four Trow lieutenants, after which Soulblighter traps the Legion in a magical “Chinese box” called the Tain (no relation to the China Miéville 2002 novella, but does combine closed space, giant spiders and Lovecraftian elements for a bit of a tone shift/scene change).

[15] Whose D&D alignment is generally “neutral,” but in truth is simply apologizing for empire by working for those who pollute the world as much as Saruman does.

[16] The irony of war machines is they generally got smaller over time; e.g., a catapult, trebuchet or canon versus a WW1 belt-fed machine gun. Then again, the carriers for such armaments remain as big as ever—an aircraft carrier or nuclear submarine amounting to a mobile fortress housing many weapons and men. Unlike Tolkien, Bungie limits the forays in Myth to guerilla warfare with human units. Hence, why we get giants to literally stand in for ancient war machines (or tools of deception, like the Trojan Horse, but the game has no use for such tactics).

[17]  Often appearing as moderate; e.g., The Guardian and similar organizations, but also George Orwell or Max Brooks, the latter writing World War Z, which used the anti-fascist phrase in French; re: “Ils ne passeront pas!” used against a worldwide plague of zombies. In doing so, Brooks—the Jewish son of famous satirist, Mel Brooks—fails to distinguish between fascism and Communism. Context matters, folks, but do praxial stances.

[18] The Trow, when weakened, turn to stone and shatter to dust.

[19] “Odysseus at length succeeded in making Polyphemus drunk, blinded him by plunging a burning stake into his eye while he lay asleep, and, with six of his friends (the others having been devoured by Polyphemus), made his escape by clinging to the bellies of the sheep let out to pasture” (source: Britannica).

[20] The gods are classically portrayed as giants; Myrdred—while being Jewish-coded, also possesses the ability to talk to giants, alluding to a trickster role comparable to Loki (with actual ravens being able to tug on the tails of predators to get them to fight each other):

Loki, in Norse mythology, a cunning trickster who had the ability to change his shape and sex. Although his father was the giant Fárbauti, he was included among the Aesir (a tribe of gods). Loki was represented as the companion of the great gods Odin and Thor, helping them with his clever plans but sometimes causing embarrassment and difficulty for them and himself. He also appeared as the enemy of the gods, entering their banquet uninvited and demanding their drink. He was the principal cause of the death of the god Balder. Loki was bound to a rock (by the entrails of one or more of his sons, according to some sources) as punishment, thus in many ways resembling the Greek figures Prometheus and Tantalus. Also like Prometheus, Loki is considered a god of fire (source: Britannica).

(source: Mythipedia)

In short, working with a cartoonishly vampish, short-statured, balding and effeminate “double of Loki” against Soulblighter amounts to Alric’s Promethean Quest by proxy, one the Deceiver does not survive. In the interim, though, his ability to negotiate with the Trow makes him the thief of the fire of the gods that ultimately kills him (Shiver’s death raining orbs of white fire down onto him, blowing the Deceiver to pieces); i.e., he “cheats,” and cheats—even if done for a good cause—get punished (also he’s gay and Jewish-coded, making the punishment more automatic).

[21] Bungie’s war narrative is collected as a volume—something traditionally sent to one’s widow or brethren after its owner dies. Here, the Narrator’s archive serves as a record comparable to Tolkien’s accounts of real war told through imaginary war as “ancient history”; re, Molly Ostertag’s “Queer Readings of The Lord of the Rings Are Not Accidents” (2021):

The frame story Tolkien created for The Lord of the Rings was that the tale was simply translated from a much older historical document [like Otranto, minus Walpole’s camp]. This is established in the book’s introduction, where the author describes how Bilbo’s private diary (i.e., The Hobbit) was preserved and expanded by Frodo (and later Sam), becoming an account of the War of the Ring. That volume, The Red Book of Westmarch, was preserved and transcribed, and passed down as ancient history — “those days […] are now long past, and the shape of all lands has been changed” — until it ended up in Tolkien’s hands (source).

The opening to Myth even mirrors Tolkien’s language:

In a time long past [emphasis, me], the armies of the Dark came again into the lands of men. Their leaders became known as The Fallen Lords, and their terrible sorcery was without equal in the West. In thirty years they reduced the civilized nations to carrion and ash, until the free city of Madrigal alone defied them. An army gathered there, and a desperate battle was joined against the Fallen. Heroes were born in the fire and bloodshed of the wars which followed, and their names and deeds will never be forgotten (source: Mythipedia).

The irony is precisely that Connacht is forgotten. Furthermore, the homosocial themes are somehow even more repressed than Tolkien, feeling like a Lovecraftian (hence homophobic) version of LotR, whose queer subtext is wholly abject vis-à-vis the Tolkien-style lore and built worlds. Many of my criticisms towards Tolkien and his refrain apply to Bungie’s landmark, if-somewhat-obscure computer game—indeed, if not more so because Capitalism in 1997 was neoliberal and globalized in a way that Tolkien’s own regressions were not (the author critiquing world war in The Hobbit only to essentialize it in LotR).

[22] The dwarves in Myth are entirely ranged fighters; unlike Gimli, they use traps and explosives instead of an axe. The men of the West, however, mirror Tolkien’s great swordsmen and magicians (the shades being the closest thing to Ringwraiths that Myth has): Crusader-like warriors, and the game’s berserks (above) combining a Scottish highlander with a Germanic phrase. It’s fascist soup.

[23] Akin to a bad lover/parent; e.g., like Dennis from Always Sunny—the D.E.N.N.I.S. system effectively being a parody of pickup artists (FX Network’s “Is Dennis a Psychopath? | It’s Always Sunny Running Gags,” 2022).

[24] Who the game all genders as he/him.

[25] To renovate Shiver, I took her namesake, Ravanna, and built my own trans self/alter ego, Revana, around it; i.e., as one of Gothic Communism’s mascots (another being Glenn the Goblin, who reclaims anti-Semitic qualities of the goblin in a sex-positive manner, below):

(artist: Autumn Anarchy and Persephone van der Waard)

To it, humanizing the witch as normally anti-Semitic and fash-coded requires doing what Maguire did with Elphaba, just as we presently did to Soulblighter and Damas; i.e., creating a human side that is haunted by the state’s accusations of the accused, mid-witch-hunt: “And you are only a caricature of a witch!” The trick is to take these variables and make them something the state (and its wizardly proponents) can monopolize to use for its own greedy ends; i.e., flow power towards the state and consolidate it there through police (us-versus-them) violence inside the state of exception.

[26] Remember that Medusa is undead and blamed for Capitalism destroying the world; e.g., the Countess from Castlevania, but also similar monstrous-feminine giving the hero the weapon to slay with; i.e., the conservative reward of sex as force, but also the Original Sin argument: “Strange women distributing swords is no basis for a system of government!”

Book Sample: Myth: the Fallen Lords (opening and part one: Balor)

This blog post is part of “Searching for Secrets,” a second promotion originally inspired by the one I did with Harmony Corrupted: “Brace for Impact” (2024). That promotion was meant to promote and provide Volume Two, part one’s individual pieces for easy public viewing (it has since become a full, published book module: the Poetry Module). “Searching for Secrets” shall do the same, but with Volume Two, part two’s opening/thesis section and one of its two Monster Modules, the Undead (the other module, Demons, also having a promotion: “Deal with the Devil“). As usual, this promotion was written, illustrated and invigilated by me as part of my larger Sex Positivity (2023) book series.

Click here to see “Searching for Secrets” Table of Contents and Full Disclaimer.

Volume Two, part two (the Undead Module) is out now (9/6/2024)! Go to my book’s 1-page promo to download the latest version of the PDF (which will contain additions/corrections the original blog posts will not have)!

Permissions: Any publicly available images are exhibited for purposes of education, transformation and critique, thus fall under Fair Use; private nude material and collabs with models are specifically shared with permission from the original model(s). For more details about artist permissions, refer to the book disclaimer (linked above).

Concerning Buggy Images: Sometimes the images on my site don’t always load and you get a little white-and-green placeholder symbol, instead. Sometimes I use a plugin for loading multiple images in one spot, called Envira Gallery, and not all of the images will load (resulting in blank white squares you can still right-click on). I‘ve optimized most of the images on my site, so I think it’s a server issue? Not sure. You should still be able to access the unloaded image by clicking on the placeholder/right-clicking on the white square (sometimes you have to delete the “?ssl=1” bit at the end of the url). Barring that, completed volumes will always contain all of the images, whose PDFs you can always download on my 1-page promo.

“A Lesson in Humility”; or, Gay Zombie Caesar (and His Token Servants) When the Boomerang Comes Back Around (feat. Myth: the Fallen Lords)

They say Alric talked about The Head often, ridiculing The Nine’s belief that it was one of the avatara of Connacht. Connacht was the great hero of the Wind Age, who drove the evil Moagim from the earth, and The Head claims to have been one of Connacht’s closest advisors during this time. Once Alric even spoke of The Head’s defeat by Balor, where it lost its body. But I’ve begun to wonder how one of the avatara of the Wind Age outlived Connacht himself by hundreds of years, to fight Balor in a battle long before the West had even heard of The Fallen Lords.

I have been unable to reconcile this with what I know of history (source).

—The Narrator, “Out of the Barrier” from Myth: the Fallen Lords

Picking up from where “Criminals and Conquerors (opening and part one)” left off…

So far, we’ve explored different kinds of Promethean heroism, ranging from futile revenge, castles, and crime lords. Continuing our imaginary historical catalog brings us to our third example of the zombie monomyth tyrant: not the man-of-reason, or the crime boss, but the warlord master of the field—specifically queer readings of the Zombie Caesar in Bungie’s Myth: the Fallen Lords, as well as Caesar’s dutiful anti-Semitic/monstrous-feminine henchmen (and women) in its Melmoth-style sequel, Myth II: Soulblighter (1998). Each game subsequently has its own close-read:

  • “‘Hail, Caesar!’; or, Balor the Leveler as Gay Zombie Caesar in Myth: the Fallen Lords” (included in this post): Explores the man himself in Myth: the Fallen Lords, including the game’s Promethean, fatal-warrior mythos reviving Zombie Caesar on loop (the Cycle of Kings) to uphold Capitalist Realism through the zombie monomyth.
  • ‘Hell Hath No Fury’; or, Soulblighter’s Gay Nazi Revenge (and Giants/Female Characters) in Myth II: Soulblighter“: Further unpacks Bungie’s Cycle of Kings (and its various terrorist/counterterrorist double standards) by camping Myth II‘s titular character as a token gay Nazi cop; also considers the franchise’s giant and female elements, while linking everything to Capitalism and the zombie monomyth’s Promethean Quest.

In short, “Hail, Caesar!” introduces the Cycle of Kings per Bungie’s unironic usage of it; “No Fury” focuses more on camping the cycle of violence through our queer interpretation of the sequel’s camp potential (versus what Bungie actually does with said potential, in-game).

As previously stated, zombies denote the existence of repressed, generational trauma according to individuals or groups living through an expanding/shrinking state of exception. As we shall unpack here, recipients or givers of state abuse (“pitchers” and “catchers”) operate in Myth per a fascist, homoerotic cult of death and its zombie strongman aping Caesar’s ghost: Balor the Leveler first returning to empire in a bad-dream time of weakness to seek revenge against those who betrayed and forgot him (the Imperial Boomerang), followed by Soulblighter seeking revenge for his master after said master is dead (the Promethean Quest).

In other words, the zombie warlord can be an aggressor for the state-in-crisis as radicalized, then conjured up anytime the state needs to inspire police crackdowns in and out of monomyth fiction.

A common variant is the literal Nazi zombie, of course, but also the zombie fascist/tyrant coming out of the historical, partially imaginary past (“Rome”) to overwhelm the present as a heroic matter of rememory tied to nation-states’ own short, self-eclipsing narratives; re, Howard Zinn’s A People’s History of the United States (1980):

“History is the memory of states,” wrote Henry Kissinger in his first book, A World Restored, in which he proceeded to tell the history of nineteenth-century Europe from the viewpoint of the leaders of Austria and England, ignoring the millions who suffered from those statesmen’s policies (source).

To that, Myth remembers the fallen heroes who suffered, laying down their lives for the perceived “Greater Good,” only to return and seek revenge(which, for our purposes, denotes a process of traumatized feeding and cannibalization—of workers by themselves for the state).

Simply put, Caesar’s revenge becomes “necessary” to “progress,” but remains stuck in a hellish death loop of endless (thoroughly gruesome) bloodshed; i.e., as capital demands profit to continue through such monomythic theatre disguising war as toy-like (cops and robbers, but also Americans and Nazis/Communists). Canon does so while, in the same breath, essentializing a Promethean Cycle of Kings (the finding of self-destructive power rooted in monarchic language). Though the Shadow of Pygmalion’s outdoor infernal concentric pattern, an unironic “Gish gallop” begins to emerge, its casus beli swapping out one tyrant for another as either good or bad; i.e., succeeding themselves through the usual gentrification and decay of Pax Americana putting nature (and soldiers) cheaply to work. Dogma presents the monstrous-feminine “prince(ss/x) in another castle” (next page) as ready-for-the-taking if only the day’s heroes rally for that one final push into home-as-alien.

To it, “taking things home” merely and tragically becomes a matter of dogmatically guiding police violence into all the usual ports, the owners of said ports forced to receive such entry by the victorious dead feeding on them as a predatory means of profit (and which subverting such doom during rape play is generally their only shot at liberation, below):

(artist: Noah Way Babe)

We’ll get to all of this. To spin a thesis statement for this particular seminar’s queer reading of the material, though (indented for emphasis):

Capitalism will always abject its abuses onto its victims. To best recuperate and nullify rebellious sentiment, though, it marries homonormative obscurantism and DARVO to other token elements as needed; e.g., anti-Semitism and Orientalism (with so-called “gay token Nazis” [false rebels] being a thread we’ll tug on throughout this section); i.e., capital decays into a degenerate, fascist, undead form that can be increasingly abjected, tokenized and scapegoated because it is false, illegitimate and reprobate (as gay men generally present as, in canon)—not “actually” Caesar’s ghost (a paradox, insofar as we’re dealing with an idealized, fantasy version) but a “queer” version fielded in the homosocial, ancient language of war hauntologized (“ancient” in quotes): “It’ll work next time, when capital’s Roman homecoming isn’t a gay Nazi-Communist zombie/token slave!”

Such feeding and decay is expected, making the entire appeal a false flag raised over and over. Bungie didn’t “invent” such tactics—are merely aping them somberly through their own morose altar of sacrifice. On it, statesmen make their arguments against perceived barbarians, motivating children of a given imperium to invade and occupy “foreign” lands at home; having no moral reason to do so, us-versus-them is used, instead.

In Myth, the game’s apocalyptic, cis-het vision of capital enriches the usual benefactors (white European men) onstage and off, which requires soldiers to operate, hence arguments like Bungie’s to send them to their deaths wherever they are. This yields the usual anti-war statements, sold repeatedly as rock ‘n roll (which, like Metallica themselves, decays unto profit like punk or anything else does):

Bodies fill the fields I see, hungry heroes end
No one to play soldier now, no one to pretend
Running blind through killing fields, bred to kill them all
Victim of what said should be
A servant ’til I fall (Metallica’s “Disposable Heroes,” 1986).

Rooted in imperial consumption, such things become holy (the Protestant ethic); i.e., speaking to abjection by those who, safe at home, eat their fill of the spoils of war while living on equally stolen, bloodstained land—all while making America’s “foreign” victims (e.g., Indigenous peoples and/or Communists) entirely invisible:

(artist: Don Brautigam)

That’s Pax Americana, for you—a heliocentric worldview inherited from the elite pulling the strings, then routinely passed down by white middle-class men (weird canonical nerds); i.e., like Bungie, stoically paving the way for future iterations of the same old, Man-Box fascination with settler-colonial violence. They’re war merchants weeping out of principle, but turning the meatgrinder’s handle all the same. From Caesar to modern-day warrior poets like James Hetfield, John Romero, Bungie, Mel Gibson, and Sam Raimi, war is for sale—good for always expressing itself as the place to “die like a man.” To die the Roman fool for one’s nation is heroic, even when it becomes undead, vengeful, or campily aware of itself in a blind sense. It’s all badass and cool, for Bungie—something to vampirically farm by conjuring it up as “past,” fueled by revenge and blown up to Atlas-grade levels of fatal hyperbole (e.g., “Achilles’ Last Stand,” 1976), then put repeatedly to work/to the sword as cheaply as possible (re: Patel and Moore).

“Hail, Caesar!”; or, Balor the Leveler as Gay Zombie Caesar in Myth: the Fallen Lords

“Son-of-a-bitch, ball! That’s your home! Your home! Why didn’t you just go home? What, are you too good for your home? SUCK MY WHITE ASS, BALL!”

—Happy Gilmore, Happy Gilmore (1996).

While the glory of Rome is a famous site of romance, comedy and satire (e.g., Monty Python, left: “Do you have a problem with my friend’s name, Biggus Dickus?”), the “Hail, Caesar!” close-read shall consider Myth‘s apocalyptic revival of the zombie warlord unto something a bit more grim: Capitalist Realism and the Cycle of Kings (or Caesars[1], in this case) abjecting queerness through homophobic Nazi revenge; i.e., the shared theatrical tradition of camping and punching Nazis, albeit as performed by white cis-het men whose notion of camp is thoroughly blind (such dweebs generally salivating at the return of “Rome” in some shape or form, extending to its medieval wreckage as a place to “dick ride Caesar”).

A few things before we proceed: First and foremost, Bungie’s franchise is definitely “of its time,” being predominantly cis-centric and heteronormative (re: “white people disease”). Feeling like it was made by a bunch of white cis-het history buffs and fantasy/horror nerds—and owing to the various parent texts it generously borrows from likewise having those qualities (especially Lord of the Rings and Tolkien’s dated, closeted, oratory approach to homoromantic affairs in times of war)—the debatable, ambiguously gay elements to Myth‘s many heroes remain firmly rooted in a binarized concept of biology and gender roles; i.e., one sitting squarely between cis men and cis women (all predominantly white except for some of the villains).

With no room for trans, non-binary or intersex people, then, it’s a very cis-het, manly world—the many manly men playing out old, tired monomyth tropes regarding older warlike forms of same-sex attraction and homosocial behaviors linked to imperial forces. As a trans woman who played Myth while in the closet, back in the late ’90s, I shall focus on the homonormative queer elements that do exist, in-game, then provide outside perspective; i.e., when thinking past the game (and its problematic worldview) when looking towards more enlightened horizons.

Keeping with my holistic tendencies, though, I’ll want to mention as much as I can working back and forth; i.e., introducing the Cycle of Kings through Balor in Myth I, then camping it through a queer close-read of Soulblighter in Myth II while examining that games’ outlier/token elements; e.g., Asiatic and non-Christian themes, as well as giants and female monstrous-feminine. Despite accounting for outliers, Bungie still walks in Tolkien’s footsteps, their own warrior planet mostly populated by white cis-coded himbos; e.g., the game’s one woman—Shiver, below—being defeated three levels into the first game

“Shiver fell on the first night in a spectacular dream duel with Rabican, one of the Nine. No one expected this. We have never before challenged one of The Fallen and won” (source: Mythipedia).

only to appear again in the sequel as a Raimi-style hag for the heroes to hunt:

(ibid.)

Again, we’ll focus on what is present, analyzing the game’s queer textualities and themes through my critical models. Per the paradox of holistic analysis, though, there’s simply too much going on to realistically mention everything at work, here; i.e., even when you break everything down to its raw components and devices, Capitalism is still a hyperobject, a quality felt in its abstractions to some extent; re: Bungie’s himbo panoply sausage fest. Instead, I have a necklace or basket of critical elements I’ve chosen to prioritize and stress, this time around: establish the Cycle of Kings as Bungie presents it, then camp it. Ambiguities and dualities regarding Caesar and his men aside, my poetic focus should be clear enough, and should allow you to speculate yourselves towards proletarian outcomes when referencing my close-reads (and adjacent works) yourselves.

Also, seeing as we’re talking about fascism and its heroic cult of death—one that decays towards “Rome” under capital—I strongly recommend that you check out Umberto Eco’s “14 Points of Fascism” (from “Ur-Fascism,” 1995). —Perse

To that, we arrive at Bungie’s videogame series, Myth: The Fallen Lords. It’s an old, obscure RTS game that quaintly crosses Braveheart with H.P. Lovecraft and Lord of the Rings, which my queer reading pointedly considers through the Imperial Boomerang: the devil conqueror Balor the Leveler (and his wicked, degenerate generals, the Four Horsemen of the Gay Nazi Apocalypse) coming home to roost, mid-Cycle-of-Kings. Similar to Star Wars or Lord of the Rings, the shadow of world war (and Western ethnocentrism) hangs over the story—one told in solemn, archivist fashion by the game’s nameless soldier (the Narrator) conveniently keeping score (and lending each subsequent event an air of survivor’s gravitas to rival Lincoln’s “Gettysburg Address,” 1863)::

In a time long past, the armies of the Dark came again into the lands of men [note: white, cis-het men; i.e., the status quo]. Their leaders became known as The Fallen Lords, and their terrible sorcery was without equal in the West. In thirty years they reduced the civilized nations to carrion and ash, until the free city of Madrigal alone defied them. An army gathered there, and a desperate battle was joined against the Fallen. (source: Mythipedia).

Bear in mind, such accounts are generally penned by war criminals whitewashing themselves; i.e., because their world was under attack by “evil forces,” thus allowing them to do whatever was necessary to defend the status quo: a tree of freedom, per American Liberalism, to water with the blood of the patriotic dead—sung sermons about afterwards by old powerful executives posturing as “magnanimous” (with Bungie’s Alric bearing disturbing likenesses to Lincoln, at times). Say what you will about individual exceptions, the system seeks only to continue the same bourgeois bloodletting of disposable heroes.

As we shall see, history and myth speak for themselves, in this respect. The whole premise is an apocalypse gimmick, one whose universal expendability (aggrandizing fallen heroes to apologize for war in defense of the state; re, Lincoln: “This nation, under God […] shall not perish from this earth!”) means to make the usual middle-class nerds pearl-clutch and rise to—already insecure from the abjection process—by further policing themselves (workers) for the state; i.e., by punching down at those the state normally exploits the most as “seeking revenge” through bad dreams. It’s DARVO, a strawman the elite have used for centuries to stay in power through the usual expendable (and gullible) buffers; e.g., Lincoln and his own generals freeing the slaves to promptly enlist them to fight for a country that would quickly stab said freed men in the back (meanwhile, women of color would have to fight for their own rights—generally against racist suffragettes—many decades later into Jim Crow and the Civil Rights Movement, whose own [mostly male] leaders were attacked and ultimately assassinated by state proponents, then mythologized after their deaths to suit state [white cis-het] aims).

The subsequent boomerang effect happens by threatening the Silent Majority with apocalypse-style bad dreams they can die gloriously inside, sans any irony or perceptive pastiche/camp; i.e., to monopolize pro-state arguments and trifectas per the usual qualities of capital—zombie generals and their greater leader strongman, in this case—but really anything and everything that abuses the terrorist/counterterrorist argument to flow power, wealth and knowledge, etc, anisotropically towards the elite in monomythic and Promethean narratives: a grim harvest led by yesterday’s heroes-turned-villains, reapers, cops-gone-bad vs good cops in the same Cycle of Kings (which, anytime I say “cycle” from here on out as a normal noun, I’m more or less referring to): “At my signal, unleash hell!”

Per Foucault, the Boomerang is simply Imperialism coming home to empire, specifically to crown one king after another according to Bungie (and similar authors, as we shall see). Fascism isn’t just Capitalism in decay but empire, which ironically is capital defending itself from labor by pitting them against a rising superman threatening empire (thus profit): Hell coming monomythically home. It requires the elite surrendering territory or position, only to claw it all back; i.e., by putting the Promethean, giant-ized tyrant down; e.g., Hitler or some other myopic, Dracula-grade echo of Caesar (which Balor essentially is). It’s always about moving money and other resources through nature as a matter of industry—a burning war machine pushed by competing forces militarily like Xenophon‘s us-versus-them death march. Spiraling back and forth ad infinitum, it becomes a bit like Prometheus and the eagle. Myth sums all of that up rather neatly—the internalized fear of empire going to seed and pouncing predatorily on itself, mid-revisionism.

(artist: Agnus McBride)

This “dead ringer” is what the villain of the game, Balor, represents (exhibit 39c); i.e., a formerly supreme commander crossing the Alps in reverse, Caesar “pulling a Hannibal” (a rebel commander from Antiquity whose legendary military campaigns against Rome remain celebrated by modern military commanders, including fascist ones). Seeking revenge for being sacrificed to save empire, as Caesar self-purports, Balor makes the tyrant’s plea through his invasion backwards—that he was actually saving the empire from within, from inwards barbarism importing impure (degenerate) external elements that must be purified when the zombie strongman/sins of the father come fearfully home: “We meet again!” to which those in the present are left a bit agape; e.g., Ashley William’s plea to his own medieval executioners, in Army of Darkness (below): “You gotta listen, man; I ain’t even seen these assholes before!” Fealty is a blind oath.

Per Caesar h(a)unting Brutus, Balor does so while accompanied by a fearsome, vengeful band of monster generals (the Fallen Lords, four mighty forces of nature) and the usual military structures descending further down to lieutenants, captains, champions and grunts/minions/fodder. In terms of knights and their heraldry, coat of arms, and castles (similar to Game of Thrones, or any such story with imaginary kingdoms, duchies, great houses, fiefdoms, etc), all serve as a poetic, doubled, half-real way of organizing and presenting power (and its unpeaceful transfer) in medieval, queer-coded language; per Walpole, it’s a popular imaginary exercise speaking to and with the usual myths of Gothic ancestry (“old blood”) inspired by Hannibal among others recuperating his attacks against Rome to be used by those seeking to revive Rome when capital decays: a Gothic double/evil twin of empire that appears, post-corruption, and must then be put down through us-versus-us-as-them apocalypse/spectacle (“fresh blood”). It’s a blood transfusion into the same always-dying tyrant (on a giant scale, or in smaller personified forms of castled bodies or body-like castles).

By extension, Balor’s legions of unthinking dead exist less to threaten the status quo than convert it into a dark, terrorist, rape-play version of itself that cannibalizes the bodies and minds of the local population. This nightmarish revelation is merely a taste of state abuse, normally committed in faraway lands now coming home to roost by way of undead revenge. In turn, a Pavlovian, menticidal desire to be the Good Citizen turns the citizens monstrous, who surrender their rights to the state and attack the state’s usual scapegoats with renewed bloodlust—all in defense of an “ancient,” idealized past (and competing warrior cultures) being party to the same basic problem: the return to a glorious empire’s conquering armies unto an alien Rome, hauntologically revived as unheimlich and drenched in the blood of everyone when a capitol doesn’t recognize its homecoming champion. The imposter is the conqueror reconquering home as pastoral, soft, ripe.

To it, this circular logic of empire translates from novels, to movies, to videogames under Capitalism—spanning from ­laissez-faire to Bretton Woods to neoliberalism to arrange power in all the usual ways; re (from Volume Zero):

Management of exploitation under Capitalism is tiered, pyramid-style—i.e., the top, middle and bottom; or lords, generals/lieutenants, and grunts according to corporate, militarized, and paramilitarized flavors (which often intersect through aesthetics and social-sexual clout). This “pecking order” translates remarkably well in neoliberal copaganda, whose bosses, minibosses, and minions deftly illustrate Zombie-Vampire Capitalism in action; e.g., Reinhardt Heydrich […] as “middle-management” desk murderers in a bureaucratic sense (which sits alongside the middle class, in a class sense—with both defending capital as a perpetually decaying structure that operates through wage/labor theft according to weaponized bureaucracy during crisis, class sentiment and Faustian bargains; i.e., harmful conditioning whose disguised ultimatums prey on various stigmas, biases and dogma riddled within canon to condition their employees to fight the good fight against the underclass as an advertised threat loaded with connotations of foreign/internal plots.

Erstwhile, as said “threats” are met with waves of terror, vice-character personas, and moral panics, they splash back into these same

paranoid workers; they are slowly convinced to surrender total power to the elite under perceived states of emergency against imaginary enemies, trading basic human rights for false power and genocidal legislation inside the zombie police state (neoliberal illusions of “hollow victory” and Quixotic moral superiority/exceptionalism). It’s a scam, a bad game with only one rigged winner: the owner class franchising war as copaganda and the Military Industrial Complex through war simulators. The illusion, like a franchise, becomes something to grow into and endorse more and more as time goes on; i.e., into adulthood (source).

It’s both business-as-usual and an apocalypse for the middle class to purchase and shudder about, on the usual cartographic refrains (exhibit 1a1a1h2a1).

Indeed, confrontation with “Caesar”—the living dead having access to militarized state positions of power—is generally a canonical worst-case scenario: a zombie police state that destroys everyone, including those tacitly assigned to benefit from its atrocities within the middle class. Viewed backwards, capital marches forwards to eat workers born and bred on neoliberal notions of false power and overcoming impossible odds during medieval regressions (which videogames are made to deliver inside their map-like spaces imitating extratextual examples of said regressions).

In Myth, the living in the present aren’t just invaded by the past, but by the opportunistic “fallen lords” of older victories outlined by their own, undead villainy as something that lives on in the absence of memory during state decay. You’re literally fighting the West’s older legendary past exposed in the present space-and-time as abominable; i.e., eager to colonize the pastoral map said territories have slowly become warlike towards. Unable to reconcile these zombie heroes with what they already know of history and its larger-than-life variants, Bungie’s West becomes ignominiously trapped inside an endless, cannibalistic cycle of war pitting army against army on open ground.

This includes their minds, hopelessly locked in a fragmenting loop that flows on historical-material lines towards the state: a never-ending cycle, shifting back and forth between good and evil kings (which the game describes as the Light and the Dark). As the Narrator explains during the sequel’s epilogue, the best the Light can hope for is inheritance—dominion passing “to men or to monsters,” shifting uncannily across the paradoxical image of their withered-yet-strong heroic bodies; their red-cloaked, Dracula-grade imperium’s zombie dictatorship (“Bad Ash” wearing such a cape when he sacks Arthur’s castle, below); their hags and their conspicuously muscular, hypermasculine giants. All generate echoes of Frankenstein, minus that novel’s Promethean satire or irony while fighting over the fire of the gods through futile heroic revenge: “The book is mine!” and “Do you want a little?” Such blindly campy squabbles (re: Raimi’s silliness conforming to the same basic quest) are no different than wars over rings and crowns, vampirism in this case being a fascist doppelganger vying for power and knowledge as normally locked up in Arthur’s castle, his war chest (Raimi’s, but also Bungie’s “Madrigal”).

As we shall see, all heroes are monsters—their status as good or bad under centrist dogma furthering the same process of abjection in service of empire; i.e., harvesting itself while seeking revenge as monstrous-feminine men (the killer himbo) classically do.

For example, the Watcher, one of Balor’s generals (exhibit 41a1), is a falchion-carrying necromancer obsessed with the Total Codex (nods to the Necronomicon—a book [according to Lovecraft] written by a mad Arab) to cheat death, thus outlive his enemies: the Sauron stratagem, with bits of Evil Dead, He-Man, the Ulster Cycle, Scandinavian mythology, and Hitler’s fragmented approach to bureaucracy all thrown into the same blender with a straight face.

In short, it’s what these older-upon-older dude bros—drunk on ghosts of empire and war—shamelessly read when they build their undead worlds on top of older “Roman” graveyards that never quite existed; i.e., a place to be king, but at what cost? It’s basically the straight, cis-het man’s thorough unhealthy idea of intimacy through demon BDSM/calculated risk reaping nature as usual: death by the sword, before dishonor, but no homo!

In short, Myth is chockful of spectres of Caesar, romancing the Nazi leadership (and Axis Powers) in queer-adjacent zombie language pointing to capital as defended by these jackals; i.e., male-centric doubles of the imaginary past akin to Sam Raimi’s aforementioned Army of Darkness, having zero camp or girls (though Shiver does appear in the second game as a hag):

Army of Darkness is sexist at heart. War is the province of man, and Ash can only be challenged by his medieval counterpart, the skeleton king. Virtually identical, these two rivals are divided by an arbitrary notion: the Necronomicon. They fight over the book and, more to the point, the girl. Yet, when the battle is won, she is forgotten. Ash saves the past, and returns to the present, full of himself (source: Persephone van der Waard’s “Army of Darkness: Valorizing the Idiot Hero”).

To it, Myth is literally dead dogma—just the dudes, Quixotically duking it out with their eco-fascist, Lovecraft-grade JO crystals preying on “Europe”; i.e., like Hitler, it’s so much less formidable and more stupid than what those mantled with empire see themselves as, truth both stranger than fiction and somehow married to it to epitomize the shared absurdity (the JO crystal’s “magic” is about as real as the Fallen Lords’ occult practices, exhibit 41a1). It becomes a preponderance of perpetual embarrassment:

(source: Reddit)

In turn, the cryptomimetic cycle grinds its gears, leaving the audience with the usual middle-class, weird canonical nerd’s abject, Man-Box brainchildren, fawning homosocially over the ghost of the counterfeit as manly (or monstrous-feminine; e.g., Shiver or the Watcher) by virtue of Gothic history (real and imaginary) coming back around; re (from earlier in this volume):

Per the process of abjection, the canonical goal is always to kill the past as undead, hence save the future for different in-groups afraid of zombies. But they can’t monopolize the procedure (or its violence) inside the state of exception. Whether for witches, witch hunters, or one disguised as the other (undercover cops/rebels), it’s like a washing machine stuck on spin cycle; i.e., always spinning with us inside it, trying to get clean in the same soapy water as haunted by various inescapable ghosts (of the counterfeit, of Caesar or Marx) [source: “Bad Dreams, part two: Transforming Our Zombie Selves“].

While the genre of Nazi zombies (campy or not) is prolific unto itself, the 20th century is especially productive. Full of such shirtless, testosterone-fueled revivals, Bungie unironically synonymizes sex with war (the naked Greco-Roman wrestlers of yore) to constitute a moribund, wish fulfillment’s hauntological “return to (former, imaginary) greatness” that is functionally no different than Hitler’s or Mussolini’s, but also America and Great Britain’s. The same pro-state reality extends to any fascist or fash-adjacent form insofar as they all play with the same mythology defending capital through undead military revisionism. As something to reinvent inside of itself, the middle class routinely inherit the same basic power fantasy—one where you’re the daddy aping the zombie “original” that, per Plato’s simulacrum, never existed but, as a matter of cryptomimesis vis-à-vis capital’s usual horrors, carries on copying itself through profit!

The moral, here, is that war begets war in Capitalist Realism, thus rape unto profit unto “Caesar” as Satanic Panic and Red Scare (the conflating of Nazis with Communists as “gay”); i.e., the Cycle of Kings’ closeted queerness through open war prone to rejection, self-hatred, dishonesty, anguish, feelings of incorrectness, expendability, damage, frustration, instability, inadequacy and alienation, etc, as historical-material byproducts of capital and its own “stuck” loops: the rise and fall of “Rome” illustrating capital as it exists presently (whose subversion starts with camping the canonical freezing of the tyrant, exhibit 41a2).

Per Myth, the heady toxic masculinity and bigoted, Crusader-style heroism (generally over contested lands; e.g., Jerusalem or the Middle East at large) is literally an undead, old boys’ club tied to profit as a doomed cycle of monarchic fakery and lies (“war is a disease”); i.e., one that borrows from its own quarantine nostalgia’s “promiscuous” (warlike) histories to repeat them, hence the game and the profit motive for which it entails, as thoroughly “queer” in abject language; e.g., the Total Codex a wealth of singular knowledge, on par with Jack Torrance’s book (“All work and no play…”), referring to the game at large as chasing its own tail (the Promethean moral being the Codex contains future predictions about past events revived in present moments—Capitalism-in-small, in other words). Size difference denotes the capacity for infection, lubrication (unto capital and state mechanisms), and psychosexual, egregore-style curiosities about inversion fears/uneven playing fields and what those gigantic insertions feel like (“suffering to the conquered”), etc: “The Watcher has entered Covenant from the north, and his tireless undead are raping the old city a second time; tearing down what few structures stand in their way, and choking the sky with dust and smoke. That he wants the book which now rests at the bottom of my pack is clear” (source: Mythipedia). Said knowledge is already compiled and sought after.

Similar to misogyny and anti-Semitism (or any xenophobia), queerness and fascism are historically coerced as a matter of normative compulsion—to preview through war (“seeing how the other side lives”). War is sex, is rape, is conquest as a undead crime of opportunity speaking to the usual historical-material trends; conquest is “gay” (false, illegitimate, incorrect, imposturous) and straight (true, legitimate, correct, not imposturous) all at once, coming out of the same legendary past (the good and bad team) to repeat its own “himbo comorbidities”—i.e., necrophilic social-psychosexual rituals predicated on homophobic conditions that, per the usual heteronormative distributions of power and knowledge (the fire of the gods), yield a very particular pecking order so common to the monomyth, thus videogames and other popular media forms; re: leaders, officers, batmen/servants (controllable and non-controllable units) dating back to Alexander the Great’s own problematic but tolerated[2] double standards.

(exhibit 41a1: Source: Mythipedia. The Watcher, styling himself “the mad goat of the fens,” is an allusion to Lovecraft’s female entity, Shub-Niggurath [the n-word is literally inside the name, passed off as alien gibberish], aka “The Black Goat of the Woods with a Thousand Young” [source: Fandom]. In a story largely without women or feminine men, Myth I pits statuesque, queer-coded men like the Watcher as aping Lord Humongous; i.e., in a wasteland setting previously mapped out for war in all the usual “Roman” ways. Pitted against each other as the promised monstrous-feminine reward, there is always another gay ghost of Caesar to put out on the field, then chase down and challenge. While there are more varied monstrous-feminine in the sequel—e.g. Shiver, the Deceiver and Soulblighter, who we’ll examine in a bit—all the generals you see in the original Myth are jacked, athletic combatants: half-naked melee fighters, as are the barefoot, long-haired, witch-like necromancer units called “shades” [who, apart from their fearsome AoE magic, carry swords]: ass clowns in the same sodomy circus propping empire up!

[source: Mythipedia] 

In short, the fears of empire manifest milestone prey haunting the endless graveyards—a safari the player hunts inside, looking for mystical, big-game trophies to debride from empire to restore its straightness, mid-Satanic-Panic; i.e., dreams of Napoleon, fighting man-to-man per the game’s overarching “conquer the conqueror” fantasy “cleaning house”: search, seek and destroy human-sized “power targets” [with one of two exceptions, there are no destroyable buildings, in-game]. Not every level has such a target, but the biggest targets in Myth are always the Fallen Lords [or shades]. It’s nature turned unto empire as “an unweeded garden grown to seed,” but the usual natures [mostly workers, here] are still antagonized and put to work as cheaply as possible by capital; i.e., “pimped out” in order to perpetuate empire—a cycle the game calls “men or monsters”; re: men and non-men, but the non-men [queers] look suspiciously like straight men jacking it to Caesar’s ghost, or Alexander’s: gay meat wizards!

Bungie’s death theatre—dancing with these mighty abject corpses—is surprisingly fun [re: Sarkeesian]. Indeed, the game was one of my favorites, growing up, and as a trans woman, I can still attest to its intoxicating bouquet having seduced me as a child [the expansive, no-nonsense lore inspired my own faux-medieval fictions]. To it, I never questioned Bungie’s problematic mythos [or Lovecraft’s or Tolkien’s] until after I came out of the closet [and learned about Walpole’s rape castles]!

So play with these gay Nazis if you want, but we need to camp them with ludo-Gothic BDSM while doing so. Otherwise, canon simply lynches us fags by roping us in with said “Romans”; i.e., the latter defending America-in-disguise by playing the fall guys they project onto us: punch the Nazi, punch the Commie—same difference to capital.)

“Frailty, thy name is woman!” While a Promethean, monstrous-feminine aspect of death pervades Balor and those around him—i.e., his evil, motley-crew organization of gay meat wizards pursuing merciless vengeance against their good doubles (the ragtag Nine, good wizards called “avatara”)—Balor’s current conqueror status owes itself to a special force inside him/appointed to him: the spirit of the Leveler as something he arbitrarily “found,” which destroys him during Bungie’s nonstop race to the proverbial (and false) finish. Itself a moving goalpost, one designed to keep capital flowing through nature back towards the elite, the Cycle of Kings operates characteristically through black magic, heavy metal, and drug use (often going hand-in-hand as a pulpy [and popular] “brand”; e.g., Black Sabbath’s enduring legacy established by playing with old Gothic devices inside a fresh revival of them), as well as Dracula-style, no-holds-barred (or surrender) reciprocation.

(source: Mythipedia)

For instance, while the Watcher eats his victims and himself alive (a walking fetish/cliché embodying “death before dishonor” but honor is a myth), any such “Achilles egregore” is always strong in appearance, but weak in defeat as foregone; i.e., hiding a fatal flaw that makes him a reliable and easy sacrifice to the heroes exploiting him playing at false rebels. When you kill the Watcher towards the end of the game, he has been turned to stone, completely helpless:

We held Soulblighter at the Gjol long enough to let Alric spring his trap on the Watcher. Turned out I was right about those arrows: Alric had been working on them since we entered the marsh two weeks ago, and they were tipped with fragments of bone from the Watcher’s arm. I sure wouldn’t have wanted to get stuck with one, but apparently they turned the Watcher into stone, leaving him paralyzed and helpless. But he didn’t die. Thirty berserks chosen to accompany the archers tore through the enemy and piled the bodies of the dead at the Watcher’s feet, but all were killed before they could deliver the final blow (ibid.).

This “shrugging of Atlas” Voodoo doll illustrates “the Leveler” as a kayfabe process, unfolding through Caesar’s correct-incorrect likenesses (the general following the leader like Boromir follows Aragorn, only to get “feathered” with arrows, this time fired by the Legion’s “guerrillas” playing white Indians); i.e., aping the man-in-charge as thoroughly mortal, but also reprobate[3].

Like Hitler’s Reinhardt Heydrich, the Watcher’s ignominious killing is the assassination of an occupying army’s seemingly invincible hangman, making the Legion Bungie’s implied, good-guy liberators of “Prague” (from the “golem,” as it were). To it, the Watcher dies not a glorious death, but a pathetic one belonging a larger (and recursive) concentric copaganda scheme; i.e., our Frankensteinian male Medusa being raped as a matter of street justice between cops playing rebels on either side: frozen, then shattered with a taste of his own medicine fired back into him (to that, it’s actually quite satisfying to kick the Numinous statue in the balls while he can’t fight back, but also not very sporting of us[4])!

By extension, the same basic flaws apply to Balor falling unto Alric, whose dubious mantle actually stems from medieval thought—death being the great leveler of kings and peasants alike—but also the modern fascist idea of a historical-material cycle relaid in pre-fascist language (re: the Neo-Gothic). Trapped inside this language (which Bungie depicts on fragments of paper comparable to Hamlet’s commonplace book, itself a volume of revenge), the good guys must quickly pull down and deface all perceived dictators (after doing a double-take to account for their likeness-unlikeness to themselves).

Except, the true enemy (for the proletariat and nature) isn’t Balor and his generals, but Capitalism bombastically dressed up as “past” and projected forwards, again and again across the same “Gothic” wavelength, by rite of feudal succession—of dynastic primacy shoved out of the Gothic castle and onto the fields of endless war and death (which make up the same basic chronotope); i.e., by weird canonical nerds thinking they’re “Vikings” or “ancient Germanic tribes” fighting “Rome” (again, with no girls in sight). All unfold through Man Box “prison sex” rituals, Alric masterminding the latest foray against the echo of “Caesar” he, himself, will one day become (more on this, in “No Fury”).

In truth, fascism serves capital by acting out Rome’s tragic fall, projected onto various DARVO scapegoats (queer or otherwise) for our vigilantes to then seek out with righteous impunity (re: “burying the gay” letting gays be gay so long as they die in service to capital’s continuation: by putting on the zombie fetish gear and damned crown). It’s all castle doctrine—a dialectic of weak/strong shelter and aliens: “Hard times create strong men, strong men create good times, good times create weak men, and weak men create hard times.”

As mentioned at the start of “The Imperial Boomerang” subchapter, historian Bret Devereaux writes, “The quote, from a postapocalyptic novel by the author G. Michael Hopf, sums up a stunningly pervasive cyclical vision of history—one where Western strategists keep falling for myths of invincible barbarians” (source: “Hard Times Don’t Make Strong Soldiers,” 2020). Just as Caesar historically demonized those he conquered—i.e., as terrorist savages fighting dirty from the shadows[5] against the state (not for it as fascists do)—Bungie connects “terrorism” to the embarrassing destruction of what was built by “Caesar” as attacked by his vengeful ghost: senseless destruction, versus the usefully “glorious” propaganda battles of a vandalized past that, through various concentric myths, led and leads to Pax Imperium in its current, glorious (and capitalistic) forms.

All roads lead to Rome; those in Myth occupy both strategies at once, fueling capital in between reality and imagination through liminal expression flowing power towards the state. All throughout, the oscillating rhetoric of fascism’s weak/strong argument pervades Bungie’s gameworld, less hyphenating and more flipping on/off like a light switch (the momentum shift). The balloon-like inflation/deflation of the same basic devices’ hubris and self-esteem is shared between different warring parties (the Light and the Dark) over the same land and titles; i.e., like Macbeth’s own Cycle of Kings.

To that, the soldiers of Myth‘s temporally ambiguous “present day” must be strong by avoiding degenerate weakness this time, thus sacrificing themselves through a giant double implying their eventual doom; i.e., “the way of all flesh”; e.g., the Watcher laid low for the good of “pure” empire learned from hard-fought lessons that are, themselves, regularly forgotten and passed down in absentia/persona non grata (the absentee savior and unwelcome brutalizer one in the same); i.e., the past literally becoming gay to grapple with like Caesar’s ghost through copies of copies of copies trapped inside the same circle of violence (from Balor to Gwyn, Lord of Cinder to Smaug the Stupendous, etc).

The Watcher was merely a chip off the old block, though, Balor embodying said past as lacking the strength to remain vigilant at its highest level. This works as a cycle that never ends. As “true evil” first gains a foothold, then ultimately prevails by destroying Rome from within, Bungie effectively turns strength inside-out and outside-in (the appearance of genocide and rape—normally far-off, during the liminal hauntology of war—gets uncomfortably close to home through Balor). Hero worship is hero worship, though; even when the hero is tragic, fallen, and ambiguously gay (e.g., Count Dracula), killing them is the point, constituting the fascist cult of death the Watcher and Balor belong to, and which Bungie gets off on: war as a candy-like drug made by millionaires in service to billionaires and the profit motive, Willy-Wonka-style, but also rape tied to war per the process of abjection making such things—gargoyleish givers and receivers—ubiquitous.

(source: Mythipedia)

Of course, Bungie disassociates like all canonical authors, presenting this imaginary threat (the ghost of the counterfeit) as a Pygmalion’s shadow of its former self grappling with temptation; i.e., a desire to be recognized. Pride is Balor’s Achille’s heel, imperial death stalled by forcing the personification of death (the Übermensch) to recollect his former, human self before the fall; i.e., in opposition to a foreign, queer-coded menace: gay werewolves (Untermensch)!

“Antagonize nature; put it to work as cheaply as possible.” To it, the game’s lycanthropes are the Myrkridia, a horrific race of ancient, bestial flesh-eaters[6] known for making pyramids of their enemies’ skulls (a historical abjection onto imaginary beings that ancient conquerors have done regarding present atrocities; e.g., Tamerlane to the Pacific Theatre in WW2); i.e., the backstabbing Jews, in this case, being ancient barbarians that Balor’s vigilant past self, Connacht, grew lax about, pursuant to him being owed a prize for having fallen on his sword to save empire from these degenerate aliens to begin with (whose back-and-forth death in the same contested territory is, again, settler colonialism in action).

During their final confrontation, then, Alric has “set the table,” having killed the Watcher (who the Deceiver had previously nearly killed in a famous offscreen duel, before later being flung himself into an icy prison[7]); meanwhile, Shiver is out of the picture thanks to Rabican’s duel with her at Madrigal; and Soulblighter was turned back at the Gjol before the Watcher’s assassination, his present whereabouts unknown.

Having an exclusive audience with the tyrant, then, Alric plays his trump card: he plants the battle standard of the Leveler’s former enemies before Balor, forcing him to remember a time when he was more alive in service of the state and less corrupted by imperial power in a fascist, hauntological way. It’s the best Alric can hope for, his entire army devastated by the unstoppable warrior king (the vast majority sacrificed in front of Balor’s stolen fortress, letting Alric spring yet-another-trap, Gandalf-style, but actually coming from Odysseus against the Trojans [with Athena’s help] if you go back far enough).

The gambit is similar to Top Dollar’s, except it’s more of a stalling tactic, one that lets Alric show Balor a magic stone (exhibit 41a2) called “an Eblis.” Its exact nature is unknown and unexplained, in-game, but it functions similar to the lost seeing stones from Lord of the Rings (exhibit 41a): showing a king his own death, his own false status as undefeated, etc (this particular deus ex machina being omniscience).

But beyond the stone itself is another a clue: the aforementioned battle standard of the Myrkridia, a race of vampire-like werewolf beings that Balor has started to emulate; i.e., the great fortress of the Trow he lords over, Rhiannon (fairy Castle of Queen Maeb occupied by an evil king like what Maligant from First Knight would describe, or Monty Python call “Castle Anthrax”), circled by moats of fresh bloodspill—that of Alric’s sacrificial army! Thus, the story antagonizes empire and puts it to work against itself as cheaply as possible (re: the Battle of the Five Armies, a world war where  no heroes or victors exist, but Capitalism still happens, anyways)! When this happens, the land is redivided along fresh settler-colonial boundaries, colonizing itself through the same settler arguments on the same maps: “We were here first!” In the usual settler colonial fashion, the claimants fabricate their ties to the land, then defend said territories in bad faith against a necessary scapegoat (an indigenous element to said land that can be attacked by the colonizer playing the native). To it, state power is a myth that serves itself, not its figureheads!

As such, Alric—the story’s Gandalf—chastises the current tyrant in the Cycle of Kings, one whose head has grown too big in this bourgeois, predatory scheme: “Know your place in the cycle; surrender your crown, thus your head!” (spoke Dumbledore calmly). Balor’s recalcitrance is the entirely the point; he needs to be strong and unwilling so the harvest is plentiful (the plot to Monolith’s Blood, in other words, but inverted to serve the good-coded empire by eating the bad-coded empire as sharing the same space). No one wants to be Jesus (the King of the Jews), rendering unto Caesar that which is Caesar’s; i.e., his just deserts, meaning “deserving reward or punishment” (source: Marriam-Webster).

Here, the punishment is the reward, which Balor balks at (a bit like Mr. Bean’s teddy bear before Rowan Atkinson shoves a paintbrush up its ass). He’s a dick, to be sure, but Alric the seer—the landlord spirit of Capitalism lecturing the gay ghost of revenge (fascism conflated with Communism just as Caesar is to Jesus, no less)—is arguably much worse: an enabler to the petty pace of endless bloodshed, all made in service to profit by hijacking the entire mythos to do so!

Like Caesar or Jesus, the doomed outcome puts brutality on top of brutality in service to capital and profit; i.e., “both sides” do it, but one is conspicuously undead (thus evil and queer), the other functionally undead through a goodly seer using the same witch hunter rhetoric to nobly purge land and home of fascism (and other undesirable elements). It’s a Crusade, one fought to keep empire strong while, in the same breath, excising Communism entirely!

To it, Myth romances the hell out of ritual sacrifice tied to war and empire, and its initial appeal admittedly lies in how seriously it treats the subject matter. There’s none of the semi-campy gallantry that Raimi supplies, nor Tolkien’s gay batman schtick/queer allegory with Frodo and Sam, nor peppy uplifting music to parade your accomplishments. What little music there is usually plays[8] during the narration scenes, sounding quaintly tragic, rueful and grave; e.g., the “Gate of Storms” narration describing what’s in essence a Nazi blitz through the Ardennes: “Soulblighter cannot be stopped. His armies foul the land south of us for half a thousand miles, and his search for The Summoner has left none alive within his reach. The cities of Scales, Covenant and Tyr have all fallen to him in the last three weeks. It seems that too many years of peace have softened the once legendary armies of the West. Rabican, Murgen and Maeldun have been dead sixty years, and today only Alric remains of the great leaders who defeated the Fallen Lords” (source: Mythipedia).

In other words, “I want a hero!” uttered ironically by Lord Byron, becomes “I need a hero!” per Bonnie Tyler without Byron’s irony. “Save us from the evil, gay barbarian foreign plot, King Arthur!” Ghosts of ghosts of ghosts haunt a shared chronotope between monomyth fictions, bearing a Promethean stamp we debate with through ludic interpretations of combat, succession and collapse.

Like He-Man‘s Prince Adam, these himbos of “yore” aren’t strong-thighed bargemen, but well-educated, properly fed princes of the universe. They’re luxurious and privileged—both strong and entitled enough to bend the fulcrum of guilt upon which Alric’s gambit depends, yet hardy and self-centered enough to weather the tree of woe that older weird authors hung Conan on. Assimilation is assimilation, the blood of Caesar no more “real” than Christ’s, yet spikes the context of the tasty Kool-Aid with poisonous circumstance: a Last Supper drip-fed via diminishing returns. Myth ferries such trickle-down ambrosia into players’ power-starved brains; i.e., by middle-class auteurs (re: Bungie) lobbying for the same chase of glory that eluded Lovecraft or Howard, a century ago:

(source: Mythipedia)

Bungie apes the same tyrannical desire; i.e., to be strong enough to die bravely to serve the state’s lies (re: Heinlein’s Competent Man). It’s warrior-Jesus bread-and-circus, cherry-picking the most manly (at times, questionably queer) elements of sacrificial heroism to uphold capital in a half-real, neoliberal sense: the lobotomized, dogmatic status quo turned into little bourgeois action figures. They become the body and blood of Christ, wafers and wine the middle class imbibe and inhabit like a Rabelaisian carnival—a secret-identity martyr grappling with an openly undead mutineer (re: Skeletor, but also Jojo and the Pillar Men), doubling Christ in either respect: “We’ve come to be the rulers of you all!

As such, Bungie really gives it to you straight: the world is fucked and our dying heroes must return just enough to push things out of the current slump (the second game is more politically complex, involving alliances and turncoats, but also token cops, golems and werewolves). It feels more like an endless return to tradition, yearning for the revival of revamped manly spellswords (re: sages and meat wizards, above) through guy-on-guy violence; i.e., so-called “real men” paradoxically being made up—amounting hilariously to “ancient” Nazi frottage the likes of which would make even Cockrub Warriors green with envy (and undoubtedly rub off on them)! Gay and/or Nazi, there’s no avoiding crucifixion (a classical punishment by the Romans); the best Bungie’s West can hope for is dignity in defeat, mid-stigmata:

(source: Mythipedia)

Aping Caesar and Jesus in and on the same surfaces and thresholds (the same bodies fighting on the same battlefields), Myth is simply Capitalism taken to its logical conclusion: a giant zombie eating itself (more on this idea specifically during “The Monomyth” conclusion).

Like Tolkien, there’s also a progression between world wars as Bungie presents them. In Myth I, life is repeatedly stressed as appallingly cheap, in-game (a fiscal strategy of nations trading resources through manpower as efficient profit); in Myth II, such sacrifices are demanded, presuming a miracle rescue unfolding, last-second, on the cusp of total destruction. Such strategies are less “new” and more translated by capital out of older forms hitting on the same cycles; i.e., into cartoon versions of the past with a hauntological flavor evoking capital operating as usual. Everything is solemn and funeral in a richly developed world—one laid to waste over and over through evocations of its own routine destruction illustrating capital in small, mapped out, told through ghosts of “Rome” and “Gay Caesar.” The game (and its palimpsests) are very consistent in this respect, and it’s here we see how things are portrayed from a hypercanonical, nigh-Biblical perspective.

From a dialectical-material standpoint, recall that monsters are poetic lenses that argue back and forth per the dualistic storage (and optional irony) of values, taboos and trauma; they share the same spaces as liberation and enslavement, exploitation and agency. Here, Myth‘s usage/reception is strictly canonical, but also divided in two perfect sides; i.e., Nietzsche’s dialectic of Apollo and Dionysus, unironically blaming degeneracy and ressentiment for the fall of civilization, while resorting to such methods to keep things the same: a hero must die.

Faced with the reality of how far he has fallen inside the fascist cult of death eating empire from within, Balor the former statesman and protector (still wearing his white armor) sees himself as a human that became a zombie—e.g., like He-Man realizing he’s Skeletor—but also a rat, a vampire, an “incorrect” outlaw not-man: queer vermin without prestige, but still a giant to topple/gang rape (exhibit 41a) during the Beowulf-style, master/apprentice’s undead kayfabe momentum shift; i.e., struck with Alric’s crystal logic as its own kind of mirror argument

For all the sorcery that we have told to thee
They call us demons from Hell […]
I’m not burning, look inside
Crystal Logic’s what you’ll find (Manilla Road’s “Crystal Logic,” 1983).

that, as it happened to all his generals, now awaits Balor, too! In short, Alric and the Nine are good doubles—Jedi-like witch cops given total power to police their fascist, wicked-witch, false-rebellious brethren through moderacy and guilt, but also anything associated with them; i.e., anything that isn’t aligned with Alric and the sacrosanct West. Shamed, Balor bowing his head, exposes his neck to Alric as Hitler does to his enemies: the Roman fool falling on his sword through ritual suicide. So does the crown (and its power) fall back into the usual owners’ hands.

It’s important to remember that canon equivocates Communism (and queerness) with such a downfall. These comparisons happen despite overtly Communist stereotypes not existing in the first game (the sequel, as we shall see, explores different avenues for bigotry in its evil, anti-Semitic generals). Instead, the latter is blamed for said decay by design. And why shouldn’t it? Inside a world divided as “the Light” and “the Dark,” nuance isn’t even a thing of the past; it arguably doesn’t exist! Communism takes nuance; Capitalism does not.

To it, the Nine are also tyrants, but “good” ones who gaslight, gatekeep, girl boss (making Balor our himbo girl boss/Wicked Witch of the West). The decay is treated as inevitable; i.e., a Cycle of Kings whose invariable heroes foist the same arguments onto the audience—of good times leading to weak men, to bad times (thanks to gay men giving into “darkness”), to strong men (who reject the darkness)—merely passing the mantle of power back and forth. Its “solution” is merely a circle-jerk, one disturbingly similar to Western liberal democracy under Pax Americana, “aping Rome” per its circular ruins but also its circular tyrants wearing the same crowns: war is bad, then good again (re: Howard Zinn’s “Private Ryan Saves War,” 1998).

(source: Mythipedia)

Bungie’s centrist treatment of war is a cycle, then, one meant to perpetuate itself (thus Capitalism) through tyrants good and bad. In short, no sacrifice is too great to maintain empire’s endless coronations; there is only pure good and pure bad committing atrocity after atrocity against themselves, Alric emerging among the goodly Nine to become a god-king haunted by Caesar as Brutus was: “Once we have recovered the Ibis Crown,” he declared, “Llancarfan will once more be the seat of the Cath Bruig Empire with myself as Emperor. The people will draw strength from me and we will go forth and strike down our enemies. Once they have been defeated we will rebuild the Empire to its former glory” (source: Mythipedia).

Bear in mind, this is from the second game, one where the wise old seer—having formerly chastised Darth Vader in service to empire and the elite—takes up the same mantle of empire; i.e., to overcome the guilt at killing his former friend: Balor a childhood hero out of Alric’s time as a boy that Soulblighter haunts the old man’s dreams with: “You killed my friend!”

To it, Alric the aging monarch lives unusually long like Beowulf or Aragorn do—though less long than Methuselah from the Bible, because Myth treats such lifespans as unnaturally gained; i.e., bad sacrifices, not good ones whose “proper magic[9]” lasts just long enough to let the hero live and die as good, then return from the grave as bad Fallen Lords, wielding evil magics (“and their terrible sorcery was without equal in the West,” source: Mythipedia). These mirror the good while being visibly stronger than them, thus threatening all the genocide Connacht (and his ilk) had to do, once upon a time. It’s imperial DARVO in action, dredging up the past to obfuscate, then rebury it. In time, Alric will return as the Leveler for some other Gandalf to sacrifice (with no attempt by Bungie to suggest state shift, the cycle optimistically going on forever—a blind critique hitting the nail on the head by illustrating Capitalism as well as Bungie does).

As part of the same apologia, this alternate, “legitimate” bloodline is, itself, “ripped off.” Aping Tolkien’s Return of the King by having Aragorn—once a nameless ranger wandering the wilds—miraculously return and restore Gondor and its “legitimate” bloodline[9a] to a former imaginary glory (to challenge Sauron, the ghost of the counterfeit), its inevitable collapse, post-Tolkien, is arguably what paralyzed Balor when looking into Alric’s magic stone: his future death, failure, or both suggested through a meta continuation of the same graveyard palimpsest (re: “all our yesterdays”).

Seeing the Vandals coming for “Rome” once again (with Alric resembling a Khan[10] in his sequel attire, above, and the white-Indian barbarians he sends for “Caesar” triggering the final boss into paralysis), said empire is the shameful result of Connacht’s secret weakness[11] laid bare. Exposed, the tyrant’s DARVO/obscurantist façade crumbles due to an internalized conflict of interest and, like a deer caught in headlights (re: Top Dollar with Eric), Balor momentarily freezes in place. Trapped helplessly inside his armor long enough for the remaining warriors of the Light to behead him, his Brutus-style murderers proceed to throw Balor’s severed head into a giant pit. Similar to the One Ring being tossed into Mount Doom, the volcano scapegoat (exhibit 41a2) constitutes an act of banishment, but also forgetting through live burial. The world is saved and balance restored… for a time.

In turn, whatever power the state presents as terrorist or counterterrorist flows back into “Rome,” the mother country a predatory matter of funneling resources towards its invisible rulers. Myth recuperates fascism, mid-crisis, through vampirism as queer-coded Red Scare, Capitalist Realism blaming Communism by conflating it with Balor’s feral terrorist antics; i.e., per the man and his armies’ Nazi-Communist pastiche: representing Communism by the West’s false, “horseshoe” equivalency with fascism. Thus fascism defends capital and profit/rape while colonizing empire as a profitable (repetitive) matter of centrism and praxial inertia—of balance maintained not just through cops and victims, but “good cop, bad cop” and fascism/Orientalism; i.e., ultimately playing ball for the elite behind the curtain.

To be sure, these uniforms exist in non-fascist varieties (e.g., so-called “gay Nazis” mirroring a “leather daddy” aesthetic). Here, though, Myth tokenizes Imperialism with more steps, leading to the usual historical-material doubles’ liminal, chiastic recursions and collocations echoing the same liminal hauntologies of war and their grim harvests (e.g., the German Reichsadler vs the American imperial eagle, but also Nazi outfits vs fetish-gear “mil spec” and “Scottish” warriors, below); i.e., inside a Cycle of Kings’ outdoor infernal concentric pattern, “I have begun to plant thee and will labor / To make thee full of growing” (source). Since Shakespeare, kings are routinely propped up, only to be cut down, watering the soil of the elite’s countryside with the blood of squashed mosquitoes.

As such, obscurantism’s inherited confusions borrow and combine strongmen from different mythological backgrounds to camouflage capital with. Myth‘s extensive dramatis personae—its four Fallen Lords (not including Balor, Satanic ruler of the Four Horsemen, in this case) and nine avatara (the latter mirroring Tolkien’s nine Ringwraiths, “doomed to die”)—are no different; i.e., both sides make up aging “boners” to grow courageously and “fall” ignominiously as Balor does, all while mirroring Macbeth on par with “shadows of Caesar.” It’s Capitalism with daddy issues and a hard-on for “Celtic” reinvention (re: Connacht, the province of Ireland; Mel Gibson’s Braveheart and imaginary Scotland; but also Macbeth through different performances, above). All operate through Capitalism as the ghost of “Rome” (re: fascism), one whose bugbears frightfully emerge out of an imaginary greatness that never quite existed.

In turn, Bungie’s cathartic, Radcliffean banishing—of the gay Nazi skeleton in the closet—stretches into yesterday coming back around; i.e., a canceled future relegated to the endless, regicidal treachery of an imaginary Scotland well at home in Shakespeare’s “Scottish Play” (and throwing in a smorgasbord of other warlike theatres; re: Tolkien and Lovecraft):

For brave Macbeth (well he deserves that name),
Disdaining Fortune, with his brandished steel,
Which smoked with bloody execution,
Like Valor’s minion, carved out his passage[12]
Till he faced the slave;
Which ne’er shook hands, nor bade farewell to him,
Till he unseamed him from the nave to th’ chops,
And fixed his head upon our battlements (source).

It’s very heteronormative and sadistic, but also flagellative—mortifying the flesh in ways just between “the boys” (no homo): evil Scottish Daddy ≈ Bungie’s doomed Connacht, the same candle to extinguish and castle on Plato’s cave wall (I write, in the dark, with Satie on and the only light coming from my monitor). It’s pervasive—an abusive, sports-style relationship, passing the baton, the crown, etc, where such embedded, convergent disorders (take your pick) express through the “generous,” addictive giving of strength that keeps the battered “housewives” (men) coming back for sloppy seconds: to kill whoever wears the crown, but also those who work with them, cannibalizing workers for the state and billionaires during the usual arterial spray’s formidable range (sanguine ejaculate).

Such doubles aren’t intrinsically “bad”; e.g., I can go walking with the rabbits around where I live to see that side of Zeuhl splintered off from the tyrant they eventually became (they loved rabbits); i.e., we can play with such things ourselves differently than Bungie does.

As for Bungie, their latent homoeroticism flavors a canonical usage of the zombie tyrant’s apocalypse; i.e., as someone to summon and tear apart again through the usual martyred hyphenations. Called to, “Caesar” the appointed sacrifice understandably throws a tantrum, Brutus and the boys wrestling the spontaneous paraplegic to the ground before completely dismembering him; e.g., not just Balor the Leveler but older stories like The Ronin Warriors (exhibit 41a2, next page) riffing on the same tyrant’s fascist rise and fall: evil Jesus (the Wandering Jew)/Lord Humongous linked to capital and to Capitalist Realism dipping the Black Veil to tease absolute ruin among the Gothic castle’s trembling vanishing point. Instead of an explained supernatural (re: Radcliffe), the supernatural (or draconic, vampiric) becomes dogmatic through Capitalist Realism’s undead zombie heroes and tyrants.

In turn, the neoliberal refrain imitates older ones: the fascist in-group’s eponymous solidarity uniting against an “outside” menace re-envisioned by Mussolini, then Hitler aping America’s Hollywood (the Nazis adored American media—inspired both by Charlie Chaplin, leatherstocking tales and cheap spy novels, but also Edward Bernays’ ministry of propaganda): “Unite, thus keep the money (and mythical, dogmatic merchandise) moving while capital enters crisis and decay!” Instead of conceptualizing Communism as an alternate, separate solution to capital’s waves of collapse, it’s easier for Bungie—those under the spell of Capitalist Realism—to immediately visualize the world ending because Caesar and his generals have come home, seeking revenge (think “Revelations” and rapture, except with less angels and more warlords; i.e., a Ragnarok variation of the Four Horsemen of the Apocalypse).

To it, “the myth of Gothic ancestry endured because it was useful” applies to the elite “culling the herd” through Bungie, the former relying on such banishing rituals by the latter to make children and young adults (usually boys) fall in love with magical warriors once more—the usual sort, sacrificing themselves to save the world from “evil”; i.e., fascism/ghosts of “Caesar” granted all manner of cultural elements that white (middle-class) saviors playing the white Indian fall back on, sold to different age brackets whiling punching spectres of Marx in the bargain.

Similar to Myth, all embody and conscript younger and younger recruits against a demon, Nazi-Communist foe; e.g., grizzled warriors or “teenagers with attitude”; i.e., outcasts during the monomyth having Promethean potential. Like Arthur’s magic coconuts, the Promethean name of the game is archaeological wish fulfillment: “find anachronistic, incongruous armor and weapon; fight evil, get girl.” Evil servants summon destruction, reviving Caesar or Medusa-as-Marx, etc, doubling state hegemons (e.g., Captain Planet vs Captain Pollution).

Then, as Dayman fights Nightman, canon prioritizes assimilation through misfits and in-group outsiders (the fascist recruiter targeting broken homes that still have in-group class and race privilege); i.e., through occult-tinged stories operating in defense of “Rome” from its perceived “evil” self; re: the Wandering Jew having Communist and fascist elements (more on this in “No Fury”). Villains are prolific through profit the same way that heroes are; i.e., comparable to Campbell’s Hero of a Thousand Faces, we have per the Promethean Quest a Villain of a Thousand Faces. The heroes are usually Puritanical and bland; the villains are Nazi comfort food[13]—a buffer or drug to take the edge off.

(exhibit 41a2: The fate of Balor the Leveler and Emperor Tulpa[14] is essentially the same: bodily dismemberment by a team of allies, whose allegiance is not certain [with Tulpa having his own band of dark warlords using the same armor that the Ronin Warriors do—indeed, coming from the same emperor’s body as originally housing all of them]. Per Walpole’s Capitalocene/ghost of the counterfeit, Balor and Tulpa are undead tyrants haunting composite war machines; i.e., giant suits of armor delivering class commentaries on systemic issues/material conditions that speak to particular allegories the commentators [authors] might not be fully aware of, concerning the world around them. Regardless, each follows the myth of Osiris as Promethean, the giant to assemble through mad science [“magic”] and then disassembled through the same methods weaponized by false rebels “saving the world”; i.e., reversing power to a seemingly self-destructive degree, the pilots grow angry to a perceived slight, one that Caesar must pay for in blood, thus whitewash empire: “You are tearing me apart, Lisa!”

Similar to Count Dracula’s revival, the dead king is resurrected in pieces; only by taking him back apart can the curse be “ended.” In canonical narratives, this disassembly requires a military alliance and feats of legendary strength by a host of great warriors, surrounding and not just stabbing “Caesar” to death, but hacking him to pieces through the metaphor of gang rape. To achieve this, they must paralyze him, generally by showing him something he doesn’t want to see; re: his former greatness that he has forgotten, but also fallen from. Like Top Dollar, Balor confronts his humanity on the Aegis, only to realize that he’s lost it and, in effect, poisoned the land and all his friends. He freezes in shame and is beheaded, his armies collapsing as a result [versus Tulpa, who—after absorbing the hero, Ryo—is paralyzed by the spirit of virtue long enough for the other warriors to cleave him to pieces (temporarily embodying the fire of the gods to do so). Lifting the evil curse, the giant armor vanishes and the legendary ronin become ordinary boys once more, Ryo resurrected through the equally-deus-ex-machina power of the Jewel of Life].

By comparison, camping the freezing procedure reverses it in ways that don’t seek to scapegoat anyone; i.e., camp subverts what’s happening as a matter of dogma to expose the bourgeoisie manipulating everyone. Keep that in mind when we examine Balor’s loyal servant, Soulblighter.)

Speaking to the giant’s dismemberment, Myth‘s battles are incredibly violent. “Casualty,” states the battlefield announcer for one death, and “Casualties!” for two (or more). Meanwhile, powerful explosions and chain-reaction spells of fearsome black magic rock the countryside, ripping entire regiments apart (note: the mechanisms of dwarves and shades—Bungie’s appointed demolition experts and self-serving necromancers—have an anti-Semitic and fascist flavor to them). Post-detonation(s), heads soar like soccer balls and severed limbs (and guts) sail and spin through the air, raining blood before bouncing across the ground as shrapnel. And while that might not seem terribly impressive nowadays, back then the rudimentary physics and blood-spattered mayhem were positively ground-breaking (the developers would go onto revolutionize console FPS games [and ultimately eclipse Myth‘s sleeper-hit status] by making Halo: Combat Evolved, in 2001)!

Part of Myth‘s allure is how it puts the player at the helm when the stakes feel so high (thus allowing for feats of great bravery in the face of certain death as, itself, a performance—one reenacted from Beowulf to the Western, the villain generally more fun to watch while “David” beats “Goliath”; e.g., Allan Rickman upstaging Tom Selleck, in 1990’s Quigley Down Under, despite the script requiring that he lose the fight). Like a director and a general, you can view the action from any angle, slowing time down or speeding it up. It’s visceral, glorious and bleak—clearly inspired by Braveheart, two years previous, but also Tolkien and Lovecraft’s own fictions: an uphill battle against the forces of darkness, but presented as abject, gross, and medieval in ways that combine the best of all these authors and their playground worlds. Regular formations generally give way to herding your men into loose groups that adopt a more guerrilla-style approach to things. Leading your enemy into traps is preferable to frontal assaults, where mounting casualties are bound to happen (the trick to victory is avoiding the deaths of men you cannot afford to replace[15]).

To all of that, it’s truly a young (tom)boy’s dream come true (I was eleven when the game came out, playing it for hours-upon-hours); i.e., a chance to be like Mel Gibson or Peter Jackson (who had yet to emerge outside splatter-house circles): directing big-scale fantasy battles, only save the footage, viewing it later to your heart’s content!

The basic problem with Myth (or any such refrain ordering things in military language) is that its centrist conflict falls into Tolkien’s cartographic approach to war, thereby acclimating the player to the role of the general sacrificing his men (or hers—I daresay I spent as much time deliberately blowing up my own troops as I did beating the game): a story between good versus evil that is forever in conflict, dividing things into “pure” evil and good on open yawning battlefields that become bleakly entertaining on further retellings.

For example, Tolkien’s pure-evil goblins[16]—and their misuse of mad science to develop battlefield weapons that could kill a great many people at once—also describes the dwarves that the player controls in Myth; i.e., Tolkien’s abstraction of real-world horrors the author himself experienced during WW1 becoming rehashed first through LotR‘s WW2 allegory and then by Bungie’s own blind parodies of both world wars retold again. Stuffed with more and more fireworks for the crowd, the Battle of the Five Armies becomes Helm’s Deep becomes [insert Myth level, here]: the Promethean Quest becoming a morbid chase for the most glorious death(s) on the field.

Across all of them, though, the undead king—the fascist, now-corrupt skeleton lord—is always coming home, denoting a buried, systemic problem even when things were “good.” Restoring balance and returning things to normal through equal force is entirely the point; i.e., something to canonize and camp; e.g., Walpole’s crumbling of the dark castle like a bad dream to conveniently reveal the fair castle underneath: a fairytale restoration of the status quo to its proper rulers, per the West vs the Fallen Lords aping the Allies vs the Axis Powers carried into similar fictional echoes of past wars that Walpole tuned into, and Shakespeare, and so on, made entirely cartoonish in neoliberal forms; e.g., Castle Greyskull vs Snake Mountain, King Randor vs Skeletor, or the Belmonts vs Dracula, etc.

Like those examples, Bungie illustrates the status quo, in centrism, as being the spectacle of raw theatrical combat, itself endlessly occurring between good and evil’s notably unpeaceful transfer of power between rulers; i.e., the chase of endless profit abusing a finite web of life inside a romanticized, imaginary past—one that distracts viewers from ongoing state abuses occurring in the present. Within this ghost of the counterfeit, there are no moral actions, only moral teams that come from the same source: “good” empire and the ghost of the noble bloodline as something to defend from “bad” empire and the ghost of the tyrant in zombie form “cutting in line.”

This effectively makes centrist narratives like Myth genocide apologia, relegating war to an eternal struggle on faraway lands that curiously resemble Western Europe. It is not a solution, but a mapped form of tired, fatal military optimism that prolongs war by virtue of its mythical necessity and essentialism: “good or bad, war must continue.” So when evil ghosts of the haunted past rear their ugly heads, canonically dogwhistle to marshal the hounds, doing so to “cry havoc, and let slip the dogs of war” (a line from Shakespeare’s Julius Caesar, a historical play)!

Point in fact, Myth‘s centrist nature is exposed by it being diegetically aware of this destructive, empire-comes-home reaping—something the sequel expounds upon when “true victory” is threatened once again as it always must be:

There are laws that govern the workings of the universe that have remained immutable for countless aeons. According to these laws, the forces of light and dark hold dominion over the world successively, the land belonging in turn to men, or to monsters.

Each cycle would be presaged by the appearance of a great comet, foretelling the rise of saviour or destroyer. Each golden age would give way to one of darkness, when foul things would stir beneath the earth, and evil spirits would plague the land. In turn, each dark age would fall to one of light; the evil would pass from the land just as the comet from the sky.

The saviours of each golden age were men who had risen to face the Dark and never turned away. They were men of unflinching heroism who would not rest until they had loosened the bloodless grip of wicked things which had dominated their lands. Many of these heroes were doomed to return in the following age as Fallen Lords, destroying all they had fought so hard to preserve (source: Myth Journals).

Such imperial apologia is Capitalist Realism par excellence. Action for its own sake (re: Eco), Bungie—not without a twinge of dry gallows humor—showcases the target audience (white, middle-class men) having fun amid the carnage while dressed up; i.e., through their fantasy avatars celebrating the unlikely winning of every battle, throwing up their arms and cheering as Ash’s forces do in Army of Darkness, but also Monty Python’s after they’re forced to eat Robin’s minstrels: “There was much rejoicing!” followed by a lackluster “Yay…”

The whole ordeal feels like a blind parody—frozen-if-productive (thus lucrative) Gothic history that only lends itself to sequel enterprises with the same kinds of action figures; i.e., regressing to brutal methods of self-preservation, their gory sagas further expounding on the process of abjection, coronating a dark king and a light king per the ghost of the counterfeit as a matter of transcontinental exchange—of world war all over again. This tyranny and regression applies to both sides capital has set up to fight, whose complexities amid simplicity we’ll continue to unpack in Myth‘s sequel, Soulblighter.

Before we do, let’s summarize the Cycle of Kings per Myth‘s unironic execution: Good men must decay and resort to barbarism to fend off the barbarism of evil men; empire must rebuild, a good king chosen to lead the people invariably towards destruction again (the “last” battle, next page); good king must show the bad king the truth of the cycle, thus force him to face the music (re: it’s time for him, the sacrifice, to die) in “a lesson in humility”: “bend over and take it up the ass ‘for the team’; rinse and repeat, keeping power always at the top.” In the interim, workers are ground up like fodder but not before the more privileged nerds among them get to play the false rebel cop, the berserk cartoon being the good king’s dutiful lapdogs, thus “kings for a day” themselves while seizing the day for their chicken hawk liege and—like a prequel to Attack on Titan (a thoroughly fascist show in its own right, reflecting in its creator’s closeted fascist antics[17])—cutting the giant to bits by charging directly at him (the opposite of Tim the Enchanter and the Killer Rabbit[17a]): “Thundercats, ho!”

Now that we’ve dissected Balor himself in Myth: the Fallen Lords, and explored the game’s fatal warrior mythos reviving Zombie Caesar on loop to uphold Capitalist Realism, let’s unpack the above cycle (and its double standards) through the sequel; i.e., Myth II: Soulblighter, whose queer, monstrous-feminine elements are even more obvious (and problematic).

For starters, Balor had a lieutenant called Soulblighter who served with him in life under the human name, Damas. Before they turned to the Dark, both men actually knew of the inevitable corruption that awaited them, going from babyface to heel, kayfabe-style, as time went on:

Damas was Connacht’s lieutenant during the Wind Age and was his closest friend. Thus he was told of Connacht’s knowledge that he would be the next incarnation of the Leveler and so was asked to help destroy or hide away magical artifacts that may help him after he turns. Damas then found immortality through various rituals and other practices, notably removing his nose, lips, eyelids, and multiple things from inside his body (source: Mythipedia).

As we’ll see going forwards, Damas is Soulblighter the same way that Connacht is Balor through the monomyth and its reversal, during the Promethean Quest. But Soulblighter (and similar Conan-style caricatures, below) yield monstrous-feminine elements have their own racist, anti-Semitic/Orientalist flavor that Balor largely does not.

(artist: Dan Dos Santos)

Onto “Myth: the Fallen Lords, part two: Soulblighter“!


Footnotes

[1] “Caesar” being a cryptonym/dogwhistle for “Nazi,” but also a false equivalency for “Communists”; i.e., the horseshoe argument, conflating “czars”—literally a respelling of “Caesar”—for complicated revolutionaries like Lenin and Stalin (men attached to state abuse, but also valid attempts at liberation from said abuse while pushing imperfectly towards development).

[2] As I write in Volume One:

The queerness of someone would have been permitted insofar as they were granted an exception as a person of means; e.g., a politician, general or aristocrat of some kind wouldn’t be taken to task for refusing to follow the canonical laws… provided they didn’t “pull an Oscar Wilde” and make their activities open to the public. For example, as Brent Pickett of the Stanford Encyclopedia of Philosophy writes on homosexuality and the ancient world (which involves the canonical codes we’re addressing in the modern world through reimagined forms), “Some persons were noted for their exclusive interests in persons of one gender. For example, Alexander the Great and the founder of Stoicism, Zeno of Citium, were known for their exclusive interest in boys and other men. Such persons, however, are generally portrayed as the exception. […] Given that only free men had full status, women and male slaves were not problematic sexual partners. Sex between freemen, however, was problematic for status” (source, 2020).

Per modern fantasy stories that capitalize on closeted things, Tolkien hinted at bondage, whereas someone like Terry Goodkind has openly pedophilic villains because the horrors of empire are extratextually out in the open; i.e., that openly violate the kinds of moral arbitrations that a global murderer like the Watcher wouldn’t pause to entertain! In the late 20th and 21st centuries, then, evil isn’t a black unspeakable shape; it’s ugly and rarefied in ways Tolkien wouldn’t dare to speak out loud (re: “the love that dare not speak its name!”). Bungie does the same thing as Goodkind, albeit in a videogame format singing praises (the tyrant’s plea) to such undead hedonists and their awful deeds.

[3] Case in point, Shakespeare would call such likenesses “walking shadows,” the heroic history’s routine rise and fall seemingly already written out and commented on rather glumly (to say the least) by Macbeth: “It is a tale told by an idiot, full of sound and fury, signifying nothing” (source). With Bungie, it’s all the same mixture of witchcraft, prophecy and murder—Hecate (the Fates, relaid as witches) reminding kings, but also “kings” (the middle class), that they’re rather fucked; i.e., dead and dickish: “something wicked!” The Watcher is wicked, but merely a dark reflection that suggests the Legion are, too, and will be again when they rise from the grave!

[4] I.e., by the audience, in general. While I’d say, “all’s fair in love and war” as far as killing the Watcher goes, the target audience (white straight men) is effectively killing themselves and theirs; i.e., on par with Arthur and Mordred, or some such “end times/Second Coming.”

[5] For an illuminating counterexample of such terrorist argumentation (re: counterterrorism reversing the binary in service to workers), consider Robert B. Asprey’s 1994 exhaustive and informative book, War in the Shadows: the Guerrilla in History.

[6] Comparable to werewolves in appearance, a medieval cryptonym for rape, sodomy and bestiality, but also raw, deviant, non-English sexuality as warlike; i.e., anti-Semitism in the flesh; e.g., Alcide from True Blood.

[7] These stories are expressed between the first game and the second. From the first, the Narrator writes,

The Watcher drove his army without rest through the fleeing remnants of Rabican’s forces and into Seven Gates. We are there now, inside the pass, where he then clashed with The Deceiver on his way east. The bodies of the undead are everywhere, melted and broken. It seems inconceivable that anything could have survived. I don’t know why he attacked The Deceiver, unless somehow he found out what was going on in Silvermines.

One of the veterans said that these two had it out after the battle for Tyr, twelve years ago, and that the Watcher barely survived. I have a feeling the real reasons for what happened today go back even farther than that. Whatever the case, while the battle raged only a few miles away and we thought the Watcher was coming for us next, I was glad nobody had asked me to carry his damned arm (source: Mythipedia).

From the second, the Narrator (different character, same voice actor) writes,

Twelve Motion Jeweled Skull says he was last here sixty years ago, fighting alongside the likes of Durak and Turgeis with Burning Steel. They caught The Deceiver and the remnants of his army in this very defile and here destroyed them. Today the Dramus River is frozen solid, but back then it was a muddy torrent of melted snow and ice brought on by the eruption of Tharsis. The Deceiver was plunged into the river and swept far downstream, his scepter sinking to the bottom. I asked Twelve Motion why King Alric believes The Deceiver will throw in with our lot. He explained how The Deceiver has been frozen in a half-death beneath the river, clinging to life through sorcery alone, with no power left to free himself. The King believes that if we were to revive him and return the scepter, the focus of his power, he would no doubt join our cause (source: Mythipedia).

and

Does Soulblighter seek to enlist the aid of yet another of his former allies? It seems unlikely once you consider the intense hatred the rest of the Fallen Lords had for The Deceiver. Only Balor seemed capable of holding them together, and even he was not always successful. Many stories from the Great War tell of open discord between the Fallen Lords. Now we will take advantage of it (source: Mythipedia).

Across titles and matches, the “enemy of my enemy” quality of these stories only compounds, insofar as all share the same space and time, and rely not just on the same characters doubled, but their social relationships marrying reality to legend (as the chronotope does); i.e., pertaining to old rivalries between them as a matter of cross-generational intrigue. It’ methodical backdrop likewise works to get more millage out of footnotes material; i.e., in ways that have it playing out on various in-game registers—the journal entries, but also on the battlefield as an extension of the developers’ imaginations and the players’ controlling the same avatars for their own reasons. They can change allegiance at the drop of a hat, doing so as a matter of history conveyed by us, as cruel gods, controlling them, and they us, in return.

In short, such stories-in-stories invite multimedia speculation by different groups consuming the same basic material; i.e., allowing me to return to it, years afterwards, to dissect and camp Bungie’s built world inside my own book project. Their canon is mine to camp, one author to another.

[8] Victory music does play after each level, but it always sounds like someone died—a dirge for the world’s saddest funeral, one aimed at incels and MGTOW types (who would eventually emerge, in force, to become endemic to internet discourse: during Gamergate, less than two decades later).

[9] It’s worth noting that the magic of the avatara and the shades are virtually identical, color-coded differently like the Jedi and Sith’s famous lightsabers (though in Myth‘s case it’s blue and green, mirroring the ancient Babylonian racing teams: “Bread and circuses, that’s all the common people want,” source).

[9a] Said lineage’s patrilineal descent is feted and restored through the usual medieval, racist, might-makes-might procession of cautionary violence Tolkien worshipped and reified in his own canon; re: Dr. Stephen Shapiro writing to Reddif.com in 2003 about Lord of the Rings, the movies:

Tolkien’s good guys are white and the bad guys are black, slant-eyed, unattractive, inarticulate and a psychologically undeveloped horde. In the trilogy, a small group, the fellowship, is pitted against a foreign horde and this reflects long-standing Anglo-European anxieties about being overwhelmed by non-Europeans. This is consistent with Tolkien’s Nordicist convictions. He thinks the Northern races had a culture and it was carried in the blood (source).

In openly fascist disputes, the status quo cannibalizing itself (usually through outliers); e.g., the Montagues and the Capulet’s “curse on both [their] houses”; i.e., the imposter is projected onto a “false” European, with the good side recruiting tokenized agents to take the pledge to fight to restore things to working order. Such hunger games are carried forward through capital’s hauntological (Gothic) fakeries reviving unironic forms in the present: dragons, kings, crowns, etc, as “legitimate ” yet thoroughly bastardized, forged, imaginary claims/assimilation fantasies unto power exchanged as it presently is arranged, but relaid in abject, cast-off forms.

Whatever the form, it’s a Russian-roulette-style death lottery during capital’s manufactured scarcity—a trial by fire/blood sacrifice when capital decays, enacted out of desperation and entitlement; i.e., a mad monarch through the usual blood oaths and tithes “gone bad”; e.g., House of the Dragon (2022) and Rhaenyra, the tokenized queen (above, channeling Elizabeth Bathory instead of Count Dracula), being a Nazi vampire regent (the scapegoat) tied to these legendary beasts’ superstitious symbolizing of persecution mania and raw displays of power, but also legendary mass/serial killers defending territory to absurd extremes. It’s a massive game of chicken, a regressive, reactionary metaphor for the state eating itself through the rarefied symbol of great houses, passed down as bastardized inheritance like a kind of dangerous pet imprinting onto new, arbitrarily “worthy” inheritance. Whoever wins, workers lose; i.e., “Meet the new boss, same as the old boss!” Same goes for Gondor and Aragorn, the Cath Bruig and Alric, or Omadon the Red Wizard and Sir Peter (re: The Flight of Dragons, another older story about taming dragons and riding to war in the king’s name of home defense), etc. Dragons or no dragons, zombies or no zombies, Man Box is Man Box, tyrants are tyrants, dogma is dogma.

[10] The second game uses “noble savage” Orientalism to tokenize itself; i.e., through a white savior wearing non-white attire (in this case, “Asian”) and calling themselves “avatara” to uphold “pure Western values.” It’s fascist on its face, but presents as moderate; i.e., fascism waiting to happen.

[11] This could technically be guilt at committing genocide, but the game is pro-genocide, instead shaming Connacht for a lack of vigilance.

[12] In this sense, good kings are just as brutal as bad ones, and generally to preserve the status quo as built upon past cruelty that has become known as “good” over time:

Soulblighter has done the unthinkable. With his army scattered in disarray, he fled up through the Eye of Tharsis and into the very bowels of the earth. I can hardly blame him. The sight of Alric hacking his way through the enemy, Balmung flashing in his hand, caused many of our own men to stand aside in awe (source: Mythipedia).

Alric the seer in Myth becomes the giga-Chad in Myth II, the slayer of demons who wakes up and remembers that he is Beowulf and our resident “Grendel” is no match for him: “Brutal, without mercy! But you, you will be worse… Rip and tear, until it is done!” It’s “might makes right,” committed by Pax Americana, Joe Biden projecting onto a fantasy world that looks and sounds like so many other fabrications; e.g., Aragorn and Sauron, Beowulf and Grendel, but also Arthur and Mordred, Henry V and Fortinbras, Paul Atreides and Feyd-Rautha Harkonnen, and yes, Alric and Balor.

[13] With varying degrees of camp, vis-à-vis the jester in the king’s court doubling as his black knight/assassin; re: Bulgakov’s Satan and Begemot, Final Fantasy VI’s Emperor Gestahl and Kefka Palazzo, Star Wars‘ Emperor Palpatine and Darth Vader, Myth‘s Balor and Soulblighter, Tolkien’s Morgoth and Sauron, Marlowe’s Satan and Mephistopheles, etc.

[14] The latter being Yokai tyrant, but also “tulpa” as a special kind of supernatural being; re (from the glossary):

egregore/tulpa (simulacrum)

An occult or monstrous concept representing a non-physical entity that arises from the collective thoughts of a distinct group of people (what Plato and other philosophers have called the simulacrum through various hair-splittings; e.g., “identical copies of that which never existed” being touched upon by Baudrillard’s concept of hyperreality). The distinction between egregore and tulpa is largely etymological, with “egregore” stemming from French and Greek and “tulpa” being a Tibetan idea:

Since the 1970s, tulpas have been a feature of Western paranormal lore. In contemporary paranormal discourse, a tulpa is a being that begins in the imagination but acquires a tangible reality and sentience. Tulpas are created either through a deliberate act of individual will or unintentionally from the thoughts of numerous people. The tulpa was first described by Alexandra David-Néel (1868–1969) in Magic and Mystery in Tibet (1929) and is still regarded as a Tibetan concept. However, the idea of the tulpa is more indebted to Theosophy than to Tibetan Buddhism [source: Natasha L. Mikles and Joseph P. Laycock’s “Tracking the Tulpa: Exploring the “Tibetan” Origins of a Contemporary Paranormal Idea,” 2015].

The shared idea, here, is that monsters tend to represent social ideas begot from a public imagination according to fearful biases that are not always controlled or conscious in their cryptogenesis/-mimesis. In Gothic-Communist terms, this invokes historical-material warnings of codified power or trauma—including totems, effigies, fatal portraits, suits of armor, or gargoyles—projected back onto superstitious workers through ambiguous, cryptonymic illusions. For our purposes, these illusions are primarily fascist/neoliberal, as Capitalism encompasses the material world. It must be parsed/transmuted.

Infinite growth, infinite monsters; capital makes endless varieties to symbolize its usual exchanges!

[15] Troops survive into later battles, letting you rack up kills per unit; the more kills a unit has, the more powerful they become (while also being a possible nod to Gimli and Legolas’ kill count, at Helm’s Deep).

[16] Jadis hated the idea of playing D&D with me because I stated right of the bat, “This game is literally built on racial conflict—of good races, neutral races and bad races.” Saying this, I immediately wanted to play a pacifist, peace-loving Drow—the rare-and-elusive “good Drow.” Yet the rules didn’t really encourage it; the Drow had literally been made to be pure evil—more evil, indeed, than the orcs, which by that point had started to become good enough to ally with the traditional forces of good; i.e., the Men of the West (or some analogue compared to them). Simply put, their aesthetics were evil in a way similar to the post-WW2 depiction of Nazis had been popularized, but also disseminated through various forms of popular media. Instead of the black-and-red BDSM shtick of the torturous “vampire” warrior or something akin to that, you had black and purple, with an association with spiders, the underground, and dark and shady deeds connected to assassination, but also, oddly enough, sex appeal:

(exhibit 41b: Artist, top-left: Jonathan Torres; top-right: King of Undrock; mid-left: Vladimir Mineev; mid-right: source; bottom-left: Yeero; bottom right: Liang Xing.

Tolkien’s inconsistent fear of spiders stretch back to a childhood phobia of them. Nevertheless, he clearly disliked them enough to make two of the series only notable female antagonists [with any active presence in the narrative] female spiders: Ungolliant and Shelob. Both are abject examples of the Archaic Mother as a non-human, bug-like site of grotesque reproduction and Original Sin: the insect or spider broodmother. Yet, this ancient evil force is often personified in ways that has racialized flavors—e.g., the Drow as “evil, dark-skinned spider people” who stab you in the back, live in caves and practice ancient black magic.

Yet, the spider as a stigma animal is often tied to specific kinds of monsters inspired by the natural world. To that, it also could be argued that the concept of the vampire draws inspiration from the spider, which paralyzes its victims with venom before then drinking their life force while they are still alive [unlike many wasps, though, spiders are primarily hunters, not parasitoids; but the archetype is that of a “phallic woman” who tortures her male victims by eating them]. Nevertheless, the canonical idea of “dark skin equals evil” is often subverted in overtly sexual ways—or can be. Often, the granting of European-looking women dark skin, white hair [and fat asses; literally a PAWG—”phat ass white girl”] evokes a kind of “spectral blackface,” but also Fanon’s assimilation fantasy of “black skin, white masks” [e.g., the dark skin and pale hair of characters like Storm from X-Men or Elena from Street Fighter III: 3rd Strike, 1999]. There’s also an Amazonian “death mask” to the aesthetic in terms of a literal “war mask” being worn. Widowmaker’s spider visor helps her locate future victims: “Under the spider woman’s lurid gaze, there is literally nowhere for her prey to hide. She’s a widow-maker, a man-eater and a poisonous temptress dreamed up by horny, frightened men.”

[artist: Luis Salas]

Regardless of how you slice it, whenever dealing with personified stigma animals as weak or strong [the fascist framework], there’s a human connection that needs to be considered. In other words, you’ll need to rescue the animal from its abject bias of a current, ongoing struggle in order to humanize the person being assigned its canonically demonizing qualities. This goes for spiders, wolves, wasps, bats, leeches, snakes, etc; but also rabbits [exhibit 100a5] and prey animals as anglicized/demonized in always useful to the state. Under Gothic Communism, these animals are not sources of profit within a compelled centrist/good-vs-evil order of things; they symbolize a larger struggle against Capitalism’s mass exploitation of the entire living world. Sexual and gender-non-conforming anthropomorphism can recode how animals and humans are viewed in relation to each other—often through complicated satire, but also raw humor and pure, unadulterated cuteness. This ontological irony constitutes a parody of thought leaders, politicians and content creators who, in hindsight, look rather silly [and vindictive] trying to demonize animals simply existing as they normally do. Like queer people portraying themselves as demons that don’t actually harm anyone, the effect is functionally the same with the stigma animals they’re associated with.)

[17] Seldomusings’ “The Possible Disturbing Dissonance Between Hajime Isayama’s Beliefs and Attack on Titan‘s Themes” (2013). Certainly, anyone can point at the death and destruction Isayama depicts and say, “carnage is carnage.” The show still makes an appeal to fascism through carnage; e.g., the forlorn hope, charging stupidly and sadly into death; i.e., a heroic death cult made unironic through engagement with itself on different registers, but especially as a matter of interpretation between the audience and the show. There are characters in AoT who think that the hero, Eren Yeager, is correct, just as people outside the show think he is correct (or don’t care). In the end, Yeager conducts genocide, everything becoming a blood-soaked, thoroughly abject military campaign “debating with Nazis” sans camp. Sound familiar? Myth uses the same tragic sacrifices, siege mentality and kamikaze tactics to push towards a final solution that perpetuates itself. That’s not camp!

[17a] It’s DARVO obscuring things through an “oppression Olympics” that centers all the adversity around the usual side completing for the glory of self-sacrifice: weird canonical nerds. You see it in chess, the actual Olympics/competitive sports, e-sports, and any other field. Like a vampire, banks and other institutions/owners control such lifeblood as a matter of dogma, superstition and knowledge, but also material wealth and resources/employment positions and opportunities; i.e., as something to abject, medicalize and attack based on binarized, heteronormative (settler-colonial, Cartesian) profiles; e.g., intersex athletes (often of color) in the Olympics—with the actual ritual having eugenistic Nazi ties (Some More News’ “The Olympics Are Kinda Bad, Actually,” 2024) that lead to Red Scare and transphobia (Essence of Thought’s “Olympic Transphobia & The Red Scare,” 2024).

Book Sample: The Monomyth, part two: Criminals and Conquerors (opening and part one: The Crow)

This blog post is part of “Searching for Secrets,” a second promotion originally inspired by the one I did with Harmony Corrupted: “Brace for Impact” (2024). That promotion was meant to promote and provide Volume Two, part one’s individual pieces for easy public viewing (it has since become a full, published book module: the Poetry Module). “Searching for Secrets” shall do the same, but with Volume Two, part two’s opening/thesis section and one of its two Monster Modules, the Undead (the other module, Demons, also having a promotion: “Deal with the Devil“). As usual, this promotion was written, illustrated and invigilated by me as part of my larger Sex Positivity (2023) book series.

Click here to see “Searching for Secrets” Table of Contents and Full Disclaimer.

Volume Two, part two (the Undead Module) is out now (9/6/2024)! Go to my book’s 1-page promo to download the latest version of the PDF (which will contain additions/corrections the original blog posts will not have)!

Permissions: Any publicly available images are exhibited for purposes of education, transformation and critique, thus fall under Fair Use; private nude material and collabs with models are specifically shared with permission from the original model(s). For more details about artist permissions, refer to the book disclaimer (linked above).

Concerning Buggy Images: Sometimes the images on my site don’t always load and you get a little white-and-green placeholder symbol, instead. Sometimes I use a plugin for loading multiple images in one spot, called Envira Gallery, and not all of the images will load (resulting in blank white squares you can still right-click on). I‘ve optimized most of the images on my site, so I think it’s a server issue? Not sure. You should still be able to access the unloaded image by clicking on the placeholder/right-clicking on the white square (sometimes you have to delete the “?ssl=1” bit at the end of the url). Barring that, completed volumes will always contain all of the images, whose PDFs you can always download on my 1-page promo.

The Monomyth, part two: Beyond Castles; or, Criminals and Conquerors

“Et tu, Brutae?” (source).

—Julius Caesar to Brutus, Julius Caesar (c. 1601).

 

Picking up from where “Hollow Knight, part two” left off…

Continuing with the larger healing process (re: developing Gothic Communism) as viewed through perceptive zombie eyeballs, we’re now going to consider the fall of various heroes orating dogmatic sex, terror and force as undead. To that, until Capitalism evolves into something that doesn’t decay by design—and furthermore can hug Mother Nature instead of Capitalism and its Cartesian enforcers—a given cycle of decay is forever occupied by some dead-giveaway variant of the zombie tyrant preying on others; i.e., while returning from Hell to rape empire as a historical-material matter of unfinished business, of undead revenge inside a widening state of exception (not liberation): “A king has his reign and then he dies” is followed by “Behold, a pale horse!” To conquer death, they become it, then pursue a world already mapped from conquest they conquer again from the outside in (the foreign plot being a myth, of course—hence the name of the game we’ll look at with Myth: the Fallen Lords): Capitalism in decay.

“The Monomyth,” part two shall aim to examine that decay differently that we already have. So far we’ve already examined futile revenge per the heroic quest, followed by the man of reason through the monomyth, as well as tyrannical indoor spaces (castles) that serve a modern Promethean function (reversing power towards nature): Metroidvania closed space per the Archaic Mother. And while the Gothic castle is a formidable means of defense and assault, as well as cataloging older histories through motion, they’re far from the only ones.

For the rest of the “Monomyth” subchapter, then, we’ll consider several older (and less scientific) variants that emerge inside the circular ruin as less castle-like and more open; e.g., cities and battlefields (versus combat inside strictly closed spaces); i.e., Cartesian hubris is a bubble that, when the Imperial Boomerang comes back around to burst it in other forms of architecture, withers and exposes the illusory homestead as: currently (and always) in ruin, but also run by zombie versions of manly paragons having their revenge on Rome as having not only forgotten them, but abandoned them after a great sacrifice in the name of empire (Caesar’s ghost haunting Brutus).

The two reprobates we’ll consider are the crime lord and Zombie Caesar (and Caesar’s armies); i.e., as beings to paralyze by showing them the truth of their own blindness with our perceptive zombie eyeballs. In other words, when the Man comes around, don’t follow him; show him your Aegis!

We’ll examine one of each, starting with

  • “‘Ruling the Slum’; or, Crime Lords, Police Tokenism and Sell-Outs (feat. The Crow and Steam Powered Giraffe)” (included in this post): Explores crime lords, in The Crow, as setting up the basic premise; i.e., of paralyzing the monomyth zombie tyrant as something to perform—by looking into the film, but also similar kinds of “punk” performances (e.g., cyber, steam, etc) that historically incur sell-out tokenism and police violence on and offstage, our example being Steam Powered Giraffe.
  • ‘A Lesson in Humility’; or, Gay Zombie Caesars When the Boomerang Comes Back Around (feat. Myth: the Fallen Lords)“: Explores queer aspects to the undead warlord/Zombie Caesar in Myth: the Fallen Lords (and his token, anti-Semitic servant, in Myth II: Soulblighter); i.e., by diving into the game’s DARVO-style, empire apologia, effectively describing how empires-in-decay endlessly recolonize themselves in between monomyth fiction and non-fiction—not just with the raw mechanics of colonialism (chiefly armed conflict) stuck in a self-destructive loop, but spearheaded by past historical figures who, as current genocides committed by the good guys are abjected, return as fascist bogeymen to colonize empire from the outside in.

“Ruling the Slum”; or, Crime Lords, Police Tokenism and Sell-Outs (feat. The Crow and Steam Powered Giraffe)

“I did not hit her! It’s not true! It’s bullshit! I did not hit her! I did not! Oh, hi, Mark!” (source).

—Tommy, The Room (2004)

A legal notice about the historical, factual elements of this piece; i.e., those featuring both Steam Powered Giraffe and their own involvement in alleged pedophile Michael Reed: This piece falls under Fair Use according to statements of criticism, education and critique regarding literary material and matters of record about survived abuse; i.e., public statements the band has made about Michael, including claims of privately owned evidence to his indefensible actions—e.g., “The evidence presented to us in private is not something the band can turn a blind eye to. The band does not condone his actions” (source)—and testimony from anonymous sources involved with the abuse itself. None of these claims have been retracted, and you can find them easily online yourselves from the source links I provide.

To it, the point of this piece is not to say anything that is not already a matter of public record, nor it is to harm any of the parties involved purely for its own sake; it is to educate people about past historical events, prevent further abuse in the future, and educate my readers about the harms of Capitalism through Steam Powered Giraffe as a salient real-world example that ties into The Crow and my literary analysis of its own Gothic themes (rape, exploitation, murder, etc). This piece is not libel, meaning its statements have been written as true to the extent that I understand and have made them; it is neither unfounded, negligent in terms of research or information available, nor written in bad faith for the purposes of defamation, but rather serves pointedly and deliberately as literary criticism and activism made to raise awareness about sexual health and abuse in and out of fandom communities. —Perse

This section won’t just look at The Crow, but the relations of power orbiting about such characters (and their performances); i.e., as things that go beyond the larger themes expressed, in-text, bleeding into real life through the same kinds of costumes and architecture as half-real; e.g., the cyberpunk and steampunk decayed to become “the future of one moment that is now our own past” (source: “Progress versus Utopia; Or, Can We Imagine the Future?” 1982). To the latter, we’ll likewise look at sell-outs/tokenism here in regards to investigating conventions, theatre and fandoms to get to the bottom of sexual abuse as a matter of class character and activism stymied by profit: the case of Steam Powered Giraffe and Michael Reed. All of this occupies a shared performative space, one that connects between me, the band/Reed, and The Crow (exhibit 40k2).

(exhibit 40j2a: “He has power, but it is power you can take from him.” / “I like him, already!” Tokenism and police violence marry to rock ‘n roll counterculture, in The Crow. We’ll explore these recuperated [controlled opposition] elements not just with the film, itself, but the kinds of theatre it uses—namely Gothic poetics and music—to speak subversively about the regular abuse that workers [sex or otherwise] experience onstage and off.)

We’ll get to that. Keeping with zombie tyrants and the monomyth, our example for the crime lord is Top Dollar from The Crow, a man who—living in his ivory tower and passing down orders to his henchmen—burns Detroit to ashes year-after-year (the city seemingly never great, having been like all Gothic castles in decay “for too long” to remember such halcyon times). Doing so for his own sinister joy (the canceled future and death of the nuclear family unit), Top Dollar is very clear about this—making a speech about it, in fact: “The idea has become the institution; time to move on. […] I want you to light a fire so goddamn big the gods will notice us again, that’s what I’m sayin’! I want you boys to look me in the eyes one more time and say, ‘ARE WE HAVING FUN OR WHAT?'” He’s a gangster in a suit, lavishly adorned in the Gothic style of the day to entertain his guests going about their seedy business:

(exhibit 40j2b: In part, Top Dollar’s hideout stands for a demonic version of Trump Tower [which, itself, is simply a more boastful version of Capitalism in moderation—a vanity project advertising the owner]: the center of a dilapidated city bled dry. Detroit’s territories are divided up and policed, then fought over to coax money, drugs and weapons; i.e., towards the nucleus and through the giant structure’s vampiric throat, up and up to Top Dollar. It’s also a front, disguised as a club, whose musicians sport the countercultural façade of a latter-day speakeasy—the prohibited Satanic imagery and BDSM gear of a band playing with caged impunity on a stage ringed with security between them and the paying mob.

And directly upstairs, we’re shown the sprawling lifeblood of the city—converted into the usual merchandise and arranged along the same giant table like food. At the head of the table is a phone and Faustian business deals; i.e., the city’s central nervous system wired between its assigned underworld boss and his obvious-if-implied connections to City Hall and the police. The division between cops and robbers is a conservative myth, glorified by the movie’s nostalgic consumerism towards outlaw culture/music; i.e., as a school of disguise concealing the fact that all illustrate and serve capital until our titular vigilante—the movie’s outlaw folk hero, killer clown, Satanic musician—paralyzes the whole operation: by cutting the snake to ribbons with Top Dollar’s own supply [when the cops arrive, they threaten him in force: “That’s all she wrote! Move and we shoot!” Profit defends profit].)

In working for the state by climbing to the top of the trash heap, poor Top Dollar feels left behind. Marshalling the troops for another annual crusade (“The whole sky outta be red!”), he becomes caught up in his own DARVO-style mania and ability to outmaneuver his enemies, which eventually comes back to haunt him; i.e., destroying him through his own inability to confront and face the pain he’s caused: Eric.

(exhibit 40j2: To escape his pain, Eric struggles to return to the grave, only to be forced repeatedly back into the living world. At first eager for revenge, the act drains and tires him, making the climb towards Top Dollar more taxing and reluctant [facing predation a form of revictimization, one where Eric’s humanity makes him unable to fully handle Top Dollar’s apex-predator status]. The laying to rest of the wronged victim is a common Gothic trope, one predicated on the uncovering of systemic violence [usually aimed at women, in the classic novels]: criminogenic conditions, caused partly by Top Dollar [which is as far as the film goes with its critique of such things; i.e., the cops and he aren’t given an explicit connection—though they arrive rather fast when Top Dollar is under attack].)

From a dialectical-material standpoint, Top Dollar is a Gothic villain and Gothic villains represent capitalists or aspiring capitalists who are often blind to the true harm they cause others (and themselves) through the state; i.e., they, like the state, are functionally undead. The turning of displaced trauma back onto abusers, then, is incredibly traumatizing to them; i.e., reverse abjecting their own monstrous state of existence back at them, usually through sight.

For sex-positive workers, the black mirror is incredibly useful at transmitting messages that aren’t deadly for themselves, but turn their would-be killers to stone; i.e., “blinding” them with a lethal sense of iconoclastic shame they cannot recover from (or otherwise causing them to “glitch out” when seeing something that gives away their true intentions; e.g., cryptofascists). Once these villains’ mortality is exposed, a wider healing process can begin for the entire community affected by the villain’s widespread abuse through capital. Whether this abuse comes from fascists or neoliberals using capital, such mortality is often presented quite literally in Gothic morality arguments.

To that, The Crow presents its hero, Eric Draven, as a) an undead vigilante “painted up like a dead whore” who is hell-bent on avenging his fallen bride, and b) the hero who restores the devastated land around him by reversing the monomyth; i.e., coming out of Hell to avenge Persephone, then returning to her waiting for him at their gravesite. Despite the rampant destruction present in every direction, his (and our) ability to remember is incessantly compromised—fragmented, but also painful, like splinters. Simply put, Eric doesn’t remember what happened to him and his fiancé before he died (“I need you to tell me what happened to us!”), and much of what he retrieves is ultimately gathered in service of reviving those memories before moving on. Without meaning to, they serve as a kind of last-ditch weapon against the film’s final villain—the silver-bullet magic wish needed to retire Top Dollar for good and presumably return the city to a better time before the crime lord existed.

It’s important to remember that, while being an effective killer himself, Eric owes his avenger status to skills he lacked in life. Presumably given to him “on loan” by his crow overseer (a symbol of death and revenge), Eric’s guardian angel—its avatar, the bird—is wounded during the penultimate gun battle inside a ruined church. Weakening his own ties to the living world, Eric is then beaten in a rooftop duel with Top Dollar. True to form, the rogue backstabs Eric, who collapses while the other man brandishes a knife in his face (a fang to drain him with). Seemingly invincible, Top Dollar boasts “Every man’s got a devil, and you can’t rest until you find him,” going on to confess everything to the man who’s life he’s effectively ruined without having met or seen Eric before that night. He smiles, only happy when he’s hurting people, and—like Ledger’s Joker—he’s always smiling (a jester without the face paint, which he critiques Eric for using: “Nice outfit! Not sure about the face, though…”).

Furthermore, Top Dollar’s fang-like knife (above) reflects the light of the drawn blade back on the owner’s face, perhaps giving Eric an idea. To finally gain the upper hand, he hastily throws Top Dollar’s displaced abuse back at him: “Thirty hours of pain! I don’t want it anymore!” (next page, exhibit 40k1). Faced with a terrible trauma extending from himself in ways he normally needn’t confront, Top Dollar not only becomes blind; he bleeds from the eyes and mouth like a (soon-to-be) corpse (a parodic reversal of Catholic miracles/dogma, the vampire “throwing up” his food, his essence)! Stricken with grief, predator becomes prey and then falls from the chapel roof to his embarrassing doom.

By extension, workers in the real world can shame those in power by similar means; i.e., by using stories like The Crow to get their message across—an Aegis to turn against our enemies, forcing them to see the harm they normally cause being alienated from them by capital.

As they freeze, these banditti chiefs can be ignominiously absorbed into the cathedral stone, its gargoyles serving a grim, laughing reminder to their violent, stupid past spilling out of their bodies (“murder will out”); i.e., the bloodletting of the leech, releasing and redistributing their stolen power (and secrets) back into the community they harmed; e.g., like Father Schedoni’s grim confession, shortly before he dies, in The Italian. Let that be the bourgeoisie’s legacy as we move forward into a better future; i.e., their own abuses giving us the means to survive the material world (and canceled retro-futures) they rule from the shadows. In turn, our best revenge becomes our ability to develop Communism in spite of their doomed efforts to stop us. “You can’t kill the metal,” indeed!

(exhibit 40k1: Left: “Greed, chaos, anarchy. Now that’s fun!” announces the emotional stupidity of Top Dollar. “Just having fun,” he’s actually raping and killing people in person [“I think we broke her”] but also by proxy through his infantilized henchmen. On Top Dollar’s orders, the latter rape Shelly Webster and murder her fiancé, Eric, in cold blood on Devil’s Night [itself an aping of the Creature from Frankenstein being with Victor on his wedding night]. While this serves as a false flag for Eric to act on, his humanity prevents him from following through. By comparison, Capitalism has menticided Top Dollar so that he can’t help himself/can’t stop being stupid; i.e., driven vampirically by impulse through predatory positions of power until these inequities literally kill him: the drive for blood, for control, for rape. When he dies, it’s a relief, the laughing fool having killed and hurt so many people already in service of “the gods noticing him again” [the fascist appeal to the elite, in other words]. Of course, the movie frames the cops as the good guys, here; they’re not, and the basic principle of reverse abjection—the one that works so well on Top Dollar—also works on them, too. They’re not the invincible heroes they think they are!

Right: Metal lives on. BÜTCHER are a hybrid of many things that came before. As this reviewer from Osmose Productions puts it: 

Metal in the sense of the absolute riffing madness that ruled both the airwaves and the underground tape-trading scene during the late ’70s, through the genre-defining ’80s, and well into the early 90’s, BÜTCHER’s unique blend of metal music is certainly rooted in both German and US speed metal, but owes equally as much to proto-metal, hard rock, South-American and Australian black/thrash, NWOBHM […] and the Scandinavian cult from the early ’90s […] An acquired taste in these modern times then, but surely to be savored by the legion of metal maniacs that have an affection for everything that made the older eras of heavy music so magical in the first place [source]. 

The same troubadour holism applies to Eric, a rock ‘n roll musician whose own darkened output—his at-times humorous symphony of violence [“He winked at you? Musicians!”]—is generally set to music, in film. While his approach is generally of a dark ’90s revenge fantasy entertained by white middle-class men—i.e., the kind they either perform [e.g., in videogames] while listening to The Cure, Nirvana, and Bullet for My Valentine, or which they project onto media that demonizes crime by naturalizing it [the film’s dark impulses effectively a “tough on crime” narrative the original author, James O’Barr, wrote after his wife was killed by a drunk driver when he was 18]—the fact remains, these persons/auteurs don’t monopolize such theatrics; we can use them, too.

To that, the film doesn’t endorse blind revenge/revenge porn as nakedly as you might think. Yes, the movie is literally about revenge from beyond the grave: “People once believed that when someone dies, a crow carries their soul to the land of the dead. But sometimes, something so bad happens that a terrible sadness is carried with it, and the soul can’t rest. Then sometimes, just sometimes, the crow can bring that soul back to put the wrong things right.” Except, The Crow ultimately is about manifesting these feelings of revenge in a place where they can appear, before ultimately facing and letting them go: giving back through a kind of “charity vampirism.”

To that, Eric embodies O’Barr’s desire for revenge, but also his willingness to heal by processing grief as people so often do—by proxy and through monstrous scapegoats and personas. In an interview with Dike Blair, O’Barr explains the futility of revenge:

Basically, when I was 18, my fiancé was killed by a drunk driver. I was really hurt, frustrated, and angry. I thought that by putting some of this anger and hate down on paper that I could purge it from my system. But, in fact, all I was doing was intensifying it—I was focusing on all this negativity. As I worked on it, things just got worse and worse, darker and darker. So, it really didn’t have the desired effect—I was probably more fucked up afterwards than before I started. It was only after becoming friends with Brandon, experiencing his death, and seeing the film—perhaps 17 times now—that I finally reached what is currently called “closure” while visiting his grave in Seattle [source: “Shadows on the Wall,” 1994].

[source: Dan Heching’s “Eliza Hutton Breaks Silence 28 Years after Fiancé Brandon Lee’s Death,” 2021]

The best revenge—apart from acting out our abuse in ways we can taste and give voice to—is to remember the things we loved about ourselves as victims of capital [which Brandon Lee was, killed due to lax regulations (efficient profit) when working with blanks, on set: “There’s no such thing as a prop gun,” Eliza Hutton remarks, above]. Even if we don’t survive, these mementos will: “If the people we love are stolen from us, The way to have them live on is to never stop loving them. People die, buildings burn, but real love is forever.” That, not blind revenge, is the final message of the film. Closure is a choice when aiming for actions that help communities heal and expose their vampiric abusers [and systems] in the same breath.)

Such characters like Top Dollar are enabled by those around him—not just the henchmen, but also society at large when approaching the performance (and consumption) of such things. First, let’s unpack the dialectic-material realities present inside such stories that connect them to real-world conditions, then give an extratextual example (Steam Powered Giraffe, for our purposes).

In text, Eric defeats Top Dollar through the rememory process; i.e., a lost form of knowledge tied to death, trauma and the afterlife (re: “People once believed…”), but also a great sadness in the living world that survives him, once reassembled. Certainly the ghoulish goal of “re-excavating” the historical materials of the zombie/vampire (and other liminal gradients) is a worthy labor at all stages of development—its inception and execution.

This “corpse paint revival” starts with exposing our abuse as a matter of public knowledge known to Gothic stories that, just as well, give us room to confront our humanity from all angles—the good, the bad and the ugly. Feelings of vigilante revenge (the kind the elite want us to commit against each other) become something to disarm, while using our newfound vision to cultivate a more aware society critical of the actual bad guys; i.e., men like Top Dollar who look friendlier than he does (though nowhere near as cool as Michael Wincott, hamming it up in his vampire tower filled with swords): cops.

The sole purpose of the police is to defend capital, which leads to the kinds of criminogenic conditions (redlining) that Top Dollar only exploits after they’re in effect. This includes tokenism, which fascism relies on until it needn’t, any longer! Top Dollar’s the obvious dick (the incestuous nutjob who kills and tortures people for fun), but The Crow‘s true villain isn’t really the crime lord, but criminogenic conditions propping him up—especially those with a racialized character tied to profit, capital, and associate police structures (we’ll look at class and cultural betrayals with Steam Powered Giraffe, in a moment); i.e., people of color.

To it, the tokenism in the movie isn’t just Top Dollar flanked by cartoonishly evil sidekicks—i.e., his Zofloya-esque, black and towering right-hand man (a marvelously understated performance from Tony Todd) or wicked-witch, Orientalist-caricature sister—but Officer Albrecht as the token good cop. All are part of the same predatory system the movie, as copaganda, ultimately defends.

I’m saying this knowing that many people love The Crow for different reasons. But I also know said reasons include the white middle-class fantasy of false rebellion, of vigilantism; re: the state abuses workers through its own victims. To it, the socio-material reality of The Crow is that power centers often recruit from policed communities to divide and conquer them, making the movie’s glowing, tokenized endorsement of the police—while simultaneously overlooking the conditions that might lead a mother to abuse drugs instead of caring for her rebellious child—platitudinal and flimsy.

If I had to guess, people are more united on the vigilante folk hero (thanks, in part to Lee’s boundless charisma/pathos and martyred status), but are less in agreement on the director’s blasé treatment of the police as equally fallen, thus somehow redeemable:

Finally, there’s the big confrontation between Lee’s character and the arch-villain, Top Dollar. As is customary, the villain gets the upper hand and seems sure to triumph but our hero suddenly turns the tables—in this case by summoning the memories of his fiancée’s suffering and giving to the bad guy all at once.

What’s interesting here is that Eric does this only after Top Dollar has admitted that yes, he was ultimately responsible for the double murder. He may as well have said mea culpa, mea culpa, mea maxima culpa. In fact, the fact that Eric is able to obtain those memories at all is another Catholic “tell.” Officer Albrecht stayed with Shelly throughout her ordeal—a corporal act of mercy. Albrecht also looks after Sarah, buying her dinner when they meet, which is of course an act of charity (source: A.H. Loyd’s “The Crow Is a Profoundly Catholic Movie,” 2021).

If we wanted to get really Gothic, here, we could consider the film’s regression to Catholic tropes through the mode’s schools of criticism in decay (originally being used in the Neo-Gothic period as Protestant-paid, anti-Catholic propaganda).

More to the point, ACAB, my dudes, the worst abusers generally being community leaders, not crime lords; e.g., cops, but also landlords and tokenized sell-outs; i.e., the sacrificial lamb, Shelly Webster (a possible portmanteau between Mary Shelley and John Webster, the latter being the Jacobean author of The Duchess of Malfi, a story about a murderer widow), being killed for fighting tenet eviction—a fact the movie puts on her shoulders: “A big kick-me sign for a very nice [white] girl who found herself a cause. The cause got her killed.”

The look on the black policewoman’s face says it all (“White girls, amirite?”), though she isn’t exactly quiet about it: “She was fighting tenet eviction in that neighborhood?” The two black officer’s shared incredulity is both resigned to the myth that things cannot change, and viewing actual activism (Shelly’s housing petition) as folly that only white people do. It erases decades of black activism, essentializing Detroit as a warzone waged between the good citizens and the criminals; i.e., a thin blue line that needs more funding and honest token cops to “make things happen.” It’s race betrayal in service to the elite, as usual; they want the city as it is so they can exploit it through cop and criminal alike.

Such synthesis in opposition to state force is an uphill battle, then, one that will take centuries to accomplish, and requires a willingness to invert the usual idea of terrorism and criminality (the binary of good/evil and the flow of power) towards police agents; re: the anisotropic nature of reversing power away from them by exposing them as community jailers (thus rapists) delegitimizing us; i.e., with Gothic’s theatre’s playing with revenge and criminal action, both amounting to a rebellious mode of expression the state cannot monopolize. Such policing isn’t just done by official police agents or vigilantes in or out of the text. Its controlled opposition also extends to sell-outs; i.e., content creators who look friendly and posture as “one of us,” but who in truth defend profit through their actions covering up abuse (which is what cops ultimately do).

Recuperation aside, the proletarian value in such theatrical territories like The Crow, then, is they are commodified, which means people in service to profit will make decisions that betray their vested interests; i.e., when selling out through such masks and music during a cop-like vampirism.

This brings me to Steam Powered Giraffe and my experiences with the band; i.e., while dressed up as Eric Draven and pumping fists with the members (exhibit 40k2, below), only going on to employ the same issues of betrayal and healing The Crow‘s larger narrative encompasses between itself and real life. Police aren’t just actual cops, and villains aren’t just at odds with them; policing amounts to colonization happening by marginalized parties defending those they view as being good, but in truth are abusing the community around them—fans, in other words.

To it, we must make ourselves legitimate vs the state delegitimizing us, standing up to them and their fans; i.e., as a matter of class war through theatrical means that combines with culture and racial elements to help us intersectionally solidarize against police forces. As the below exhibit will hopefully demonstrate, such investigations include mingling with people in costume and out, and whose intentions are generally obscured by the dualistic, cryptonymic reality of the situation:

(exhibit 40k2: Artist, left: Persephone van der Waard, cosplaying as Eric Draven. At the time, I remained none-the-wiser about the person next to me and the sexual assaults they committed: Michael Red, former guitarist/keyboardist/songwriter still working for Steam Powered Giraffe at the time of the photo. Eleven years later, I would return to expose Michael in ways the band who hired him wouldn’t. Part of the Gothic’s proletarian utility, then, is suitably to dress up and mingle with people of interest, but also investigate them behind masks of different kinds [overt ones, but also general personas]. Doing so in order to hold celebrities like Reed accountable is, itself, an imperfect process.

For starters, at the time of meeting Reed, I didn’t know about his abuse at all, writing instead, “Awesome guy. Great guitar player!” I’d just met him and the band, but he seemed nice enough. Seven years later he would stop working with SPG and move to Europe, then be outted as a pedophile by fans of the band, not the band itself.

From what I understand, Reed’s departure wasn’t because he had been outted as a sex pest, but the truth of his sexual and racist abuse towards fans came to light shortly afterwards. While the original statements of abuse regarding Reed are still up on the band’s subreddit, r/steampoweredgiraffe, the extended details concerning Reed attached to the original Patreon post appear to have been removed [dead link]. Those statements appeared on July 10th, 2020, followed by a Tumblr blog post several days later detailing Reed’s abuses further than the band:

1. Michael is a pedophile who has a long history of actively and physically preying on minors and young women. Michael has preyed upon minors and young women, and has coerced minors (under the age of 17) into sexual activity—which is sexual assault and rape. He has calculatedly manipulated young women 5-10 years his junior to be his “friend,” often treating them and implying they were in a relationship, and lying to other people involved, creating an extremely toxic social circle of gaslighted young people being manipulated and abused. He cyclically pulled from this group of individuals one at a time and withheld attention from the others to maintain control and silence of the entire group. This is sexual abuse, in any context. He has used his fame and social capital and his brand of charming and kind dude to make excuses for his behavior and seem like he would never be the type to commit it. When called out on this—he directly lies. Lying about his behavior even when presented with evidence is frequent. 

2. Michael is racist. He has made multiple racist comments to people of color who were close to him; over a number of years, he has sought out emotional support for his white guilt without addressing how he should personally fight against racism and white supremacy. He has fetishized people of color and fixated on them. Those who have gotten close enough to Michael know that despite his kindhearted exterior, he can be shockingly cold and lash out in very cruel ways unexpectedly. He has done this to every single one of his victims that I’ve known, including myself, and his victims are anticipating the potential that he will retaliate in response to being called out for his actions. Private and informal testimonies from sexual partners and friends of a variety of ages, forms of relationship, and gender indicate severe emotional abuse [source Tumblr post, mprjanedoe: July 13th, 2020].

The poster goes onto to add, “This post is formed by input from victims, occasionally about each other, and occasionally through observations about themselves directly, that occurred over a span of roughly 10 years, informally through text and private messaging, as well as casual conversation at parties and during socializing. His victims should not be subject to more retraumatizing or identification due to fear of retaliation. Along this vein, I also do not wish to identify myself. Frequently his victims of abuse are non-romantic partners” [ibid.]. In short, discretion and optics are central to such investigations, walking the tightrope between outing ourselves and our abusers—an act that generally goes hand-in-hand. This isn’t just from the abusers, but those they work with also needing to be held accountable [with SPG hiring not just Reed, but Steven Negrete, who also took advantage of people through his position with the band].

To this, there’s a parasocial element to bands/theatre gigs, and values they brand vs values they stand by when profit is threatened [i.e., by us, grappling with them using the same aesthetics, above]. Throw in the desire of victims wanting to maintain some sense of control over their lives by handling things privately and you’re left with the sad, complicated reality that many won’t come forward for fear of reprisals; i.e., privacy is generally a casualty of those who do come forward, attacked by fans of the bands who hired the abusers. And while I can respect the band for wanting to maintain fans’ privacy in these matters—e.g., with the Spine [shown with me, above] saying in 2021, “Several months later people brought to us information about some of his actions in years past. They were creepy[1]; we made a public announcement distancing ourselves from [Reed], calling him out, and standing with the victims that came forward privately to us” [source]—the fact remains, there’s a world of difference between official statements and actual conduct that isn’t lip service.

What I mean by that is, since 2021, SPG has largely kept quiet despite having a larger platform that could raise awareness and keep things anonymous for their victims; and according to mprjanedoe, their own accountability is lacking insofar as their reticence to speak extensively on these matters [while turning a blind eye] goes: 

I’d also like to address the unfortunate situation that David and Bunny maintain they had no prior knowledge of Michael’s behavior. Here’s the thing: while I 100% believe they did not know all of the details of all of the harm Michael caused, there were definitive patterns and red flags and there needs to be actual accountability around this. Bunny said that the band gave Michael the benefit of doubt multiple times. She also said that Michael was caught and reprimanded for kissing a teenage fan in 2011. […] While I was young and being manipulated myself and not in a position to prevent harm – I am saying this to state that I witnessed the public visibility of Michael’s predatory behavior. I take issue with the claim that there were no signs and that no one could’ve prevented this sooner. I’ve seen some fans say that Michael would’ve “always been this way” and found ways to harm other people had he not been in Steam Powered Giraffe. While this could be true, it cannot be denied that being a part of a successful band like Steam Powered Giraffe that gained a cult status online and in the local scene and had a significant YEARS of DAILY exposure in a family setting to minors, cultivating a fandom of a significant amount of younger fans, giving Michael the upper hand of minor celebrity and influence, travel, etc, cannot be divorced from this situation. This is not inherently Bunny or David’s fault. But it is a factor in the breadth of harm Michael was able to do, and it is a factor in knowing there were opportunities for him to have had the resources he gained and used to cause harm pulled from him much sooner than now, when he has already removed himself from the band as it stands.

The past is the past. It cannot be changed. As David and Bunny both lamented that they’d go back and stop things if they could’ve, well yes, to a degree, there were opportunities to prevent further harm, but it’s too late now. Now is the time to make things right, and to prevent the potential for further harm.

Currently – there is absolutely not enough publicly visible and available information on the harm Michael has caused on Steam Powered Giraffe’s social media presence. This is made worse by the fact that consistent promo and every day band stuff creates a wider and wider gap between the leftover posts about Michael’s abuse on Twitter, Facebook, and Patreon. It is now becoming a game of chance whether a fan of Steam Powered Giraffe will know what Michael has done [source Tumblr post, mprjanedoe: July 20th, 2020]. 

As such, the giving of persons in power the benefit of the doubt extends not just to Reed, but those enabling him as having a lot to lose if they took more accountability than they actually did. Privacy, in this case, isn’t just protecting their abused fans, but themselves [complicit persons in their paying fandom growing into a police role; i.e., seeking revenge by punching down against critiques and other victims] by arguably sweeping this under the rug with some paltry lip service. Rape is difficult to prove, and doing so generally goes against the profit motive.

In short, by making sure the written accounts of what occurred get lost in the flow of business-as-usual, the usual benefactors are allowed to “keep the peace” and play the good guys, all while historically turning a blind eye because doing so was good for business. Frankly the usual moral gymnastics try to reconcile these maneuvers with “finding a balance,” but the simple truth is, sooner or later, workers have to unite against the profit motive as exemplified by this kind of pro-capitalistic interference. Otherwise, history will only continue to repeat itself.)

As the above exhibit shows us, betrayal (class or otherwise) isn’t just literal cops, but businesspeople (and their indoctrinated fans) acting like the police to achieve the same bourgeois vampire function—Capitalism going so far as to convert former victims who, time and time again, are coerced into silence by those controlling the flow of information (with Isabella Bennett, below, deleting her own statements of harm concerning Michael Reed—itself arguably a statement of guilt scrubbing the Internet of her and the band’s involvement; source Tumblr post, mprjanedoe: July 18th, 2020), but also their masked, nostalgic predation. Except, SPG aren’t the only mimes-with-a-platform in town. To it, there’s no time like the present to bring Communism’s construction about —to subvert our present exploitation by turning the elite’s weapons against them, reclaiming our Gothic imaginations, emotional intelligence, agency and labor in the process, followed by our dignity, identities, and power (re: me cosplaying as Eric Draven, back then, but embodying his pro-worker heroism now).

To encase the tyrant in glass, however, Gothic Communists must first remember what the state has made us forget—that a world exists beyond the illusion of profit; re: The Crow‘s dismal tide through an imaginary Detroit, but also SPG’s posthuman theatrics linked to the cyberpunk genre’s kissing cousin, steampunk. It’s literally in their name, but also their conduct as a matter of mime-like practice: masked, makeup-heavy conventions that, sure enough, showcase all too well what happens behind the scenes on the faces of those wearing the lipstick in bad faith—the death of actual people (re: Brandon Lee), but also of childhood innocence due to sexual abuse of a band’s fans (re: SPG), all in pursuit of profit staining the drinker’s lips red. It’s camouflage, the cop-like, sell-out vampire dressing like a vampire and playing the rebel. Such shameless endorsements of capitalism gives actual rebels (and their own clownish identities) a bad name.

(artist: Isabella Bennett)

Keeping with the Gothic mode, guilt and secret sins aren’t fully buried, but out in the open if you’re willing to look (case in point, mprjanedoe’s post is the first thing that comes up in Google); i.e., tokenism being a kind of disguise we have to look through to see what’s going on; e.g., Isabella “Bunny” Bennett being a trans woman (she transitioned in 2014, a year after I saw the band live), but one who remains actionably tokenized insofar as—according to public anonymous accounts of the band’s conduct, but also their own actions, ipso facto—she had more than a casual hand in enabling Reed’s behavior. Indeed, she was his employer and ignored the warning signs for at least ten years, only to effectively give him a slap on the wrist after they let him go for unrelated reasons (refusing to take things further than she and the other band members chose). And here I am, after all this time, feeling a bit like Eric: dredging up the past behind my own secret identity to put the wrong things right.

Except, that’s the paradox. I have my dead name, and who I am as a matter of fact. I wear it on my sleeve like Eric did his face paint, preferring to view my actions as speaking to open secrets done between different artists likewise performing on and offstage. Abuse isn’t just the primary actor, then, but those who—regardless of their professed reasons or intentions—run interference/cover things up while posturing as a GNC success story.

And that, in essence, is what Bunny and the rest of the band appears to have done. They’re not your friends; they’re content creators whose actions typically demonstrate how well representation translates to actual activism. Theirs is predominantly unironic, middle-class escapism devoid of traditional steampunk satire; i.e., something to sell to fans too young to remember said said—a comfort food we can purchase and say, “Good for them!” in the same breathe. Tokenism is tokenism, and I’d rather break the silence than have abuse continue under Capitalist Realism because the people with the most power in the situation chose to do as little as possible.

Regardless if it’s fiction, non-fiction, or somewhere in between, then, everything sits inside the same forever ruin having since been destroyed and replaced by a copy of its own devastated state as something to play inside; i.e., the canonical cyberpunk as a neoliberal hauntology that tries to cover up hypernormal trauma sensations with hypercanonical copies in order to make them hyperreal (a form of corporate gaslighting that covers up decay with futurist “decay”): more real and popular than reality, but still somehow “off.”

For one, this ties to me and my own journey through life—i.e., in 2013, I was in the closest and still processing my own abuse; in 2024, I am out, have written multiple books on sex positivity and surviving sexual abuse (including my own), and worked with the kinds of people who are generally taken advantage of in situations like the ones explored above. I’m nowhere near as financially successful as Bennett and SPG, but at least I can look myself in the mirror and know that I didn’t enable a sexual abuser for the sake of fame and fortune; i.e., a perpetually broke trans detective investigating tokenized behaviors the likes of SPG and their token trans woman playing rebel jesters, but again, functioning as capitalist predators in the king’s court. Girl, do better!

To this, the proposition that your childhood heroes are bought-and-paid for is, of course, deeply horrifying; i.e., the revival of the zombie within us and the sudden, unromantic death of said heroes (cops, musicians, etc) as a) fixtures of our own vigilante selves, but also b) the world as we know it thanks to bourgeois propaganda’s vampiric interventions/façades: the city as dead, the streets filled with lost children/dead souls to harvest and exploit as usual. However, change when utilized in a Marxist sense, is not death at all, but merely turning into something else. Like Matheson’s vampire-zombies, you’d be surprised what remains, but also what you can accomplish after things have started to change—in artistic terms, for individuals, but also at the geopolitical, economic level once the Cartesian Revolution is dead and buried.

To use a macroscopic, oft-demonized example, the Soviet economy’s state-regulated Socialism vastly outpaced the United States from a production standpoint relative to the immense internal and external pressures they faced; e.g., war on native soil a concept relatively alien to living Americans. As Mark Harrison writes in “The Soviet Union after 1945: Economic Recovery and Political Repression” (2010):

Salient features of the Soviet Union after World War II include rapid economic recovery and the consolidation of Stalin’s rule. […] On the eastern front, World War II was devastating. In four years, fought mostly on Soviet territory, the war killed one in eight Soviet citizens, and destroyed one third of their national wealth. The country was full of displaced people and torn families […] Although the human losses from World War II were on a wider scale, Soviet recovery after 1945 was also more rapid. The economy was in far better shape than in 1921. Both wars were followed by harvest failure and regional famine, but the famine of 1946 killed a fraction of the numbers that died of hunger at the end of the Civil War. Average Soviet incomes climbed back to their prewar (1938) levels as early as 1948.

Apart from the usual flaws of state mechanisms, much of the USSR’s instability comes from external sabotage, including capitalist forces seducing the Russian heads of state to honor a Faustian sell-out bargain; i.e., betraying the Union for the efficient profit of neoliberal shock therapy (Second Thought, 2022) that assimilated Russia into the New World Order under neoliberal Capitalism: as their Rocky IV-style punching bag (the neoliberal myth of the American underdog in a clearly lopsided conflict) recycled in centrist narratives well into 2023 (for more examples, consider Hakim’s 2023 “Why Did the Soviet Union Fall?“).

In the case of The Crow, SPG or the collapse of the Soviet Union, the vampiric curse—of a punitive, nostalgic Cartesian cycle of zombie violence—won’t end without some horrifying (thus traumatic) reflection. Reverse abjecting the state’s traumatic abuse must happen if workers are to instill class-cultural and race consciousness; i.e., resurrecting the working class’ collective inability to imagine a more stable world beyond Capitalism. Rape, war and genocide are endemic to Capitalism and won’t shock the elite; to end their perpetual rot/epidemics, the goal is not debridement and palliative care, but exposure of the disease at a systemic level, a so-called “attack of the dead” the elite will scramble madly away from (on par with the terrified Germans during the Battle of Osowiec Fortress in 1915, when the chlorine-gassed Russians rose in a vengeful, undead state to battle with the enemy one last time; Unknown 5, 2023). Doing so, workers can solve the very thing that so many great men of history could not, breaking the “fever” of its vast history as an endless nightmare that sends the Imperial Boomerang sailing back and forth like a reaper’s bloodthirsty sickle, flowing like Dracula’s cape (the imperator cloak, a ghost of “Rome” and of Caesar): profit laid bare.

We’ll examine this boomerang effect next, looking at the third-and-final zombie tyrant, Bungie’s Zombie Caesar in Myth: the Fallen Lords, Balor the Leveler! Onto “Myth: the Fallen Lords (opening and part one: Balor)“!


Footnotes

[1] Spine, here, is both being vague (“creepy”) and playing dumb; i.e., “we had no idea until his victims—literally our own underage fans—told us about it.”

Book Sample: Hollow Knight, part two

This blog post is part of “Searching for Secrets,” a second promotion originally inspired by the one I did with Harmony Corrupted: “Brace for Impact” (2024). That promotion was meant to promote and provide Volume Two, part one’s individual pieces for easy public viewing (it has since become a full, published book module: the Poetry Module). “Searching for Secrets” shall do the same, but with Volume Two, part two’s opening/thesis section and one of its two Monster Modules, the Undead (the other module, Demons, also having a promotion: “Deal with the Devil“). As usual, this promotion was written, illustrated and invigilated by me as part of my larger Sex Positivity (2023) book series.

Click here to see “Searching for Secrets” Table of Contents and Full Disclaimer.

Volume Two, part two (the Undead Module) is out now (9/6/2024)! Go to my book’s 1-page promo to download the latest version of the PDF (which will contain additions/corrections the original blog posts will not have)!

Permissions: Any publicly available images are exhibited for purposes of education, transformation and critique, thus fall under Fair Use; private nude material and collabs with models are specifically shared with permission from the original model(s). For more details about artist permissions, refer to the book disclaimer (linked above).

Concerning Buggy Images: Sometimes the images on my site don’t always load and you get a little white-and-green placeholder symbol, instead. Sometimes I use a plugin for loading multiple images in one spot, called Envira Gallery, and not all of the images will load (resulting in blank white squares you can still right-click on). I‘ve optimized most of the images on my site, so I think it’s a server issue? Not sure. You should still be able to access the unloaded image by clicking on the placeholder/right-clicking on the white square (sometimes you have to delete the “?ssl=1” bit at the end of the url). Barring that, completed volumes will always contain all of the images, whose PDFs you can always download on my 1-page promo.

Sleeping Beauties: Policing the Whore; or, Topping from Below to Rise from the Ashes

She’s a very kinky girl!

The kind you don’t take home to mother!

—Rick James; “Superfreak” from Street Songs (1981)

Picking up from where “Hollow Knight (opening and part one)” left off…

Knowledge is generally something that sleeps in a medieval space waiting to wake back up. Policed into silence until then, such awakenings are seldom perfect. But they are required to reclaim nature (and the monstrous-feminine) from their usual policing through the monomyth as imperfectly camped. For this section, we’ll consider how through development as coming from such imperfections; i.e., the evolution out of Hollow Knight as a Promethean Quest—one whose mysterious-maze housing of the whore-to-rape gradually lead me to articulate worker liberation through a palliative variant. Ultimately this variant become a sex-positive system of thought I called “ludo-Gothic BDSM,” one which workers must revive in light of the Radiance’s seemingly unavoidable doom being one of many that we can learn from and perform ourselves; i.e., witch and witch hunt part of the same police violence we must beautifully survive, rising from the ashes of to challenge profit as a matter of dogma built on raping the whore (controlling sex and force, terror and morphological expression per capital’s trifectas, monopolies, and assorted qualities). However false the king decrees her status as “sun,” the Radiance’s hubris is still speaking to her rape by him as having a power he cannot so easily extinguish. Consider this section—the capstone to my Metroidvania work after my PhD and what I esteem to be my crowning achievement—a royal love letter to such sleeping beauties topping us from below! Hail to the queen!

(source: Materia Collective)

We’ll start with my theories on ludo-Gothic BDSM and how they evolved into themselves through Hollow Knight specifically (and the concepts we already laid out in part one); then, we’ll articulate the camping of rape per the whore as normally policed, the manner in which the Radiance must experience time and time again like Prometheus: the stubborn ghost to hunt down by those taught to do so in monomythic language—get sword, rape whore, which whore must subvert during rape play reversing what is effectively police training in witch hunter language.

To that, capital rapes nature-as-monstrous-feminine during the dialectic of shelter (the home) and the alien (the intruder/foreign plot) by invading female-coded spaces (caves, portals, gateways, caverns “measureless to man,” etc) with male-coded implements of revenge (swords, lances, arrows, etc): reconquering male spaces having been reclaimed by nature as—you guessed it—something to rape all over again (often set to badass music; e.g., Witch Hazel’s 2024 “Ride On” a perpetuation of the same-old monomyth passing the sword down).

Or investigate; e.g., Alien‘s derelict, which we’ll explore in “Giger’s Xenomorph.” Either action is the point because it’s profitable, moving money through nature and conditioning the next generation to keep all of this up, which we fags (all monstrous-feminine, not GNC people alone) must camp to subvert and survive as alien beings routinely harvested by nature: the fall of the male sovereign and its colonial space as gone to pot, which must be reclaimed from nature all over again (and again, and again).

In turn, the cycle is dogmatized under capital per the ghost of the counterfeit and process of abjection: to invade nature, to bring her back for study—to weaponize, generally against itself, as stolen by a bunch of canonical fakes mobilizing the self-worth of young men (or token workers) stuck in the Man Box’ artificial wilderness: proving their worth by being the hero, thus the rapist, the exterminator and the cop/witch hunter canonizing a forever war between good and evil, civilization and nature ,as essentialized per Cartesian edicts’ moral geographies/manifest destinies.

The fact remains, capital is inherently self-destructive and built on endless conquest/futile revenge against nature. Even if the hero harvested everything from the land once, they must do it again and again because there must always be profit, which means surrendering power to a perceived enemy (re: “Hell coming home”). But even if they did it a hundred times over and poured the whole of the universe into a bottle, it still wouldn’t prevent nature’s return, thus keep the king alive. The revenge is always pointless, then, save to further itself as a seasonal, holiday matter of routine profit, war and rape unto nature as the Great Pumpkin to carve up after she returns again and again. It becomes a perpetual game of one-upmanship, of manly quests for such violence to then show off: “Revenge? I will show you revenge!”

Furthermore, the entire process alienates said king (and king’s men) from nature as something that otherwise would enrich his life, had he not devoted his entire existence to a cycle (or two) of capital. He’s simply a cog in the machine, a replaceable part. All of this becomes a self-report through the castle as a dead ringer/giveaway for past failures, which again are built into the system. Nature can simply turn the procedure back on itself to show the king his doom: that Capitalism isn’t good for the givers of state force because it makes them hopelessly dependent on doing so, which has its limits. Repeat the cycle as many times as you want—criminalize nature to whatever degree you desire—the king will always die, and nature will bounce back in some shape or form. You can’t kill Medusa, but kings (and their cops and castles) are a dime-a-dozen. Their death gives them away.

We’ll get to all that when we look at the Radiance, in just a moment. First, let’s look at the process she uses against the hero as something we can repeat ourselves, and which I was taught by her side of the Promethean Quest subverting the monomyth and its unironic rape spaces chattelizing nature-as-monstrous-feminine: ludo-Gothic BDSM.

Tokenization has pushed down at queerness, forcing me make “monstrous-feminine” a GNC category that older scholars didn’t to nearly the same degree. “Nature-as-female” has a biologically essential sound to it (as does older Gothic scholarship from the 1970s; e.g., “female Gothic” and older works, still: “woman is other”). So as we carry on with Hollow Knight, let’s keep considering it (nature) and its castled spaces as monstrous-feminine, like my PhD did; i.e., upending traditional binaries designed to control nature-as-monstrous-feminine inside a colonial binary in order to harness her power over and life and death for the state (the harvesting of nature-as-alien).

Simply put, the womb of nature has already been raped, making it dark and vengeful, but also something that is forced to conform to a binary prescribed to it by state mandates; further abuse must be stalled within such spaces as therapeutic and under attack by those who, caring not for the “therapy” of the colonizer (rape), camp it as already “mapped out.” Alfred Korzybski writes in Science and Sanity: An Introduction to Non-Aristotelian Systems and General Semantics (1933):

A map is not the territory it represents, but if correct, it has a similar structure to the territory, which accounts for its usefulness. If the map could be ideally correct, it would include, in a reduced scale, the map of the map; the map of the map, of the map; and so on, endlessly […] If we reflect upon our languages, we find that at best they must considered only as maps (source).

To look on maps, however unmappable (untraversable) they might seem, or however buried their secrets, we’re effectively looking at a system of rape expressed in royal Gothic language between land and lord—landlord over nature as alien, but also required to have something to lord over and seek revenge against (which conquest and profit require, always moving money through nature and back into capital’s coffers, post-rape; re, videogames as dogmatic tools of conquest through their maps educating these means: Tolkien and Cameron’s refrains): telling boys (or token parties) where to go and who to rape with what. Such behavior is not only expected but instructed per the monomyth. Simply put, it is correct.

(source: tuppkam1)

More to the point, this is where queerness as dead-and-buried waits to wake up and dance once more; i.e., in the hallowed halls of our rapists—their chronotopes and maps haunted with the Radcliffean spirit of rape as burned into the maps’ secret chambers, but also on its surfaces.

Our flirting with history as undead is, itself, a revisitation of something I’ve returned to many times already (always for fun); i.e., a process of scholarship that, in the process of tracing old maps (of maps, of maps…), somewhat feels different and familiar with each confounding and delightful passage through itself (very much in the larger exploratory traditional of such spaces). Weird attracts weird multiple times in both directions; i.e., coming back to haunt us and we coming back to haunt it (with queer people drawn to the places where they can be themselves, thus feel most at home as a site of trauma to subvert, thus heal from).

I acknowledge as much in Volume Zero, describing a “life-long process [that] started when I was young and continued into adulthood” through a particular videogame I enjoyed playing at various points in my life as a means of critical thought that can, when harnessed, change the world outside of itself as reflected inside the text (from Volume Zero):

We have to learn from the past by transforming its canonical depictions to avoid repeating Capitalism’s unironic genocides.

This brings us not just to my adulthood but my postgraduate work on ludo-Gothic BDSM, which in 2017 was met with its own barriers. Working under David Calonne, I was only just learning about the Numinous vis-à-vis Rudolph Otto and H.P. Lovecraft and came across an article by Lilia Melani, “Otto on the Numinous” (2003), citing the Gothic as the quest for the Numinous: “It has been suggested that Gothic fiction originated primarily as a quest for the mysterium tremendum” (source). Something about it appealed to my then-closeted kinkster as have previously been titillated by Cameron, Lovecraft and Nintendo (there’s a sentence I never thought I’d write), but also the videogames I was playing at the time: Metroidvania[1] (shortly because I went overseas, my best friend Ginger recommended Axiom Verge and Hollow Knight to me, which I eventually made the topic of my master’s thesis (source).

Such a procedure was a life-long quest grappling with powerful forces, insofar as it concerns the performance of power in ostensibly disempowering stages that, through Gothic theatrics, become a safe place to explore rape trauma by surviving ghosts of itself:

Before the thesis proper, my essay “Notes on Power” discussed the paradox as being the performative nature of power doubled, including monsters but also their decaying lairs as monumental sites of immense, god-like power dressed up through the Gothic language of the imaginary past; the Metroidvania is a Gothic castle full of Gothic monsters, but also Gothic ghosts (echoes) of older and older castles reaching out from novels and cinema into videogames. Regardless of the medium, though, Clint Hockings’ adage, “Seek power and you will progress” (source: “Ludonarrative Dissonance,” 2007) means something altogether different depending how you define power as something to seek, including unequal arrangements thereof. As a child, teenager and woman, I sought it through the palliative Numinous in Gothic castles of the Neo-Gothic tradition carried over into videogames (which I learned about in reverse: videogames, followed by the Numinous/mysterium tremendum as introduced to me by Dr. David Calonne[2]). Of these, I explored their Numinous territories in response to my own lived trauma and subsequent hypersexuality—i.e., as things I both related to the counterfeit with and sought to reclaim the counterfeit from as a tool to understand, thus improve myself and the world by reclaiming the castle as a site of interpretative Gothic play (of kinks, fetishes, and BDSM); i.e., this book that you’re reading right now is a “castle” to wander around inside: a safe space of exquisite “torture” to ask questions about your own latent desires and guilty thoughts regarding the “barbaric” exhibits within as putting the ghosts out from my past on display (the Gothic castle and its intense, “heavy weather” theatrics generally being a medieval metaphor for the mind, body and soul, but also its extreme, buried and/or conflicting emotions and desires: a figurative or sometimes literal plurality depending on the person exploring the castle) [source].

The quest is a meta one, then, its essential idea—of upsetting the monomyth and its harmful illusions using the Promethean Quest—pointedly being to search for the non-male Numinous inside female/feminine-coded spaces; i.e., an exit to Capitalist Realism (and trauma) hidden inside the infernal concentric pattern being reached not by the straight line of empire’s arrows and swords, but the ergodic, non-linear line of the maze among the city of paradoxes (the chronotope yielding fatal portraits echoing dynastic primacy and hereditary rites by personifying them, below).

(model and photographer: Cuwu and Persephone van der Waard)

As stated earlier during “Monsters, Magic and Myth,” Capitalism must be escaped within itself; i.e., through cryptonymy as a circuitous route to healing the structure by changing the system, starting in small. Tracking with this well-trod vein, I’ll furnish you with something of a tangent—a four-page sample from Volume Zero to refresh you on the complexities of the quest—then segue into Aguirre’s geometries per our current discussion of upsetting monomythic power using Gothic space to achieve rape play inside the nucleus:

Processing my troubled academic past, my reflections on Metroidvania as a tomb-like, ludo-Gothic space/torture dungeon have become thoroughly enmeshed in my own sexuality and gender-formation beyond what was heteronormatively assigned to me at birth; i.e., what was naturally assigned and what I had to reclaim through my own work’s seeking and expressing of power as something to find inside particular performative arrangements: the “ludo-Gothic BDSM” of the Gothic castle as a powerful “female-coded” space. Its palliative Numinous expresses C.S. Lewis’ so-called “problem of pain” (1940) through mutual consent; i.e., as a kind of ludic contract that promises paradoxical thrills through the aesthetics of harmful power but also unequal power exchange in the contractual sense as rich food for thought: it changes how we think about the world. As I write in “Revisiting My Masters’ Thesis on Metroidvania—Our Ludic Masters: The Dominating Game Space”:

Metroidvania players consent to the game by adopting a submissive position. Most people sexualize BDSM, but power is exchanged in any scenario, sexual or otherwise. This being said, Gothic power exchanges are often sexualized [in appearance]. Samus is vulnerable when denuded, her naked body exposed to the hostile alien menace (re: the end scene from Alien). Metroidvania conjure [up] dominance and submission through a player that winds up “on the hip” (an old expression that means “to be at a disadvantage”). Another way to think of it is, the player is the bottom, and they’re being topped by the game.

[artist: Sarah Kate Forstner’s “Oh, Whistle, and I’ll Come to You, My Lad” (2017); source: Michael Uhall’s “A Specter, a Speaker: ‘Whistle and I’ll Come to You’ (1968)”]

With any power exchange there’s always an element of ambiguity and danger (doubly so in Gothic stories). The participants have to trust one another. In this sense, I trust the Metroidvania not to hurt me, but the castle is always somewhat uncanny. I know the gameworld can’t hurt me because it’s a videogame; it can no more kill me than a dream, or C. S. Lewis’ mighty spirit:

suppose that you were told simply “There is a mighty spirit in the room,” and believed it. Your feelings would then be even less like the mere fear of danger [of the tiger]: but the disturbance would be profound. You would feel wonder and a certain shrinking — a sense of inadequacy to cope with such a visitant and of prostration before it — an emotion which might be expressed in Shakespeare’s words “Under it my genius is rebuked” (source).

Nevertheless, the paradox—of near-danger in videogames—mirrors the plight of the Neo-Gothic heroine. 18th century women read these stories to feel danger in a controlled sense, but they still submitted to its Numinous “perils.” By comparison, the Lovecraft junkie submits to cosmic nihilism[3], and the survival horror enthusiast seeks danger of a particular kind. So do Metroidvania players (source).

This power exchange through the palliative Numinous has always appealed to me amid Gothic aesthetics, spaces and cliché, fetishized thrills; i.e., inside castles when I have far less dominant power than one might think, but also more subby power in ways that feel asexually profound but never fully divorced from sexual peril’s aesthetics: the disempowered hero in a very Gothic sense, according to my unequal relationship to/negotiation with a female[4] “rapist” space that feels mightier than I am by virtue of the dungeon (rape) aesthetic, but also our power arrangement being stacked against me:

She’s mighty-mighty, just lettin’ it all hang out
She’s a brick house
That lady’s stacked and that’s a fact
Ain’t holding nothing back (source: The Commodores’ “Brick House,” 1977).

[Our resident lady, Lady Dimitrescu, is both tall as a matter of size difference, but also statuesque; i.e., “of the space-in-question” by virtue of the usual hyphenated interrogations of said space as like a person and vice versa: a bogeywoman to summon and put down, but also to pique particular submissive interests from the hero player—the rape fantasy.]

That’s the whole point. I seemingly “can’t win” because the space’s ergodic potential is fundamentally stronger than I am; but it still sits within that performance of unequal, harmful power as a paradox: the sub’s power through the pairing with a dominant whose power flows through them like heavy metal thunder. In that sense, I actually win and lose at the same time (what ludologists call a positive-sum zero-sum game: a win-win[5])! Replayability and endless backtracking amid dungeon aesthetics are a core part of the Metroidvania appeal: to feel mastered inside the ludic contract despite its inherent flexibility.

Furthermore, as I write in “Why I Submit: A Subby Gothicist’s Attitudes on Metroidvania, Mommy Doms, and Sexual Persecution” (2021), this doesn’t just stay in the gameworld; for me, it translates to how I live and think about my life relative to my abuse as survived but also played within in Metroidvania safe spaces:

I have male friends, but most of my friends are women or trans people. Most of my partners have been trans or gender-fluid. The same goes for the women in media I relate to or am inspired by. For me, a powerful woman or female space is captivating and educational, especially the “mommy dom” and Metroidvania.

I’ve always felt attracted to female power—be it in teachers, heroines, or videogame characters. But female power is usually androgynous, having pre-conceptions about male power mixed in. I admire Joan of Arc and Elphaba, but also Ellen Ripley and Samus Aran: tomboyish girls, female knights. I especially love the Metroidvania—a chaotic, “female” stronghold to lose myself inside, but also the focus of my PhD work. There, I can explore myself sexually in relation to power and trauma. This is why I submit. When I do submit, I submit to “mommy doms.”

In a BDSM framework, the mommy dom is a powerful female figure, one with the power to punish and nurture inside a consensual framework [of exquisite “torture”]. Just remember that I’m a switch; I’m not submissive all the time. However, when I am, I submit consensually. It’s not for everyone, and it shouldn’t be. That isn’t the argument that sexist men make, though. For them, only women can or should submit. Men who submit are weak, or impossible. Clearly they’re not impossible, but homosexual composer Tchaikovsky’s words on submission (towards a young servant) were nonetheless treated as impossible—his amorous words furiously repressed by the Russian state: “My God, what an angelic creature and how I long to be his slave, his plaything, his property!” (source).

Obviously my connection to the imaginary Dark Mother is tied to my own abuse, and led me down a very dark road: frustrated with academia and dumped by Zeuhl for their decade-long secret flame, I dated online; I encountered Jadis through Gothic roleplay on Fetlife; we hit it off and I quickly moved in; they worked their magic, abusing me emotionally during the pandemic (source).

In Cartesian thought, nature is both wild and a reward to reap. This goes back not only to the genocidal origins of settler colonialism and Divine Right, but the Covenant of the Rainbow and classical Antiquity. Apart from the ability to openly commit lethal force against nature, then be lauded for it, the monomyth usually rewards the hero with getting the girl, afterwards. In short, there’s an exhibitionist, binarized violence to monomyth stories; i.e., presenting two basic forms of monstrous-feminine for the hero to be violent towards or around: the virgin and the whore. Common synonyms are the angel and devil, black and white, leather and lace, good and evil, wife and witch, damsel and demon, etc. Whatever they’re called, the virgin is classically innocent, passive and vulnerable; the whore is guilty, active and dangerous. Both receive punishment in canonical stories because both belong to nature as needing to be dominated and harvested, treated like property in theatrical ways.

Inside this theatre, the virgin sits on a pedestal, being “kept” prisoner (regardless of where she is) while the whore is chased; i.e., hunted down (usually to Hell or hellish areas) and cleansed like a witch is by self-righteous forces ordained by God, the king and the state, more broadly (which translates to capital’s usual operations looping in on themselves): a criminal and a monster. In either case, this synonymizes pleasure and harm in psychosexual forms doubling as capital punishment, mid-harvest; e.g., the succubus is chained and whipped, Medusa is beheaded, etc, while the damsel or the princess is locked up, needing to be rescued again (re: Persephone).

Both types reify the abuses regularly committed against women and nature-as-monstrous-feminine—with violence against the damsel being more of a domestic flavor and violence against the whore lending itself to matters of open war, moral panic and foreign policy (e.g., Red Scare). Both are useful to capital, in that both are invoked to harvest nature-as-monstrous-feminine during the dialectic of shelter and the alien; i.e., nature is a whore; e.g., Beowulf, where Grendel’s mother invades the king’s home (first through her son, then going in herself to punish her son’s killers) to then be hounded to the underwater cave to be killed and presented as dead, allowing the hero to progress and law and order to return.

(artist: Kalinka Fox)

Something to keep in mind when looking at the Radiance, then, is how sex-positive dark mothers/mommy doms are de facto educators for good play using bad aesthetics: the girl to get by raping her for the Man and for capital dressed up in monomythic language. The ruin is a brothel and a warzone. Literally central to Promethean subversion of the monomyth, though, the whore generally waits at the center of the maze in order for the hero looking to progress to the epilogue of promised sex (and the next rape): to teach such children lessons besides the king’s.

Before they even meet, there’s the usual monomythic formula playing out. The hero is called to—generally by a male seer—then given a sword before venturing boldly into the space of doom (the home afflicted with hellish energies). It’s a military mission, a witch hunt that only “ends” when the hero rapes and slays the dragon, witch or Medusa at the end (their functions identical: the fascist/Communist scapegoat, a monstrous-feminine recipient of state force [revenge] by good or bad cops, including token vigilantes). Except there’s always another Medusa waiting for them in another castle, another rape to canonize or camp, another witch hunt to persecute/prosecute (there must, for profit needs to continue for as long as possible). The cats-and-dogs animus lingers, as does the undead matriarch’s hostility haunting the castle walls painted red with invisible blood after the wild goose chase: that of a rape survivor licking her wounds, but also blossoming into the world to stain its much-touted purity with fresh, decentralized uncertainty.

As such, the Medusa becomes something of a door-to-door saleswoman, teaching about rape through characteristic feelings that haunt the venue, post-survival, but also… enriching it? For instance, I didn’t even consider my abuse rape (rape ranking being a common rationalizing method of survivors) until I reflected on it through Gothic fictions like Resident Evil and Hollow Knight. Luckily I did, always comparing myself to the uncertainty I felt in Jadis’ presence; i.e., their toxic love (and furnished home) being like a Gothic castle, and I their Gothic captive.

In short, a dark mother can be played in bad faith, but also good; i.e., the cryptonymic umbra of the cosplayer aping Lady Dimitrescu with her eclipse-sized hat brim (the witch’s black halo, her body’s surface sexually charged with Promethean might, above). In defense of her dark womb as something to protect at all costs—re: freezing the hero as a rape prevention device—Mother Nature must become monstrous-feminine again, thus able to chill in stasis her patriarch-sent, state-ordained male (or token) killers working for the Man as a giant, seemingly inescapable force; i.e., the confronting of rape as popular and unchallenged in mythical, patriarch-centered stories; e.g., Daphne hounded by Zeus, turned into a tree to escape his ordinary rapacious advances. Rooting them in place among “an unweeded garden grown to seed,” a male space is a settler-colonial project on female-coded land reinvaded by a classification that feels female but really is GNC at large. This playing with death and power per ludo-Gothic BDSM has as much an architectural flavor as it does an overtly personified one, which brings us back to Aguirre.

Tying things to Aguirre’s geometries is the final room, or rather a room that conveys finality through the exhaustion of optimism in the face of an endless, yawning dead. As Aguirre writes in “Geometries of Terror”; re:

where the hero crosses a series of doors and spaces until he reaches a central chamber, there to witness the collapse of his hopes; [this infernal concentric pattern has] in Gothic one and the same function: to destabilize assumptions as to the physical, ontological or moral order of the cosmos [… It is like a Mandelbrot set:] finite, and yet from within we cannot reach its end; it is a labyrinth that delves “down” instead of pushing outwards. From the outside it looks simple enough: bounded, finite, closed; from the inside, however, it is inextricable. It is a very precise graphic replica of the Gothic space in The Italian […] Needless to say, the technique whereby physical or figurative space is endlessly fragmented and so seems both to repeat itself and to stall resolution is not restricted to The Italian: almost every major Gothic author (Walpole, Beckford, Lee, Lewis, Godwin, Mary Shelley, Maturin, Hogg) uses it in his or her own way. Nor does it die out with the metamorphosis of historical Gothic into other forms of fiction (source).

While Aguirre hints at videogames a fair bit (the piece is from 2008), I have obviously extended my research considerably to do nothing but explore the videogame’s partitioning of the Gothic’s hellish delights (from 2017 onwards) subverting traditional ideas of strength: confronting the Communist Numinous as haunted by equally enormous oppression (a giant prison for a giant queen).

To that, one does not simply get “raped” once, but over and over again as a matter of exquisite, paradoxically rapturous torture (“rape ironically”)! And if that seems odd, ask us why that might be! Ask the ghost why it was raped—not to get at the truth of what happened back then, but what is going on right now (cataloging history is fairly academic, but reenacting it says much more about current atrocities [with the ghost of the counterfeit] than former ones): marrying the language of sex and war as a matter of camp to bring out of the closet and into the wider world. Such things duel and coalesce in ways a medievalist not only wouldn’t mind, but indeed, would welcome and encourage. The keys to breaking Capitalist Realism lie in medieval theatrics “aping Chaucer, Shakespeare and Walpole,” etc; re: giants, and giant aspects of smaller beings.

(artist: Dream Pipe)

The Gothic has always been campy but invested in secret sins as out in the open (not quite incognito, not quite up front). From “ancient” Romance to ordinary novels, comedy to drama, artist and muse, seafaring adventure and earthbound sexual dungeon, there’s so many ways (and places) to “put it”; e.g., Sabs’ “Captain Turtledove and the Attack of the Terrible Octobussy,” 2024). So explore the taboos and cultural values of the imaginary past as rapacious (appropriative or not); don’t bury them (and their victims) because silence is genocide and genocide always leads to rape, to Rome, to bigger and bigger instances thereof. Ask why the whore is addicted to “rape,” then learn how to “rape” in quotes; listen to Medusa or Hippolyta whispering hungrily into your ear, “rape me!” (or “Take it like a good boy!”). Take the praise and debasement (whatever you both prefer, to whatever degree of aftercare you require); i.e., as a psychosexual, ludo-Gothic means of instruction whose BDSM (often through trial and error) synthesizes good praxis into the future: go big or go home (“rape” so often involves a dominant who looks and feels dominant[6]—the dragon lord or zombie master a fearsome monster-fucker [with a huge dick] that Medusa straight up craves. Mommy has needs).

So while kinky jouissance opens the eyes (so to speak), rape has a practical function: cryptonymy as a means of surviving the state’s usual beheadings (“the heads of the maids, or their maidenheads. Take it in what sense thou wilt[7]“). As a matter of survival and eventual liberation (the state survives by raping workers and nature per the process of abjection; e.g., white middle-class women exploiting cryptonyms to service profit; re: Radcliffe and her echoes), Medusa isn’t the only one who loves being “raped”; Persephone (the deity and me[8]) loves rape as something to camp, thus speak to abusive structures that try to otherwise shock you blind; e.g., the Metroidvania, per the monomythic heroic mechanisms, raping Medusa as a false flag: manifesting the unheimlich as her false castle, invading it and stabbing her in the “eyes” (the white, the pink, the brown—next page).

(artist: Persephone van der Waard and Cuwu)

A survivor of rape myself, I love writing about rape play both because I’ve gained an appreciation for calculated risk, but also because I have helped others work through such dialogs, too; i.e., manifesting through play and performance as a matter of cryptonymy (showing and hiding trauma) during ludo-Gothic BDSM as a revolutionary device: a pedagogy of the oppressed resisting police violence. While Metroidvania has conveniently allowed me to reenact these in gigantic, dualistic pathways (the castle’s big rape/rapist), any survivor of rape can act out their abuse through the Gothic, during oppositional praxis. Dialectically-materially this theatre invokes mechanisms the state will police through bad actors, players, and instructors: sex and force, but also terror and bodily expression that just as often, actualize/tokenize in highly Pavlovian ways. It’s all the same masks, costumes and mirrors; so remember that flow determines function, as far as the aesthetics of power and death reliably go.

For example, the player’s quest for power in Hollow Knight suitably ends in the darkness of immeasurable death spilling in all directions, trapping the hero in Hell; i.e., the emptying of Hell through a final zombie apocalypse that buries the rapist alive. To this, the heroic quest is Promethean, tied to a space that promises combat; the combat misleads the player by offering power as tinged with a self-imposed decay and malice that ultimately triumphs against the hero upon the story’s conclusion (turning them heel in the process, but to a grand, self-destructive and world-destroying degree; i.e., the fascist notion of the hero’s bondage to the cult of death and rape as venerated by the status quo: an unholy marriage of the hero’s sword to the monstrous-feminine brain. It’s big rape minus any irony at all (“You fight like a young man: eager to begin, quick to finish[9]!”): skull-fucking her Majesty-in-chains on par with Odysseus blinding the cyclops; i.e., she shows herself in all her glory only to be extinguished for it (or so it seems).

Simply put, there’s no way to win, no matter how many treasures acquired or enemies vanquished, because the hero is always a male rapist death fetish (a “killer doll”) working for the state; i.e., a reversal of Axiom Verge. Trace, the useful idiot, kills the king when lied to by the Great Fairy mommy doms (who are good doms despite their strict, imperfect approach); the knight (also an idiot) kills the gay fairy queen haunting the veil. When lied to by the straight king through the ghostly space around him, the hero (thus the player) becomes a bad dom in the process: Radcliffe’s demon lover!

To that, such forces are always in flux behind the scenes and out in the space as interwoven, liminal, anisotropic, concentric, etc; the crypt, as a site of secret sin, oozes said sin (like a ruptured eyeball) all over the status of the self-professed “brave.” It’s censorship with a knife (an oracle speaks with her eyes), profit projecting through rape as a matter thereof; i.e., police violence, repression serving the king as a poetic extension of the nuclear family under capital: protect daddy by raping the madwomen in the attic (classically a woman of color, in Jane Eyre). It’s not exactly subtle, but there remains a cloaked, uncertain element of subversion—some grey area to what might seem like a black-and-white scene.

Indeed, the game is effectively the opposite of Axiom Verge, the white king’s lost boys hulking out/turning black to rape the white queen—a military target—instead of the black queen dismembering the dark father to protect the son from a militarized scientist genociding the land. Furthermore, the extinguishing of the hero’s hopes is literally that of the eyes of the oracle; the eyes of the female Numinous (exhibit 40g) are put out, blinding our poor Cassandra/oracle while turning a blind eye to the darkness that continues in the wake of her execution: the self-destructive rememory—that is, the maddening recollection and attempted reassembly—of an exhaustive tally of imperial destruction, now leaking from the long-dead corpse of empire (which revives to unironically rape Medusa again and again and again). The hole, as usual, is stuffed in ouroborotic fashion by the lance, the sword, as instructed by the game; re: police training through police training grounds, the youthful martyr trading places with the old sentinel to stand watch inside the empty space—blood in, blood out.

Like Moby Dick, the Radiance is canonically the game’s white whale to chase, stab and harvest; i.e., for proponents of Ahab and capital to go overboard and underwater with, putting out their ancient animal enemy’s eyes: “to the last I grapple with thee; from hell’s heart I stab at thee; for hate’s sake I spit my last breath at thee!” It’s personal, a framed revenge for Ahab’s leg and his old man’s pride—all to render the whale into blubber and then oil.

Our resident Mothra is no different: something to kill to literally keep the lights on, but also restore the king’s good name against nature as daring to refuse the advance of his spearhead, his patriarch harpoon’s madness and obsession; i.e., all roads lead to Rome, to profit, to rape of nature-as-monstrous-feminine—a phallic sea monster in poetic forms, hailing from lands unknown as normally off-limits to man’s domain giving all the usual monomythic rewards as hellish, sumptuous: Neptune’s trove, its plunder dredged up and dragged back to land.

(exhibit 40h3: Artist: Bay. Nature is seen as the place that gives and takes away—a dark mother to fear and go into the territories thereof. In settler-colonial terms, such harvests are hauled monomythically back to the mother country in such stories, but also reduced to corporate fare sold on supermarket shelves. In Bay’s case, they are an Indigenous sex worker against Capitalism and for nature, doing much of their own cooking for their birthday [above]. But they still live in a place that was colonized [originally by the Dutch] and currently overseen by state-corporate influence.)

Whatever the dungeon, then, it’s a place of endless genderqueer potential (with gay themes present all throughout seafaring narratives, not just in outer space; i.e., matelotage; e.g., “Hey, sailor!” and “Any port in a storm!” etc) and value to harvest by enterprising landlubbers (the man of reason generally a seafarer from land who meets his end chasing the fire of the gods “out at sea”): the killing of the space whale. Whether for the bounty of food (which workers who aren’t against nature still must subsist on, above), pure dominion, or some combination under settler-colonial territories, Capitalism is Capitalism; i.e., relying on said animus in astronoetic narratives treating the whole thing as “heroic,” and for whom to the victor goes the spoils. In essence, the sea is badass and plentiful—a challenge to accept and overcome as historically tied to industry preying on nature from the land to the sea. Their deaths coincide, a hate crime against nature and a mind crime against the perpetrators forced to brave the waves for fat cats safe (and dry) on land (e.g., the invisible company executives, in Alien).

(artist: Michel Tole‘s “The Triumph of Venus and Galatea Over Moby Dick,” 2020)

Except, while she is seemingly hunted to extinction during a presumed war of extermination/tokenized exploitation thereof (similar to the sand worms and the power of the land, in Dune), the Radiance eventually returns for her revenge inside the used-up minds of the king’s loyal servants, who, infected with her influence—her testimony—must be isolated* from other knights and then killed to keep the king’s secret; i.e., while they are incarcerated inside the Black Egg. The madwoman lives rent-free in the attic of their traumatized brains: “art thou but / A dagger of the mind, a false creation, / Proceeding from the heat-oppressed brain?” they ask. “Can’t kill me, motherfuckers!” she replies.

*A tactic that real-life ants will do, when members of their nest are sick, except they carry the infected away from the nest to die. The Pale King has colonized everything, keeping the secret in-house to avoid it spreading (similar to Rian from The Dark Crystal: Age of Resistance, when the Skeksis convince other Gelfling that his mind is sick; i.e., so they won’t dream-fast with him and learn the truth).

This is effectively the subversion I’m talking about, here: the rapists’ comeuppance after doing what they were made to do against nature, in effect subverting state-sanctioned rape through the scene itself as something to act out at the center of the maze: by the Radiance having a role in said subversion as playfully veiled by the maze’s walls. The darkness seems to be the king’s will, but it also occupies her revenge afterwards, lending to an awkward and opaque duality. So, there’s a non-verbal element to what unfolds that’s even more subversive, arguably than, Axiom Verge, but also more contested. It is a rape we’re looking at, right? But the Radiance still wins. Can it be more than one thing at once?

Of course, this plays out as an act that is forgotten and concealed within its own artefacts; i.e., something to sing about as a far-off conquest to begin anew by fresh hearts and minds venturing into old dungeons and hunting down dragons like the days of old; e.g., Tolkien’s song of the dwarves, itself a fragment their culture: “and this is like a fragment of their song if it can be like their song without their music” (source) to

Far over misty mountains cold

To dungeons deep and caverns old

We must away ere break of day

To seek the pale enchanted to gold (ibid.)

to “our long-forgotten gold” to “our harps and gold” from unworthy pre-fascist usurpers (dragons) and abject anti-Semitic occupiers (orcs and goblins). The dwarves’ covetous memory becomes one of unbridled revenge, its call to war against nature sharpening to rekindle better times out of myth tied to artefacts that suggest it to start with: “He was witless and wandering, and had forgotten almost everything but the map and the key” (ibid.).

I’m not just someone who plays with rape through ludo-Gothic BDSM. I’m also a Tolkien scholar whose Gothic ludology was inspired by Tolkien’s work (mainly The Hobbit, but I digress). Far from being brainless in the current, neoliberal trend, games and the Gothic are classically a site for clever in-jokes regarding the same old material, in effect playing with it to camp it. As Tolkien speaks to the monomyth and secret things wrought with heroic violence, then, let’s take a few pages to unpack that and apply it to the Radiance’s death as camping such matters, herself (enjoyment is not endorsement); i.e., as something that subverts the usual monomythic abjection and reward (mercenary rape) per the Promethean Quest: raping the whore as the dragon to chase down and steal from (with Tolkien’s Smaug also being queer-coded and animalistic[10]). From there, we’ll wrap things up and proceed onto “The Monomyth,” part two!

To revive the memory of the king, Tolkien’s war-like dwarves (a whole mess of anti-Semitic clichés) embark on a goldrush through the usual business of burgling a stolen home back unto a mythology’s “timeless” ownership (echoes of Zionism): waging war against the monomyth’s usual enemies by unlikely heroes on a Journey thereof (Jewish-coded monsters and a closeted bachelor). In Tolkien’s opinion, only Tookish assholes have adventures, generally as a matter of conducting violence in dark, deep places while wishing for it: “to wear a sword instead of a walking stick” (ibid.). Like all these little quotes, the desire for adventure against the Numinous dragon is littered throughout Tolkien’s world: little things lead to big things, a covert military operation escalating to all-out war on all fronts (making Smaug this story’s Archduke Ferdinand, I suppose).

The home isn’t just guarded by the dragon, but by the dwarves’ secrecy towards the treasure pegging them as vice characters (“the fierce and jealous love of dwarves” amounting to “dragon sickness” later in the book). And in the interim, the map and key go hand-in-hand—as a matter of code that includes the map and its runes, hidden walls, moon letters, riddles, royal flattery and so on—as a business practice among them, an omerta of sorts. The treasure, already stolen through conquest, becomes a mystery unto itself, then; i.e., a trade secret in the usual medieval sort, one unlocked with the key that was, itself, secret: “the quest to the Lonely Mountain depended entirely on a single key and a secret door that the dragon didn’t know about. In fact, without the key, Bilbo wouldn’t have been able to get into the mountain” (source: A Hole in the Ground’s “The Strange History of Thror’s Key,” 2012).

Tolkien’s dwarves are a secretive bunch—homeless criminals with bling (“Thorin stroked the gold chain round his neck,” source) who do dark business in dark places (“Suddenly he found that the music and the singing had stopped, and they were all looking at him with eyes shining in the dark.” / “‘We like the dark,’ said all the dwarves. ‘Dark for dark business! There are many hours before dawn,'” ibid.). In short, they verge on being goblins themselves, operating through violence to take what’s theirs, the dragon a matter of calculus: “It does not do to leave a live dragon out of your calculations, if you live near him” (ibid.).

In turn, such careful planning is tied to the monomyth—a matter of returning to tradition—pointedly encouraging violence against Tolkien’s ideological enemies, all of it sold as Goldilocks Imperialism to middle-class children playing war and robbery[11] for fun (as a matter of fact, he wrote the book for his son):

“That would be no good,” said the wizard, “not without a mighty Warrior, even a Hero. I tried to find one; but warriors are busy fighting one another in distant lands, and in this neighbourhood heroes are scarce, or simply not to be found. Swords in these parts are mostly blunt, and axes are used for trees, and shields as cradles or dish-covers; and dragons are comfortably far-off (and therefore legendary). That is why I settled on burglary—especially when I remembered the existence of a Side-door. And here is our little Bilbo Baggins, the burglar, the chosen and selected burglar (ibid.).

As such, stealing isn’t just cool, but a righteous cycle of revenge ordained by the author playing god; e.g., world-building and dogma; i.e., to restore a fallen people and land to proper working order after a former collapse: the dragon haunting a fallen kingdom—a symbol of sickness not unlike Medusa’s eventual, required return.

In the interim, Smaug is far-off and legendary because of it, becoming something to plan around: a dungeon crawl (whose cartographic refrain arguably inspired every D&D campaign ever run, and every roleplaying videogame you could think of—per the monomyth as something to canonize). Their return is as inevitable as the weather or the night following the day, because Tolkien treats humans (and monstrous stand-ins for humans) as naturally greedy.

To this, The Hobbit is a morality play whose conspicuously medieval language (and stereotypes) rarefy greed as, having inflicted harm against the status quo, become something to meet with harm: the cycle of revenge repaid in kind. In short, Tolkien abstracts nature into a fascist allegory and scapegoat; i.e., a dragon to slay as one might a witch—all done in order to keep money moving through nature in service to profit. As part of the same “rape farm,” the shadow of the dragon is always felt; its giant bones lie at the bottom of the lake; its spirit lies heavy on the hearts of men, dwarves, elves, and goblins all fighting over the dragon’s mountainous pile of gold; its hoard becomes theirs, turning them into dragons.

To it, the final boss of Capitalism isn’t the dragon and its castle-like body as something to invade, mise-en-abyme (the mountain containing the dragon, which houses the return of war outside of dragon and mountain); it’s greed, itself, as a Pavlovian, destabilizing system of exchange and code—also known as capital. Unto it, the recipe is always one of revenge spiraling towards disaster as precisely what the elite want; per the Protestant ethic, war is holy in their eyes, inventing whatever enemies they want/need and essentializing them as “ancient” through a poetry (and cryptomimesis) conducive to war out of good lands into bad, “there and back again”: good races raping bad ones in and out of game-like replicas. It’s Imperialism with more steps, the centrist arbitration of value judgements coinciding with whether you’re on the right side of the fence (the West) or not; i.e., Orientalism’s double standards per moral teams through good-vs-evil, us-versus-them copaganda; e.g., fat bodies celebrated or condemned simply because of which team you’re on as a matter of shame, guilt, revenge, etc. You can see this with Tolkien’s Bombur compared to the Great Goblin of the Misty Mountains—a double standard that also plays out in real life between men like Sammo Hung and Steven Segal (Accented Cinema’s “Let’s Not Fat-shame Steven Seagal,” 2024). It’s vaudeville, which includes the hobbit killing spiders (which extends to their babies, next page, through an extermination war that marks spiders as “pure evil” being killed by tokenized forces).

(artist: the Brothers Hildebrandt)

The point in dredging up Tolkien, here, is the knight in Hollow Knight is really no different: promised by the game some kind of gilded spectacle (rewards are generally promised through tiny markers of themselves, Thror’s key made of silver); i.e., to plunder through rapine (the act of taking by force) from an undeserving party by deserving ones through a casus beli. In this case, the “dragon” is Hallownest’s monstrous-feminine queen, the Radiance, and your reward—as the games little, hobbit-sized hero—is to rape her and take her spectral crown for the former now-dead king. Not so different from a ring around one’s finger, no (either type signifying the transfer and legitimacy of power, which Bilbo is not immune to, below)?

The Radiance’s death—like Smaug’s—is an honor killing met with armed robbery, but also an exorcism of something hidden to the same extent as that pale enchanted gold, Thror’s key or even the dragon: a mountainous glimmer that blinds the hero and fills them with unquenchable bloodlust; i.e., drunk on glory and death, but also their own heroic brand as inherited from the home’s forged, mythological sense of ownership as rooted in secrecy in deception; e.g., Samus and Zebes, but also Bilbo’s hand in a larger race war that cumulates in Thorin’s Viking-style last stand against Erebor’s forces of darkness (arguably the author’s token Jew defending an imperialist stronghold from the “ancient,” essentialized enemies of Britain: “the enemy is weak and strong”): Thorin bashing Bilbo, calling him “descendent of rats” (code for “Jew” but also “thief”), whereupon Bilbo does everything he can to prove he’s of the good’s side (while also, it must be said, trying to prevent all-out war). Antagonize nature and put it to work as cheaply as possible (which is what the Battle of the Fire Armies [a world war predicated on racial conflict] illustrates); assimilate, gentrify and decay.

Except, the context is more different, in Hollow Knight. For one, the Radiance isn’t just a vice character comparable to gold and conquest, but a tragic character whose rape fantasy is one of reversal after you’ve raped her to death more than once; re: “the fourth ending destroys the Absolute Radiance, but turns the knight into an even greater monster that Hornet must fight on her own.” This happens while the sky weeps blood and tentacles[12] (such black shit may as well be blood given the cataclysmic atmosphere). During state shift, then, the female sun goes black, coming home to end the king’s Cartesian madness—his endless line of toy soldiers marching to their doom—by shattering the dollhouse and the heliocentric stance it has; i.e., built around a false, decaying king (the conspiratorial fascist) eaten, in the end, when the raped, hungry womb of nature goes “om nom nom!” It’s simply the planet defending itself.

In turn, the colossal misogyny on display is actually a revelation about instructed rape that, until the grand unveiling thereof, was merely whisper and allegation: the true villain was the hero all along (in other words, the total opposite of stories like The Hobbit)!

(artist: Ashen Hare)

After all’s raped and done, the Radiance remains the most endearing character (“She’s mighty-mighty”) in the game precisely because she’s raped, but is also the wonderous object of pursuit with a secret to tell that lingers in undead fashion, postmortem. She’s the tragically Icarian/Luciferian (and phallic), but also hidden heroine; i.e., Hollow Knight‘s fat lady signing passionately about her rape in Bluebeard’s castle/geometry of terror (the stage being the GNC performer’s classic arena to summon and voice their abuse, their insecurities, their passion—not for the elite, but for themselves as a dark god worthy of tribute).

Emblematic of the unironic monomyth and medieval Romance, the hero is the talent, the Radiance his merchandise to capture and police by a knight errant given license to do so by divine providence: a one-man army campaigning against the barbarians at the gate, nature herself coming home to turn said home into hostile alien territories. Through the usual fetishes and clichés of sports, combat, and theatre, the knight is the Man with No Name (the American Western generally endorsing cowboys and Indians, pushing Indigenous people to the margins and focusing on white pioneer women/saviors); i.e., a killer-doll, blank-state, masking-wearing mercenary/vigilante without a kingdom fighting for a dead patriarch (echoes of Xenophon, whose poetic incursions grandstand against nature, ultimately yielding repeated, cannibalistic excursions [death by exposure] into fatal territories in defense of empire and its doomed, fearful enterprise; i.e., a repeat of the forced march and last stand, a death spiral’s grist-for-the-mill yielding profit for the elite, fear of nature being the motivating drive; e.g., The Terror‘s Sir John: “Show this beast the might of the British empire!”).

His mission? To extinguish Medusa’s grail beacon—her Archaic Mother’s hysteria—as aided by all the king’s men (shades) playing “barber” (the classic function being a bloodletter to cure an imbalance of the humors, generally tied to “wandering womb”): to perform female circumcision (of her “phallic” components) by the heroic barbarian posturing as “of the West,” all while stabbing Medusa’s bloodshot eyes with their heroic knife dick (which includes tokenized forms; e.g., Samus vs Mother Brain; re: “War Vaginas,” 2021). The Call to Adventure is a mating call, then—the sort that knights are feared for doing unto state enemies in state-claimed lands: a room to clear, a plate to finish, moving money through nature through the same-old process of abjection.

Rape is rape, but the game playfully tests your resolve by treating it as your final reward before ignominiously burying you alive, in effect punishing you—the triumphant detective—like Lot’s wife: for looking into things (re: Segewick). Playtime is over, the ending feeling like a game over. And while everyone arguably feels differently about historical events, the events themselves are still historical-material facts that theatrically repeat through such feelings fueling the chronotope; i.e., as dissenting voices coming from the oppressed marrying to the legends, the architecture, the opposing side’s resistance to the buried truth. Silence speaks for itself, as do the things that corrupt the masonry to immeasurable degrees. Something seems wrong and asks you, the hero, to solve it, as monomyth heroes always do: through unironic violence. His nail, her flesh—it’s the same carpentry.

Like all Metroidvania, then (and, by extension, any Gothic castle), Hollow Knight taunts you, first; it dares you to penetrate its domain and hunt down its ancient, monstrous-feminine secrets, a resident Medusa doing its best to isolate you and piss you off (as James Rolfe famously put it, “You’re angry and you want to beat the Nintendo, but the sad fact is, no one cares but you”).

Like Athetos, the Radiance is that thing to get mad at, but also to worship as the dead giveaway with Numinous, castled qualities (“Look upon my wonder!”); i.e., the dynamic is inverted: Athetos is the state gaslighter making the tyrant’s plea as a man of reason having raped Medusa; the Radiance is appearing before the state servant to paralyze her would-be-rapist in awe. Similar to the Alien Queen from Aliens, the Radiance is meant to be held down and raped by the state as Medusa and Communism—but she wins anyways, punishing capital’s libido (the drive towards profit, raping nature) by cursing them posthumously with live burial and state shift; high voltage, she turns it all back on the hero, thus the player, through her zombie eyeballs felt throughout the space, paralyzing zombie tyrants through zombie soldiers (the Alien Queen, meanwhile, sneaks an egg on board Ripley’s ship, avenging her children by killing Newt, the colony brat, and Hicks, the de facto husband—it’s Frankenstein‘s marital destruction visited upon the cop)!

Until things come to light, the Radiance stares at you defiantly through the eyes of the king’s men[13], screaming out of their mouths like a xenoglossic virus (specifically cordyceps): the voice of the dead, the damned, the raped yawping “I am woman, hear me roar!” She’s a fungus, a banshee, Princess Toadstool from Hell chaining Mario up in a very particular way—through lust and shame, but also voyeuristic/exhibitionist violence camping a shared god space and bodies; i.e., literally bloodlust unto the whore as unable to fight back in a moment of extended, legendary vulnerability and betrayal relayed through the monomyth: as a call to violence against the whore—to “breed” her (a euphemism for rape, but also “rape”) through vulgar poetry of courtly love, of Red Scare lusting after the whore to shackle and shame but also sell her red hair and blood!

(artist: Mika Dawn)

To it, the Radiance is a prisoner the hero tracks down and rapes in her jail cell. She’s raped by her “protectors” playing good cop, bad cop (the husk-like knight filled white spirit and black void as something to weaponize against her), but also experiences the pain and death of those she inhabits. In short, she sees the world through the eyes of the other prisoners, feeling their pain as the hero puts them down (often attacking his enemies while they sleep, invading their dreams to duel their corpses—witness tampering, essentially). His perspective is always one of cleansing the land and its memories through these mediums “leaking hysteria” (e.g., the hollow knight’s cracked mask spilling into the Black Egg and out into the kingdom); she, to cry out through the land in tomb-like agony expressing genocide as unable to be contained, thus repressed. There’s a sadistic and masochistic element between the two, the Radiance provoking attacks that always highlight the hero’s vengeful, police-like function; i.e., something to see, then speculate about, in dialectical-material ways concerning what is happening—in short, what we’re looking at as a point of view unto itself, one tied to rape and war of the land by its self-appointed owners: cops.

While reverse abjection yields the usual rape plays that big mommies give to their good little pets (“love taps”), abjection translates to the Radiance being blinded by her captors. Frankly this is rape all by itself—but also the whispers and societal looking away from someone (culture death) whose smiting of the king’s memory is arguably being done to a rapist by its jilted victim operating through the space. It’s “Young Goodman Brown” or The Scarlet Letter (1850) committed without Hawthorne’s critical bite, his irony. But it still gives that away through the raping of the dead whore as a kind of dance partner the game makes the player (and the audience[14]) party to—to show what is normally repressed by acting out cop and victim. As such, the Radiance is both dead and not dead by playing dead through rape play that speaks to monomythic abjection, turning community isolation inside-out; i.e., subverting it as a matter of Gothic paradox through ludo-Gothic BDSM during the Promethean Quest’s geometries of counterterror. She doesn’t escape her prison by leaving it; she escapes by making it a space to communicate buried woes to a wider audience: the fact that she even exists at all.

Us women, you see, historically aren’t “just angry”; we generally have good reason, as do the men who cover it all up breaking our trust (they don’t trust us to keep quiet, afterwards). We don’t tend to rape men for denying us sex (excluding tokenized, Man-Box examples), but we do become detectives speaking to our survival of rape, the latter something that traumatizes us into silence (or, in Tolkien’s case and ours, secretive fictions littered with clues, stitched together across them in ways his “Tookish” side wasn’t exempt from doing when it fancied him). It’s not a trend for its own sake that bored middle-class people buy into (during the process of abjection); it’s a historical-material fact felt in echoes in and out of Gothic media (which Tolkien very much is as much as Hollow Knight is; re: Volume One, but quoted earlier in “Jadis’ Dollhouse“): rape victims are seldom believed, but appear holistically across generations in and out of fiction regarding such abuse—as castle-like people or people-like castles attesting to secret sins and buried guilt. We fags dance in the ruins to camp their mapped-out rapes, their cartography leading to us and our liberation through “rape”: camping the monomyth as monomythic copaganda, instructing nature as something to rape to move money through nature inside the castle space.

As such, rape victims are forced to be their own advocates, appealing to the public by virtue of what the middle class will pay attention to—the victims’ own rape and murder as something to reify and sell, per the ghost of the counterfeit. This can be Pavlovian—electrocuting the bitch to induce a panic response—but the same actions also constitute a theatrical performance that looks the same, and yet differs through context: the irony of acting out one’s death (“O happy dagger!”) through an ambiguous, at-times-unreliable buffer (the plot to Rashomon, in other words): a secret key and plan to a dungeon (re: Thror’s map, key and mountain, but also dragon, inside) that must be explored. It’s that or not saying anything at all, and look what that gets you (unironic rape, genocide).

They say that dead men tell no tales, then, but few things are as loud, brutal and difficult to ignore as rape (especially gang rape or witch hunts that gang up on a rape victim; re: The Scarlet Letter). As we explored with my rape, emotional damage can cut like a knife in ways that are more subtle and diffuse, but also prolonged and, at times, Numinous compared to an over-and-done-with physical incident. A survivor might out-and-out say “I was raped.” I did, but I actually led off with art of the event, first (exhibit 39a1b). There isn’t a superior method because rape victims are always treated like they deserved it or it didn’t happen.

Furthermore, the fact remains that art is a common way to express one’s abuse at the hands of privileged men (e.g., Elisabetta Sirani’s “Timoclea Killing Her Rapist” [exhibit 35b] or “Portia Wounding her Thigh”). Regardless of the method, many people not only won’t believe you, they’ll attack you (even if they’re victims of rape, too). Welcome to being raped! It doesn’t stop with the event itself, but—like Hawthorne’s infamous Scarlet Letter—becomes a brand to stamp survivors with and then police them as whores[15] to serve profit. It’s compelled prostitution, lashing whistleblowers; i.e., marginalized workers seeking equal rights, thus a chance to be heard, by acting out their abuse.

Applying these complexities to Hollow Knight, I can’t prove that the Pale King raped the Radiance “back then”; but I can do the same thing I did with Athetos and ask you to look at the results: everyone who serves under the king is a trained killer working to please daddy to genocidal extremes (e.g., the Soul Master draining the City of Tears of its lifeforce in pursuit of a cure, exhibit 40i). Fucker’s whole court is straight psychopaths; nobody’s that blind, and if he somehow was, he should be removed and the system overhauled. Fuck the king and fuck his reputation. As a matter of capital attached to Cartesian thought, the Shadow of Pygmalion and Cycle of Kings is precisely the problem.

Medusa’s certainly on board with camping capital; she’s a total freak, one whose ghost of the counterfeit (and thunder-clapping pussy fart) all but begs, “What ails you?” Any Gothic creator loves investigating her own death as tied to societal issues, which she plays out through undead fictions tied loosely to taboo truths; i.e., a black rose to pick for Queen Maeb and croon through folklore and urban legend, rock ‘n roll, the chronotope’s restless geometries!

I’m one such detective, but I’m hardly the first or the best. Even so, it all becomes something to remember by passing it along through oral and written forms that speak to lost, incredible things—rape and revenge, reclamation and release—sure enough, having a spatial quality to them:

Tell me the legends of long ago
When the kings and queens would dance
In the realm of the Black Rose
Play me the melodies I want to know
So I can teach my children, oh (Thin Lizzy’s “Black Rose,” 1979).

A kind of murder ballad, then, the Gothic-Romance-as-space like Hallownest is such flower—a whorish “Alraune” that, hardly as censored as O’Keefe, drinks vengefully the blood of slain virgins and the essence of lusty virginial men (remembering both on either side of rape).

(artist: James Fitzpatrick)

As such, the Medusa once again sits between the “ancient” and the ordinary as trapped on and off the canvas, in between the walls, calling from the heart of the castle’s deepest, darkest prison cell. Darkness visible, she’s Jennifer Kent’s Nightingale as singing her suffering sweetly to those who know the signs, the code. Her expression is forbidden and commodified by colonizer forces, but there’s always a wild poetic joy they cannot fully tame or seize for themselves: to see it again (to hear it again in music) makes my skin tingle oh-so-naughtily. Finding it gives me release, but can’t undo what was done.

Liberation is always, to some degree, chained by ghosts of a settler-colonial past whose rememory aches and bristles with scarcely-contained rage: “I’m not English, I’m Ireland! [switching to Gaelic] To the devil’s house with all English people, every mother’s son of them! May the pox disfigure them! May the plague consume them! Long live Ireland!” (source). Something tells me that if we could translate the Radiance’s screams, they’d sound fairly alike. Indeed, the weapon she visits upon the king is a plague. As such, the Gothic—not just Hollow Knight—is a coping mechanism of martyred catharsis; i.e., through ludo-Gothic BDSM as a faux-medieval, concealed means of raising the dead of empire to let them speak, thus motivate a decaying hegemon to let go and change—to regenerate into something better than it previously was (treating the Radiance like a leper to lock up and abuse, mid-quarantine/segregation).

The larger mode uses stories like Hollow Knight to wrestle with unspeakable trauma in ways we can, to some extent, partially control and capture as psychosexually cathartic; i.e., the palliative Numinous expressed through Her Majesty’s sorry doom in godly (Promethean) forms: the castle, the goddess, the land of the black rose as raped by the king and all the king’s men (“Dayman, fighter of the night [wo]man!”) running a train (of draconian medieval succession, from father to son) on her corpse, censoring the rape for profit’s sake but proliferating it nonetheless through the space’s endless tourneys. Capital is built on rape as a matter of profit told in monomythic language hunting nature down; to show the rape by humanizing the whore (as Hollow Knight does) is to expose itself and give the game way in Promethean terms: the knight is hollow as a matter of power whose puppetry isn’t limited to the king at all, but also the queen.

Furthermore, peace cannot be attained in the interim, because such hidden abuses routinely yield disastrous socio-material effects whose ontological senescence manifests in the world itself as falling apart: state shift, climate change, and class consciousness all going hand in hand after much frustration (e.g., Charlie Day’s glorious refrain, “Why don’t I strap on my job helmet and squeeze down into a job cannon and fire off into Jobland where jobs grow on jobbies!”) to kick the king squarely in the bollocks. BOLLOCKS DESTROYED.

The paradox Hollow Knight exhibits lies in how it depicts rape; i.e., generally one of monstrous-feminine testimony (itself rather ironic, given the etymology[16] of that word): showing the world one’s rape in ways that cannot, like the space itself, be ignored. The Radiance’s pussy isn’t just a Chinese box pattern (aka the Russian doll, or concentric narrative); per Aguirre’s “Geometries,” which combines the Chinese box with the labyrinth and infernal concentric pattern to achieve an anisotropic effect (different effects in different directions), her fatal eye is a finger trap (“lips that grip”) that bites down on the rapist to trap them (a bit like Mars and Venus Aphrodite in Vulcan’s net), trapping the ordeal of rape for all to see: vagina dentata. It’s a trap, one where the ghost of the Radiance—literally an undead Numinous spirit plaguing the land—tops from below. From Hell as a place to inhabit and experience inside the kingdom, she cleverly baits the rapist (the knight) to expose their hidden rapacious side; i.e., one being a byproduct, similar to Lewis’ Matilda exposing Ambrosia for his Catholic passions: raping a corpse.

In the Radiance’s case, her appearance is the hypnotist’s stellar pussy flaring up to paralyze the knight in his tracks, jumping from one shell to another. But even if the current knight wins and she seemed banished for good without bringing forth the apocalypse (the third ending), the Radiance has still acted out her own death—her own swansong hijacking the prison intercom, its guards, to make them her playthings and her mouthpieces.

(artist: Heinrich Lossow)

From Chaucer’s Alisoun (“Thus, swyved was this carpenteris wyf”) to Ambrosio, to latter-day cops acting out courtly love as the knight in Hollow Knight does, classic villains not only appear righteous and good; they are outdone by their own lust as informed by carceral material conditions (a wife literally something to fuck under duress, but also take by force); rather than refrain from such theatrics, they become a useful way to express rape as going on right now. Per my PhD, Gothic maturity turns such things—normally a matter of spite—into a vulgar, transformative means of performance and play that interrogates power through trauma; i.e., as allowing one to have fun and expose abuse by acting such things out per calculated risk as built into the space and its motion (which is what ludo-Gothic BDSM aims to do). It denudes the king and his designs, disempowering them to give voice to the victim, empowered through her rape as “castrating” the patriarch and his bloodline; i.e., by matter of viewed scandal, per Black-Veil burlesque inside “the lovely room of death” (re: the center of the Radcliffean space generally being a site of explanation about rape)—a planned witness to a crime that, regardless of the lady’s hand in things, is still a crime committed by the knight as normally receiving state protection[17].

The catharsis to apocalyptic, come-and-see rape play like Hollow Knight roots in general, humorous, medieval-style exhibitionism and voyeurism the likes of Heinrich Lossow (above) or, later, Edward Hooper (whose own works inspired and speak to my consensual voyeurism, exhibit 39a1b). It becomes a codified, routine matter of brothel espionage and prostitute heroism—our resident whore baiting the creep, then outing him for the predator he is in service to the king (“The play’s the thing!”). Like lightning in a bottle, this poetic effect is still one of passion; i.e., what the Irish call a chuisle (“the pulse of my heart”)—something to tease like a clit, growing more sensitive between the world of the living and land of the dead (“undeath” being an orgasmic state of existence, of rapture) not exploiting rape but healing from it as a ghost of itself we summon to “ravish” us among the hallowed halls. The feelings intensify towards the vaginal center before the thrust, which mounts and explodes then like the castle itself, the hero and the whore dispersing and disappearing like a (wet) dream.

(source Tumblr post, Samurai Trooper fanzine: February 26th, 2021)

To it, playing with rape isn’t rape, but speaks to unironic forms that, unto themselves, have cathartic potential we can dance with to outperform in subversive, asexual ways; i.e., that can be harnessed to take power back from bourgeois elements pimping Medusa tied to a cultural fascination with the imaginary past (castle or occupant, including warriors and princesses, but also Amazonian hybrids of these, above). Again, they only have as much power as we give them, and through rape play can take it back as a matter of flowing such things back towards workers using Gothic space during ludo-Gothic BDSM. It’s a dangerous game regardless, so we might as well use what we got to take something of ours back from these pigs: “Come feel my hammer, little man!” As Mavis taught me (and for whom this section is dedicated), she absorbs power from those who generally don’t know the difference (men), waking up to describe what happened to Medusa classically in her sleep; i.e., when she was powerless and raped by the hero; e.g., like Theseus and the Minotaur (the former a cop to invade the home of the latter). Perseus hunted down the Medusa to “behead her”—to take her “maidenhead” and synonymize sex and force, but also replace consent with genuine harm. When camping these behaviors, there is always a vampiric exchange, which the space exemplifies in terrifying-yet-rapturous ways.

Except, in cases of genuine harm, it serves the whore to able to top from below to avoid or discourage harm and still take power back from one’s would-be abusers and their monomythic weapons. “Disempowerment” through the vice character is the classic means of subverting police violence by GNC folk—through theatre as a shared space, one that speaks to real-life examples. Actual predators project their own behaviors onto their victims, who they use DARVO to turn other members of the same marginalized community against the predator’s prey as a “threat” in order to prey on them; i.e., camouflage through aesthetics and argument, defined through dialectical-material engagement as a matter of canon vs camp, vice and virtue, behavior and cosmetics (through gender performance) going hand-and-hand with their biology, orientation, and politics, etc.

The Radiance’s bristles with phallic implements—her crown, legs and spiky projections to stab the hero to death with. Except. greatest power is her banshee-like voice, but also her scent as a kind of fairy glamor/magical perfume—one that turns her captors into her willing slaves, reversing the flow of power inside the prison while still visually playing the quest out. In turn, her announcement of rape is a subversive act, one never entirely divorced from genuine abuse by virtue of the player returning the system to working order by seeming laying her low—an act he does by clapping her in chains at the center of the maze: the scapegoat for the king’s crimes/madness already his prisoner.

(artist: Willow Wormwood)

Power and resistance occupy the same space, one whose dominant and submissive roles tend to either outright reverse, or maintain their appear while topping or bottoming changing as a matter of subtext that plays out through the same performance and aesthetics (re: bottoming from the top or vice versa). Keeping with the usual ambiguities—whose speculative qualities of play work off said ambiguities to speak to real life as not being cut and dry—such playtime speaks to the fact that we, in fact, aren’t knights and kings and queens and more than the Radiance is from planet Earth. And yet, we see her eagerly waiting at the door to greet her latest gentleman caller, not unlike a bored housewife playing the Duke of Burgundy (2014) out in real time—that naughty and eager desire to escape the prison-like qualities of middle-class existence, but also genuine abuse tied to the seemingly perfect existence of white American women in suburbia. The Radiance is something of a bored aging housewife, then, eagerly awaiting her next chance to give it to the knight, but also have her castle-space essayed into and ravished by him (the demon lover’s jizz running down her leg a lovely memory as fate comes knocking once more). She’s a freak because she likes to play to recover from trauma that sadly is all too common to women/monstrous-feminine at large; i.e., making such escapes something of a liminal, prison-like opera where liberation is—sadly and joyously—something to play at in order to reify (the story of our gay lives).

(artist: Shane Ballard)

Moreover, such calculated risk’s historical cruising can reduce to safer thrill-seeking that, all the same tends to get the old blood (and other fluids) pumping—in part, because you’re not always sure what’s going to happen or what someone is saying (e.g., body language, gags, and being restricted [for the sake of argument] to only making cute animal sounds), but all the same have a pretty good idea when working with someone you trust; i.e., who isn’t bad-faith, hence can actually follow commands (won’t bully/rape you and then stupidly fail up) and play the part of the dom or the sub regardless of aesthetic; e.g., the dragon master of the dark mommy dom using you the way that you want to be used, “raped,” what-have-you. That’s what makes it silly and fun, but also cathartic regarding actual abuse per the pedagogy of the oppressed; i.e., speaking theatrically to repressed actions routinely committed against the usual criminalized parties (the monstrous-feminine as sex demons, foreigners, sodomites [vampires] and other such “degenerates”) during state crisis advertising rape epidemics against marginalized peoples inside domestic war zones, aka prisons (cops and victims, witch hunts scapegoating nature for capital’s regulation predation, but also its boom-and-bust design)!

The fact that it’s a videogame aside, there’s always a BDSM element of play to stories like Hollow Knight. Except terror is always part of the historical equation, the disguise-like context of said play—the psychosexual excitement of release and incarceration—offset by acquiring new playmates to bask in the dom’s Numinous glow. She’s definitely a strict dom, playing it straight and only surrendering in the game’s final moments.

But in “dying” for all to see, the Radiance has her revenge/generally gains the upper hand over servants like the knight (similar to Portia’s ring game); i.e., those who themselves have been historically conditioned by the prison to prey on her to begin with. As a matter of exchange, they become her playthings, hypnotized in ways police agents often are, albeit in ways the Radiance uses to reverse the usual flow of violence and give Her Majesty a modicum of control: setting herself free inside the oubliette (a kind of prison that means “to forget”) as infernal schoolhouse to unruly children. The signature of choice begins to suggest mutual consent in ways that, on their face, seem wholly nonconsensual. Indeed, rape is as much the emotional abuse of isolation waiting to be fucked as it is the penetration, itself. The Radiance is paradoxically free, then, while still in chains (at least for now)—liberated from the embarrassment of total silence and bondage abuse, learning to enjoy its subversive power as a profound means of de facto education/reclamation: topping her captors, dominatrix-style, or at least making them work for their reward, then turning the sweet taste of victory to ashes in their mouths. She’s teaching them a lesson, one rooted in the humiliation of play where resolution is always found amid theatrical, but also dialectical-material tension.

As Jadis taught me, power becomes a vital means of play and performance while being imprisoned in some shape or form. Such hypnosis, then, has a canonical, settler-colonial function to it—a “prison sex” mentality the Radiance breaks by turning imprisonment back, boomerang-style, on her abusers, forcing them to remember the person they’re guarding as having value. She does so by using the dogmatic, vampiric nature of the prison against its employees; i.e., using her terrifying voice to infectiously travel through the guards and architecture, draining them of their essence and short-circuiting their brains. It’s a queer, iconoclastic metaphor of disease not unlike Foucault’s panopticon, one she—a skilled and unscrupulous survivor locked in her cell—uses to her advantage to speak to past wrongs against nature (and herself as “of nature”) through ludo-Gothic BDSM: a “rape” epidemic. Like any good example of the exercise, it’s even set to music—a song and dance to play out for the umpteenth time (with Radcliffe’s vaguely cursed spaces of terror often having hauntingly enchanting and spooky “mood music,” setting the signature gloomy tone by playing atmospheric from undiscovered locations; i.e., that, like the Pied Piper or sirens, lead you to your indeterminate but certain rape/doom; e.g., Azathoth’s flutes from “Dreams in the Witch House” or the spooky guitar music from 1996’s Diablo 1 “Tristram theme,” etc):

(source: Materia Collective)

In other words, such abuse is generally tokenized, the queen stuck in her closeted, isolating position because she was ostensibly betrayed; i.e., forgotten by her clan (the seer in the Burial Grounds, above) and left to rot inside the mind of the people abusing her for the king: sending the hero to rape and destroy their matriarch as a matter of pro-state penance, unburdening themselves but also unable to live the guilt and fading to dust. Such preferential mistreatment translates to real life and the ways a witch hunt normally play out: turning society against those who aren’t normally believed by other members of the prison population.

For example, JDPlaysMoth accused me of abuse based on my testimony of older transmisogyny committed against me (source tweet, vanderWaardart: July 19th 2024), doing so after refusing to transvestigate my own partner because I didn’t take Jade at their word that Crow was a Nazi “fake trans” preying on “real trans people”:

Crow is racist, lied about being trans to me and you, is abusive, steals money, intentionally asks trans people they’re acquainted with if they can write fiction of them detransitioned, and lies about being single and friendless to get new partners. They also aren’t trans. They lie about being trans because they have a fetish for trans women. They also are a chronic narcissist who uses abuse to try and control people who want to help them (source).

and then adding, “If you want to know more, that’s fine, but I’m out of the situation, and this is just information” before running a smear campaign on me because they were “just trying to help” and I refused to listen. They then deadnamed/misgendered Crow, saying that they didn’t “want to transition, doesn’t want surgery, and as another partner of hers has confirmed, she only does it because she thinks it’ll make trans women like her more” (ibid.). Jade’s actions—cloak-like though they are—still speak for themselves.

Furthermore, all of this is done by Jade while swanning and showing off their outward appearance to their fans (source tweet: June 26th, 2024)—in short, while kissing up and punching down as a byproduct of their own lived abuse. Acknowledging that abuse is valid, but more important is understanding that Jade is presently an abuser weaponizing their own lived experiences against others. They’re the impostor in love with themselves, a mirror that reflects their false nature onto their victims in order to makes others feel threatened; doing so is meant to alienate Jade’s victims, presenting them as false, illegitimate outsiders Jade’s flash mob can string up in association with their usual inequity under police rule: the scapegoat, witch whore inside more earthly and less fantastical prisons. Fantastical or not, there’s always some orc to lynch, some whole to fill through revenge; re: the givers and receivers of state violence inside the state of exception, moving money through nature.

Free from scrutiny and indeed, venerated for having exposed a perceived menace through the usual bigotries leveled at the marginalized struggling for in-group status, Jade is the fascist ringleader free to feed on her victims with impunity! She’s a witch hunter played by the witch—a feeding frenzy conducted by those commonly dehumanized by systemic abuse seeking empowerment through said system; i.e., the policing of others through a matter of dogma, fear and revenge, abjecting members of the same community by triangulating against them for the state: robots policing robots, slaves policing slaves, those of nature policing those of nature as monstrous-feminine with monstrous-feminine. Orcs police orcs, rats police rats (or rodents in general, but I digress) as givers and receivers of state abuse (often fetishized, knife-dick-style, through badass-looking weapons, below—less Excalibur and more an evil, “Soulreaver[18]” version of the same device), dividing and conquering territorially (the essence of settler-colonialism) when capital dies and regenerates through said witch hunts as hazing rituals:

(source)

This includes fiction speaking to non-fiction as married to each other. As Silvia Federici writes in Caliban and the Witch, Women, The Body and Primitive Accumulation (2004):

Witch-hunting did not disappear from the repertoire of the bourgeoisie with the abolition of slavery. On the contrary, the global expansion of capitalism through colonization and Christianization ensured that this persecution would be planted in the body of colonized societies, and, in time, would be carried out by the subjugated communities in their own name and against their own members (source).

only to add elsewhere (cited in “Hot Allostatic Load”):

One lesson we can draw from the return of witch-hunting is that this form of persecution is no longer bound to a specific historic time. It has taken a life of its own, so that the same mechanisms can be applied to different societies whenever there are people in them that have to be ostracized and dehumanized. Witchcraft accusations, in fact, are the ultimate mechanism of alienation and estrangement as they turn the accused—still primarily women—into monstrous beings, dedicated to the destruction of their communities, therefore making them undeserving of any compassion and solidarity (source).

In response, the author of “Allostatic” responds

The term witch hunt is thrown around a lot, but let’s look at what it really means. Witch hunts, as discussed by Silvia Federici, were responses to shifts in capital accumulation, as is slavery. To jury-rig the perpetually self-destructing machine of capitalism, huge amounts of violence are required to obtain captive labor (fem and non-white). The effect is to devalue our labor as much as possible, and to destroy the bonds between marginalized people (ibid.).

to argue for a cheapening of nature (re: Moore and Patel) through labor associated with it as recognized inside different marginalized populations conditioned to self-police, thus witch hunt in and out of fiction.

In response to both authors, I would include that capital tokenizes all labor (not just female and non-white) as sexualized, fetish, alien; i.e., something to gentrify and decay inside of itself, moving money through nature to harvest nature-as-monstrous-feminine (thus having masculine elements; e.g., phallic women). Feminism decays for these purposes, as do genderqueer movements, sex work, and Gothic poetics. Cops are also assassins, including vigilante ones recruited from the prison population expressed using such theatrics to embody by Man Box agents as “witch cops”; i.e., “prison sex” mentality selecting the whore and the cop to rape said whore who, regardless of sex or gender, is acting like the colonizer as something they have internalized and dressed up as. This includes whores acting as cops, “undercover” insofar as their tokenized police function is concealed by their marginalized origins worn on the outside in visibly fantastical forms: a robata romance, reduced to the nuts and bolts of class and culture betrayal. Rape is rape, betrayal is betrayal regardless of why you do it (e.g., “I was tired,” or “I was raped”)!

(artist: Monori Rogue)

All of this is Jade talking about themselves as projected onto their victims; people like Jade use DARVO, community isolation/obscurantism and police-grade hard-lining to bully their prey. In dialectical-material terms, it’s still Red Scare—pinkwashed by a predatory trans woman against another trans women (and trans man), pitting other GNC people (who often do sex work to survive) against Jade’s targets. Jade’s ugliness isn’t their outward appearance, but the predatory context of their actions. “Genuine transness,” then, becomes a matter of class action through culture as something to uphold, not betray through police violence (which is inherently fake). Such “boundaries for me, not for thee” predation is quite common in marginalized communities, essentially amounting to gang wars and tokenized policing instead of intersectional solidarity against all manners thereof.

Per the cryptonymy process, all of this self-reports and self-deceives, the complicit villain reduced to the useful idiot[18a] that gives themselves away by acting against their own kind inside the police state. Because they cannot monopolize the mirror as a cryptonymic device, we can use it to out and expose them through their own behaviors speaking for themselves: such traitors are cheap, worthless vampires that drain others for the state. Their value comes entirely from raping others, making them unironic leeches—parasitic hollow knights seeking their sorry prey like Slave Knight Gael blindly chasing the Blood of the Dark Soul until the end of time, or the king’s men walking into the Radiance’s willing clutches (a pathetic, pernicious, predatory quality we’ll explore even more in “The World is a Vampire” subchapter). This is a school for ants!

Ants are not known for their intelligence. Rather, such behaviors are taught through canon’s normal coded instructions denoting value by going to the center of the maze (the nucleus, which isn’t always the middle) to rape the witch, the dragon, the Medusa “just one more” time. Even if you make it to the Radiance’s cell—her home, as she preys on the hunters normally trying to house and harm her for the king—she is simply waiting for the killer with a variety of extensive and fatal weapons.

The Radiance own clever defiance is informed by police action as something to twist, making the experience more agonizing (and fun) for all parties involved. By camping the hero, she shows that to survive rape, we must camp its execution as endemic to capital, liberation being the continuous and mounting result of that on a cultural level that reclaims the Base and recultivates the Superstructure: through data that—like the Radiance’s cordyceps analog—freezes our abusers usefully in place. “Stay! Good boy!” Or, “Rape me! Good boy!” It denotes an inability for a superior side to exist, the state and workers locked in perpetual dispute. We want to expand our advantage to shrink the state (and its agents) to irrelevancy. This happens through the paradox of “disempowerment” to speak powerfully to our imprisonment under capital.

Furthermore, these disparities and harm play out between fiction and non-fiction, satire and canon, speaking to the same things being colonized and liberated to a holistic, half-real degree. This pedagogy of the oppressed is as much our bodies and their labor power as it is the Aegis a theatrical trampoline/mirror saying like an all-projecting panopticon, “Look, don’t touch!”

Either way, Medusa’s restless corpse and labyrinthine frontier fucks back through the space—using tricks that short circuit the usual heroic bullshit (“And your tricks won’t work at all!” as Lady Kayura [above] puts it) by reversing the usual flow of power that occurs in all caps: “FINISH HER!” Kiss, bite or slap, though, her vampire booty (and castle) is a vitalistic fetish whose charged surfaces and thresholds take power from the usual abusers in the usual genderqueer ways: rolling with the punches of courtly love as something to camp and subvert (the player telling the Radiance’s story by reaching and raping her per the game’s ludic contract: play Metroidvania, rape Medusa—again, it’s par for the course)!

(artist: TMFD)

Furthermore, sexual feelings don’t always go away after rape, but they do often get swept up in rape fantasies whose paradoxical fun remains tied to real-life abuse and power structures (so many divorced dads to out as creeps); that’s what Gothic fiction is!

Keeping with that, the player and the game’s ludic contract/geometries of rape play in Hollow Knight are ones where the game fucks the player after a perceived momentum shift from the assigned dominant (the knight) by the Medusa; i.e., topping from below, out of Hell, to haunt the player after the fact: exposing themselves as a witch hunter by completing a long series of “hits,” of which the Radiance is queen (a “power target”).

Such reversals of mastery are hardly a secret contained inside the gameworld; castles like Metroidvania advertise their raping of the player as a matter of power exchange similar to Radcliffe’s or Lewis’ readers; re (from “Our Ludic Masters”):

A person motivated by sex is hardly in control. Not to mention, the sex historically offered by Metroid is fraught with peril. The entire drive is illustrated by gameplay [space] conducive to speedrunning [rape] at a basic level. The same strategies employed by the best runners are executed by regular players. You play the game and begin to play it faster. In some sense, this “maze mastery” is involuntary. The player cannot help but play the game faster as they begin to re-remember the maze. The game exploits this, repeatedly leading the player towards self-destruction and domination.

These feelings are orgasmic, but differently than the Doom Slayer’s own attempts at conquest. They’re a Gothic orgasm, a kind of exquisite torture. I say “exquisite” because they occur within the realm of play. For Metroidvania, this jouissance is ludic (source).

But these, per the process of abjection, classically serve the state through the middle class doing the rape-in-question. There is always a psychosexual threat that motivates the player to be unironically violent with their avatar towards the monstrous-feminine (this includes Dracula in Castlevania, but more on that in the “Feeding” chapter); i.e., before the game eventually tops them (the warrior submitting to the game after a hard day’s work): rape Medusa, get pegged (the paradox to ludo-Gothic BDSM again being that no one is actually being harmed, onscreen).

All of this is standard-issue Amazonomachia. Per the Gothic Romance, though, the house is the monstrous-feminine, and it always wins by reminding players that the king—and by extension the man of reason—is dead, built on stolen land. But they think they’re not; they’re undead in service to the state as always hungry for more rape. It’s precisely this mechanism the Radiance uses to made herself and her abuse heard. She is the Numinous—something to acknowledge rape with (carceral violence through solidarity confinement, in her case) and play games that help us process our own abuses, in real life.

To it, the same invulnerable quality to BDSM, the inability to get raped, applies in either direction. The Radiance can’t be killed any more than Medusa can, and in being raped she always takes the hero’s power as a matter of performance (to have him, and him her, back and forth, per the usual Beowulf-style kayfabe and momentum changes and stances: cops and victims): his sword is useless to him no matter where he plunges it (the brain, belly or box), because he will always corrupt, the kingly godhead and colony will always die, and the Medusa—well and truly broken in (and not under the spell of their rapists’ penises, like the owners of these penises are)—will always return, playfully reminding people camping her rape that she was actually raped by king and countrymen alike. That is her revenge!

“Some power!” Dr. Christine Neufeld once scoffed at the topos of the power of women. Except, all power is performative, Dr. Neufeld. Furthermore, history is canonically predicated on men raping women, workers and nature, the latter of which are monstrous-feminine by virtue of their expected role: taking it inside the prison. Indeed, the Radiance’s pussy—her stolen land—is raw and inflamed with irritation, decay and fungus, the febrile yeast infection entering her insectoid rapists’ ant brains. Hysteria becomes something of a defense mechanism; i.e., akin to the xenomorph’s acid for blood, but an STD to discourage the warrior’s invading her realm. It’s not unnatural, but nature defending itself from manmade incursions essentializing themselves as “natural” (re: Divine Right and Manifest Destiny), only to fall into disarray as their usual Cartesian progress is denuded and reversed to develop a Communist opposite invading the space (the fungus grows over time): “Let nature be your teacher!” as Wordsworth puts it[19]—your dominatrix discouraging canonical violence through bad (campy) echoes of itself!

The monomyth delivers rape disguised as “heroism,” showing the player how to act (rape the whore); the Promethean, iconoclastic gag—its bread and butter—is subverting this exchange, taking the rapists power to unmask and dethrone the sovereign through the player aping them, and that’s exactly what the Radiance and castle do. Having hijacked the prison, she lures the player to his doom at the middle of it, showing him the truth of the Pale King despite said king having given him, the knight, amnesia. Working through the gameworld, its unmappable qualities to trauma can never be fully explored, thus raped enough; something of the Radiance always stays out of reach, the Pale King always exposed as futile, impotent, and wretched. He has no clothes and thought he could conquer death, his primrose path the road to Hell paved with bad intent doing him in!

Instead, death becomes him as something to look on in horror (and perceptive zombie eyeballs), the Radiance jeering liminally behind her sanctuary’s Aegis, her dominatrix’ panopticon fucking back against weird canonical nerds. A fatal parting gift that comes back round and round, she rises from the grave—its ashes, dung and corpses—to become reborn in the death and decay as paradoxically what returns her to life; i.e., that she may haunt her abusers’ value (the swordsmen’s “swords”) tied completely to raping her for the Man. You can’t kill or fully imprison Medusa, and the state will die trying (unable to regenerate in the face of something more flexible and prone to adapt—the king’s a lightweight, in other words)!

(photographer: Dennis Lowe)

To it, Medusa can take all comers, fucking back hard against any who take a swing but especially Cartesian men of reason (and their theatrical disguises)! Such bullies are weak cowards, accustomed to state protection, whereas Medusa has built herself up through adversity. She is strong and her bullies are not, which means they will only fear her more when her reunion with them—rising up from the depths like a ghost ship, or a hellish castle descending astronoetically from the stars—suddenly threatens to expose their shameful and pathetic actions during the usual heroic tests, the bloodsport of a given witch hunt suddenly achieving proletarian results; re: like Macbeth—slave to the same Cycle of Kings—seeing the murdered Banquo while awake, to Ashley Williams’ being exposed as a stupid, egotistical, and enabled charlatan (re: Persephone van der Waard’s “Valorizing the Idiot Hero,” 2020), to Castle Otranto’s mighty helmet crushing Manfred’s son to expose the entire Capitalocene. Such things are generally fabricated (above) to counteract state versions. Dragon or witch, fascist or Communist—all paradoxically occupy the same messy venue, the same shadow zone to sing our little hearts out. Power is always a performance.

Similar to Peter Weyland or Athetos, everything about the Pale King’s performance is deceitful and penetrative; e.g., the chair and crown of swords (next page), the lord’s many needles stabbing the world around it for a cure to death as simply being the cold hard truth: “A king has his reign and then he dies” (death being the Leveler of so-called great men of history—a theme we’ll look at next with Myth: the Fallen Lords).

Like all men of reason tied to cartesian thought, he becomes the ghost of rape seeking its revenge against nature having humbled him and his phallic, monumental posturing; and as we’ve hopefully established by now, revenge during the monomyth is always futile: Medusa’s power (sunshine or darkness, sword or spike) is bigger than any king’s, haunting the bad timeline to threaten new resurrection and growth towards Gothic Communism—all while our man of reason dies alone in his tomb-like throne room, his prison cell. This happens inside capital, regardless; the difference is dialectical-material context.

Sound familiar? The Radiance and Rusalki have that in common, too! They’re king-slayers, the thorny cunt that—once thrust into by the king’s lance—takes the lord’s power and kills his men like sacrifices that she exposes; i.e., not as philanthropists at all, but Charlie Day’s “full-on rapists.” Hoisted up on his own petard, the king is the sacrifice, capital reporting on itself as aided by the Radiance being raped as loudly as possible; i.e., our girl to get “gets got,” and she just won’t stop cumming (a true exhibitionist, walking the game’s tightrope just as the player does)! Regardless of exact intent, her rape exposes her rapist through emergent, psychosexual forms of play between hero and whore, hunter and witch; i.e., involving canonical rape (the monomyth) as something to camp, mid-torture: exquisite, half-veiled threats of calculated risk striking the king stone dead (the bully afraid of his own shadow, dying of fright). Instead of celebrating the whore as victim and nothing else, then, the Radiance beats him at his own game: “The king is dead; long live the king!” (or as David the android would say in Prometheus, “Mortal after all!”). Speaking the king’s language for workers, she invites the player to celebrate his demise, taking the whore’s side to spurn the tyrant’s shriveled corpse. Get that ass beat, old man!

This matters insofar as Capitalist Realism will incur the end of the world (the wrath of the gods) rather than imagine anything beyond Capitalism; re: the myopic, entitled delusion of a Quixotic idiot trapped in his dead dream of greatness. In turn, the banality of such evil’s looping threnodies is that those who know and have only care about one thing: holding onto power for as long as possible. Preventing state shift (cataclysm) was entirely possible in the king’s world, or Sudra, if only they would let go and spread power more evenly around. But they—like their earthly counterparts—would rather gas entire nations and send the ants marching off to their deaths if it meant they could only enjoy their usual glass of blood one more time. They’re not just complete and utter ghouls, but deeply cynical tyrants in suits who cannot make or enjoy anything except rape. They are the enemy of all things, both workers and nature; there’s not enough time in the world to express just how much they (and the state) suck (and how much fucking time they cry about it to the world, as Victor once did; i.e., DARVO and self-centeredness; e.g., Elon Musk insisting he is the victim, losing an heir instead of gaining a daughter[20]).

However imaginary such monsters and castles are, then, the DARVO-grade, victim-blaming language used to describe them (and the rape it causes) is very real. As a matter of returning to these embarrassing defeats, the hero travels deep inside worlds like Hallownest, confronting uncomfortable truths about the Cartesian rulers they serve; i.e., per monomythic exchanges baked into or otherwise tied to capital as having been displaced to make-belief spheres: there are no kings left, only bones that hunger for revenge, for closure, for awakening. The man of reason is a zombie, as is his good little soldier raping Medusa for him (the routine sacrifice made to keep Medusa in check, which doesn’t work). To bad he didn’t know she’s a necromancer camping the castle to lure the hero: “Come to mommy!”

This rebellious potential of the infernal concentric pattern is one that that we, as Gothic Communists, should welcome and capitalize on; i.e., when developing Capitalism away from patrilineal descent towards Communism as a monstrous-feminine dark womb, but it starts in the self-dug pit of kings and their used-up defenders: the mind space of the dead monarch (Zeus as braindead, creating things that rape nature’s “womb” as part of the world he tries and gloriously fails to dominate). The usual displaced intimations of capitalist instability (the process of abjection) becoming a death omen fir Gothic Communists to prevent, not bury and escape whenever capital rears its ugly head! They try to invoke Cartesian dualism; we drop a piano on their heads.

In short, all’s fair in love and class war. During it, we have to befriend the ghost of the counterfeit, talk to it and wake up (class and culture consciousness, emotional/Gothic intelligence), which means facing rape as a matter of profit recycling blinding apocalypses/rapes. If the legions of unburied death inside that wormy pit are any indication, we cannot afford to be blind:

(exhibit 40i: Intimations of genocide are commonplace before the final tragedy—e.g., the Soul Master’s charnel house, a secret resting place of his ghoulish experiments. To this the Abyss is a literal level in-game, commenting on mise-en-abyme as literal within ludo-Gothic, ergodic spaces: a “desert of the real,” abyss-like maze whose chronotope is chock-full of cryptonymic wreckage. Desiring to separate the spirit from the body as a weapon against hysteria, the Soul Master exemplifies Cartesian folly in the face of mature challenging male imperiums. More broadly the closed space is generally a site of trauma for the heroine looking at something nigh inexpressible: less a thing fully uncovered and more the protagonist being sent to a buried location where the unspeakable trauma can be found as too much to process [the protagonist being a genderless, monstrous-feminine variant of the Gothic hero/heroine in one uncanny ghost].

Unlike the rooms and tunnels, the presence of living death within them cannot be recorded on the knight’s trusty map; in other words, it cannot be openly acknowledged, let alone quantified by the cartographer as a cop, but is felt everywhere as something the dead walk you through in a liminal, architectural sense—both in the City of Tears, but also the entirety of Hallownest and in the parallel, concentric spaces of the ghosts and their sleeping minds [re: Aguirre’s “Geometries of Terror”]. Dreaming of trauma, these restless spirits are tied to the savaged land, both invaded by an ultimate killer [the player] who “avenges” them after absorbing their power in duels from beyond the grave. Taking their power for itself, the Pale King’s weapon uses them to root the Gorgon out, pinning all of the Kingdom’s federalist desolation [from the Soul Master and others] onto the Radiance as an ancient, monstrous-feminine scapegoat: Original Sin.)

Despite being presented as “female,” this irrational fear of looking at repressed trauma—and the coercive, duplicitous methods of engaging with it, in the blood-soaked, circular ruins—is actually heteronormative and patriarchal. Empire is inherently Cartesian, thus genocidal; forever haunted by the rapacious ghosts of kings and ancient Gorgons, but also their affiliate zombie hordes, its legions of dark, voiceless undead marking the general location, if not the exact manner in which these bodies were exploited by empire in the name of “progress” (following the leader). Rediscovery leads to further stabs at repression, but also redistribution through the paradox of terror, violence and anything else to serve workers thwarting state monopolies: the Aegis goes both ways, and fucks back through all the usual devices’ anisotropic (reversible) dualities, hyphenations, paradoxes, et al.

Let’s wrap everything up (four pages) before exiting the symposium and moving onto “Monomyth,” part two.

In The Hobbit, Bilbo is repeatedly concerned with the quest as a kind of suicide mission: will he make it back alive? The same applies to rape survivors, who generally aren’t the same when they “come back” from rape encounters; i.e., a part of them simply doesn’t, dying back at the crime scheme. But something new emerges, regardless, something strong in spite of that; e.g., the Radiance’s phallic elements thrusting and stabbing at the hero.

Liberation and exploitation, then, share the same spaces, the same terrifying bodies as castle-like and vice versa; re (from “the Origins of Ludo-Gothic BDSM as a Matter of Rememory”):

big power and trauma often lurk on the surface of gentler-looking (and smaller) bodies, their double operations showing and revealing different things useful to state or proletarian agency through Gothic reenactments of paradise lost; i.e., of shattered innocence, of childhood devastation confusing pleasure and harm through conflations of psychosexual pleasure-and-pain responses inviting the audience to consider an uneven pedagogy of the oppressed: look on those of us affected by rape and see how we cope with the trauma it forces us to live with (source).

Such rape-play, laugh-at-the-gods showmanship doesn’t just include the Radiance contained inside the hollow knight inside the castle grounds, as we have shown, but any monstrous-feminine, be they big and small, tall and short-stacked, young and old, kawaii and kowai, goblin and witch alike (or combinations; i.e., kids playing with dolls to achieve deeds worthy of remembrance; e.g., Hayao rocking Hugo at Evo 2024). All are criminals seeking liberation through what normally is policed: forbidden fruit to reclaim and deny our rapists using ludo-Gothic BDSM inside the state of exception and its persecution mania’s places and people, maps and monsters, etc.

We’re vampires, too, but we move power towards ourselves using what we got (re: Matteson): reversing abjection through our darkness visible; i.e., our Satanic camping not just of paradise (the castle or castle grounds), but its prophesied restoration through heroic violence cleverly upended during Promethean counterterrorist schemes topping from below.

Adversity isn’t just baked into capital, but class and culture war’s revenge against bourgeois forces’ notion of destiny through moral actions (witch hunts) and territories (maps, mazes). For the elite, then, the end of the world is when workers refuse to police themselves, but rather humanize each other using the same monstrous language’s stigmatic elements to organize labor action; e.g., orcs and goblins (medieval anti-Semitic symbols of greed similar to dwarves, but also eating children and raping women), dragons (medieval symbols of cruelty and power), witches (medieval symbols of children eaters), and other oppressed things clapping back, guerrilla-style, against state forces and their codified bigotries; i.e., with the very things the state cannot control, repress and ultimately abject: some combination of their monstrous-feminine bodies, their labor and genders, their sexualities’ sultry and inventive Gothic poetics, body language, and colorful swearwords, etc.

In rebel hands, these articles of desire, vice, struggle and sin collectively and joyously voice rebellion as a stubborn, intoxicatingly transgressive means of rocking out against false protectors: underdog agents of fortune—like immovable objects meeting an unstoppable force—reconciling fate by refusing to be dutiful pets while simultaneously rubbing their assigned owners’ noses in it. “Hell’s bells, Satan’s callin’ for you!”

(artist: Bottled Line Art)

So while it’s true that (re: our volume thesis)

Capitalism achieves profit by moving money through nature; [and that] profit is built on trauma and division, wherein anything that serves profit gentrifies and decays, over and over while preying on [nature, the fact remains that trauma] cultivates strange appetites, which vary from group to group per the usual privileges and oppression as intersecting differently per case; i.e., psychosexual trauma (the regulation of state sex, terror and force) and feeding in decay as a matter of complicated (anisotropic) exchange unto itself, but also shapeshifting and knowledge exchange vis-à-vis nature as monstrous-feminine: something to destroy by the state or defend from it (and its trifectas, monopolies, etc) using the same threatening aesthetics of power and death, decay and rape (source).

we must remember that (re: our Metroidvania symposium theses)

the Gothic is predicated on fakery through the process of abjection attacking nature vis-à-vis the ghost of the counterfeit; i.e., nature as alien/monstrous-feminine, colonized by the sovereign West through Cartesian thought. Historical materialism proliferates decay and deception through open secrets (casualties of empire, but also empire in decay expressed in medieval language; e.g., castles) that no one side can monopolize, but for which terror and obfuscation allow either side to partially conceal themselves with, using the cryptonymy process to operate in capital’s wake: to either defend the status quo while wearing its victims and symbols of oppression, or to undermine it through the same basic means (source).

and that’s

what the Promethean Quest effectively encapsulates and discourages, Medusa fucking back to reverse the flow of power and information the monomyth normally supplies in outright parental language, but also monomythic media exposed to middle-class children at a young age; i.e., standing in for absentee parents (videogames, for our purposes): the givers of Cartesian dogma, but also rebellious sentiment through Promethean allegory (the appearance of the black castle/fallen manmade paradise to begin with) [ibid.].

There is no monopoly on any of this, no set future relayed in the imaginary language of the past where Hell comes home. Capital rapes us, but we can always fuck back to reverse abjection; i.e., to take anything they have back from them through the same poetic allegories, illusory dialogs and medieval, at-times-crude (and fun) puns: where power is, and where trauma is interrogated through said power as exquisite “torture.”

As the Radiance shows, this happens through performance and play occurring for one side or the other in perpetual conflict—our existence, happiness and survival is a life-after-death threat display they will always fear/try to control through futile revenge and empty promises of power (the myth of the middle class, avenging their losses for the state by policing us, only to have their home collapse).

For us, then, “sleeping beauties” are when the witch wakes up to collectively fight class war through culture and race united with it; i.e., to raise a cumulative emotional/Gothic intelligence and awareness for all of these things during intersectional solidarity liberating sex workers through iconoclastic art—our castles in the flesh, but also our praxial necklaces and oppositional synthesis made by connecting the dots differently per outing (as this symposium has done, referencing my older works in ways that you can try yourselves). Sex Positivity is holistic, in that respect, summoning sluts to scare our foes; the enemy to Gothic Communism, workers and nature is the state and its police agents (token or otherwise) bastardizing our stolen power to police us with, keeping us oppressed and downtrodden, their pet-like sluts to shame and chattelize, raped without irony.

Ending on a curtain call to the symposium, let me conclude with an appropriate visual: the curtain, itself, as black. As such, either direction of power and knowledge as outlined above ties to the cryptonymy process (revolutionary or complicit) through a classic Gothic device: Radcliffe’s Black Veil, whose pulling back showcases the Medusa torturing herself (as the Radiance does, calling the hero to her) to achieve rapture of a palliative, generative sort. Such a charm school of Gothic hard knocks has elements of formal and informal training. Returning to Forbidden Planet from the start of the symposium, that film showcased a curious desire to look at the awesome mystery that was teased throughout the film, hidden behind a Black Veil that all but begs to be pulled aside: Medusa’s panties hiding her fearsome death cunt, her peach of torment hungering for fresh delicious peril.

For the Radiance, her lesson seems to say to us, “While I love you, [we] can never be free.” But there’s no place like home when restored to appreciate her survival and love for healthy psychosexual power exchange outing the original space and population as punitive, hypocritical, and undeserving (the vampire body and castle as having a shared vitalistic function). You don’t kill capital with it; you transform your enemy/cage into something that can’t rape you anymore—that won’t rape you no matter how compromising your position: mutual consent (established at a second-nature, societal level) makes that all but impossible! All that remains is the fantasy of “torture,” the ghost of agony (and nature) set free upon/with the thrusting Aegis! The moon is full, the prisoners breaking out to have their sweet revenge by teaching other workers, mid-exchange and mid-exhibitionism (of power and knowledge) to obey the hellish, queenly dominatrix topping from below. “Stare and tremble!” at all that speculative richness living deliciously!

(artist: Sephy Pink)

Tying that to Metroidvania and similar monstrous-feminine rape spaces, if Gothic canon monopolizes the Veil as an unironic threat (“Look and die!”) within formerly glorious spaces, then Gothic Communism‘s success lies is making Capitalism—literally the stuff of Gothic villains and their castles—inexorably fail to everyone’s benefit; i.e., to ironically subvert its canonical tools, thereby transforming the state (and the middle class) into something that doesn’t exploit workers, but still improves their material conditions through the Superstructure as modified: a world of infinite possibility except for the usual deceptions meant to conceal genocide behind monomythic tomb raiding—loot ‘n shoot, run ‘n gun, etc.

All heroes are monsters. Rather than flee/get away from such monsters per escapist, heteronormative fantasies that expose the cannibalistic nature of Capitalism (and its assorted cartographic refrains [either Tolkien or Cameron’s] populated with imaginary bugbears, below), we must play with power-as-marketed to subvert its settler-colonial (thus exploitative) character in Gothic ways; i.e., to humanize the ghost of the counterfeit by navigating the space of terror anisotropically—saying to our actual rapists (not the imaginary non-white ones, above), “We wouldn’t fuck you with a ten-foot pole!” (“once you go black…”):

(artist: Devilhs)

A large part in doing so is challenging the canonical, heteronormative past as something to dogmatically fall in love with (re: Dimitrescu, but really any Medusa as walking the tight rope; e.g., Lara Croft as yet-another-Amazon “white Indian” with a classist character we can camp and have fun with[21]); i.e., the ghost of the counterfeit as a kind of false, fatal memory that survives in the material world under Capitalist Realism (whose solution is always rape, because it can’t imagine anything better). This can merely be the echoes of a being or person that someone else has created years later—a narrative of a narrative of a narrative.

It’s certainly true that sex-positive art can remove the villain entirely in order to focus on sexual agency as something to appreciate during hauntological reinvention (as I have done with Ozymandias, exhibit 40a). However, the trope of the ignominious death under Numinous power remains a common teaching device inside the Gothic bag of tricks—not just the man-of-reason or “noble” king as we have just explored, but also the crime lord driven mad by their own abuse of systemic power until they go insane: to awaken from a sleep of death, returning home to destroy empire over and over again. We spit on their grave, basking in the sub drop of the palliative Numinous’ dream mushrooms, her pussy sunbeams.

Decay, of course, becomes something to leave behind and study. Better worlds are built on worse ones, deconstructing the former’s illusions anchoring us in place. Like Sudra or Hallownest, then, our funerary consignment is always part of a larger kingly crime site we can reclaim, camp and send back out against capital, leaving such tyrannies behind while decolonizing their homes. That’s what this subchapter is: my life’s work squeezed into a little over a hundred pages (technically 146, but who’s counting). It’s been real, but “so long, gay Bowser!”

There’s always a bourgeois double to the kinds of titanic rape iconoclasts revel in, when recording their own doom; i.e., actual rape always lies adjacent to psychosexual healing that, in the wrong hands, can lead to genuine exploitation. As curiously gigantic and rotting beings (re: Frankenstein), such tyrants revive in future stories begot from older castle commenting on a larger historical-material loop: intimating the Great Destroyer during the Imperial Boomerang’s homeward voyage (who always comes home, no matter how often you pass the buck). There’s a demonic, composite quality to tyrants we’ll return to in the Demon Module, when we look at Shelley’s novel; in part two of “The Monomyth,” though, we’ll specifically examine these revivals out-of-doors (versus closed space) through crime lords and Zombie Caesar!

Onto the opening and part one to “The Monomyth, part two: Criminals and Conquerors” (feat. The Crow and Steam Powered Giraffe)!


Footnotes

[1] As I write in “Mazes and Labyrinths“: “[Unlike survival horror,] ‘Metroidvania’ was effectively the combination of two IPs owned by different Japanese companies. So the term was never printed in any official capacity. In fact, it wasn’t until the mid-2010s that ‘Metroidvania’ saw wider use in the indie market”: PC Gamer (“The Best Metroidvania on PC,” 2022), Engadget (“‘Metroidvania’ should actually be ‘Zeldavania,'” 2016), GamaSutra (“The undying allure of the Metroidvania,” 2015) Giant Bomb (“Metroidvania,” 2023), and Wired (“An Anime-Inspired Platformer That’s as Beautiful as It Is Mind-Bending,” 2015). Simply put, the genre exploded in popularity in the mid-2010s, becoming a smash indie success on Steam and continuing to be wildly popular to this day.

[2] Under whose independent tutelage (LING 499) at EMU, I wrote the paper, “Method in His Madness: Lovecraft, the Rock-and-Roll Iconoclast and Buoyant Lead Balloon” (2017), which inspired me to pursue the Numinous (as a subject of study) to the faraway, magical city Manchester, England.

[3] This idea was coined by a supremely bigoted white man—one whose tottering regressions towards fascism forever hang over the science-y heroes he constantly tortures in his stories; i.e., threatening them with insignificance in the face of mightier things:

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little [speak for yourself, whitey]; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age (source: “The Call of Cthulhu,” 1928).

“Oh, no! I’m not the center of the universe?” I think old Lovecraft could have seriously done with some “flexibility training” insofar as acclimating himself to chaos, meaning there’s more to life than the myth of male power deflated. His empty outlook, in my opinion, is very much him projecting his own privileged shortcomings into the power vacuum of an impenetrable void (that isn’t, you should know by now, outer space). He’s basically Peter Weyland gazing solemnly into the abyss and seeing nothing because, for him, there is nothing worthwhile to acquire. It’s the trembling that he enjoys. He’s very much like a child afraid of the dark, whose prescribed unapproachability is a kind of “backtalking from the sub”: “You’re hideous, Cthulhu; now step on me.”

[4] The gendering of spaces is not usual; sailors would do it with ships, gendering them female as they cut through the equally female sea. A giant, hostile castle isn’t so odd, then—with Scott’s “space castle” (and its Gothic matelotage) sailing through the murky darkness like a ghost ship haunted by an older copy of itself.

[5] Versus a negative-sum game: a lose-lose; e.g., Capitalism (because the elite will lose in the end due to climate change).

[6] There’s plenty of exceptions to this; i.e., a whole can of worms (so to speak); e.g., femboys, whose curiously large dicks and slender bods (androdiversity) we have already examined in this series; e.g., exhibit 34a1b1b1 from Volume Two, part one:

The monstrous-feminine is very broad and dualistic. It would be impossible to cover all aspects of it here, because there are an infinite number between overlapping/intersecting gradients. In gender-studies fashion, I’ve isolated three gradients for your consideration: biology/sexuality, gender performance, and performance-as-identity. Though I could devote a book [or series of books] to each, I will merely supply one exhibit per gradient for you to keep in mind as we progress. As we do, remember that canon both divides and essentializes nature as discrete and fused; e.g., biology is essential under capital, and sex and gender are both discrete in terms of critical analysis and dogmatically fused insofar as canon treats them like one-in-the-same and chained to human biology serving the state [the challenging of which Judith Butler calls “gender trouble”] (source).

(artist, top-and-bottom- left/mid-right: My Emetophobia; top-right: Pancake Pornography; bottom right: Paladin Pleasure Sculptors)

The primer can only scratch the surface of such things; we will examine andro and gynodiversity even more in Volume Three (a sample):

(exhibit 91b2: Femboys demonstrate androdiversity with tremendous irony. For example, although undoubtedly there are plenty of femboys with smaller schlongs, plenty on the market advertise the slenderest of elfin bodies and the girthiest of members [contrary to heteronormative belief, big bodies—especially ones on inordinate amounts of synthetic testosterone—have shrinking genitals]; e.g., vacillating throbbers of cuties like Catboi Aoi, Rayray Sugarbutt, Olivia the Robin, Zay Zay, illiteracy4me, Hanyuu, Jaybaesun, etc.)

Simply put, Medusa isn’t strictly female (fuck off, TERFs); femboys and catboys (regardless of biological sex or gender in relation to that) are monstrous-feminine, too, thus fall into the same sodomy-style states of exception/critiques of capital. Secretly raped as open pornographic secrets, they become the secret weapons of rebellion through much the same cryptonymy reversing the flow of power—towards workers versus the state. So often porn chattelizes non-normative bodies (or honestly anything that isn’t a white, cis-het, Christian man); liberation is about reclaiming such things to serve our needs.

[7] From Romeo and Juliet, act one, scene one.

[8] I’d rather be raped and free, then still under my rapist’s “protection.”

[9] A throwaway line/role in an otherwise awful movie, The Kingdom of the Crystal Skull (2008) at least gets the Nazi-Russian she-wolf right.

[10] For more examples of Tolkien’s animalistic language in relation to capital and greed, consider my essay on Tolkien’s Hobbit vis-à-vis Shakespeare’s The Merchant of Venice and Weber’s The Protestant Ethic and the Spirit of Capitalism: “‘Dragon Sickness’: The Problem of Greed” (2014).

[11] And, point in fact, dressing the heroes up as robbers, as rebels, where they’re policing the Good Lands of those pesky inhuman, blood-drinking and baby-eating goblins. Adventures like Tolkien’s conceal their bigotry through shadowy monsters that, often enough, are killed in plain sight; though tokenized (re: Jewish stereotypes and one gay wizard and hobbit), it’s still cops-and-robbers terrorism serving the state.

[12] Allusions not just to Lovecraft, but tentacle rape in reverse. Kinky!

[13] Normally the panopticon is a view piece for the king of his subjects through his subjects; i.e., a tower from Foucault’s Discipline and Punish, specially a prison meant to house and monitor lepers (showing Foucault’s love for medieval comparisons). In short, workers in both texts are kept under lock and key per a constant state of surveillance—one they embody and report to the top on themselves (tattletales), even when said top ceases to exist. In the Radiance’s case, though, she has hijacked the hive, effectively seeing backwards through a collective disease that monitors and attacks the hero as the last knight/prison guard alive.

[14] I.e., through bread-and-circus kayfabe spectating rape.

[15] The policing is generally done through the state’s own victims triangulating against themselves through the mechanisms and language of domination under capital; i.e., of workers at large, but especially marginalized workers closer to the in-group than not. First and foremost, per Gothic canon, this is white middle-class straight women, who—while they are sex workers whether they like to admit it or not (the myth of the liberated second wave feminist, trading overt sex work for the role of the pimp)—will attack other marginalized groups doing sex work of a more openly extramarital sort: the virgin vs the whore. Often this has a racialized character to it, but also a transphobic one, too.

For example, as Porpentine writes in “Hot Allostatic Load” (2015):

I saw a queer black woman, struggling to survive by her art, falsely accused of rape by a white queer. The call-out post was extremely vague and loaded with strong words designed to elicit vigilante justice. Immediately, hundreds of other white queers jumped on the bandwagon. Many of them likely didn’t know either of the people involved.

Accusations of sexual menace are a key weapon used against marginalized people in feminist spaces, because it arouses people’s disgust like no other act—the threat of black skin on innocent white, of trans bone structures on ethereal cis skeletons. It’s as common for many of us as cat-calling or any other form of ubiquitous harassment that cis feminists talk about, except no one wants to talk about it. It’s a way for the dominant people in the group to take us aside and say, you are not welcome here, or do this thing you don’t want to do or I’ll ruin your life. But frequently it happens without any particular thesis, just as a general tool to keep us destabilized and vulnerable. Don’t forget who you really are in the unspoken hierarchy.

Mobbing uses these rumors to trade a vague suspicion for the actual reality of violence. It’s like turning the corner and watching someone on the street having their teeth kicked in by a mob who assures you that just before you appeared, this person had committed some mysterious act which justifies limitless brutality (source).

From my own experiences, some of my worst memories of abuse weren’t from cis-het white men, but other sex workers—especially white women pimping the venue as the exclusive sex workers, victims, cops (re: “Transmisia Experience: 5/26/2023“); i.e., third and forth wave feminism in decay, working the lynch mob setting the example. This isn’t truth, but punishment enforcing a hierarchy built on lies to haze those who challenge the established order. That’s what cops do, including vigilante sex workers throwing stones in glass houses.

The sad fact is, rape victims go on to either keep being victimized, or become functional cops who rape others for the state in prison-like environments; i.e., an act they dress up as self-defense through DARVO behaviors (re: from earlier in this volume):

Rape, then, is historically a power fantasy to enact upon others against their will […] Except no power fantasy should ever come at other people’s expense. When it does, it leads to a routine failing of memory and willpower in the face of trauma, but also to the classic dice roll: cop or victim, during service towards profit through the usual monomythic, hero-grade rape  fantasies/demon BDSM operating like demon lovers historically do; i.e., as controlled opposition policing the usual victims by their assigned masters

Like with Jadis and myself, it’s always a dice roll.

Of course, there are double standards that play out through intersecting axes of oppression; e.g., racism and transphobia in Alien being abjected onto an intersex rape demon by the white woman seeing genocide and chattel slavery through an “ancient alien” fetish (more on this when we look at such tokenization in “Derelicts, Medusa and Giger’s Xenomorph“). Whatever the form, just remember our footnote from earlier about “preferential mistreatment”

capital extends the abuser’s privileges (the coercion trifecta: gaslight, gatekeep, girl boss) to women and other marginalized groups provided they tokenize, hence betray their class, culture, and race interests in service to the elite; i.e., become cops […]. Like anything, the monstrous-feminine is susceptible to betrayal and decay; i.e., whose tokenized “onion” historically-materially fosters marginalized in-fighting as a matter of “prison sex” and fortress mentality: tokenized groups from increasing privilege (but less than those above them) kissing up and punching down towards groups more marginalized then they are. The global consequence is assimilation—of women, people of color or queer persons, Indigenous peoples, etc, acting like white, cis-het men as a matter of tokenized representation.

which is a concept we’ll unpack in Volume Three extensively when we look at current tokenization through TERFs and feminism-in-decay.

[16] Testimony something medieval men would given while using their testicles as collateral, but dates back further to Rome and beyond; i.e., to what Dr. Dario Maestripieri calls a “testicle ritual”:

In ancient Rome, two men taking an oath of allegiance held each other’s testicles, and men held their own testicles as a sign of truthfulness while bearing witness in a public forum. The Romans found a word to describe this practice but didn’t invent the practice itself. Other primates had already been doing this for millions of years. Two male baboons who cooperate with each other by forming aggressive alliances against other baboons frequently fondle each other’s genitalia. This behavior has nothing to do with sex but it’s a social ritual that primatologists call a “greeting.”

The behavior of ancient Romans and male baboons can be explained by the Handicap Principle, an evolutionary theory according to which the most effective way to obtain reliable information about a partner’s commitment in a relationship — whether a political alliance, a romantic relationship, or a business partnership — is to impose a cost on the partner and assess the partner’s willingness to pay it (source: “‘Testify’ Comes From the Latin Word for Testicle,” 2011).

Maestripieri further adds, “it’s important to remember that cooperative relationships between unrelated individuals are intrinsically unstable: One business partner may cooperate one moment and cheat in another, and one romantic partner may promise eternal commitment one day and end the relationship the next. Economists call this ‘the commitment problem'” (ibid.). Such instability is owed to Capitalism, whose murderous ups and downs portray quite vividly in operatic language like Hollow Knight‘s Gothic courtship rituals a circular raping of the queen (whose proposed vanity is just another form of Original Sin: “She asked for it, the siren!”).

[17] The state historically decides what is legal or not, the powers that be making rebellion illegal as a matter of preserving the status quo; i.e., we will always be criminal to them, any act of resistance or exposure (muckraking and whistleblowing) seen as violence against the state, which the state will always meet with automatic police force and illusions, under Capitalist Realism. In short, genocide is legal as a matter of enforcement, rebellion is illegal no matter what. But the ability to create stories that speak to these things in ways the state can’t—and furthermore, won’t if they think it serves them—police through brute force, is where Gothic poetics truly shines. Skilled theatrics and architecture can speak to state abuse, displaced and disguised through cryptonymy to serve rebellion, thus reverse abjection and liberate anything criminal. Liberation, my book series argues, begins with iconoclastic art, recultivating the Superstructure and Reclaiming the Base through proletarian praxis’ synthesis (thus catharsis).

[18] Silicon Knight’s 1996 allusion to Lewis Carroll’s “Jabberwocky” (1871):

One, two! One, two! And through and through

      The vorpal blade went snicker-snack!

He left it dead, and with its head

      He went galumphing back (source).

The hero is always a cop, the monster always its victim in service to profit. Sometimes, the state relies on victims to victimize themselves.

[18a] Bear in mind, such idiotic utility also applies to Leftists ceding ground to fascists; i.e., problems of representation versus activism; e.g., Jessie Gender—a white, middle-class content creator concerned more with success and respecting everyone’s viewpoints—actively defending the IDF from postcolonial critics of Zionism in the middle of a genocide (Bad Empanada Live’s “Jessie Gender Should Delete Her Zionist Propaganda Video Immediately,” 2024; timestamp: 9:09). Calling for nuance is one thing. Calling for nuance against a position that is actually simple in terms of who has power and who doesn’t (thus, who is the abuser in that situation) is intensely problematic—especially when the person doing it falls into the tokenized category of white moderate incentivized by profit. Betrayal is betrayal, Jessie, even if you’re polite about it (or funny and tokenized; re: Jordan Peele). Hope, even radical hope, becomes another neoliberal weapon the elite use to have polite rationalizers like yourself tone-police activists challenging genocide in ways you won’t.

[19] From “The Tables Turned” (1798).

[20] The Humanist Report’s “Elon Musk Tells Jordan Peterson His Transgender Daughter is ‘Dead’ to Him” (2024).

[21] Though problematic, heroes like Lara Croft or Samus Aran are useful vehicles when interrogating power and rape as things to play with; i.e., they store value and trauma as a matter of Amazon-style bread-and-circus (the state raping workers and nature through its own tokenized labor force—TERFs), but also social-sexual elements of human beauty and attractiveness that butt up against rape tied to profit: as something to investigate and explore through an avatar in neoliberal forms (videogames). Per Sarkeesian, we can walk in the shoes of such a raider trapped inside such mazes and labyrinths of abject circumstance without endorsing her settler-colonial character (the white woman fending off domestic rape of an abjected sort)! Videogames make for an excellent form of ludo-Gothic BDSM, insofar as you can’t get raped during them; re: the castle is the perfect dom, but also the perfect cryptonym that we can reclaim from the state and its usual profiteers (from Radcliffe onwards).

Book Sample: Hollow Knight (opening and part one)

This blog post is part of “Searching for Secrets,” a second promotion originally inspired by the one I did with Harmony Corrupted: “Brace for Impact” (2024). That promotion was meant to promote and provide Volume Two, part one’s individual pieces for easy public viewing (it has since become a full, published book module: the Poetry Module). “Searching for Secrets” shall do the same, but with Volume Two, part two’s opening/thesis section and one of its two Monster Modules, the Undead (the other module, Demons, also having a promotion: “Deal with the Devil“). As usual, this promotion was written, illustrated and invigilated by me as part of my larger Sex Positivity (2023) book series.

Click here to see “Searching for Secrets” Table of Contents and Full Disclaimer.

Volume Two, part two (the Undead Module) is out now (9/6/2024)! Go to my book’s 1-page promo to download the latest version of the PDF (which will contain additions/corrections the original blog posts will not have)!

Permissions: Any publicly available images are exhibited for purposes of education, transformation and critique, thus fall under Fair Use; private nude material and collabs with models are specifically shared with permission from the original model(s). For more details about artist permissions, refer to the book disclaimer (linked above).

Concerning Buggy Images: Sometimes the images on my site don’t always load and you get a little white-and-green placeholder symbol, instead. Sometimes I use a plugin for loading multiple images in one spot, called Envira Gallery, and not all of the images will load (resulting in blank white squares you can still right-click on). I‘ve optimized most of the images on my site, so I think it’s a server issue? Not sure. You should still be able to access the unloaded image by clicking on the placeholder/right-clicking on the white square (sometimes you have to delete the “?ssl=1” bit at the end of the url). Barring that, completed volumes will always contain all of the images, whose PDFs you can always download on my 1-page promo.

Metroidvania, part two: “Look upon my Works, ye Mighty”; or, the Infernal Concentric Pattern and Rape Play in Hollow Knight and Metroidvania at Large (opening)

“Vegeta, Vegeta! Remember that bug planet?” (source).

—Nappa, “Dragon Ball Z Abridged: Episode 9″ (2009)

Picking up from where “Away with the Faeries; or, Double Trouble in Axiom Verge” left off…

Part zero of the “Metroidvania” symposium outlined the Freudian, parental character and dialectical-material elements to the Metroidvania, in effect exploring the Promethean reversal of said parentage (and power) relative to capital’s usual monomythic outings: Hell coming home, versus the hero leaving home to go into Hell. Part one considered such Ozymandian hubris and collapse by close-reading Axiom Verge (and its various parent texts—with Metroid, Alien, Forbidden Planet and At the Mountains of Madness reaching back to Frankenstein), exploring the rise and fall of its persons double-operating through cryptonymic deception to survive tyrannical elements (dead giveaways); i.e., overcoming a former great leader/de facto parent who succumbs to an indomitable monstrous-feminine power like those before him did, capital’s decay letting new iconoclastic stories take root inside the same venues: camping the medieval interplay to move power towards workers, nature, the Medusa (and her toothy tentacles, below), et al.

Part two now takes the spatial elements of a decaying gentry into consideration, examining the sleeping but restless tyrant’s castle in Hollow Knight as mysteriously fallen to ruin; i.e., records that partially survive, decaying in the presence of restless power as fought over by hidden forces during rape play (of a faux-medieval sort), and which regeneration through camouflage (the cryptonymy’s endless wreckage) whose base elements cannot be created or destroyed is the Promethean attempt to survive: what Capitalism ultimately is and what it sells—a mighty place occupied by dragons of some kind or another, which the centrist, corruptible hero must hunt down, face and cleanse.

In short, there’s a myth of greatness that’s forgotten itself, the urgency in finding the culprit—getting to the bottom of things, as it were—winding down inside a former paradise that’s clearly gone to pot (seemingly overnight, although it only feels that way because you’re visiting the ruins after the fact). Nature has won, but that doesn’t mean things are obvious. There’s just a ruin, one waiting for the knight to enter and explore.

Note: While both Axiom Verge and Hollow Knight were topics of study in my master’s thesis, Hollow Knight received more focus. This is my first time revisiting it since 2018, letting me really go wild. As a result, this is a longer section/close-read than the Axiom Verge close-read was, but stays fairly consistent in its pursuit and arrangement of the subject matter. Being something that grew into itself upon repeated reflection, we’ll talk about the history of my formulating ludo-Gothic BDSM as rape play (and furthermore what you can do with it as a subversive psychosexual device). Even so, everything stays tied to Hollow Knight (and Tolkien, simply to give a monomythic example that Hollow Knight camps). —Perse

“Metroidvania,” part two is divided in two:

  • Part one, “Geometries in Terror; or, Traces of Aguirre and Bakhtin in Hollow Knight‘s Promethean Castle World” (including with this post): Outlines Bakhtin and Aguirre in relation to Team Cherry’s Numinous gameworld; i.e., its oddly homely and relaxing setting as something to explore and understand Gothically (through the chronotope and Promethean Quest) as both largely devoid of people while simultaneously being overridden with decay regenerating into different potential outcomes.
  • Part two, “Policing the Whore; or, Topping from Below to Rise from the Ashes“: Articulates Aguirre and Bakhtin’s ideas per my evolution of ludo-Gothic BDSM after my master’s thesis and into my graduate work, then considers the Promethean Quest as something that presents the whore as normally hunted by police forces, only to escape their subjugation and imprisonment by acting out her own rape; i.e., as Hollow Knight‘s final boss, the Radiance, does.

Geometries in Terror; or, Traces of Aguirre and Bakhtin in Hollow Knight‘s Promethean Castle World

The realm of sensibility, passion, fear provides a major theme in Gothic, but clearly this theme is not just a matter of cognitive import to characters and readers. Rather, it wills itself a perlocutionary act; it aims no less than at changing them and us […] This is where “form” directly determines “meaning,” and spatial coordinates elicit mental states (source).

Manuel Aguirre, “Geometries of Terror” (2008)

Unlike the Promethean Quest, the monomyth traditionally aims to restore the land or castle; re: Tolkien or Cameron’s refrain, either an outdoor or indoor paradise, per the dialectic of shelter and the alien, canonically falling apart (versus Milton’s camping of the sylvan scene and its artificial wilderness). Restoration is to a former glory after Hell returns home (a metaphor for pirates, but also monstrous-feminine rivals to a patriarchal status quo—Mother Brain and her dragon captains, Ridley and Kraid, but also the Radiance and her minibosses standing in for nature, Communism, and fascism per Red Scare): “Hell,” Volume Zero argues, “is always a place that appears on Earth,” the monomyth hero a merciless exterminator cleaning house through Americanized police violence (us-versus-them—stab, shoot, punch enemies inside stages, levels, rooms and worlds) dressed up in the usual Gothic forms to move money through nature. Life cheapens, the cycle repeating to serve capital during all the usual decay and regeneration of the state threatened by imaginary enemies tied to nature. It’s a power fantasy that offers up false power and hope in all the usual neoliberal forms (videogames).

(artist: Fabian Pineda)

Just as Samus reexplores old things to dance with dragons, back-and-forth, part two of “Metroidvania” peeks once more into the other primary text from my master’s thesis, Hollow Knight. We shall revisit this cute, psychosexual and frightening bug world to explore my grad school and postgrad research into Metroidvania; i.e., as a matter of navigable space, by applying Aguirre’s infernal concentric pattern to reverse abjection, such camp informing what eventually became ludo-Gothic BDSM as I devised it (a practice of rape-style roleplay that involves spaces and players inside those spaces, regardless of the media type). This isn’t so much to do with maps (mapping being a process of colonizing such spaces), but movement through space and its Gothic architecture and cosmetics yielding Promethean themes similar to the personable ones we looked at in part one with Axiom Verge; re, Bakhtin:

the traces of centuries and generations are arranged in it in visible form as various parts of its architecture […] and in particular human relationships involving dynastic primacy and the transfer of hereditary rights. […] legends and traditions animate every corner of the castle and its environs through their constant reminders of past events.

This past is one of open-secret power and trauma as something to exchange in cryptonymic ways (re: dead giveaways—the dead both unable to speak, but doing so through the space) that operate per the Promethean Quest’s “disempowerment,” not the monomyth’s “empowerment,” to ultimately expel old harmful ideas (“My uncle’s work was do-do!”) and replace them with fresh, altered copies that transcend profit and rape; i.e., by piloting capital’s dying shell.

(artist: Niall Skinner)

Simply put, it’s good praxis, but also good camp; i.e., Hollow Knight is full of cute bugs that, all the same, rape and eat each other as part of a larger dying organism inside another and another to mimic (double) capital and, like a zombie, survive all over again in tiny little pieces of a larger persona: an obliteration of the self, the human, the kingdom, the castle, in dark fairytale language (re: Kerascoët’s and Fabien Vehlmann’s 2014 The Beautiful Darkness, showcasing a presumed raping and open rotting of Alice in medievalized forms [the dispersed homunculi], but also William Golding’s wild-child apologia, Lord of the Flies, 1954). In the Promethean style, it suggests that all this decay and growth occurs from fighting gods warring behind the scenes, less poisoning the Cartesian home and more exposing its self-destructive qualities that, like Athetos did to Sudra, rape nature as usual. We’re the byproduct of that, making us—in effect—rape babies of mad science (many children of the gods in classic myth being the byproduct of rape; e.g., Heracles or Merlin).

Childhood ruined, right? Maybe, but maybe not; the paradox of nature is that life and death occupy the same Gothic’ spaces condensation of old death and hauntological decrepitude inside nostalgic pictures of home—as a paradoxical safe space that speaks to endless inherited anxieties tied to capital; i.e., the kind regularly immortalized in different media forms, including music:

Here in this prison of my own making
Year after day I have grown
Into a hero, but there’s no worship
Where have they hidden my throne? (Deep Purple’s “Pictures of Home,” 1972).

Gothic spaces revel in that decay as something to play with in order to communicate less-than-pleasant realities tied up in such comfort foods as both silly and tragic: “Is this a school for ants?”

In turn, Hollow Knight‘s little animals houses are cute, rapacious (insofar as we anthropomorphize them in lieu of our own trauma under Capitalism) and—like the xenomorph (an egregore based on parasitoid wasps)—is very, very gay in terms of exploring trauma in small, in Gothic abstract but also duality, juxtaposition and contrast: the “ancient” Romance and the modern novel (re: Walpole). To this, the Gothic is written in the disintegration of power redistributing itself (the kingdom is property that the knight, a cop, seemingly defends). The more access you have to differing perspectives, then, the more holistic, faithful (loving) and truthful the representation (with Hollow Knight containing inside its hollow shell two warring sides reduced to spectres haunting the concentric necrobiome: Capitalism and Communism). “Gothic maturity intensifies conflict as a matter of entropy,” contributing to a Song of Infinity speaking to such grappling forces.

Furthermore, our little hero’s form follows function, one of many beetles crawling among the dung and the dead (re: genocide’s fertilizer), breathing into them fresh life (one dies, then like Walpole’s empty suits of armor, gets up and walks around once more inside the dollhouse, the puzzle, the crypt as both incomplete and simply needing to be played with). It’s both a lovely poetic cycle and historical statement speaking to the natural and man-made as—like Athetos’ fallen kingdom—staked and claimed by he who called it “first,” slowly being reclaimed by a patient, almighty queen: murder will out, the criminalized faeries coming out on top against the cops robbing and victimizing them—eventually! Some things are so big they take forever to die—to transform—into other things (this can be fascism, yet again, regressing to a former medieval; or it can be Communism, provided intersectional solidarity is maintained against profit).

Whatever we find out will happen through ludo-Gothic BDSM as a matter of conceptualizing and navigating space to interrogate power. Per the ghost of the counterfeit and process of abjection (the West built on the lie of sovereignty), the motto of the Gothic might as well be, “Fake it till you make it.” So when I envisioned ludo-Gothic BDSM as a matter of scholarship and history that bucks Cartesian trends inside and outside of fictional worlds, I founded it on spaces mastering the player (re: “Our Ludic Masters“), but especially the Metroidvania. This, in turn, borrowed from Manuel Aguirre’s “Geometries of Terror”

[…the infernal concentric pattern has] in Gothic one and the same function: to destabilize assumptions as to the physical, ontological or moral order of the cosmos [… It is like a Mandelbrot set:] finite, and yet from within we cannot reach its end; it is a labyrinth that delves “down” instead of pushing outwards (source).

as something my supervisor, Paul Wake, recommended to me, and stuck with only to evolve into my work as it presently exists (which Paul refused to comment on or partake in because of its “contentious” nature—the words of an accommodated intellectual, if ever there were).

So while I had been flirting with these ideas in 2018 with my master’s thesis, “Lost in Necropolis,” said thesis was only the starting point; my understanding of them through a BDSM framework (whose holistic approach my British teachers hated/avoided like the plague) actually came years later in 2021 (again, “Our Ludic Masters“), of which I eventually formed ludo-Gothic BDSM to critique capital with, as a matter of Gothic Communism: a giant to challenge another giant, borrowing medieval thought to do so; e.g., Alice in Wonderland, Gulliver’s Travels, The Castle of Otranto, etc, which Hollow Knight plays on with its bug-sized ability to marry life and death, big and small (exaggeration is often seen as an increase in size, but the inverse is also true), with medieval poetics[1] and their reliably Numinous feelings attached to a palliative Gothic space that speaks psychosexually to capital’s abuses outside of itself felt inside of itself. Big feelings, big spaces, taboo yummy exchanges occur in between: a teacher of harsh truths and magical pleasures.

(artist: VG Yum)

To that, we’ll examine the source of my scholarly ideas as they started to lean in that direction with Hollow Knight—a game that truly took Bakhtin’s chronotope to heart: a castle space caught between reality and legend, insofar as time in the narrow sense of the word—that of the historical past—was thoroughly obsessed with hereditary rites and dynastic primacy as things to backtrack and endlessly explore (to do them as the Gothic lovingly does—backwards to go forwards); i.e., the dogma of Cartesian Revenge against nature (the Medusa, here, cast as the fearsome giantess Radiance—a Galatean force to challenge a Pygmalion fascist’s Apollonian status: “Praise the sun[2]!”) as bug-like in both directions: the insect as linked to death and decay, waste and nutrients (fertilizer) that, in the same breath, speaks to the brutality of Kafka-esque “insect politics”; mad science, queer love and irreversible transformation (on par with Cronenberg’s The Fly [1986] and Seth Brundle); cute and terrifying animals that illustrate Capitalism in small; and so on. All become something to reunite with, upending capital’s usual Cartesian, heteronormative, settler-colonial divisions and abuses: profit as rape dressed up.

(artist: Alaine Daigle)

Jadis was an entomologist and taught me to appreciate bugs, but we simply don’t have time to list and count such things. Keeping with space as something to explore, then, Hollow Knight—similar to Axiom Verge—puts multiple sentiments inside the dollish hero inside the doll house: the spirit of exploring different sides of the world as increasingly dark and hostile—not strictly to conquer it (though that is the hero’s built-in, monomythic purpose) but to appreciate and explore something that is dying and regenerating at the same time. It has, at times, an innocent, child-like, sing-song quality to it, but one whose fairytale world has (again, like Axiom Verge and all Metroidvania, more or less), two godly parents appealing to the child send by one to kill the other as a matter of capital: the Pale King and the Radiance. As we saw with Axiom Verge, sometimes the mother visibly wins during the final confrontation inside-outside the hero; here, the father “wins,” only to be bested by Mamma Bear anyways. Nature always wins.

As such, the Pale King is essentially a mad scientist by proxy waging a heteronormative proxy war against nature-as-monstrous-feminine (queer) and death; i.e., treating his people as disposable insects while slowly going mad inside his fallen castle, alienated from death and scapegoating Medusa for it. While funding others to conduct his awful experiments and conquer death as flooding his once-great city during state shift, the king and his men, but also the Radiance (the whore) are all alien dead of different sizes, classes (taxonomy and in Marxist terms) and positions (stances).

If you think about it, the senility of the king is not so different than Joe Biden currently losing his decrepit, overcooked mind on national television[3]; there’s always a real-world equivalent to a fictional one, and vice versa. The tyrant and their castle’s rise and fall stands in for Capitalism; i.e., its own historical-material gentrification and decay serving profit, per the ghost of the counterfeit and process of abjection. Decay and death simply denote change, whereupon the king’s cowardly refusal to change (and proliferation of violence inside the ruin) is simply him being stubborn and “bravely” running away from his problems, his secret sins: a “sundowning” King Lear refusing “to go to bed” and simply be worm food (thus release the secrets he’s been keeping inside himself and his monuments). There’s nothing preventing him from doing so other than his mind and belief in himself as a god. But the real sovereign is nature—the force he’s hijacked for his own purposes, forcing him to face the music through his death and that of his kingdom, his people, his legacy.

In turn, his entourage drags pathetically along with him, cravenly keeping the rose-colored memory of the king alive (thus burying his secrets alive) after he’s died; per the usual undeath and live burial, the labyrinth remains restless, those long-buried things equally stubborn as they crawl to the surface to—at times revoltingly—claw free and out from His Majesty’s rotting corpse. The hyperreality begins to fly apart, the sordid truth coming to light as a matter of rememory. The king has been gagging Medusa for so long, she’s a ghost, too (and maybe was never really alive; i.e., of the counterfeit). Relegated to the same spectral zone of Gothic performance and play, such revivals and reassemblies becomes poetic speculation, both half-real and imaginary to some extent.

Even so, such things remain vital as far as the pedagogy of the oppressed goes; i.e., as a matter of corroborating what historically is quite hard to prove in a court of law (which exists to uphold the status quo) but also of public opinion tied to capital[4]: rape and police abuse per the process of abjection.

The point of monomythic fantasy stories like Axion Verge and Hollow Knight is that eventually such things can’t be ignored, the victims of rape echoing a gossip-style chorus (re: the basics of oppositional synthesis being gossip/anger, monsters and camp) that builds and builds inside the usual kingly echo chambers speaking extratextually (a bad echo that speaks to the buried, ostensible truth of things). Either you believe rape victims while they’re alive, or the voice of them will rise from the alien grave to destroy the myopic legacy that you (and Capitalism) have worked so hard to build behind the usual heartless lies: the Pax Americana family as anchor but also dogma to hammer the witch, drown and rape her to death, burying the gay alive. As we shall see, systemic catharsis is at least, in part, cryptonymically bringing those atrocities to light; i.e., the hole as something to fill itself (a campiness we shall unpack through the Radiance’s own doing so): “Oh, god! You’re totally conquering my castle, right now!” Restless pussy of doom eats Excalibur and farts in Arthur’s face.

(artist: Harmony Corrupted)

Apologetic, canonical illusions aside, rape play (and its cryptonymies) become a clever, ironic way of exploring history in our own daily lives; yes, it blurs the boundaries between pleasure and harm in the moment, but paradoxically never crosses over into genuine abuse—is only haunted by state atrocities while playing ironically with taboo subject matter as something to act out, thus raise awareness towards unironic forms (re: incest, murder, rape, etc). Conversely, the shock-and-awe of police abuse predicates through unironic enforcement, repressing play by making such things impossible to play with; the “rape” loses its quotes, the vampirism (exchange) going one way towards the state (and not both ways between workers)—all to flush bourgeois cheeks with stolen blood. The theft becomes an aphrodisiac for them and their defenders, a holy one to dress up in exceptionally good heraldry that decays over time: “Policemen are hiding behind the skirts of little girls. Their eyes have turned the color of frozen meat!” (Blue Öyster Cult’s “Joan Crawford,” 1981).

Amid the cheering of the self-appointed heroes lurks an uncomfortable quantum silence: that of the once-girl victims, Wicked, Bad, Naughty Zoot mischievously but also earnestly screaming on the surfaces and inside thresholds of such graveyard pastiche. Good or bad, such Gothic allusions and darkness-visible intimations of power (of allegations, of secret crimes) are a historical-material effect. They paradoxically never leave us, never stay dead; they become impossible to control, to police, to rape, because all deities reside within us (re: Blake), and it will take more than that to silence a god. As such, these stories are not “escapism”; not even Aguirre’s Mandelbrot can contain them, escaping the event horizon (and the knights buried alive there) to echo into the wider world like solar wind: the macaroni-stirring sound of a wet, squelching cunt. Medusa’s putting the silent scream on blast!

White or not, where there’s a castle, there’s a cop, a rape, a genocide (re: ACAB) as unfolding to conceal itself with the usual “medieval” vanishing points: feudalistic inheritance (“A hall to die in, and men to bury me!”). Said points need to be camped for workers to survive the abuse canonical workers (and extensions) regularly entail and repress: “Help, help! I’m being ‘repressed’ (code for ‘rape’)!” with or without quotes. Said quotes—and the dialectical-material scrutiny that comes with them during oppositional praxis—is the key to unlocking the door of praxial, thus cathartic, synthesis (which is illustrated, above, through added context: Harmony and I acting out a rape [specifically incest] for fun. Playful, silly sex [through calculated risk] is the best sex)! Belief, in turn, is illustrated through the context of action, through such poetics—the people, but also the spaces dressed up as “abusive” to speak to abuse in ways that grant closure and power while searching for secrets that, as the Gothic does, spill out everywhere.

To that, let’s go over some common (thus repetitive) elements to such spaces we can camp, then dive into Hollow Knight‘s own castle space.

To paraphrase Hawthorne, “Families are always rising and falling in America.” The same notion applies to Gothic counterfeits that speak to Capitalism-in-decay haunting its own canceled retro-futures; i.e., the rise and fall of a tyrant—his dynasty tied to a failing lineage whose own presumed greatness has long since been eclipsed by a restless labyrinth he cannot control, the illusions becoming see-through, tired, run-down (re: the desert of the real, the map of empire run bare). In effect, the castle as place—specifically a closed space to move through—becomes an ontological statement at war with itself: a psychomachy of different great powers rivaling and mirroring each other using the same contested puppetry and aesthetics for trials-by-combat and purification, but also liberation (not just clones, like with Trace, but the knight as an empty doll to pilot for different purposes, Trojan-Horse-style).

As such, the castle is an extension of the king and his systemic abuses as falling apart, promising the same reward to that one lucky knight who slays the dragon (the fairy queen). Inside it, the king’s undead men wrestle with Medusa, having internalized his dogma; also trapped inside, she rebels against said entourage through a revolutionary cryptonymy that shows and conceals her rape. In doing so, she subverts the monomyth, per the ghost of the counterfeit, to reverse abjection inside the king’s house of cards.

In turn, the decay conveys patriarchal revenge as foregone and futile, its message-in-a-bottle, trap-like iteration of the infernal concentric pattern something that—like Capitalism—goes ever on and on; i.e., rememory by virtue of recursive motion inside the Metroidvania space (to reshuffle the deck): castle-narrative, which occurs through reassembly of arrangements as a calculated risk to experience their history in motion, in small, as doubled, as mirrored. As the Rusalki show us, this can be to look at, but also look with; i.e., a one-sided mirror per the cryptonymy process: to confuse our enemies as potentially our friends, given the right push! “Watch and learn” becomes as much the context of the image—its covert, revolutionary cryptonymy (the double operation)—as it is the image, itself, and whatever likeness it purports at first glance/double take:

(artist: Gregory Manchess)

In Gothic stories, the nuclear family is a battleground of fear—a dead home of great-if-obscure power and alarm pushing past horrors (of rape, above) forwards again, into fresh tombs the living (usually the middle class) inherit from the dead. The subversive idea is to play with them, an ability that has existed since Otranto (a stage play warning of incest).

The Gothic castle, then, isn’t useless anymore than the past is. Imaginary or not, it becomes something to play with as a matter of preservation, interpretation and survival by its usual victims; i.e., “to play” in Gothic has an inherently sexual character through euphemism (“we played”), but also ludic descriptor vis-à-vis the means of sharing and interrogating power as a matter of history-in-the-making being an integral part of Gothic spaces. This always happens through play with those spaces, which generally has a cryptomimetic quality to its genesis, its hybridity and recursion: to pass along what has become forgotten as a commentary on its own forgetfulness (“They say this land was green and soft once, but the moment Haggard touched it, it became hard and grey!”) and navigating such spaces standing in for our own repressed abuse (and their degraded memories).

(artist: No Eye Yolk)

Like with Jadis’ dollhouse or Alien, kawaii or kowai (re: the postscript from “Meeting Medusa,” 2024), the area of play is a small (in this case, bug-sized) dream-like arena—of suddenly waking up as an adult, finding one’s former home viewed as nightmarishly imperfect, combative, and instructional (through the information on the walls around you, the heraldry and statues). This not only constitutes a naked regression towards childhood as flawed when viewed from an adult lens (requiring them to “armor up” to survive rape and murder promoted by the space); the parental figures become things to love and defend but also survive, feared for their dastardly lies and parasitoid, insect-like qualities (a childlike defense of the home as harmful, sick).

From Lord Manfred to Victor Frankenstein to that titular character from Mad Father (below), the king is a bad parent, but also a mad (scientist/conqueror) father who looks gigantic (from a child’s point of view) that harms his kids, then blames Medusa for it (“It’s your mother’s fault!”). Run as fast as you can and regress as much as you want, there is no escaping that abuse; like the chronotope, it only becomes a literal, historical part of the world—an installation that, like a secret renovation or occupant thereof, quietly invades your dreams bleeding into your waking moments. Per capital, the nuclear home is made to rape workers and nature by dividing the former into male and female variants with mythic-to-ordinary qualities seemingly breaking with convention only to endorse them all over again (on the state side of a dialectical-material struggle): Walpole’s campy rape castle a very genderqueer joke to lampoon the nuclear family and Western fabrications of superiority under capital now, regardless of what the old fag meant, two centuries ago (when capital was younger but still decaying by virtue of aesthetics)!

To that, abusive fathers aren’t scary only because they physically (b)eat their children, but because they rape the children’s mother as an extension of the child belonging to the same feudal owner holding onto power as folding in on itself: a foregone defeat, from one empire (of violence dressed up as Divine Right, but also reason, a cryptonymy for conquest) to the next. It becomes a war of dolls that extends into actual war as turning the child into the doll, the proverbial hollow knight haunted by both parents in a state of crisis, decay and moral panic leading paradoxically to a continuation of itself, mapped out through inward-facing conquests (the Mandelbrot) speaking to Capitalism’s boomerang effect.

In tokenized language (and per the incestuous histories of the castle), the king sends his next-in-line to fight a losing war in Hell against Medusa (during “the divorce”), to which the increasingly young child soldier grapples with a doll-like lack of memories and overabundance of mommy and daddy issues that, in totality, summarize the inner workings of capital/the monomyth; i.e., against nature-as-monstrous-feminine yielding ambiguous/ambivalent outcomes, but also appearances fighting as a matter of straight knights vs gay ones: canon and camp, capital vs Communism. Good to bad bleeds into the same mulch, grist for the mill as capital moves money (the knight) through nature (the space) and nature promptly resists the whole process. Built on a lie of a lie of a lie, playing Amazonian soldier (thus rapist) for the king as Prometheus, his children pay the price for his hubris: he’s a drain on them and the land around them, trying to keep himself and his legend/bloodline alive.

We’ll get to the Pale King and Radiance in a bit, talking about how the latter as a Promethean agent subverts the former as a monomythical agent (and even talk about Tolkien a little bit, in that respect). Now that we’ve covered some of the historical ideas fundamental when playing with/out Metroidvania space, let’s start with the city itself where the king’s presence is ultimately felt (the absentee father haunting the venue)…

Note: As we proceed, remember that this section is built on many older workers of  mine, including unreleased ones (re: Neoliberalism in Yesterdays’ Heroes) and things not included here (e.g., my Prometheus fan edit[5] or old YouTube essays like “Close-reading Gothic Theory in The Babadook,” 2018) that can still be felt in a continual nerdy love for the material and spirit thereof. Simply put, I’m a weird old queer medievalist that, like Walpole before me, likes to play with rape as a matter of telltale Gothic spaces. There will be fragments of many things coming together for new synthesis, new scholarship built on the past as my own and of a larger imaginary history that invites contradiction; i.e., as a matter of returning to old places to right old wrongs, through ludo-Gothic BDSM’s holistic ingredients, my formal and informal [de facto] education on such matters.

Consider this spate of play made in the spirit of fun, then; i.e., an inventive continuation of my Strawberry Hill being yet another tryst-like jaunt into the disinterred spaces of my sex-filled college days—all to dig up fresh wisdom as a cross-cultural, at-times silly exercise performed by a vulgar, campy whore (while Harmony and I are most recently attracted to each other for these reasons, the fact remains all of my lovers have enjoyed my Gothic nerdiness/randiness [and contributed to my work] in some capacity for those reasons). You might get lost, but that’s all part of the fun! —Perse

 

I want to start by stressing a previous point, mainly that a chronotope is a liminal space; re: designed to be moved through, but specifically to encounter time in Bakhtin’s “narrow sense of the word”: a marriage of the ordinary and legendary as a matter of architecture that speaks organically to the occupants’ states of mind as swept up in their dreadful inheritance. The trauma is written on the walls, but is still secretive (more on this when we look at Tolkien, towards the end of the section) and assembled and watched in secret (above) as a more-than-a-little nerdy act: the fake historian playing monastery scribe.

Part of the coin-flip’s secrecy and revelation, then, a Gothic space—a castle, generally—very much plays a vital role in the larger story’s moral, but also Gothic aesthetics that comment on said moral: a coverage that both comments and conceals, per cryptonymy as usual. It lies and tells the truth at the same time. It’s also a kind of rape game told in Gothic lingo—code, clichés, and bric-a-brac—as seemingly “empty” of substance:

Horace Walpole’s The Castle of Otranto of 1764 is still accepted as the “father of the Gothic novel,” yet most observers of this novelette see it, with some justice, as a curiously empty and insubstantial originator of the mode it appears to have spawned. It is understandably regarded as thin in more ways than one, as a stagey manipulation of old and hollow stick-figures in which tired conventions from drama and romance are mixed in ways that emphasize their sheer antiquity and conventionality (source: Jerold Hogle’s “The Ghost of the Counterfeit in the Genesis of the Gothic,” 1994).

Hollow Knight is very literal, but also nature-themed, in this respect. Bakhtin likened the Gothic chronotope to an organism, its legends and realities of the historical past eliding as a kind of memory death; i.e., whose decay amounts to a collective and unequal struggle to remember what it was even all about. The experience is different per occupant depending on who, when and where they are. In Hollow Knight, the castle is an organism; there are many false knights, least of which is the avatar the player controls (who confronts a false knight mirroring his own emptiness and fake courage tied to a false king). All belong to the space housing them as animalistic, but also “fallen” as a matter of Gothic reinvention.

As I write in Volume One (speaking about Tolkien) “The paradox of the crumbling homestead (and its spoiled bloodline) is that familial decay is announced by its own crumbling markers of sovereignty within the chronotope” (source). I go on to add:

a creative desire to reinvent the past, one described by Mark Madoff in “The Useful Myth of Gothic Ancestry” (1979) as follows:

A myth of gothic ancestry did not simply mean bad history. Those who perpetuated the myth obeyed a stronger call than that of accuracy to historical evidence. The ancestry in question was a product of fantasy to serve specific political purposes. Established as popular belief, the idea of gothic ancestry offered a way of revising the features of the past in order to satisfy the imaginative needs of the present. It floured in response to current anxieties and desires, taking its mythic substance from their objects, its appeal from their urgency. By translating such powerful motives into otherworldly terms, gothic myth permitted a close approach to otherwise forbidden themes (source).

Madoff concludes, “The idea of gothic ancestry endured because it was useful,” and I’m inclined to agree. Except I would extend this utility to Gothic Communism as something to fashion through the same myths of ancestry found in the usual haunts; i.e., mirroring the unspoken but still advertised material conditions of Pax Americana that Tolkien’s “empire where the sun never sets” was suspiciously covered in shadows and bathed in blood (source).

The same, we shall see, applies to the Pale King’s kingdom as swept up in its own magnificent decay. A site for play, in-game, Hallownest is, frankly, a FUBAR shithole. A colossal wreck in a very material sense, it’s crumbling and infected with a strange orange fungus and perpetual banditry (think Where the Red Fern Grows, but hostile to the boy and his dogs). Things are bad now, so they must have been good back then, right? …Right?

Again, we’ll get to that. For now, said collapse illustrates the Cycle of Kings leading towards Promethean hyperreality quite well. The king actually sucks, and everything is fake (with everything beyond or behind the kingdom a vast uninhabitable desert that feeds back into the little oasis). Many portions are physically littered with the giant bodies of false gods—”false” because they are dead, and “god” because they appear mighty even in death: empty and somehow full at the same time (re: darkness visible).

Similar to a knight, a beetle dies to leave its armor behind. In connection with the dead giants’ suits littered about the place (a theme borrowed from Alien‘s Space Jockey scene, though it goes all the way back to Otranto‘s giant suit of armor), the kingdom denotes a historical regression to an imaginary time before the order of the king: ancient chaos, the time of the Titans. The space itself is eponymously “hallowed,” or sacred, but also a graveyard imbued with mighty death and heavy time: the spirit of the dead Pale King and the lurking, angry presence of a female “hysteria” that is mightier than civilization, but also covered up by the endless male effigies and semantic wreckage gone to pot.

In ludic terms, the world is fairly standard Metroidvania the same way that Gothic cinemas are standard:

Critics have often remarked on the choice of the exotic, the foreign, the barbaric as the background for and source of Gothic thrills. In other words, the Gothic castle is the world of the Numinous. As David Durant notes, “the ruined castles and abbeys are graphic symbols of the disintegration of a stable civilization; their underground reaches are the hiding places for all those forces which cannot stand the light of day” (source: Audronė Raškauskienė writes in Gothic Fiction: The Beginnings, 2017).

As we’ll see with Tolkien in a bit, such massive photophobes are a puzzle that appeals to the same monomyth; i.e., as haunted per the ghost of the counterfeit as abject, sold to children taught to war, lie and rape through exploration sating natural and great curiosities: “Look on my Works, ye Mighty, and despair!”

Echoes of Ozymandias, then, promise that something big and mean (a mysterium tremendum, to borrow from Otto) killed these Numinous giants—and, by extension, laid low the mighty king—but the answer isn’t as clear as a dragon on a map (any more than it is in Alien, Axiom Verge, Forbidden Planet, At the Mountains of Madness, or Otranto). The short answer is war (among all of these works). Except, the narrative of the crypt, here, is always gargantuan and crowded, utterly loaded with moribund language covering things up, but also the presence of actual death as huge, building-sized, unheimlich (as intimated cryptomimetically across an imperfect, imitative series of Metroid-style Metroidvania such as King’s Field [1994] or the Dark Souls franchise, whose blacksmith/currency system made its way into Hollow Knight‘s maze-like graveyards).

Keeping with the Gothic, the Hollow Knight gameworld conveys Chris Baldrick’s “fearful sense of inheritance in a time with a claustrophobic sense of enclosure in space, these two dimensions reinforcing one another to produce an impression of sickening descent into disintegration” (source), which Caryn Coleman sums up as a definition of “Gothic” being “three things that inter-relate: 1) tyranny of the past 2) stifles the hopes of the present 3) within dead end physical incarnation” (source). In short, it makes for good BDSM, in the right hands, minds and spaces. As with Jadis, the memory of a dying bloodline becomes a means of salvation, of escape!

Per my conceptualization of the palliative Numinous, then, the Skeleton King’s tomb is something to bask in the rotting splendor of/rock out to, Castlevania-style as borrowing from older excessive models utilizing the Gothic chronotope as channeled into the future through constant bad echoes, spatial-temporal stamps (re: the Orientalism of the “black Egypt”; e.g., “The Black Reliquary” mod for The Darkest Dungeon) and tone-poem musical cues; e.g., Children of the Reptile’s “Halls of the Skeleton Lord,” 2017): “It is our time… regain what’s mine!” Big danger, big camp potential in the shadow of tremendous obscurity and cryptonymy (and all the usual hero-rapes-dungeon monomyth shenanigans). The Pale King extends that idea, except the king is dead and replaced with a rapturous avenger that survived him only to be imprisoned by his jailers inside the home converted into a tomb: the Black Egg and ritual sacrifice of boss keys[6] (themes of rot and cryptonymy tied to the space’s Freudian elements, thoroughly dating it): rape the dark womb of nature (the thing to map out a route to and eventually find a way inside—paradise as fallen, spurning the hero for their laborious, roundabout efforts, backtracking through the same maze).

Courtesy of a broader assemblage of palimpsests, Team Cherry’s Gothic ruin is also full of weapons and mad science, wherein it invites users to play among the ruins—to bask in their treachery and gloomth to find new significance and meaning among the graveyard as a reminder of tyrannical material conditions that haven’t gone anything (e.g., the post punk attitude under Thatcher’s neoliberalism). While the imagery of these giants is hollow—an illusion of power designed to affect the player—it can still attack the player. Piloting a hollow shell themselves, the player fights the false knight, who is the game’s first boss (the imposter in a stolen suit of armor evoking shared themes of parasitism and mimicry like the xenomorph in Alien, aka the eighth passenger). Over the course of the game, they fight many other shells, the skeletons of dead insects piloted by vengeful spirits leaking everywhere.

Eventually the player learns about their own monstrous origins: serving as a weapon meant to preserve the false power of the Pale King’s own vengeful ghost. As the Pale King dies, the memory of the city (the king’s giant, castled “body”) dies, but only partially. Instead of totally dead, it lingers in pieces, so many of which are dangerous or incomplete: the knight’s incomplete memory as the Pale King’s ultimate weapon[7]: the ghost of the counterfeit, which the knight—holding a shade inside itself—is.

Despite the concrete perseverance of the chronotope—its hauntology and cryptonyms—nothing in Hollow Knight is what it seems. On their own quest, the player re-remembers the past as something to discover in ways that invert the monomyth closer to the center of the puzzle. In doing so, they knock down walls, interrogate ghosts, and lay the dead to rest (the exorcism of Marxist spectres by a fascist ghost). But Team Cherry’s treatment of concentric space hides one ending behind another. The first ending is only a goal post that moves to the second and the third; and from there further trials emerge. Meant to display the hero as awesome, the pantheon of the gods is helmed by the ultimate foe, the Absolute Radiance. The ultimate version of this boss is hidden away inside the mind of a giant insect that is, itself, locked in a box; the box needs a key, and the key is squirrelled away on the opposite end of the kingdom. None of this is explained, and presents itself as a mystery to solve through equal parts wit and violence. Puzzles and combat serve as trials to the hero coming home; their return seems familiar, but in a hauntological manner (re: ghosts of Caesar). This isn’t Sudra or Zebes, but an uncanny resemblance cannot be denied.

And finally at dead center of it all, the horrible truth is revealed:

(exhibit 40h1: The game’s final, “ultimate ending” is the wish fulfillment of slaying the supreme female Numinous, opening her eyelids and blinding her petrifying gaze. And yet, per Capitalist Realism silencing the “madwoman in the attic” releases the agonizing shadow of a repressed, genocidal guilt, but also the looming spectre of fascism, back into the living world: the return of the zombie tyrant, their undead horde and all the chickens coming home to roost as brought about by the hero the entire time. The psychology of these fantasy lands might seem totally dislocated from our world, but is nevertheless bolstered by the real world as a parallel, liminal space told through the Gothic romance; i.e., as a kind of disguise that offers the player false, Promethean power. When Medusa is dead, Caesar will eat Rome; when he does, she—darkness visible, surviving amid decay as a kind of echo that never dies, but rather lives on as queers always do—will be smiling.

To that, once reframed on the global stage of planet Earth, colonial fears frequently manifest as vengeful ghosts in opposition to the Nazi zombie, but also the neoliberal powers that give rise to fascists, echoing Derrida’s Spectres of Marx; e.g., Ward Churchill’s thoughts on the September 11th counterattack into Iraq:

For instance, it may not have been [only] the ghosts of Iraqi children who made their appearance that day. It could as easily have been some or all of their butchered Palestinian cousins. […] One hears, too, the whispers of those lost on the Middle Passage, and of those whose very flesh was sold in the slave market outside the human kennel from whence Wall Street takes its name. […] The list is too long, too awful to go on. No matter what its eventual fate, America will have gotten off very, very cheap. The full measure of its guilt can never be fully balanced or atoned for (source: “Some People Push Back,” 2005).  

The more oppressed someone is, the more virulent and violent, but also seditious their pedagogy is framed by the status quo—impolite by centrists and a menace by reactionaries. Churchill is Native American; Fredrick Douglass was Black and Native American; Edward Said was Palestinian, etc.)

Hollow Knight’s gargantuan, shadowy outcome falls more on the Axiom Verge side of things than any pro-state outcome. It is Promethean, but with a Gothic twist—rape and live burial (which part two of this section shall explore the subversive elements to)! The churchly mise-en-abyme stretches into delicious, crumbling infinity through a smaller suggestion pool whose Numinous vibes can be enjoyed by persons of any political persuasion:

  • The first ending traps the Radiance inside the protagonist, making them the next hollow knight (the concept of knights and insects denoting an insect politics approach to the cycle; i.e., an imprecise, unscientific series of “bug knights” covered in the hard outer shells of drone-like killers; e.g., Tarran Fiddler‘s evocation of Gwyn, Lord of Cinder [below] as a dung beetle on par with Team Cherry’s Dung Defender)

[exhibit 40h3, holding heaven in a wild flower]

  • The second ending traps the knight and Hornet inside the same tomb together.
  • The third ending destroys the Radiance and the knight, but spares Hornet.
  • The fourth ending destroys the Absolute Radiance, but turns the knight into an even greater monster that Hornet must fight on her own.

All of these trials involve a melee weapon[8] told through a fatal quest for power and wisdom that stalls resolution as a symptom of capital abjected onto displaced, imaginary realms. To this, the heroic quest is tied to a monomythic space that promises combat; the combat misleads the player by offering power as tinged with decay and malice, that ultimately triumphs against the hero upon the story’s conclusion. There is no way to win, no matter how many power-ups are acquired, or how many upgrades the nail is given (which functions like a vampire’s fangs, stealing essence from the gameworld and its current, ghostly occupants to power the hero’s healing spells and magical attacks while simultaneously exorcizing the once-hallowed tomb of its unwelcome “guests”).

A similar, settler-colonial fatalism awaits Dark Souls players. Awash with gloomth, the hero’s quest traps them inside the world as part of a grander cycle; i.e., historical materialism and the return of fascism littered with small clues: the real-life Nazi SS (sun rune) and “Seig heil!” meaning “hail, victory!” but also “hail, the sun!” (the sun being a transcendental symbol of power in different imperial cultures; e.g., Ra and the Ancient Egyptians; Apollo in Greece; and the Shogunate and Shintoism [the fascist side of Buddhism] in Japan; etc) vis-à-vis Dark Souls‘ in-game phrase “Praise the Sun!” becoming code outside of it and back into it when the game space is colonized by weird canonical nerds.

This fascism in Dark Souls carries into a “death before dishonor” Gothic curse that mythically essentializes a rise and fall of sun-like greatness that thinks it will always return during fiery purification, warrior-Jesus rituals that worryingly ape the original problem; i.e., there is no god, just people killing each other on loop, mortifying their own flesh (and that of others) while shouting “Praise the Sun!” or “Deus Vult!” It’s a playground for them—a time in the sun during the dawn of the dead—but also a heroic death cult tied to profit; i.e., an excuse to rape, kill and otherwise harm others but also themselves as part of nature, mid-cataclysm. Except, there’s a limit to what the Earth will take, the soil souring when robbed of its nutrients; Medusa bides her time, but eventually pushes back, putting the predatory Patriarchy underground for good—proving as she does the illusory nature of state power (and its mimetic code) during state shift.

To that, Gwyn is a fallen strongman like the Pale King is, their kingdoms trapped in endless states of decay and dishonor around each ruler lying state; i.e., a fungal spectrality that never stops eating itself—is always restless, vengeful, doomed, blind, etc. The dishonor lingers, so the death lingers in a funeral pall, a Gothic curse of the castle and the land that an undead hero must lift by regaining their humanity inside the infernal concentric pattern. Per Aguirre, the monomyth begins and ends in Hell, upending Campbell’s Hero of a Thousand Faces (1949). It becomes the tyrant’s plea, but one that Team Cherry (which came after Dark Souls) chooses to double with Medusa by virtue of troubling comparison: feeling sorry not for the king or his rapist undead soldiers, but a wronged queen visiting her revenge upon them in return!

The final conclusion is Ozymandias with amnesia. Inside the Painted World of Ariandel, the doomed quest of Slave Knight Gael is completed by the player-avatar, the Ashen One. At the end of the quest, the hero confronts Gael, who is inexplicably transformed. Sped up to the last syllable of recorded time, Gael and the hero fight inside an hourglass, surrounded by thunder, darkness and wind; but also sand.

The concentricity doesn’t end there. The entire climax sits inside the mind of a sleeping princess called Filianore, herself trapped inside the painting. Crypts within crypts; more cryptonyms along and within the same gross narrative. After a long series of violent quests, the hero’s crusade comes to Filianore and is seemingly presented with hidden power. The egg she holds falls apart, and the hero is transported to the end of all things. Here, the “truth” of the cycle is foretold: Through a fatal, ceaseless drive to attain power and wisdom, Gael has consumed the blood of the Dark Soul, which the hero takes from him by force; i.e., two vampires fighting over diminishing returns in the bone-dry crypt of Capitalism feudalized. Its transmutation is all but useless to the victor.

Nor does Gael’s death “beat” the game; it merely offers the hero with arguably their greatest trial by combat. But the ending of the game remains; the soul of cinder remains, as does the endless, kaleidoscopic city looping in on itself. And whatever challenge the player seeks is coded through violent, dream-like exchanges inside the ringed city as a kind of circular ruin, haunted by the viral pathogen staining the aesthetic: a looping Promethean Quest for greater glory and satisfaction inside the collapse of the feudal-capital order and subsequent desert of the real, the hero fighting the simulacrum to replace them inside the viral chain behind the illusion of a healthy and prosperous Imperium that, like a zombie apocalypse, is strangely devoid of non-zombie life. All that remains are empty suits of armor piloted by unseen forces.

In Dark Souls’ case, it is the death knight cannibalizing his greatest foe as undead and gigantic: himself as risen and fallen. Any pretense of greatness (nobility) has long been forgotten, replaced with limitless, rusted barbarism. He’s the senile old man, the rabid cop inside the police state attacking other cops:

I’m of course referring to Lodran proper, and the proximity the hero faces through the combat itself. Told through Numinous chants, hideous threnodies and sorrowful dirges, the “call-and-response” of combat (The Game Theorists’ “The SECRET Rhythms of DARK SOULS!” 2017) is one with depictions of fatal portraits, black knights, demons, and giant suits of armor. These and many other icons weren’t simply ripped from Walpole’s famous novella; they have survived across the years as a reliable form of tremendous feelings—what, in videogames like Dark Souls and Hollow Knight, evokes Percy Shelley’s bare and level sands beyond the ruins of Ozymandias through a “ludic sublime”: “a boundless expanse, suggestive of near-infinite possibilities for exploration and constituting a whole beyond” (source: Daniel Vella’s “No Mastery Without Mystery: Dark Souls and the Ludic Sublime,” 2015). This sense of the beyond and the quest for power inside it collides in the here-and-now just as the Romantics did with the Gothicists of that period, smashing a sense of sanitized greatness against the feudal tyrant as darkly romanticized, to which Aguirre’s latter-day calling of the phenomenon “geometries of terror” was what Bakhtin once described as “chronotope,” specifically the Gothic story of a hundred-and-seventy or so years previous.

Vital to this general sensation of decay is a slipping grasp of the imagination in the face of awesome power (what C.S. Lewis attributed to a “shrinking” feeling before the Numinous). The key to the closeness of such feelings is the sword in the player’s hand. A closeness with death—as something to paradoxically embrace and revitalize, even if the quest never ends—is attained through combat with the fringes of the sublime, the Numinous, the Gothic tyrant as replicated, on and on and on, inside the narrative of the crypt. Upon its mise-en-abyme, a swordfighter (or some other melee-to-ranged combatant), is invariably going to lock arms with the fatal past; it is their life force, chasing what all warriors in the crypt chase: essence through the replication of conflict in a Gothic aesthetic. But the spellcaster is someone who needs distance and time to prepare a response.

So while the ranged combatant is viable within the game, the truest practitioners of combat (especially in PvP circles) establish dominance as a kind of “fencing” for sporting purposes: to “dunk” or “clown” on their adversity as the holiest of sports maneuvers—the show of force during the usual bread and circus[9] (exhibited between underdogs, bullies, golden boys and goons, babyfaces and heels, etc). This “fighter’s distance” is not simply the correct, prescribed distance to attack and defend from; it is the place where combatants feel most powerful, most alive during the dance with death. It’s certainly possible to avoid combat (Happy Hop, “Dark Souls Trilogy – No Hit Run, 2918) but leads to increasingly obsessive and absurd levels of one-upmanship: a warrior corpse that does not know that it is dead, still trapped in Hell as something to rape.

Such is capital, displaced. To that, Hollow Knight and the Soulsbourne series are Promethean insofar as they both illustrate a similar fascination with the warrior’s path as fated inside a warrior’s cave; i.e., with no recourse for escape from the ghost of empire as “striking back” being a matter of capital (moving money through nature). But some keys to power are far less shady and far more glorious: a hero dies but once, only to live on forever (we’ll explore this problematic immortality for the rest of the subchapter)! It’s a militarily optimistic escape from the concentric pattern’s abyss; i.e., via the usual monomyth’s deus ex machina raping nature.

In the hands of the military optimist (the cop), melee weapons are the key to power as “theirs” by defeating nature encroaching on civilization as male, manly and brave. This power includes two basic types: combating evil and feats of strength. Part of this power is the promise of never-ending glory. Traditional heroes are immortalized by slaying the great evil or performing the strongest deed, and this, in turn, has a profound bubble effect on how they are viewed afterwards. With combating evil, the melee weapon serves a vital role: a means of fighting up close, thus having a higher risk of death. Sacrifice in the face of a dangerous enemy is encouraged through a myth of invincibility (re: the berserk). And if the hero falls in combat, and the countless bodies are strewn around all him, there is no graveyard; the victorious dead are generally burned, hailed as righteous in the never-ending struggle against evil before entering Valhalla (or some equivalent warrior pantheon at the presumed center of the sun).

We’ve laid out the players, spaces and ideals of the Modern Prometheus and its Cartesian/astronoetic devices. Per Aguirre, I next want to examine how the Gothic likes to dissolve this glory in an infernal concentric pattern that overwhelms the hero as someone rather full of themselves, putting the ball in Hell’s court: a home court advantage that buckles the champion’s knees in the presence of Mother Nature as monstrous-feminine; i.e., Creed’s notion of the ancient castrating mother inside a man cave that, prior to its clearing out by Beowulf, harbors an older female presence that haunts the space currently in decay after Beowulf the legend is replaced by the reality of old age, madness and death. Faced with the gorgon, the hero becomes eclipsed by an older power that dims the excellence of his male sovereign through ludo-Gothic BDSM as a matter of rape play. Schadenfreude is orgasmic, but so is liberation when the patriarch-of-the-day is proven wrong—by showing him to be a rapacious brutalizer whose empire won’t last. Delicious!

(artist: Wildragon)

Courtesy of Clint Hockings, a common mantra of videogames is ludonarrative dissonance: “Seek power and you will progress” (source). Promethean stories fuck with that, BDSM-style, by fucking with the hero’s ability to progress, mastering them inside Zimmerman’s magic circle as something that isn’t clear-cut, and whose mastering of the player can yield different outcomes in the future; re, me, vis-à-vis Seth Giddings and Helen Kennedy’s “Little Jesuses and *@#?-off Robots” (from the glossary):

In other words, the ludic contract is less a formal, rigid contract and more a negotiated compromise occurring between the two; i.e., where players have some sense of agency in deciding how they want to play the game even while adhering to its rules and, in effect, being mastered by it.

In Metroidvania, this mastery is theatrically conveyed between the player’s avatar and the persons and places he encounters as lying to him, but also dominating him to communicate difficult truths about heroism by reversing the monomyth (re: “Our Ludic Masters“); i.e., by giving him an embarrassing victory that seems to stall him in place, or undoes monomythic heroism altogether by subverting Cartesian ideas through the Promethean Quest, ipso facto.

Such campy instruction can frankly be a humbling experience, one whose ludo-Gothic BDSM speaks to the individualistic pride of Western canon that turns heroes into useful idiots but treats them like conquering emperors (so-called “made men/great men of history”). Such tutelage results in people who generally don’t like to be viewed as idiots, but also subs under a dominant’s power. But Medusa’s “exquisite torture” is paradoxically good instruction, insofar as it avoids the usual rapes committed in monomythic language pursuant to genocide under Cartesian paradigms (which is what neoliberalism [through videogames] is: the same old raping of nature-as-monstrous-feminine to serve profit. You have to short circuit the exchange inside of its usual spaces, with its usual instructions; re: The Merchant of Venice).

Also like an orgasm, then, “death” is overwhelming and not always entirely pleasant (delicate) or controlled; re: as the Rusalki show us, it can be thoroughly rough. Except, this isn’t simply the passage of time, nor an accident of the mode; overwhelming isn’t a failure to communicate, but a means of communicating that speaks to the cyclical truth of things and its effect on the human mind as tied to a generational space.

My expertise lies in the Metroidvania, so that is where our focus continues to lie; i.e., as we plumb the murky depths of the castle as a murderous womb that, stamped with “female/feminine” as a death sentence and curse by male brutalizers, seeks its revenge by humanizing those who might follow in Perseus’ footsteps; e.g., the more Trace follows in Athetos’ vengeful footsteps, the more he becomes vampiric, warlike, shooter—a fascist warrior seeking “greatness,” above—to which the same applies to the hollow knight filled “toe to top full of direst cruelty”: the middle class bred on such legends to reify them as an avatar’s conceptualization that bleeds into reality off of the page and into it (especially videogames, per Cameron’s refrain).

First, just as the Gothic overwhelms binaries and their boundaries, a Gothic space defies easy quantification to communicate difficult truths through questionable methods (again, parents lie to their kids—not to punish them, but teach them); i.e., meant to entrap and overwhelm the user to, through access to fatal knowledge and power, rip them apart. Sometimes this literally happens, but often its sensory and ontological (re: Trace the conqueror weaponized against his father by the battered housewife). In the Gothic-Communist tradition, though, it grants those already occupying a genocided position inside a settler colony’s state of exception a palliative, hauntological means of confronting and interrogating generational trauma; i.e., to reclaim monsters and their spaces, hence our power through ludo-Gothic BDSM: an end to the genocide behind the illusion making society sick and blind but still undead, unheimlich.

The ticket is the castle as a site of reclamation and forbidden operatic pleasure that, in unironic hands, is built to seriously torture those inside, pacifying them through fear of the outside/nature, of barbarism with the space, of decay and disintegration, etc. Get too close and one’s understanding of a perceived order of things is challenged, along with one’s sanity. Ironic “torture” exists in quotes, making an iconoclastic hauntology ethical through class and gender war as prosecuted in favor of workers to upset the status quo. To critique power, you must go where it is; i.e., the monomyth as something to subvert per the Metroidvania’s Promethean Quest, bathing in the Numinous as palliative (what Seth Brundle called “the plasma pool”). It’s a calculated risk that goes into Hell and stays there: Persephone, Satan’s wench, as becoming her own boss (she don’t need no man, especially a man of reason pimping her out, mid-witch-hunt)!

(artist: VG Yum)

Whereas Volume Zero has examined the palliative Numinous per the Metroidvania, and this section has already discussed the Metroidvania castle-narrative as something monstrous-feminine regarded fearfully by patriarchal colonizers (exhibits 40f/g), now we’re going to contribute to healing as scholars do: through contributions to knowledge banks that, when accessed, can assist in the subversion of, and deviation away from, Cartesian norms. You can’t kill these feelings through scapegoats (re: “Military Optimism“), only play with them in ways that synthesize catharsis by camping witch hunts.

In the interests of continued scholarship, then, I want to use the rest of the “Metroidvania” symposium to synthesize these points regarding castle-narrative and nature-as-monstrous-feminine; i.e., as tied to ludo-Gothic BDSM as I have since defined and expressed it throughout this book series. We’ll briefly go over the whole process’ evolution, next, before exploring rape play in Hollow Knight and Metroidvania: as policing the whore during unironic witch hunts, which she must liberate herself from during the Promethean Quest—by camping her own death (and rape) in ironic ways!

Lovecraft (and offshoots of him) denote such conclusions as comparable to Slave Knight Gael at the end of the world: confronting the pure meaninglessness of the larger space and its mechanisms as asleep, waiting like Cthulhu does, to awaken. But this needn’t be something for Beowulf to punch, proving his manhood by raping death as monstrous-feminine (slapping the bear per settler-colonial rites of passage that aggrandize him through acts of futile revenge playing out the Roman fool’s logic: a warrior’s death as infinitely useful to Capitalism); it can be tremendously joyous and healing. Such catharsis generally occurs through rape play as camping one’s rape, as well as the system (and fatal, medieval-grade manliness) attached to said rape as one of the Medusa and nature getting back at their abusers. Until then, she sleeps, buried in the black heart of a rape space whose beautiful dragon only waits to wake up, emerge and turn the patriarch’s world upside down.

Onto Hollow Knight, part two, “Sleeping Beauties: Policing the Whore; or, Topping from Below to Rise from the Ashes“!


Footnotes

[1] Re: a confusion of the senses, selective absorption, magical assembly and a Song of Infinity. Hollow Knight does this all with Gothic architecture (the Promethean Quest), ludology and insects speaking to kingly decay (the state) as something to inherit then challenge or conform to profit as part of: “a stately pleasure dome” burst like a bubble, laid low by royal arrogance (again, a displaced metaphor for bourgeois forces).

[2] Re: Icarian grandeur as a matter of double standard. The king cannot stand being outshined, so he sends his soldiers to extinguish her glory as monomythically “unequal” to his.

[3] “He is mega cooked […] Any word you could come up with that denotes some form of cooking […] that’s what happened!” Kyle Kulinski puts it (“Breaking: Press Conference Disaster for Biden,” 2024).

[4] E.g., D’Angello Wallace’s “An Uncomfortable Conversation about Cody Ko” (2024). Such effects happen by virtue of the law and society until quite recently treating women as property. These monuments of Justice (and their societal extensions in everyday conversation and media) exude praxial inertia by virtue of serving profit, but also gender roles and sexuality, crime and punishment as historically-materially rigid. The elite don’t want them to change, so they abuse these structures to manipulate people into triangulating against the usual survivors: cops and victims.

[5] Persephone van der Waard’s “Maculate Conception: The Making of My Prometheus Fan Edit,” 2021).

[6] The usual heroic hitlist employed by white knights/white Indians like Samus Aran, which the knight to some degree emulates.

[7] A Gothic, Dracula-level twist imitated by Still Indigo’s medieval, (admittedly cis-)Sapphic Amazonomachia/fascist-flavored love story: “Scorched Earth” (2023)—an all-female Romeo and Juliet through the medieval language of the state, romanticized similar to a kettling of Queen Dany in Game of Thrones in that she doesn’t become the state’ bitch; she burns it all down through indiscriminate hysteria fanned by reactive abuse: the Patriarchy’s fulfilling of their own apologia by making a monstrous-feminine/rogue girl boss they can crucify.

[8] I.e., one generally overcompensating as a place or position—a vain, phallic monument—also does; e.g., “the emperor beetle stands in for my penis!” said the insecure man of reason, proudly and unironically reasoning his own place in the universe versus nature (and the monstrous-feminine’s own ability to “joust” back, mid-Amazonomachy).

[9] Conversely a proletarian allegory (which Star Wars is known for), will not simply bank on class sentiment, but foster it consciously. More franchised variants—the Lucas prequels—lack this allegory in favor of more campy (and dumb) theatrics, and others—like The Clone Wars (2008) or Andor (2022)—have it in spades, throwing their weight around insofar as class war is concerned..

Book Sample: Metroidvania, part one

This blog post is part of “Searching for Secrets,” a second promotion originally inspired by the one I did with Harmony Corrupted: “Brace for Impact” (2024). That promotion was meant to promote and provide Volume Two, part one’s individual pieces for easy public viewing (it has since become a full, published book module: the Poetry Module). “Searching for Secrets” shall do the same, but with Volume Two, part two’s opening/thesis section and one of its two Monster Modules, the Undead (the other module, Demons, also having a promotion: “Deal with the Devil“). As usual, this promotion was written, illustrated and invigilated by me as part of my larger Sex Positivity (2023) book series.

Click here to see “Searching for Secrets” Table of Contents and Full Disclaimer.

Volume Two, part two (the Undead Module) is out now (9/6/2024)! Go to my book’s 1-page promo to download the latest version of the PDF (which will contain additions/corrections the original blog posts will not have)!

Permissions: Any publicly available images are exhibited for purposes of education, transformation and critique, thus fall under Fair Use; private nude material and collabs with models are specifically shared with permission from the original model(s). For more details about artist permissions, refer to the book disclaimer (linked above).

Concerning Buggy Images: Sometimes the images on my site don’t always load and you get a little white-and-green placeholder symbol, instead. Sometimes I use a plugin for loading multiple images in one spot, called Envira Gallery, and not all of the images will load (resulting in blank white squares you can still right-click on). I‘ve optimized most of the images on my site, so I think it’s a server issue? Not sure. You should still be able to access the unloaded image by clicking on the placeholder/right-clicking on the white square (sometimes you have to delete the “?ssl=1” bit at the end of the url). Barring that, completed volumes will always contain all of the images, whose PDFs you can always download on my 1-page promo.

Metroidvania, part one: Away with the Faeries; or, Double Trouble in Axiom Verge

I’m going to the one place that hasn’t been corrupted by Capitalism!” [dramatic pause, tries not to laugh] “…Space!” (source).

—Tim Curry as Premier Anatoly Cherdenko, Command & Conquer: Red Alert 3 (2008)

Picking up from where “‘She Fucks Back’; or, Metroidvania (opening and part zero)” left off…

Part one takes the canonical histories we unpacked during part zero and inverts them per the iconoclastic ones we also outlined (and are contributing to, here). First, we surveyed Freud and Forbidden Planet, as well as At the Mountains of Madness, and Shelley’s Victor and the Creature in Frankenstein, as all part of the same Promethean Quest. After that, we

  • highlighted several key points surrounding Promethean narratives in terms of the performative spaces associated with them: the hero is summoned to the ruinous, dormant land of the gods, where they learn about their shitty parents, and then fights for one side against the other before scuttling the space-in-question.
  • looked at the history of scholarship (re: my graduate and postgraduate work) and the stories connected to that scholarship as haunting capital out of the imaginary past splintered into copies, of copies, of copies regarding nature vs civilization, Cartesian men vs Medusa.

Last but not least, we discussed irony as something that can be removed or added in one iteration versus the next, giving Metroid as an unironic example of the Capitalocene that Axiom Verge subverts in a lot of campy, very gay ways: Trace is Shelley’s Adam turned against Victor by Mother Nature—gay space faeries!

(artist: Dejano23)

Now that you have all of that, part one is our close-read of Axiom Verge, exploring how its Promethean story about trouble in paradise (a hellish pastoral ain’t no picnic) treats the mission as one ironically delivered to a clone of the ultimate foe; i.e., the player as inheriting the larger Promethean scheme having already been subverted by our resident gay faeries. The game doubles Metroid, but also its own characters and spaces pointing to Capitalism/the Capitalocene normally disguised by doomsday narratives that Samus would shoot without a second thought. We’ll explore this “double trouble,” now, commenting on different apocalypse qualities of it before ending on a cathartic, sex-positive note.

Following the basic pattern of the Promethean Quest, Trace wakes up naked and alone. Trapped in a world that is falling apart (or ready to fall apart), the faeries have called Trace from sleep to brief him; i.e., telling him where to go, what to do—his mission objectives, essentially. Over time, he walks around, not exactly alone insofar as there is life present, just not human life. The place is a ghost town, lonely and plaintiff as Satie’s “Paris,” not Beethoven’s (the latter crossing Napoleon’s name out of the Emperor Concerto[1]). Keeping with the Metroidvania tone poem, eventually the music picks up; Trace fights monsters, and learns he’s not only created by a mad scientist called Athetos (whose name means “without place”), but he’s begot from the other man!

(artist: Wildragon)

That’s not usual in Promethean narratives. The problem is, Athetos isn’t like Morbius; he’s a genocidal maniac abusing the fire of the gods to aggrandize himself! To it, Trace is effectively this story’s Creature with a twist—there’s a bit of the inhumane patriarch inside him, giving him a human appearance tied to someone and something truly heinous. As we shall see, this is where the trouble starts. But it’s also where addressing Capitalism (and its disguises) begins to take shape; i.e., the mighty Rusalki being the faeries that Trace is away with: troubling comparison (through doubles) leads to irony critiquing and subverting what’s effectively an ironic version of the Metroid-style Metroidvania.

Athetos, then, is this stories’ copy of Hamlet’s father’s ghost; i.e., the catalyst for revenge against Mother Nature. Untrained in combat, the “hero” is actually Trace, the unwitting doppelganger/useful idiot cloned from Athetos and used against him by the Rusalki (a bit like Skynet and the terminators, which the resistance reprograms); i.e., to not act like Samus and her violent, militarily optimistic salvos attacking the planet and its occupants: as simple pirates and dragons to slay.

In other words, Trace is a clone of himself as less warlike (and self-righteous). Both he and Athetos are strangers to Sudra, the game’s alien homeworld. The difference is that Athetos is entirely foreign to Sudra and trying to colonize its ruins (which are that way because of what he did to the Sudrans), while Trace feels alienated in Sudra on account of the memories inside him that were written before his birth on Sudra; i.e., to defend from his conqueror side (the creepy old man/mad scientist who rapes everything around him): he is filled with revenge, only to discover it was authored by his mothers, not his genocidal dad (the two ideas at war inside Trace’s head). Is it embarrassing? Eh, sure, but pride is the root of the problem—one the Rusalki have no bones about solving by lying to Trace and, sometimes, spanking him a bit. The world is corrupted by hideous creations they expect him to “mop up” on his way to the Wizard of Oz. It’s still something of a purge, but the “corruption” is manmade; i.e., one of fascist science, versus Metroid’s X parasite simply being tied to the land, itself, as wild: needing to be colonized inside the state of exception, a priori.

The Gothic generally puts “harm” next to harm as felt, like a ghost, across generations (the chronotope and its various ghosts). For the rest of part one, then, I want to focus on the complex, imperiled, BDSM-style interactions Trace has with the Rusalki, the game’s Frankensteinian war machines as primarily telepathic and spectral. Not only do they arm him with (stolen) weapons in the guerrilla style; their veiled, “torturous” instructions compel him towards rebellious violence using deliberately faulty intelligence to survive Cartesian genocide.

Throughout the story, the Rusalki keep Trace in the dark. Guilty as charged. But also, theirs is an act of Amazonian desperation, one whose drive to survive a human menace leads them to act increasingly human against the spectral highwayman. Beyond the same, fourth-dimensional walls of sleep, the Great Faeries[2] prod Trace awake, sending him knowingly into “danger”; i.e., when he dies, the so-called “old machines” revive him. But he retains his memories each time, until confronting Athetos’ variants finally forces him to come to his own conclusions about what he really is in relation to his father as a likeness he embodies: the conqueror mad scientist, the Nazi quack.

These troubling revelations only compound further when Trace encounters a pathogen that makes him hallucinate: a bioweapon released by Athetos to genocide the Sudrans, ravage the environment and trap the Rusalki in a sleep of death (a very eco-fascist maneuver). This fever dream is also a crossover vision, one that reverses the role between him and the monsters he’s systematically slaying. While the resurrection pods provide an uncertain “cure,” Trace retains memories of the dream that his Amazonian bosses cannot see. Instead, their drones carry him to safety.

(exhibit 40e: Artist: Wildragon. Axiom Verge is effectively a Promethean narrative of fighting fire with fire. Athetos uses bio-weapons to kill the Sudrans and trap the Rusalki; the Rusalki use cloning as a means of weaponizing a clone of Athetos against himself; and Athetos tries to convince Trace at the end of the game that the Rusalki are not to be trusted despite making Trace from Athetos’ body. Instead of Frankenstein‘s singular parent-versus-child narrative, Axiom Verge gives Trace a scientist male father and host of Amazonian, biomechanical female mothers who made him from mad science to fight mad science; both are fearsome, commenting on the tyrannical nature of mad science as always having a human face—i.e., Prometheus, bottom-left. It’s like a really fucked-up custody battle—one where the parents pit the child against either side while reminding it that it comes from them: the human side, but also the alien side lurking beneath the surface as fundamentally human relative to nature.)

When Trace comes to, he witnesses two Athetos variations. Both are effectively mush, but one nonetheless resembles Trace (above). Horrified, Trace shoots it dead (exhibit 40e). This spurs an argument between him and the Rusalki, who begrudgingly tell Trace his origins. Their deliberate omissions anger him. When he refuses to cooperate, the Rusalki “kill” him; he respawns, only to find himself being chided for his foolish rebellion.

As such, this torturous, shared phenomenology makes for a very different story than Doom‘s or Metroid’s heroic refrain (shoot the alien inside the fallen colony space). Rather than ignore or overlook death, Trace’s demise is a fundamental part of the story Thomas Happ wants to tell: you can’t shoot Medusa to death because she’s your dominatrix, a guardian of nature using you for those ends through stories inside stories, lies inside and upon lies. Per Plato, the nature of allegory is that it isn’t outside the cave (or the text, as Derrida would insist).

For instance, a player normally remembers “dying” but their avatar does not. Trace is not only aware of death; it teaches him some sorry truths:

  • He is being controlled by giant, powerful entities.
  • These entities are alien, god-like bio-machines, but also masters of war.
  • As masters of war, they continually lie to him, telling him only what is needed to complete their military objectives.
  • These objectives involve the killing of the hero’s older, “wiser” self, leaving the younger survivor in a constant state of ignorance and confusion.

His experience uncannily mirrors the mind of the player going through the same ordeal, raising troubling queries. Is Athetos the villain or the seemingly-made Creatures (robata) that he seeks dominion over?

To that, we’re left asking the same questions Shelley raised, except it’s through the Promethean myth as punted into outer space; i.e., in a move similar to Alien, Forbidden Planet and At the Mountains of Madness—transplanting the fire of the gods, versus having Victor make it, “homebrew.” The point isn’t who makes the technology but what is done with it. The Rusalki use it to protect themselves; Athetos, to kill everyone in a genocidal tantrum because the big ladies won’t let him into their womb space. He’s the incel tyrant nerd, ipso facto, and it’s completely ok to lie to him spectacularly (re: the splendide mendax) and his baby-like clones (which Trace is) if it means preserving themselves to spite his rapey hubris (the killer doll being something Hollow Knight plays with, albeit in reverse: the knight killing Medusa to avenge the king by raping his monstrous-feminine foil, the Radiance).

Though never fully clear, Trace’s cloudy vision becomes comparatively more lucid as time goes on. He finds a series of cryptic journals. Some are literally gibberish the player must decode using cyphers. Some are from the Sudrans; others from the Rusalki, even Athetos (who signs the documents “—Trace”). So many elements of language fail to communicate anything at all, forcing the player to search for the truth, memento mori. But all the same, a deliberately oblique story seemingly bars the way.

Not entirely. Even Athetos hints at the truth: “If I tell you too much, your captors will have to kill you.” The fact—that both sides are lying about a struggle between themselves to a curious third party—mirrors Shelley’s framed narrative in Frankenstein (1818) giving rise to homicidal rhetoric: “DEMON. ATHETOS SAY, KILL.” Danger, Will Robinson! Danger disco!

(exhibit 40f: Artist, left: Wildragon; right: Bernie Wrightson. Promethean arguments of revenge concern capital vs nature. In these dream-like spaces, spectres of Marx and spectres of Caesar and “Rome” aim to control the same “dolls” [citizens, workers]. In the case of Enlightenment dogma, the female presence of nature and chaos historically-materially stands “in the way” of male leaders, but also makes them anxious of a phallic, enraged monstrous-feminine Numinous/nation; i.e., the Amazons versus King Theseus, Queen Jadis versus Aslan, Mr. Rochester vs Bertha, Morgana versus Arthur or Medusa versus the Greeks, etc. In many instances, the striking of the king blind with forbidden, female-exclusive wisdom is the Gorgon’s best weapon; in Axiom Verge, the Rusalki are more a class of warrior gatekeepers using the same brutal methods to keep Athetos, thus Humanity through Capitalism, from advancing to a position where they could do greater harm to nature: through their cryptonymy as a matter of war masks, deceptions, and ultimately fighting back against male tyrants through those outward-facing half-deceptions.)

Axiom Verge and Frankenstein, despite being centuries apart, touch on the same basic concepts through an ambiguous framed narrative about demons (we’ll return to the “demonic” aspect in the Demon Module): memory and knowledge as compromised by Promethean struggles to “advance.” In Shelley’s novel, the pursuit of knowledge was guarded by Victor, but also the Creature stalking and methodically torturing him (emulating his creator in that respect: the scientific method). And driven to the ends of the Earth, a dying Victor relays with utter conviction that his man-made creation is a “demon” to be slain; but the same animus is projected onto Victor by the Creature. Their mutual audience is left to decide who is right, but a case can be made for either side. Clearly Victor is a villain, but the Creature cannot be wholly redeemed, either. There’s innocent blood on his hands, spilled in futile revenge against capital’s daddy.

The same dilemma is present in Axiom Verge. Athetos did not create the Rusalki; he merely attracted them through his own pursuit of forbidden knowledge by genocidal means. However, machines also don’t evolve like organics; they are made, generally in the pursuit of power or wisdom. Just as Victor pursued the Wisdom of the Ancients as a “natural philosopher,” Athetos’ scientific endeavors led him down a similar road. On it, both men encounter a biomechanical humanoid race, their mutual confrontation instigating a merciless fight to the death: Humanity versus itself in a process of abjection against nature; i.e., demonic persecution divided dualistically in two and set upon itself.

To this, the relationship between the past and the present is the exploration of science in ways that do not die, but simply wait to be found and resurrected once more. While this stymies progress, so does the fear of the process itself. The Sudrans (according to Athetos) feared their technology and refused to invoke it. Instead they worshipped it (thus the Rusalki and nature). Athetos despised this worship and released a disease to kill them all, thus gaining access to the Breach. Beyond lay the path to true power, true wisdom. With it, Athetos could make disease, war, famine and death “things of the past” (again, according to him). But the past was waiting for him in Amazonian forms. As an instrument of nature designed to protect itself in war-like ways, Athetos would have to defeat its avatars. In turn, the Rusalki (a kind of water fairy in Slavic lore) would have to dig deep, drawing on their own worst impulses to prevent a deeply flawed and predatory man (and, in effect, Capitalism which he embodies and enjoys always leading to genocide according to profit) from entering paradise: king wants, the gods deny passage and ascension.

(source: James Jordan’s “The Met’s Stream of Wagner’s Ring,” 2020)

Despite the Frankensteinian ambiguities, things have class character that we can determine through dialectical-material scrutiny. To that, let me remind you of the dualities at work, here, of which the differing factor is one of class-and-cultural character, not appearance. For example, such denial of paradise by the gods is a common Promethean theme, the fascist element of false rebels clamoring to return to paradise (the good graces of the elite) since Wagner’s 1857 Ring Cycle opera (a composer who was notably anti-Semitic[3]).  But not all gods are Nazis, either.

So while this was a theme alluded to in At the Mountains of Madness, followed by Scott’s Prometheus—and later more clearly in Alien: Covenant, with David playing “Entry of the Gods into Valhalla,” returning to a superior position[4] while simultaneously pointing out that gods are both fake and used to justify and achiever power to create new beings with (the xenomorph being a Satanic tool of rebellion, but more on that in the Demon Module)—Happ in 2014 was riffing off the same denials of entry and seeking of power by those who have and those who don’t: Athetos vs nature-as-monstrous-feminine; i.e., the one “without place” being a king without a kingdom as a matter of capital under Cartesian thought raping nature as impressive, as big and fearsome, as having things to take (ultimately materials, but also power and forbidden knowledge as a social-material arrangement—the raw and nebulous essence of people, of class-to-race-to culture war, of Foucault’s bio-power, Francis Bacon the father of modern science [a palimpsest for Victor] appealing to rape nature, etc).

Actions (and social-material conditions) speak louder than words. But it’s equally important to remember the dialectical-material confusion between genuine proletarian rebel—which a character like Satan represents challenging God and canonical forces in Milton’s epic—and someone like Weyland or Athetos, who embody the usual entitlements of capital and who pitch murderous fits against nature when they don’t get what’s “theirs”; i.e., as a matter of Cartesian dogma. One is the middle-class white man, promised ascension and denied it by the bourgeoisie through abjection; the other—the Rusalki, the xenomorphs, the monstrous-feminine—are the usual recipients of state violence who are actually rebelling against systemic violence as a matter of abjection through police brutality (with Victor using the courts and flash mobs against the Creature). Pointing a finger at the Rusalki and saying “they have much” only to invade them is to, as the Cartesian paradigm always does, point the spear at nature/the monstrous-feminine: a false flag to rape it with.

To cut through the Red Scare confusion, then, let me also remind you that the fascist, she-wolf (vampire) visual elements to the Rusalki cross a shared aesthetic of power and death over with the Communist elements occupying the same shadow zone that both inhabit. There is no singular interpretation, save what capital tries to colonize Gothic territories with. So call the Rusalki “Valkyries” or “space vampires” if you like; I see them as Grendel’s giant mother—big-ass Commie faeries more versed at warmaking, mimicry and all-around survival as actual rebels (counterterrorists) than Athetos was, a state terrorist playing the rebel (something to bear in mind when we take these historical lessons and apply them to our own lives, in Volume Three; i.e., learning from the imaginary past as informed by a historical one as equally half-real—the chronotope). Thus, they are able to get back at the Cartesian, Übermensch mega-nerd this time (touché, as it were).

Scott does the same to Weyland with his own dark angels, the Engineers ambiguously angry at a man whose own stabs at godhood are promptly smacked down by David’s disembodied head (an act of destroying maker and creation in one fell swoop): godly bonk, smiting the godhead with his little head (David being Weyland’s resigned servant for most of the film). It’s divine judgment, a gavel swung from the wrath of gods that, fake or not, have the power to wipe Humanity out. It’s a kind of guilt trip, a literal journey through and towards past wrongs against the natural world in the name of weaponized science. No one ever said the punishers of the proud were always fascist or Communist; it frankly depends on the critical voice being used!

To this, our resident big girls in Axiom Verge ruthlessly manipulate Trace, the useful idiot, in defense of a Communist paradise from the billionaire Nazi; i.e., the womb of nature (and its secrets that Cartesian men desire) being part of a forever war between Earth’s men of reason and otherworldly Amazonian forces, one they’re just getting started with all over again (forming a pretty pattern in the game that speaks to real life; re: like Miss Crawford’s cards, in Mansfield Park (re: Nabakov) but in matters of war, not love[5]). It’s mad science in both ways, nature radically using the same wonderous technology (the fire of the gods) against a fascist agent who is distanced from Earthly Capitalism but still remains a part of it; i.e., by taking him from Earth and putting him on Sudra to begin with.

In turn, Gothic castles are saturated with rape as a matter of investigation and materialization, hunting the hunter to avenge the abused from different points of contention: workers or the state. Axiom Verge has Pax Americana playing out on Sudra; in absence of an American flag or corporate logo (e.g., the Weyland-Yutani corporate merger from Alien), it is here the faeries and Athetos do battle through the child of the future taken to the ruins of a once-happy world laid low by Capitalism. In other words, it’s hauntological in terms of space; i.e., caught between past and present space-time.

To give Athetos his rude awakening inside the chronotope, the Rusalki condition the innocent child figure; i.e., cloning Trace through the resurrection machines to betray Athetos, his fatherly likeness[6], who is likewise trying to abuse the power of resurrection to conquer space. The Rusalki aren’t just better parents than Athetos, but scientists, too! It’s poetic justice, for sure, but a brutal one; i.e., “taking candy from a baby” according to an army of such enfants terrible (as the Heavy from TF2 says, “What sick man sends babies to fight me?”). This happens fighting fire with Promethean fire, babies with babies, masks with masks, mirrors with mirrors (e.g., Trace mirrors his father’s appearance but his mothers’ quest), cake with cake (re: charming lies to put in one’s cake holes to motivate revenge; e.g., poison to pour in Hamlet’s father’s ear and, by extension, his paranoid son).

As such, the Rusalki are framed as gods of nature by people like Weyland or Athetos; i.e., Cartesian men of reason playing god to lord over nature and take from it whatever they want, as a matter of Capitalism destroying as a matter of profit: the fire thereof. Any counterterrorist defense—no matter how rude it seems to bored middle-class folk snacking on such stories—is entirely justified, in that respect.

This being said, the Red Scare elements to Scott’s story (which Happ borrows from, the Rusalki being Slavic female vampires) project the fascist elements of capital onto an ancient-alien civilization (similar to Lovecraft) before threatening “the Earth” (now Westernized from top to bottom) with genocide as a fear of collapse: “It’s carrying death!” There’s an element of pearl-clutching present, one that happens through abjection forcing the Engineers and Rusalki into the same theatrical space: the city of the gods, a portentous ruin that precedes their return as fascist or Communist to threaten capital with. This happens the same way that it did with Victor, two centuries ago: through visions and dreams, and of dark, gigantic bodies twisted by mad science (the difference being the Engineers became cops, the Rusalki, rebels).

Apart from godhood, the chief difference between gods is the harm caused during oppositional praxis; i.e., the Rusalki, in a dialectical-material sense, are reprogramming the child soldier, Trace, to kill its abusive father as having harmed all parties (removing them like obstacles): killing him is a mercy to everyone, but is, like everything else in the game, always “in between,” liminal (whose operatic spaces are where fags always are, always call home despite being treated as fantastical, as incorrect: the fairy closet a prison we reclaim through Gothic hauntology from Shelley onwards).

Moreover, these are big problems tied to big persons and places as passed down, like a castle, from father to son, but also mother to child (depending on which side of the fence one falls on). Eventually the Rusalki win, probably knowing that Athetos will seek revenge against Trace. Except, the patriarch is a ghost, and ghosts can’t actually hurt you (re: C.S. Lewis). Rather, the true horror for Trace is that he’s a pawn in a bigger game, one whose victories are seldom clean; but also, that it’s all a dream, thus not real in ways that can actually harm him (the Gothic paradox). The silver lining is that, while being used, he is destroying the tyrant to prevent genocide against nature in the future—of the faeries, the older queers, having more experience and materiel to wage war against god-like forces, weaponizing Athetos’ Creature against capital (and maybe helping him out of the closet, a bit): by waking Trace up while inside Capitalist Realism (re: Plato’s cave, which Sudra stands in for).

(artist: Wildragon)

Rest assured, Medusa’s head haunts Sudra as a victim of Cartesian hubris, one whose Galatean element of Numinous energies lead to a Titania-grade worship by our resident Nick Bottom[7]. Said worship—of technology as god-like—originally kept the Sudrans inside an Indigenous state of grace that Athetos destroyed out of spite (their former greatness something hinted at when Elsenova seemingly[8] kills Athetos). “They barely remembered who they were,” Athetos recalls (our story’s Pygmalion, making Trace in his image and falling in love with himself: as master of the universe); i.e., the warriors he wanted them to be. Rooted in the past, then, what seems an interminable catastrophe that shut the Breach and robbed the Sudrans of their lives was all thanks to Athetos, not the Rusalki—a genocide he blames on them to convince the son that daddy is right.

(source: Fandom)

Of course, the Rusalki remembered, but they had previously left Sudra behind for undisclosed reasons (on par with Lovecraft’s ancient aliens, or Ridley Scott’s derelict, etc, piloting “ancient” castles doubling as giants, as ships, as avatars). Athetos made them return, but from a specific place: “the greatest nation ever envisioned.” They return from a Communist place of post-scarcity threatened by manufactured Cartesian scarcities, Athetos’ keeping the evil king alive and twisting the Rusalki into war machines to protect themselves from his weaponizing of nature against itself. Mid-Amazonomachia, they fight to a standstill, the Rusalki losing their bodies (above), and Athetos, his ability to walk on land. The fight continues inside Trace’s mind while exploring the ruins his parents made; i.e., Athetos’ inversion of “female castration” per the faeries’ severed heads haunting his dreams according his desire for a young body to pilot. As such, Medusa’s head chases the ghost of the father to Trace’s subconscious. Psychomachy or Amazonomachy—all happen for the same territories hitherto described: capital vs commune.

As for the nation, itself, it’s precisely such a place that Athetos wants to enter and destroy—to install himself in its place (and take all the credit while preying vampirically upon it) after forcing the Rusalki to return and protect their babies, who now are all dead and converted into zombie cyborgs remade to serve Athetos’ growing revenge and hubris: his towering folly!

Athetos’ mounting regression has its own conservatism during futile revenge: a better place, a nostalgia, to which any sacrifice is justified against the rebels (and by extension, nature). Trace is the Omelas goat, but his death and/or corruption is not guaranteed. Nonetheless, the Rusalki are protecting their own boarders (and avenging their slain children) from the opposite direction as having sent genocide towards them in Cartesian ways: through scientists. Superior in form (or at least size), the giant water witches are nearly destroyed by the biomechanical agent  they call a Pattern-Mind, or “someone with the ability to manipulate matter.” Athetos integrates the fire of the gods into himself to keep prosecuting his mad war against his eternal enemies (next page, exhibit 40g1); in turn, he forces them to.

Hardly an accidental tourist, Athetos does so ruthlessly to carry himself forward through the plague-ravaged maze; i.e., even after his actual body has become too frail to move around. His policeman’s brutal and cold-blooded colonizing of the land and its legends must occur through Trace, who—removed from the Rusalki’s careful watch—could easily fall victim to his evil father’s reasoned arguments; i.e., the tyrant in love with his own image as tied to capital’s dominion over nature as a manmade ordeal: Sudra turned into a prison for the Rusalki to try and escape through their adopted son as someone to liberate the mind of from their unwanted husband’s advances.

As such, Athetos’ boundaries to enjoy and impose on others (negative freedom, aka freedom from consequence) is, itself, no accident, and one that travels and lingers in future repetitions whose memories are starting to degrade; i.e., the ghost of the king haunting the carceral space through Trace being the one actually walking through it (as a ghost of Athetos, sharing fragments of his father’s memories, which he must reassemble from the wreckage around him). Trace becomes, to some extent, the vain wreaker of Cartesian havoc, which the Rusalki must turn back—Aegis-style—against the original captain. Seeking his owed home, Athetos is always rationalizing genocide (and the requirement of an enemy to rape, mutilate and pillage through Cartesian thought) by using the son as his revenge-by-proxy against the Rusalki and nature: as having not only dared to disobey him, but having denied him what’s his by royal decree dressed up as “scientific reason.”

Liberation is holistic, requiring us to consider how all these stories-in-stories (and stories that borrow this and that) collectively fit together on all registers. Athetos’ inherited hierarchy of values attaches to a capitalistic worldview that always alienates him from nature, including his own children (manmade for not); i.e., as tools for him, the divorced dad, to use and cast aside as needed. He sucks, but so does the ideology that turned him into an emotionally-fragile-yet-somehow-unfeeling monster working for the state. For all his contradictions, then, the man of reason’s self-centered policing of nature—from Victor to Weyland to Athetos—remains remarkably constant: a tyrant who always returns seeking revenge against women and children, but also the natural world!

(exhibit 40g1: Artist, top-left: Wildragon. Resembling the skeletal Immorton Joe from Fury Road [which came out a year before Axiom Verge] but also, oddly, Jacques Derrida, Athetos is Happ’s “writing with ghosts” by evoking the heteronormative spirit [and cartographic tools of conquest, exhibit 1a1a1h2a1] of the old, Enlightenment tyrant/con man Wizard-of-Oz, Peter Weyland. As the vain owner of everything around him, Weyland becomes desperate to cheat death, yet only discovers the Leveler on his own Promethean Quest: “A king has his reign, and then he dies,” his daughter, Mary Vickers, explains to him[9]. “That is the natural order of things.”

In defiance of this natural order, Peter lives in a glass shell, but also lies and exploits everyone around him in order to become a god. His leech’s rejection from paradise comments on Humanity as “unworthy” but also the gods, in this case, as false: lying to him because he sucks. Neither the Engineers nor the Rusalki are seemingly any better—a comment Weyland’s posthuman child, David, will make when he plays god in a fashion similar to the Rusalki. Except the dark mothers are stewards to nature, which Athetos—like Weyland with David—wants to invade through his children as slaves to his will [the tyrant’s plea being that if only they let him inside, sickness and death will end—more Capitalist Realism, blaming the whore]. Again, Athetos can’t love anything; he can only harvest or manufacture it for his own self-serving ends, because he embodies Capitalism peeled back to its Cartesian spearhead: the good weapon thrust into nature’s womb to tame it “for mankind.” To it, everything is expendable, including his children [or those he infantilizes and cuts up into zombie war machines—workers].)

Axiom Verge‘s warring liminalities (the verge of war) constantly present a curious kind of weapon to the player/audience: written language, specifically lies used in good faith and bad, that, unto themselves, contain things pursuant to different secret quests (a theme we’ll examine in “Metroidvania,” part two, when we compare Tolkien’s Hobbit [and Thror’s key and map] to the heroic quest in Hollow Knight). These fragments/traces also decay over time across larger systemic operations left behind (re: similar to Morbius the philologist poring over the derelict Krell language in Forbidden Planet that he might decipher its author’s mysterious disappearance); i.e., cryptic journal fragments written by increasingly delusional, Saturnine tyrants and desperate slaves, assembled afterwards (re: the mechanical Amazons and both parent’s tablets) and translated by Trace as he converses with different ghostly pieces.

Keeping with the Promethean theme of futile revenge, these reassemblies remain indicative, Hamlet-style, to the home and mind being not only destroyed as part of the same unit (with Hamlet lead by his “father’s” ghost to kill his whole family on a hunch), and linked mid-decay[10] to the same basic upheaval across space-time: “Something is rotten in Denmark!”

For example, the Rusalki lie to Trace, BDSM-style, to preserve his humanity to an imperfect degree while killing Athetos (and by extension, Capitalism-as-astronoetic); i.e., instead of Medusa inside-outside Trace (a reversal of the monomyth and its bad parentage on both registers). Such labels are cryptonyms of a repressed struggle between different, mighty forces: “Rusalki” and “old machines” and “Sudra,” but also “Athetos” as codewords during an ongoing war thereof. Simply put, the entire gameworld is a lie.

This lie unfolds on several levels. As the player follows the coded exchange borrowed from Metroid, Axiom Verge is telling an altogether different story. The player arms themselves by moving around; the Rusalki furtively arm Trace. Every victory the player earns weakens Athetos, seemingly trapping Humanity on Earth by letting Pandora out of her box. For all their posturing as great machines, the Rusalki appear to gatekeep Humanity through equal savagery. They lie, kill, and steal. The whole nebulous tragedy plays out like a waiting game—one where Athetos’ zombie agents mindlessly guard the corridors with outwardly ugly bodies; Trace embodies the body and mind of the player as controlled by alien machines that (according to Athetos) hold Humanity captive; i.e., keeping them in a dream-like, infantile state from beyond the Breach, thus unable to colonize space.

But the real villain isn’t Medusa defending herself—our Communist Galatea challenging yet-another Cartesian Pygmalion in a centrist, decaying Cycle of Kings—it’s capital defending itself through mad science decaying into fascist forms that apologize through the usual tyrant’s pleas dressed up as “rational”; i.e., the rockstar, too-radical man of reason trying to pimp Medusa through Trace, asking his own son to rape his mother (and her peoples) for the father as the father (akin to Luke and Vader) until the end of time.

The ensuring dialog occurs on a precipice—the usual great calamity having indeterminably befallen a paradise in the past (or rather a liminal space leading to paradise): the queendom of the Rusalki and nature, of which they are its fearsome stewards. Laid low by a male invader having its former greatness something to hint at, said invader has twisted the entire world to serve him and Capitalism, which he represents. Now when he is conquered, the old man is uncloaked but still dangerous, reasoning with Trace (there is nothing reasonable about genocide, but that’s still what capital does: reasoning with itself through its labor force).

To this, the game is the monomyth in small, telling a story that critiques it by virtue of disempowering the hero through what he sees, but also the faeries whispering in the ear of the king’s lineage warning them of such heroism as bad faith. Eventually, it becomes a matter of equalization—not of might makes right, but skillful, guerrilla-style maneuvering through the application of force as part of a larger struggle of liberation and resistance winding the clock back.

(exhibit 40g2: Forget “First do no harm”; Athetos does nothing else. First, he releases the plague; then, he clones himself to survive outside his glass jar in order to finish off the resident queens, forcing them to fight fire with fire just to survive—the literally broadsides of their weapon-like bodies, but also through the kid, Trace, who must watch the destruction of his state of innocence tied to the home finally disintegrate [the music that plays here is suitably titled “Apocalypse“]. Forced to come home and realize his dad’s a Nazi and his mom’s a Communist whore, Trace the inheritor remains caught between them [the game summed up as a Promethean custody battle, one where two gods—one of capital, fascism and mad science; the other of nature, rebellion and the Medusa—fight over the hearts and minds of workers at large: their “children”]. Then, he watches Mom kill Dad, Medusa getting her body back before putting the aging vampire down in front of the boy like Old Yeller… if Old Yeller were a crazed Nazi scientist obsessed with conquering the universe [no one ever said the gods were subtle]!

The prodigal son’s arrival takes time. In the interim, he explores the war-torn world as a child might, the Rusalki queendom appearing to Trace: one, as if for the first time [re: It is with considerable difficulty that I remember the original era of my being; all the events of that period appear confused and indistinct”] and two, corrupted by Nazi revenge [re: “If you will comply with my conditions, I will leave them and you at peace; but if you refuse, I will glut the maw of death, until it be satiated with the blood of your remaining friends”]. Happ has reversed the position of the one making demands, the Creatures in a position of relative, unconquered advantage versus our fallen king having laid both parties low. He’s an abusive father having damaged the mother’s home, trying get at her through the children: Trace, the last, made from the bodies of the other dead kids. Brutal!

In turn, all mommy can do is try and survive along with the last surviving child; i.e., using her adopted son in reverse during the divorce from the alien dad, but ultimately seeking not to harm Trace: by teaching him that, yes, rebellion isn’t polite, and it’s ok to server bonds from your father if he’s a Nazi devouring his own lineage [re: Goya]. To that, the story has different morals playing out as a matter of dialectical-material argument: Shelley’s theatrical dialogs, mythic structure and aesthetic dualities [of power and death] warring inside framed narratives.

When the likeness of the father encounters the father’s first line of children, we see the first degrees of infiltration at work; i.e., force and total war, followed by assimilation; e.g., Skynet’s bare-bones terminators, followed by those with rubber skin, and ultimately “blood, hair, sweat—grown for the cyborgs.” As a matter of complicit vs revolutionary cryptonymy, the zombie children recognize the more refined and human Trace and see in their sibling an element of the mother, who they are supposed to destroy.

As such, the paradox of violence, terror and morphological expression is that Athetos cannot monopolize them; nor can he abuse technology in relation to nature as something to monopolize. In making Trace more human to blend in, Athetos makes a less-expendable child [an heir] who is able to see his mother’s side of things, sealing the wicked father [and Capitalism’s] fate. The battle with the flower tank [left] is simply a formality in that respect: exorcism to critique capital, not Communism!

Furthermore, if Athetos’ singular manufactured genocide against the Sudrans was cruel for an instant [which it wouldn’t have been, that many people dying hardly happening overnight, below], it was both an act of revenge for being unable to send “technological advancements” [with “progress” being a cryptonym for genocide] into space, and one informed by the countless genocides under Cartesian thought that predated Athetos on Earth [and feudalistic enterprises surviving inside Capitalism’s various fantasy worlds]: “Who’s the savage? Modern man!”

All bleed into this half-imaginary [dream-like] realm; i.e., one of the damned, where Trace—following in his father’s footsteps—climbs the mountain of unburied dead Athetos left in his wake. Trace climbs innocently towards paradise on the bones of daddy’s victims, only to run into older copies of the father’s twisted will, which his own seamless copy conceals [they literally compose him]. Regarding all of them, Athetos abused the technology of the Rusalki—in effect, the fire of the gods—to achieve godhood in a capitalist sense through those he created. Cannibalism and madness overlap into a sad tolerance for itself: echoing inside the same child’s head, mid-chronotope.

Shortly before Athetos’ death, he and Trace exchange words inside the old man’s robot womb, as much between a politician to a citizen [Caesar being a warlord and statesman] or corporate propagandist and consumer as it is between father and son. Except, there is no reasoning with such infantile, self-superior persons; they are simply wrong as a matter of basic human, animal and environmental rights [also, bear in mind, Athetos has been trying to kill Trace this entire time: “Athetos say kill”]. By recognizing that vicious entitled streak in Athetos, the Rusalki gatekeep him through the son, using him to buy time until they can swoop in and stake the fascist Dracula for good. They do so to keep capital [thus fascism and genocide hidden behind Cartesian arguments] out of the rest of the universe, returning Trace—heartbroken and confused—to a Sudran state of ignorance [the sleeping rebellion speaking to the allegory of Communism as hunted down and invaded by Capitalism].)

Meanwhile, the cruelty of the Rusalki only applies to any who wish to cross over into their “greatest nation,” keeping paradise “pure” by virtue of policing outsiders through themselves having no other choice. They’ve been hurt before, thus must stay on their toes (Cartesian men embody capital as a Cartesian, thus settler-colonial force)! Athetos gassing the Sudrans is him failing the test as a matter of impatience and bad faith; he was always a conqueror and the mask slipped (an act he later explains away to Trace, but only when Elsenova has him on the hip). To equivocate his deeds with that of the Rusalki is DARVO and obscurantism, two devices that reach back—as usual—to Shelley’s novel: “I’m not bad, just misunderstood! They’re the genocidal maniacs, the hairy wild things!” says the genocidal maniac.

(artist: Quinnvincible)

More to the point, it all stems from Capitalism as embodied by men like Victor as echoed by Weyland, Athetos, Trace, and anyone else (from Earth or not) attacking the monstrous-feminine (re: “wicked, bad, naughty Zoot” and her grail beacon). Beating everyone to the punch, Mary Shelley touched upon and critiqued capital as an operatic matter of oppositional, dualistic dialogs unfolding Gothically (as endless counterfeit “past,” echoes, ghosts) through framed narration (exhibit 40g2); i.e., stories inside stores across stories, which again, Axiom Verge ultimately is—Victor and the Creature extending to the rotting (fascist) Cartesian tyrant and rebellious, monstrous-feminine slave each playing a swan/siren song to lure Trace with: heroes in opposing, dialectical-material struggles experienced across history as half-real. It is one which Gothic expression—its cryptomimesis echoing trauma in between fragments with a medieval, earthly flavor (“hawk tua, spit on that thang[11]!”)—tells and retells such vast, opposing forces neatly enough (the young-at-heart getting it, the old and divorced-from-nature left not just scratching their heads, but attacking such youthful, slutty impudence to try and closet it once more: “Those kids and their pesky videogames[12]!”).

Shelley’s novel is several centuries older than Happ’s videogame (with Bakhtin, in the middle of them, introducing theories of the chronotope that Shelley perhaps intuitively grasped, but Happ had full access to). As such, hindsight is kind of 20/20. Rather, Gothic maturity intensifies conflict as a matter of entropy (whose perceptive zombie eyeballs parse the chaff that stirs up in the wake of such warring elements). All heroes are monsters, but canonical iterations always have the monomythic twat punching down against the monstrous-feminine Prometheus (re: not Victor). Pity the fool if these bitches decide to break bad (water nymphs or otherwise), freezing him in his tracks:

(source: Opera Australia, “The Ring Cycle,” 2023)

In Promethean fashion, then, our aforementioned themes of contested godhood remain present. That’s what creation is, both sides doing so at cross purposes (tyranny vs liberation, capital vs Communism). Compared to the Rusalki, then, Athetos executed those who were complacent under the rule of what he deemed “false gods” (re: to take what was theirs for himself and those like him). In rejecting them, Athetos not only incurs their motherly wrath (versus the Engineer’s paternal rage); he’s effectively playing god himself, but in a fascist sense. Or as Alex Holmes writes in “The Philosophy of Axiom Verge” (2019):

As we discussed at the start, axioms are not able to be proven. They are necessary to ground any rational system so that ideas within the system can be evaluated, but are never themselves provable even if it was empirical evidence that causes us to create a new system. […] So imagine Athetos’ frustration, his anger, when after an entire career of ridicule despite public notoriety, he finally achieves a functional way to demonstrate the usefulness of his [axioms: the] world of Sudra, existing in a state of liminality that enables one to breach into these other worlds. What he finds instead is a society that has abandoned this potential out of fear, precisely because it was dangerous […] Nothing could have been more slighting.

Still, committing total, biological genocide by weaponizing your own cells into a mutating virus just so he can say, “I told you so” to the nerds who bullied him is a little heavy handed [or a critique of fascist megalomania, perhaps]. The personal message to take away from this story: pursue your goals without being consumed by ego (source).

Notions of godhood and demonstrating “progress” aside, we’re left with unequal arrangements of power, the weak rebelling against the strong as parental (which, again, goes all the way back to Frankenstein—to appeal any argument to those under capital in easy-to-understand language: rebellion and critique, passed along as “corruption” from mother to child in opposition to patriarchal hubris, technology[13] and exploitation).

As we’ll see in the Demon Module, Weyland’s child, David, had a similar problem (“Who doesn’t want their parents dead?”), except he was never human. Even so, he loved “Ozymandias,” an 1818 poem about a mad king whose mad reach for power leaves behind a “colossal wreck.” No record of how it came to exist survives, or who Ozymandias really was. In continuation, this trend of civilization eating itself was exemplified in Scott’s other Alien movies, which, in turn, inspired Metroid and other Metroidvania like Axiom Verge (or crossovers); i.e., Promethean, inverted-monomythic stories about fathers conditioning their children to kill their mother as monstrous, making her an extension of nature dominated by Cartesian thought.

Characters in stories like Frankenstein represent more than just themselves. Axiom Verge is all at once a story about an evil father controlling his kid to kill his mother, but remains connected to all the others, in and out of fiction, speaking to The Modern Prometheus—less as a single work and more an ongoing theme, a mythic code that can be used by either side. The Gothic, through this myth, routinely predicts disaster by flinging the fatal, one-possible future into the fearsome past seeking revenge against nature-as-alien, as monstrous-feminine.

For example, as the clock winds back to the here-and-now for Trace, the faeries return him to a world where Pax Americana‘s presidents (and their abuse of mad science) bear a disturbing and frightening partial likeness to Athetos—Biden and Trump, but also America versus nature; i.e., as monstrous-feminine, as Communist, per anxious stories like Axiom Verge, The Dark Crystal, The Terminator and At the Mountains of Madness, but also confidently militaristic ones like Metroid, Aliens and Starship Troopers (whose ultimate solution is always nuclear war and planetary destruction—genocide).

To avert and avoid the crisis that happened in Sudra—a world that has already been destroyed by hidden powers decaying them—the righting of the ship must be done in our own place and time as part of the same larger Garden of the Forking Paths (which Sudra—and indeed, all Metroidvania—intimate inside themselves); i.e., as already mapped out and destroyed in likenesses of itself: the Rusalki having won, in the end, their world devastated similar to John Connor’s war-torn L.A. after the nuclear war in that film. Sudra’s genocide—its great decay—happens through power as obscured, but also buried into the world like a thorn, but also a radioactive bullet. It is a post-apocalypse vision, its doom given by the faeries (the oracles) to Trace as “chosen” by the gods—one that needs to be prevented in our world while already moving towards the same end game that befell Sudra; i.e., committed by the same powerful men of reason and the monomyth as something to camp through the Promethean myth: returning from Hell not with plunder but the predatory knowledge of one’s homeworld (under Capitalism) heading in a similar direction!

Fascist or Communist, the gods are hardly silent, then; they predominantly live inside-outside us, across media hybridizing fantasy and science, just as Shelley’s Gothic did, over two hundred years ago: on the walls of restless castles communicating time, devastation and revenge as a cryptonymic circle, looping in on itself through decay as something to recover power from, in order to regenerate out of the dead material. As we’ll see with Hollow Knight, Capitalism will take everything from the world; but no matter how destroyed a world appears, we’re not quite there yet.

That all probably sounds bleak, so let’s conclude part one by reflecting on the positive side to some of its parental creative themes—i.e., as a matter of praxial catharsis—before moving onto part two and Metroidvania space in decay and regrowth, rape and reclamation.

To this, the Gothic can seem like a bad dream stuck on loop (no one wants to be told “good luck” while reconciling with capital vs nature as fraught with mimicry and fabrication). Axiom Verge certainly feels this way. But it also shows that each time a story is told, the past grows, leaving behind artifacts that are increasingly begot from imagination (the cryptic writing crumbling to dust, the faeries moving in); i.e., as not only haunted by patriarchal ghosts, but spectral patriarchs anxious about the fragility of male power—its tendency to fragment into senility away from lucidity when threatened by nature and time categorized as an ancient, monstrous-feminine force: the Archaic Mother as an immortal, undead, and very pissed-off spectre of Marx. In short, such tyranny is fleeting and far from absolute. Writing decays, meaning canon does, too.

While memory is so often a casualty when such decay happens, it also lies in service to one side or the other when things, to some extent, regenerate inside the necrobiome’s fractal recursion (which Axiom Verge‘s jousting, Borges-style epistolary [ruins and mirrors] superbly demonstrates—the memories backtrack across the map, while the player more or less goes in a single, unicursal path); i.e., matter cannot be created or destroyed, only transferred and reshaped; e.g., like a flower tank echoing Eliot’s “Waste Land” (1922):

April is the cruellest month, breeding

Lilacs out of the dead land, mixing

Memory and desire, stirring

Dull roots with spring rain (source).

(artist: Persephone van der Waard)

This yields unto us an awesome power—that of the gods as genderqueer and monstrous-feminine, holding heaven in a wild flower that can regrow in the face of Cartesian domination’s own false gods!

As nature’s current guardians, we can harness such curse-like gifts to banish Cartesian dickheads (and their raping of nature) from the Breach, making them an awful thing of the legendary past (to learn from, as the future waiting to happen yet again)! Hauntologized, rebellion becomes the ultimate genderqueer playground, one where our reclaimed labor (and Gothic stories’ mise-en-abyme) can truly set us free! It plays with the decay (the fertilizer of genocide) to enrich our reckoning and return: Don’t fear the reaper! Fuck them!

I suppose it is all a bit neurodivergent, gay and bellicose! I’d also say excuse the drenched messiness and vertiginous, tangential repetition of this particular symposium, but that’s how divorces (and history) generally go (with Axiom Verge a war between gods and their children sharing the data—indeed, consciousness itself—as written down, but also cloned inside a shared, fought-over chronotope goopy darkness).

The fact remains, we want to make rebellion joyous by acknowledging our place in its splendid lies/dead giveaways. Queer people exist in a perpetual state of change, thus decay and rebirth as hinted at in Metroidvania tied to Cartesian abuses. Sooner or later you can’t afford to be passive (or non-violent); the joy comes from finding our voice (one that is generally marginalized and discounted by STEM-field-types and other state proponents monopolizing Gothic poetics for themselves—gaslight, gatekeep, girl boss). Concerning liberation through revolutionary cryptonymy, there’s simply too many things to address[14] all of them, ourselves—but at least you’ll be spoilt for choice!

(artist: Bay)

As something to grow into out of contested stories, queer people built ourselves out of old dead parts to defend nature and progress towards “the greatest nation” (Communism), not abuse and rape it like Athetos does with Trace (who looks human, but is actually a Frankenstein’s monster made from genocided corpses). The game lies to the player to expose Athetos lying to Trace, to us, to workers! This rebellious lying continues through our labor and games, our playing with Gothic poetics to kill Nazis in-text in order to challenge fascism (thus moderates and profit) extratextually. In turn, love and genderqueer catharsis bloom on that battlefield, resisting capital while trapped inside its hellish marriage to the land it poisons and steals from (camouflage goes both ways, as does sex, force/violence, bodily expression, masks, mirrors, etc)! Axiom Verge‘s notably decayed language, memory and world (all one-in-the-same data as “cards to play”) transform because they are used under disproportionate stress (asymmetrical warfare), yet stay flexible in regards to said stress in ways that Capitalism historically is not.

To play Axiom Verge, then, is to both play inside a settler colony that is dying and a dying land that is trying to reclaim itself (with both memories stored inside-outside the same avatar experiencing them). Capitalism (and by extension, its paragons) are brittle, frail, and prone to flaking and fragmentation, but also paranoid hostility because of their weakness as something to feel; re, what Chris Baldrick writes in his introduction to The Oxford Book of Gothic Tales:

For the Gothic effect to be attained, a tale should combine a fearful sense of inheritance in a time with a claustrophobic sense of enclosure in space, these two dimensions reinforcing one another to produce an impression of sickening descent into disintegration (source).

As such, capital digs its own grave by making the land (and workers) unstable, who then emerge through the same player/play space to joyously overthrow Capitalism according to the very whirlwinds it cannot survive. All capital can try and do is wait Communism out until the world ends (as Athetos does in his sorry bubble), convincing itself it can somehow escape to other planets (e.g., Elon Musk in our world, and Weyland in Scott’s, etc).

Summarizing our symposium thesis argument through Axiom Verge, Happ showcases the popularity of the monomyth (re: Campbell’s Hero of a Thousand Faces, 1949) and it’s “empowerment” (the knight rewarded with the damsel after slaying the dragon) as offset by the Promethean Quest’s “disempowerment” (the hero is cuckolded by the dragon, princess, Disney-style vice character, what-have-you); i.e., critiquing capital through the same spaces (and their abjection) in reverse: a fight to survive in spite of capital, camping the canonical medieval as it exists presently (e.g., Trace in a bikini, mothered by dragon fairy ladies).

Except, to merely call my developments “exciting” would betray the reality of discovering a fatal knowledge that is hard-won (as Promethean knowledge generally is): a) one’s home as displaced unto a territory that is discovered to be just that, but also one’s grave; and b) the home as built on genocide presenting itself as correct, righteous, all-knowing and so on (my father enjoyed universal acclaim simply for being my father). Faced with Athena’s Aegis, it’s not long before standard-issue military optimism exposes itself as the fool’s errand, tilting Quixotically at colossal, moribund windmills (dragons). Inside Trace, there’s a sense of Cartesian longing to dominate such things (taught to him by patriarchal forces in defense of Capitalism), but also submit to their power as weaker than a decayed greatness[15] starting to heal but still rotted (taught to him by matriarchal forces, in defense of Communism).

Even so, Elsenova’s dick is still bigger than his (giving an altogether different meaning to “size difference,” next page); she could crush Trace without a second thought! Indeed, she fucks back, the fabled Great Destroyer that every insecure patriarch fears: a spectre of Marx giving the fascist hypocrite a taste of their own medicine; i.e., by lying to his pupil, but also instructing him truthfully as a strict mommy dom, adopted parent/found family overcoming Cartesian family ties by camping them (“Whose mommy’s little destroyer? You are!”): a Satanic behemoth (what Mikhail Bulgakov would call “begemot,” the Satanic, hellcat servant [literally a giant talking cat] from his 1940 novel, The Master and Margarita).

Returned to working order as an act of waking up (the old gods return, “going woke” to challenge profit making workers broke[16]), Elsenova has evolved to brace herself against Athetos’ bullshit, literally taking up arms against him after emerging from her deathly chrysalid (from the corpse of empire). She does so, while Capitalism stays stuck in its inferior glass version (again, being too brittle to adapt and survive when Medusa topples it but also something of a sitting duck that becomes increasingly transparent during class war—a glass onion when workers rise up and break shit: they only have what power we give them). “Do you fear me?” she victoriously asks the hero, decked out in the clothes of gay class war while having the hero join her in a shared pedagogy of the oppressed; i.e., one resisting police violence (with Athetos’ hallway zombies serving as cops that attack Trace for his rebellious signature). This happens through ludo-Gothic BDSM teaching a vital lesson: life and death as part of the same rotting and growing equation, among the corpses and the shit (“They don’t sing about how they all shit themselves; they don’t put that part in the songs!”).

(source)

As “Bad Dreams” showed us with zombies, rebellion and apocalypse can be incredibly scary (a force of nature whose hurricane shakes shit up—more on this when we look at the Radiance). But they also represent the potential to be something great that, until this point, has been stunted by Cartesian forces. In Gothic BDSM language, the Rusalki offer a palliative-Numinous balm to capital’s deleterious effects, but also an ontological statement extending rebellion in and out of imagination: both who I want to be, and the found family I replaced my absentee parents with—someone strong and capable, but beautiful in ways that reflect their own bionic, genderqueer survival, liberation and cathartic enrichment. Before it, Trace the useful-idiot lab rat simpers dumbly as part of a death cult—one whose revolutionary cryptonymy robs him of his ability to rape Medusa, encouraging him to glaze (dick-ride) her, instead:

(artist: Wildragon)

Sort of. This happens without harming Trace. Only his foolish pride—tied to the nuclear family and its Hamlet-style tendency to decay while moving endlessly through the map—is wounded (which will recover in service to things better than weird canonical nerds); i.e., the Rusalki reborn embody a threat display (not unlike Princess Mononoke’s wolf mother from that film: a girl raised by wolves versus a boy raised by faeries) that signals the hero to bask in her campy glory (also like the Radiance). Doing so breaks canon to save nature from its usual monomythic destroyers and dogma: “the castle [as] the perfect dom,” person and place oscillating between both categories through the same-old Gothic mise-en-abyme, fairytales and ghost stories’ cryptomimesis (re: “po-tay-toh,” po-tah-toh”).

Axiom Verge is a story about a divorce the father loses, but where worlds still collide for the child. Except, the story of evil or questionable, Hamlet-grade parentage wasn’t new when Happ made Axiom Verge or even when Shelley wrote Frankenstein, nor are evil fathers dominating their children somehow restricted to “pure fiction”; i.e., playing god to one’s battered kids, passing oneself off as “God”; e.g., Shang Tsung’s “Low Tier God Is a DEADBEAT Dad to a BIOLOGICAL Daughter,” 2024); re: Victor and his ilk being low-tier, bargain-bin, absentee dads to their own kids (biological or not) and to nature as something to respect, not rape and harvest (what the kids call “divorced dad energy”). That being said, history is a document forever rewriting itself (re: Marx), dipping in and out of fiction and non-fiction, lucidity and oblivion, as game-like using maps (re: me).

As Axiom Verge and Frankenstein show, it can go either way. What matters is how you play with its lingering (and, at times, incredibly confusing) poetic instructions (which this book is very much a defense of—to develop Gothic Communism in ways more inclusive than Percy Shelley’s own 1821 “Defence of Poetry“); i.e., to move power and understanding in one direction (the state) or the other (workers and nature as monstrous-feminine) whilst inside the midden.

In short, the crux of the larger argument is intended play vs emergent, cowards following the leader by doing what they’re told, the bravely gay bending the rules to survive by outplaying the cop inside the trash heap. We empower workers by camping canon; re: making it not just gay but gay as fuck; e.g., gay space dragons[17] (above), observed by ordinary-looking queer people—as being in the closet or pushed towards it on the verge of things (as I was, once upon a time): a nerdy pirate roped into various, spacefaring adventures (Gothic matelotage) on the wild seas of outrageous fortune.

Grand poetics aside, it’s incredibly germane because our closeted nerd, son-of-Caesar is, through the resurrection machines, both born in the Caesarean style (“from his mother’s womb untimely ripp’d”) and divorced from his father’s evil influence. Raised by the Amazonian wilderness, he becomes free to challenge the gods of capital to—however impertinently they might describe his actions—lay them on, allowing him to choose his own destiny as not set; i.e., as not monopolized by either side (rebellion is optional, as far as choices go, but so is submission). Instead, the Shelley-style ambiguity lingers as a matter of ongoing class and culture war during the Promethean Quest as an everyday event (Capitalism vs Communism)—one to navigate, interrogate and express the ambiguities thereof in abstract and in small: the fabulously gay camping of monomythic language and motion (castle-narrative) through the draconian opera; the infernal, inverted monomyth; the danger-disco Gothic castle, theatrics and cryptonymy (masks, mirrors, poetry and puppets, etc)! All become spells, but also dialogs to uphold or resist bourgeois arguments, hence illusions.

To that, if the princess is the Call to Adventure in monomythic stories (videogames or otherwise), then Elsenora is Trace’s princess playing parent to discourage the nuclear family model (re: campy themes of incest [so-called “Lolita syndrome” with irony, unlike Beauvoir raping her students] never being far off in Gothic spaces, any more than insanity or cannibalism are; re: Walpole’s Mysterious Mother and its double incest plot); but she’s not the only one: under the thirsty hero’s blood-red lab coat (vampire pirate “rizz”) is an equally sanguine bikini (crossdressing, in Western culture, dating back to Shakespeare, at least).

(artist: Wildragon)

To survive, then, is to preserve amid the chaos of capital destroying us, with queer forces—from Walpole to Happ—hijacking the language of war and sex through weird metaphors/medieval hybridity that speaks naturally to queer audiences rebelling against capital’s de facto, symbolic parentage; i.e., even if the authors of these stories weren’t actually gay! “Actually” is just an argument to deny us a voice through the same liminal mode of expression; what matters is function and flow using the same aesthetics—the same heroes and stories—interpreted by us (and our dance partners) through any manner of campy medieval rape play we want, parody or pastiche, to produce cathartic irony (which is what the Promethean Quest ultimately is: camping the monomyth-as-medieval in present times).

To that, Axiom Verge is actually pretty limited as a Metroidvania; i.e., the gameplay being linear in order to critique capital (say nothing of the clunky controls), versus non-linear to move money through nature, as Samus does (who controls excellently like the Big Bad Wolf: “Better to eat [nature] with!”). But as something to aesthetically interpret, its GNC potential for catharsis is virtually endless, making Happ’s odyssey one of my all-time favorite Gothic genderqueer stories (also, props to Wildragon for the amazing fanart); i.e., the ability to converse with gods in order to move mountains, thus liberate ourselves from capital’s Cartesian edicts: throwing us in chains and eating us, undressing us, making us seek out a big-sister or mommy-style Amazon to nurture us, but also embody our dark matriarchal revenge.

In other words, Axiom Verge is a story about the value of such monstrous mothers—not as TERFs uphold the status quo (re: Ripley and Samus) by triangulating against Communism in abject forms—but as protectors of the weak and vulnerable as prone to be robbed from by Cartesian dogma teaching them to both surrender their power to capital (re: “candy from a baby”) and punch down against labor as monstrous-feminine. To that, the Gothic is predicated on decay and deception through open secrets, laid bare like a sexy mommy to teach you naughty-naughty knowledge (the raw nudity or the unequal power arrangements of rape play—the charged surfaces, thresholds, etc): Eve challenging God, teaching other workers (male, female, or intersex) to do the same!

(artist: Harmony Corrupted)

Such things might seem too bold and overly exposed. In truth, we rebels are often quite shy in person; on the canvas, though, we can be bold, protected by barriers through our cryptonymy! To expose such things without fear of actual harm (castration, as Freud would insist), alienation and eternal punishment (re: the gods’ fate for Prometheus)? That’s the best revenge of all: more happy relationships working through our mommy and daddy issues to leave better patterns/fractals, less Cartesian knobs like Athetos (re: “Pattern-Mind”) aping Victor Frankenstein and Hamlet’s dad (and their likenesses) to try and pass both themselves—and their mapped, automatic predation of nature—along.

Shelley dreamt of such catharsis, swinging for the fences by stamping seemingly inexpressible things (a tramp stamp) in ready accessible language (a parental drama with monsters[18] who look and act human); so can we, in and out of transformation and lucidity as part of a shared dream: annihilation and reformation—rebirth.

Per the infernal concentric pattern (up next)—and really just queer existence under heteronormative control, in general—the above things as they manifest in Axiom Verge and other Metroidvania go beyond simple closure, catharsis and resolution for monstrous-feminine entities. Thwarted by an overhanging tension, strain, and confusion—i.e., the slings and arrows of outrageous fortune, flung from those you think are all powerful, but aren’t (even when you want them to be)—such things are made and expressed in grand Shakespearean emotions: the hope of a better world, one free of Cartesian trauma for all gay bitches, developed inside allusory dollish copies of itself, of itself, of itself as overwritten (and decaying as it does, like a VCR tape, coming out of it like Sadako Yamamura to achieve tangible socio-material effects).

We’ll continue exploring the Cartesian function of playing god during the “Forbidden Sight” section, in the Demon Module. For now, we’ve merely laid out the gendered actors and their parental, Promethean actions (creation that destroys monomythic structures). For the rest of the symposium, we shall more deeply examine the castled stages all of this unfurls on; i.e., the maze, the labyrinth, as a ruin of Civilization full of itself, but also a particular arrangement of unequal power-as-parental and Promethean, a continuation of the same colossal struggle: the chronotope as home to giants, Amazons, fallen warring gods (those of capital and Communism), and all manner of Gothic “tortures” (the state in crisis, for which anything goes).

To that, before we can synthesize castle-narrative and Communism’s triumphantly matriarchal homecoming—one that concludes a current chase of the palliative Numinous as monstrous-feminine during ludo-Gothic BDSM—we shall explore the Promethean role inside the colossal wreck, insofar as heroic progression (re: weapons and power) is concerned: Hallownest and the Promethean hero’s journey into their own tomb, in Hollow Knight!

Onto the opening and part one for “‘Look upon my Works, ye Mighty’; or, the Infernal Concentric Pattern and Rape Play in Hollow Knight“!


Footnotes

[1] John Clubbe writes, in “Beethoven, Bryon and Bonaparte”:

On May 18, 1804, the French council of State declared Napoleon Emperor of the French. Upon hearing the news, an angry Beethoven crossed off the Eroica‘s first inscription to Bonaparte. (11) “So he too is nothing more than an ordinary man,” he cried out. […] At the top of the first page of the completed work Beethoven wrote the name of the First Consul, “Sinfonia Grande / Intitulata Bonaparte.” Beethoven later crossed out these words. Near the middle of the page, he wrote his own name, Louis van Beethoven. Below it, he wrote in pencil “Geschrieben / auf Bonaparte,” “written for Bonaparte.” These words he never erased. […] It is “Bonaparte” here, not “Napoleon,” because for Beethoven, as for Byron, there was a difference. “Bonaparte” meant for Byron and Beethoven the young conqueror of Italy, the dazzling leader who scuttled monarchies and symbolized liberal hopes for a new order (source).

[2] Advanced technology being indistinguishable magic, Clarke’s Law brings Shelley’s myths and magic back around; i.e., of the 21st century thrust into a fantasy space once more.

[3] Deryck V. Cooke writes,

That Wagner harboured anti-Semitic sentiments is both well-known and uncontested within the realm of musicological inquiry. The composer openly articulated his views in a number of publications, most notably Judaism in Music (Das Judentum in der Musik; 1850), in which he identified Jewish musicians as the ultimate source of what he perceived as substanceless music and misplaced values in the arts as a whole. What has remained a controversy, however, is the extent to which Wagner’s anti-Semitism informed his musical compositions.

On the one hand, many have contended that Wagner’s anti-Semitism was no more significant to his musical creation than was any other peculiarity of his personality. Indeed, the composer regularly found a scapegoat—such as the Jewish population—to account for his personal and musical misfortunes. Moreover, because Wagner lived during an era of widespread resentment toward Jews in Europe, it is not unusual that his dramatic works would contain anti-Semitic nuances (source: Britannica).

To what exact degree Wagner’s anti-Semitism affected his music is a matter of debate, but the fascist elements he presented (using pre-fascist, mythological language) have a class character to them similar to Milton or Ridley Scott, albeit in a conservative direction; re: the false rebel, versus Scott’s David having a Communist element to his radical counterterrorism.

[4] Something of a Valkyrie himself, camping the invincible heroine; re: Persephone van der Waard’s “Choosing the Slain, or Victimizing the Invincible Heroine, in Alien: Covenant” (2017).

[5] Granted, the ideas generally are combined for monstrous-feminine; i.e., love is a matter of survival through love and war as combined to various poetic degrees; re: the language of sex and war, dalliances, food, knowledge, and whatever else synonymize during a given exchange between two castled essays into the same contested territories.

[6] A mimetic effect seen with all tyrants, grooming their own kids by making their sons (or their obedient labor force at large) in the father’s statuesque image (re: Pygmalion); e.g., Dracula and Alucard, to which Victor failed in Frankenstein, trying euthanize his child afterwards. In Trace’s case, he looks exactly like his dad, to which the other man tries to salvage him through reason (replacing Robert Walton with the Creature as being one in the same, for Happ).

[7] With the above illustration by Wildragon showing Trace prostrate before Ophelia, the name of Hamlet’s sister, who drowned (a fate shared by Shakespeare’s imaginary sister, “Judith*,” in A Room of One’s Own, 1929). In Jungian terms, allusions to water and darkness coincide with dreams that speak to patriarchal abuse through a pedagogy of the oppressed; e.g., Sadako Yamamura climbing out of a well to seek revenge against her death (and that of other monstrous-feminine) by men having killed and taken their essence—their life force—to begin with.

*As Woolf writes, “Now my belief is that this poet who never wrote a word and was buried at the cross-roads still lives. She lives in you and in me, and in many other women who are not here to-night, for they are washing up the dishes and putting the children to bed” (source).

[8] The story has multiple interwoven timelines, interacting with one another not unlike Borges’ “Garden of the Forking Paths” or Cameron’s Terminator films: across space-time in decay as a matter of Gothic drama.

[9] Their conversation occurs shortly before he goes to meet his maker—with Scott’s Engineers being as vain, fascist and genocidal as Weyland is; i.e., zombie tyrants, themselves, being further along than he is. When Weyland dies asking them for help—when he’s forced to confront what he hopes to aspire to as being as cruel and heartless as himself—he realizes that’s all his life was: “There’s nothing…” It’s basically Scrooge seeing his fellow bankers piss and moan at his own funeral.

Keeping with Dickens, the irony’s so thick you could cut it with a knife. It’s quite brilliant, if you ask me, because it highlights the futility of such cruelty—that it, Capitalism, was all for naught. For precisely that reason, stories like Prometheus don’t sell nearly as well to American audiences as Cameron’s neoliberal Red Scare nonsense does (see: Persephone van der Waard’s “Outlier Love: Enjoying Prometheus/Covenant in the Shadow of Aliens,” 2019)!

[10] This decay reflects in the game’s visual style, which is suitably glitchy by way of remembering those old NES cartridges being prone to “glitch out” to begin with (similar to Forbidden Planet being in 4:3 aspect ratio and Frankenstein published on paper); in revisiting that, it becomes a kind of fatal nostalgia that speaks to Capitalism in decay through an indie-developed gameworld revisiting the Metroidvania of the past. Rather than break down, queerness emerges from decay to thrive in a very liminal way (a state of becoming something new that Capitalism fears from of old stories). The Gothic—and by extension queerness as Gothic (from Walpole and Lewis onwards)—is written in disintegration as a means of fresh building blocks assembling away from tyranny (afraid of its own death).

[11] The domain of women/monstrous-feminine is generally of compelled prostitution, shoved unceremoniously into the gutter by patriarchal forces pimping nature; i.e., the world’s oldest job—one that is both incumbent on rape, and baked into Cartesian thought as a pro-Capitalist creation myth the modern Promethean Quest camps by design. Simply put, it’s a lived reality that defines us as much by the things we reclaim (sex, labor and force, etc), mid-struggle.

[12] No different than the rise of terrorist literature making the Victorians afraid (re: Crawford).

[13] With technology (writing and written accounts, especially maps) leading to forgetting (re: Plato) as a matter of Lear-style genocide to reassemble (re: Morrison); i.e., as a matter of playing with old dead things in Promethean forms (re: me) as Shelley once did: through journals, the likes of which Axiom Verge presents to the player as written by multiple monarchal parents lying to him (see, also: Myst and its blue and red pages) in order to achieve sex-positive or sex-coercive end goals: deny or gain entry unto power through deception and force (the pussy and the penis divorced from biological essentialism [and gender from sex, per Judith Butler] but paradoxically “fencing” during the usual battle of the sexes being one over gender and labor tied to people’s bodies).

[14] I.e., to acknowledge and localize them, like a haunted house pointing to its own abuse; re: the restless labyrinth’s cryptonymy further complicated by the duality of Gothic poetics, during oppositional praxis.

[15] Such dark, BDSM cybernetics suggests a fascist element of greatness to these biomechanical Amazons, not unlike Lovecraft’s aliens from Mountains or the Chozo from Metroid (e.g., Raven Beak, from Metroid: Dread, as basically Caesar Chozo).

[16] Profit isn’t just rape, but labor and wage theft that endorses rape as an abject commodity and comorbidity (criminogenic effect) under capital’s monopolies, trifectas and qualities.

[17] Spoke Prince Lear of the unicorn, “Unicorn, sorceress, mermaid—no name you give her could surprise or frighten me. I love whom I love.”

[18] Contrary to what you might have been led to believe by capitalists, the villain of the story is not the Creature; it is the maker of the Creature and the system for which all belong. Like Athetos and Trace, Victor tries to internalize this mentality into his childlike slave (though, in Trace’s case, to get him to help the evil father seek revenge, versus Victor trying to kill the Creature); the slave refuses to obey the evil nerd, listening to a maternal presence that admittedly was rather absent in Shelley’s original novel. Given a mother to listen to who isn’t tokenized/completely passive, Trace has the chance to grow up and not repeat the mistakes that Athetos, the capitalist, did before him: the sins of the father linked to a genocidal system (of material conditions)/system of thought.

Book Sample: “She Fucks Back”; or, Metroidvania (opening and part zero)

This blog post is part of “Searching for Secrets,” a second promotion originally inspired by the one I did with Harmony Corrupted: “Brace for Impact” (2024). That promotion was meant to promote and provide Volume Two, part one’s individual pieces for easy public viewing (it has since become a full, published book module: the Poetry Module). “Searching for Secrets” shall do the same, but with Volume Two, part two’s opening/thesis section and one of its two Monster Modules, the Undead (the other module, Demons, also having a promotion: “Deal with the Devil“). As usual, this promotion was written, illustrated and invigilated by me as part of my larger Sex Positivity (2023) book series.

Click here to see “Searching for Secrets” Table of Contents and Full Disclaimer.

Volume Two, part two (the Undead Module) is out now (9/6/2024)! Go to my book’s 1-page promo to download the latest version of the PDF (which will contain additions/corrections the original blog posts will not have)!

Permissions: Any publicly available images are exhibited for purposes of education, transformation and critique, thus fall under Fair Use; private nude material and collabs with models are specifically shared with permission from the original model(s). For more details about artist permissions, refer to the book disclaimer (linked above).

Concerning Buggy Images: Sometimes the images on my site don’t always load and you get a little white-and-green placeholder symbol, instead. Sometimes I use a plugin for loading multiple images in one spot, called Envira Gallery, and not all of the images will load (resulting in blank white squares you can still right-click on). I‘ve optimized most of the images on my site, so I think it’s a server issue? Not sure. You should still be able to access the unloaded image by clicking on the placeholder/right-clicking on the white square (sometimes you have to delete the “?ssl=1” bit at the end of the url). Barring that, completed volumes will always contain all of the images, whose PDFs you can always download on my 1-page promo.

The Monomyth, part one: “She Fucks Back”; or, Revisiting The Modern Prometheus through Astronoetics: the Man of Reason and Cartesian Hubris versus the Womb of Nature in Metroidvania

We are now three months into the year of our Lord, 2023[1]. At this moment in our civilization, we are on the verge of terraforming planets undiscovered just a decade ago. We have identified the genetic chain of events behind 98% of cancers—a chain we have broken, effectively curing them. We can create cybernetic individuals who, in just a few short years, will be completely indistinguishable from us. Which leads to an obvious conclusion: We are the gods now.

“I haven’t been struck down. I take that to mean I’m right. We wield incredible power—the power to transform, to destroy and to create again. The question, of course, before us is, ‘What the hell are we supposed to do with this power?’ Or, more importantly, one should ask, ‘What are we allowed to do with this power?’ The answer to that, my friends, is nothing. Rules, restrictions, laws, ethical guidelines—all but forbidding us from moving forwards. Well, where were the ethics during the Arabian conflicts? Why are rules preventing us from feeding impoverished cultures? How is there a law which states, ‘If we build a man from wires and metal—a man who will never grow old, a man who will never feel the heat of a star or the cold of the moon—how is the creation of such an incredible individual considered unnatural?’

“The answer to all these questions is simple: These rules exist because the people who created them were afraid of what would happen if they didn’t. Well I am not afraid!

“For those of you who know me, you will be aware by now that my ambition is unlimited. You know that I will settle for nothing short of greatness, or I will die trying. For those of you who do not yet know me, allow me to introduce myself: My name is Peter Weyland. And if you’ll indulge me, I’d like to change the world” (source: American Rhetoric, Movie Speeches).

—Peter Weyland, Prometheus (2012)

Picking up from where “‘The Monomyth’ (opening and part zero)” left off…

Now that we’ve looked at the futile nature of undead revenge in Mandy and Lovecraft through the Promethean Quest, let’s consider zombie tyrants and those who fuck back against them! Focusing on Metroidvania, “Monomyth,” part one shall examine the man of reason and why he sucks, aka the spoiled rich-boy charlatan smugly playing God through astronoetic means (from Victor Frankenstein to the Wizard of Oz to Peter Weyland [above] to Elon Musk, crypto bros and weird canonical nerds inside the Man Box). Astronoetics are what Michael Uhall calls a celestial, intelligible presence (“Astronoetic Cinema,” 2019). Reframed by me slightly, it is the colonial gaze of Planet Earth in any imaginary scenario, which the Metroidvania commonly portrays as nature vs civilization. Given the common confusion surround the term, I might as well spare you any extra headaches by supplying its assorted definitions, in whole and advance[2] (from the glossary—originally from my early PhD research, “Mazes and Labyrinths“):

Metroidvania

A type of Gothic videogame, one involving the exploration of castles and other closed spaces in an ergodic framework; i.e., the struggle of investigating past trauma as expressed through the Gothic castle and its monstrous caverns (which is the author poetically hinting at systemic abuses in real life). Scott Sharkey insists he coined the term (source tweet: evilsharkey, 2023)—ostensibly in the early 2000s while working with Jeremy Parish for 1-Ups.com:

However, the term was probably being used before that in the late ’90s to casually describe the 1997 PSOne game, Castlevania: Symphony of the Night; records of it being used can be found as early as 2001 (this Circle of the Moon Amazon review is from 2003). By 2006, though, Jeremy Parish had a personalized definition on his own blog, “GameSpite | Compendium of Old and Useless Information” (2012):

“Metroidvania” is a stupid word for a wonderful thing. It’s basically a really terrible neologism that describes a videogame genre which combines 2D side-scrolling action with free-roaming exploration and progressive skill and item collection to enable further, uh, progress. As in Metroid and Koji Igarashi-developed Castlevania games. Thus the name (source).

My own postgrad research (“Mazes and Labyrinths”) has expanded/narrowed the definition quite a bit:

Metroidvania are a location-based videogame genre that combines 2D, 2.5D, or 3D platforming [e.g., Dark Souls, 2009] and ranged/melee combat—usually in the 3rd person—inside a giant, closed space. This space communicates Gothic themes of various kinds; encourages exploration* depending on how non-linear the space is; includes progressive skill and item collection, mandatory boss keys, backtracking and variable gating mechanics (bosses, items, doors); and requires movement powerups in some shape or form, though these can be supplied through RPG elements as an optional alternative.

*Exploration pertains to the deliberate navigation of space beyond that of obvious, linear routes—to search for objects, objectives or secrets off the beaten path (source).

Also from “Mazes and Labyrinths”:

Mazes and Labyrinths: I treat space as essential when defining Metroidvania. Mazes and labyrinths are closed space; their contents exist within a closed structure, either a maze or a labyrinth. A classical labyrinth is a linear system with one set, unicursal path towards an end point; a maze is a non-linear system with multiple paths to an end point [classical texts often treated the words as interchangeable].

Metroidvania, etymology: As its most basic interpretation, Metroidvania is a portmanteau of Metroid and Castlevania, specifically “Metroid” + “-vania.” However, the term has no singular, universally-agreed-upon definition. Because I focus on space, my definitions—of the individual portmanteau components—are as follows:

“Metroid” =/= the franchise, Metroid; “Metroid” = that franchise’s unique treatment of closed space—the maze.

“-vania” =/= the franchise, Castlevania; “castlevania” equals that franchise’s unique treatment of closed space—the labyrinth.

At the same time, “Metroid,” or “metro” + “-oid” means “android city.” “Castlevania” or “castle” + “-vania” means “other castle,” “demon castle,” or “castle Dracula.” The portmanteau, “Metroidvania” ≈ “android city” + “demon castle” + “maze” + “labyrinth.”

Further Distinctions: There are further ways to identify if a Metroidvania space is a maze or not. As I explain in my 2019 YouTube video, “Metroidvania Series #2: Mazes and Labyrinths“:

What ultimately determines a Metroidvania’s maze-ness are three sequences: the start, the middle, and the end. The start is what I consider to be the collection of essential items—power-ups you’ll need to use for the entire game. Mid-game is the meat of the experience. The end sequence makes the win condition available to the player.

I mention item collection relative to these sequences because they are a core element of Metroidvania play, hence determine what kind of space the player is dealing with. In Metroid, for example, the Morph Ball, Bomb and Missiles are essential, and the player can acquire all of them rather quickly. Apart from those, however, there are few items you actually need to complete the game. One of them is Ice Beam, which is required to kill metroids, thus gain access to Mother Brain (the game’s end condition). Large portions of the game can be played without it, though. Like many Metroid power-ups, it is a mid-game collectible.

Item collection allows the player to leave the start and enter the middle. This section, I argue, determines whether or not a Metroidvania is a maze. If the majority of the game allows for sequence breaks, RBO (reverse boss order) and low-percent, then it is a maze; if not, it is a labyrinth. A Metroidvania can be either (source: the original script on Google Docs).

In terms of appearance, a Metroidvania’s audiovisual presentation can range from retro-future sci-fi to Neo-Gothic fantasy. Nevertheless, their spaces typically function as Gothic castles; replete with hauntological monsters, demons, and ghosts, they guide whatever action the hero must perform when navigating the world and dealing with its threats (ibid.)

In essence, when I mention “the womb of nature” and “astronoetics,” Metroidvania is what I’ll be focusing on for much of the symposium. So keep the above definitions in mind as best you can!

Except, Metroidvania also came into existence fairly late in the game; i.e., a form of neoliberal dogma 1986 onwards, one whose history—of finding lost power in the “ancient alien” ruins (and my scholarship attached to it) as predicting the fall of the West back on Earth—took centuries to formalize. First exemplified by Shelley’s Frankenstein, astronoetics crystalized in the realm of relatively current science fiction starting with Lovecraft’s sole novel, At the Mountains of Madness (1936): cosmic nihilism, or the idea of uncolonized space (nature) as indomitable, thus indifferent to Man as a colonial force per Reason raping Earth, then the stars! Other stories include Forbidden Planet and Alien, but also Hamlet, The Tempest, A Midsummer Night’s Dream, and The Castle of Otranto. We’ll mention them all, here; i.e., while talking about Metroidvania as a critical device conducive towards and corollary to ludo-Gothic BDSM as defined by me, built on the above palimpsests; re (also from the glossary):

Ludo-Gothic BDSM

My combining of an older academic term, [Laurie Taylor’s] “ludic-Gothic” (Gothic videogames), with sex-positive BDSM theatrics as a potent means of camp. The emphasis is less about “how can videogames be Gothic” and more how the playfulness in videogames is commonly used to allow players to camp canon in and out of videogames as a form of negotiated power exchange established in playful, game-like forms (theatre and rules). Commonly gleaned through Metroidvania as I envision it, but frankly performed in any kind of Gothic poetics—i.e., to playfully attain what I call “the palliative Numinous,” or the Gothic quest for self-destructive power as something to camp.

The follow-through, here, is that men of reason suck in these stories as a matter of playful critique, one whose hot-potato displacement—of capital passing the buck onto ancient, seemingly alien empires or allegorical, magically reassembled fantasy worlds—dates back to Walpole’s Otranto (for aesthetics, splendid lies, dead giveaways), following Mary Shelley’s Frankenstein, the Modern Prometheus, exploring the cynical nature of such tyrants to begin with: those who know the cost of everything but the value of nothing as hidden (along with their deep-seated insecurities) behind a perfidious veneer of reason, of the so-called knowing-better good father looking out for his children and the world by “just asking questions.”

In truth, such men can’t love anything but themselves and their own legacy as a matter of embodying Capitalism, which they do quite gladly. They’re literally the poster children of it, enjoying all of its benefits, including always appearing right, good, and correct, hence being able to arbitrate violence against anything that “isn’t”; i.e., by playing god, punching down against the state’s usual targets: nature, workers and the monstrous-feminine, forcing the latter to fuck back by punching up while receiving state harm as something to subvert during rape play (which ludo-Gothic BDSM boils down to) by using Athena’s Aegis inside Metroidvania.

The fact remains that men like Weyland rape nature all the time, but only double their efforts when they—like the system they personify—reliably starts to die (false power). In turn, the state and its men of reason will do anything to preserve themselves, weaponizing their own bloodline against nature, the latter having evolved to resist dominion (thus rape) through counterterrorism and asymmetrical warfare.

As these men begin to die, everything falls apart in one last-ditch effort to hold onto capitalistic godhood; i.e., choking on the very things they eat to remind them of their cruelty and their hubris (not per Freud’s id, but per Marx’s capital routinely projected into Gothic, Promethean language riffing on parental elements that Freud essentialized as a matter of the crystalized nuclear home): “Where’s the robot to pat you on the back, or the engineer? […] There you see, now, how all your so-called power counts for absolutely nothing? How your entire empire of destruction comes crashing down, all because of one. Little. Cherry!”

To such stupid and embarrassing tyrants, I now want to consider nature (and labor’s) indomitability through the monomyth when camped by the Promethean Quest as personally and spatially monstrous-feminine; i.e., going heroically into and staying inside Hell as researched according to my expertise: videogames as Gothic chronotopes connected to the Promethean Quest, per Metroidvania. Going beyond Shelley or Lovecraft and into Metroidvania, I’ll try to stay focused on their connected, monomythic histories that—while older than Cameron’s 1986 refrain, Aliens (which inspired the shooter genre, but also the Metroidvania)—nevertheless attach to capital presently as we inspect the Metroidvania space itself: as something to reify and move through across the centuries and media types (from novels to cinema to videogames; from outer space to European castles, and in between those things).

We’ll do so through several arguments I want to you to keep in mind. I say that because frankly there’s a lot to discuss, this symposium more an opportunity to raise issues for you to confront and grapple with yourselves; i.e., while showing you the cryptonymic, disguise-like qualities to such subversive query and rebellion when faced with Cartesian copycats looking to pacify our stewardship of nature (indented for emphasis):

Per Hogle, the Gothic is predicated on fakery through the process of abjection attacking nature vis-à-vis the ghost of the counterfeit; i.e., nature as alien/monstrous-feminine, colonized by the sovereign West through Cartesian thought. Historical materialism proliferates decay and deception through open secrets (casualties of empire, but also empire in decay expressed in medieval language; e.g., castles) that no one side can monopolize, but for which terror and obfuscation allow either side to partially conceal themselves with, using the cryptonymy process to operate in capital’s wake: to either defend the status quo while wearing its victims and symbols of oppression, or to undermine it through the same basic means.

In short, anytime I say “camouflage” or “disguise,” this is basically what I’m talking about. Furthermore, Promethean space (usually castles) is part of this decay and deception under capital, for workers vs the state (often, as nature vs civilization); it’s something of a “dead giveaway” as person or place—both invented, and restlessly pointing into half-hidden atrocities and subterfuge materializing between opposing forces: on their charged surfaces and inside their dualistic thresholds, asking to be looked into “on the ashes of something not quite fully present.”

That being said, we’ll likewise look at the persons and parental themes involved when capital colonizes said spaces (the womb of nature projected into outer space, or frozen, uninhabitably barren/cold, desert-like territories comparable to outer space), then consider the ways in which all this colonization can be subverted/camped and reversed, power-wise; i.e., with Metroidvania persons and places; re: the dialectic of shelter and the alien enacted canonically through people (men of reason) and places (castles, including Metroidvania) to punch Medusa (indented for emphasis):

That’s what the Promethean Quest effectively encapsulates and discourages, Medusa fucking back to reverse the flow of power and information the monomyth normally supplies in outright parental language, but also monomythic media exposed to middle-class children at a young age; i.e., standing in for absentee parents (videogames, for our purposes): the givers of Cartesian dogma, but also rebellious sentiment through Promethean allegory (the appearance of the black castle/fallen manmade paradise to begin with).

Consider the above indented portions something of twin thesis statements for the rest of “The Monomyth,” part one—arguments, mid-symposium, that we’ll touch upon sporadically as we bounce between parent and palace, person and place; i.e., as parts of the same Promethean stories and their liminal expression conveyed through part one’s looser, conversational style: built to move through and intimate different legendary elements of real life, as the chronotope does.

To it, astronoetics are both a settler-colonial narrative voicing the usual things up for grabs (the nuclear family threatened by mad science in a frontier narrative, left), while also remaining a popular cautionary tale about displaced Cartesian overreach; i.e., by sucky men of science embodying Capitalism and its Gothic consequences and divisions (and whose Enlightenment-style enslaving of nature through retro-futurist language pushes nature-as-robata [slave] to fight back, posthuman-style), then carried forward into At the Mountains of Madness, then Forbidden Planet, then Alien, and finally into videogames but especially Metroidvania! The heroes are villains posturing as good, in these stories (often men of means—white-collar criminals [which men of reason essentially are] acting like blue-collar frontiersmen rebelling against capital, but point-in-fact serving it as usual to a mythological degree; i.e., technologically superior space cowboys)!

We’ll consider such a parental abjection of nature (and its reversal by monstrous-feminine agents) in Metroidvania based, more or less, on monomythic stories like Alien and Forbidden Planet as going all the way back to Frankenstein critiquing capital with Walpole’s prurient, medieval, nigh-raunchy-at-times elements (often via royalty and wealthy persons, which men of reason generally are): a vulgar (common) marriage of sex, terror and force, as the Gothic does, through imaginary conquest per Promethean critiques of the monomyth, of capital, of entitled Cartesian dickwads (we go high and low, Michelle Obama)!

There’s certainly an element of rape play to consider through these things. To clarify, though, our focus will be on Metroid-style (non-linear) spaces or offshoots per the man of reason (or token agent; e.g., Samus Aran as cowgirl and white savior/white Indian working for the Man) and Aguirre’s infernal concentric pattern, not Castlevania or other videogames that seemingly obey the same basic idea[3] of the Hero’s Journey into and out of Hell; i.e., as a space to explore and conquer per the usual cartographic refrains (stab, punch and shoot the monster inside a given map). Here, we’ll just be focusing on the one that best illustrates spatially and theatrically what inspired my concept, ludo-Gothic BDSM, per “Our Ludic Masters” onwards (for the entire catalog of such spaces, refer to my earlier PhD research, “Mazes and Labyrinths“; also, “War Vaginas” provides some good examples of monstrous-feminine space, weapons and heroes).

(artist: Pepe-Navarro)

For our purposes moving forwards, Metroidvania (and its forebears) are defined by Amazonian movement (and battle) through closed space, often a dungeon or a castle of some kind as occupied by Numinous, Promethean power (the semi-abstract presence of rape and dominion fused into the architecture). In turn, any of them invoke the confrontation of difficult truths, which are the first step towards healing from capital’s abuses: nature as alienated from us by Cartesian elements, including death as uncomfortable to face but also rape and abuse relative to nature as normally dominated by patriarchal exterminators going into Hell (standing in for Earth as otherworldly doubles). Alienize, then rape behind the lies, the camouflage, the debris, the records; it’s well and truly Cartesian thought’s raison d’être!

For example, the metroids, above, are synonymous with the gameworld they inhabit, but also the Galactic Federation’s desire to colonize outer space as an older cycle of conquest bleeding into newer ones that ape the same basic pattern in and out of fiction. As such, Cartesian domination ranges spatio-temporally from the faux-Egyptian Chozo as nodding to Giger’s own dark pyramids, such cryptomimesis reaching all the way back to British Romanticism and Orientalism—by Percy Shelley’s “Ozymandias” following Napoleon’s raping of Egypt—and all the way forwards to the Federation’s girl boss, Samus, embodying her employer’s frontier vampirism. While all of these things point to real-world abuse committed by Cartesian forces policing nature—essentially conveyed in fictional, romantic language whose people and places mirror non-fictional atrocities—Samus does so through the metroid tied to her as the xenomorph was to Ripley and the Creature to Victor Frankenstein, etc; i.e., as weaponized for Cartesian, thus state hegemony in an astronoetic sense: the tokenization of the monstrous-feminine as increasingly xenomorphic in ways that feel ontologically ambiguous.

(artist: Hybrid Mink)

Per the Promethean Quest (which Metroid most certainly is), nature-as-technology becomes an unnatural predation on itself through the copying of such things via police interference (e.g., “the weapons division,” from Alien, which it looks like we’ll finally see with Alien: Romulus [my thoughts on the final trailer] when a team of robbers break into an overrun science facility run by humans in space, not humanoid space aliens on terra firma). It’s no coincidence, then, that Samus’ suit is generally a stand-in for the monsters she kills but also the state secrets (crimes of genocide) her employers pay her to commit for profit (which the franchise calls “peace in space[4]“); i.e., policing nature while wearing its dead as trophies, Artemis-style; e.g., the Phazon armor from Prime (2002), Dark Samus from Prime 2 (2004), or the SA-X from Fusion (2002), but also the Metroid suit from Dread (above 2021): the white Indian summoned as a neoconservative lullaby cannibalizing the very things that became emblematic of an ongoing war of extermination—one waged by Cartesian men of reason against the womb of nature as something abject to rape (a wild land where the Wild Things Are to make “wild rumpus” in for the state, for men of reason): by our resident TERF furthering abjection, Man-Box-style (the armored maiden punching “nature” as “cosmic rapist”). It’s so fearsome that trying to bond with it is generally seen as a fate worse than death (“Kill me!” from Aliens, being a not-so-subtle reversal of “Help me!” from Vincent Prince’s The Fly, 1958).

In other words, such things are an affront to nature (commonly portrayed as “bestiality”—the part-human, part-animal quality of so many ancient gods) as raped by Cartesian forces playing the tyrant and the white-Indian false-rebel; i.e., disguising the Capitalocene through monomythic likenesses that are passed down, only to be rejected by Promethean stories walking the tightrope. The quiet part is said out loud in Gothic fashion: dancing in the ruins as Promethean, having power hidden inside them, waiting to be found through play with “old” dead things left behind in some shape or form (capital relying on the monomyth’s unironic forms, “Hell” being the past as something to invade in the real world; i.e., the Global North invading the Global South as “past,” where Imperialism, thus genocide and rape, still occur). That’s simply how humans work; no sense in abolishing or poo-pooing such stories (re: Frederic Jameson’s Postmodernism and Botting’s “Future Horror“).

(artist: Ayami Kojima)

Except, Promethean stories decay as a matter of function, tokenizing like all things do under capital. As such, it sucks to experience these kinds of abuses in ways that encourage assimilation and reactive violence (starting all the way back with Frankenstein). On the flipside, they become something to grow accustomed towards, thus can be weaponized once more against our abusers as thoroughly unused to seeing such things thrown back at them; i.e., to look on death but especially genocide, and see oneself and one’s belief system, held accountable: as alien, impotent, fallen from grace, the ivory tower and manliness (as they see it). As such, the primary vector for Cartesian downfall via the Promethean Quest is mad science, through which the monstrous-feminine is increasingly non-Vitruvian in its appearance (akin to Milton’s Satan dropping its angelic guise).

For example, while Victor’s Creature was more or less humanoid, Lovecraft’s novelized bogeyman, the amorphous shoggoth, was anything but. Even so, it remained monstrous-feminine in response to a Cartesian effort to conquer the world (abjected onto beings from outer space, of course); i.e., the Archaic Mother (the Medusa) as a fearsome bugbear haunting the inheritors of genocide (the Promethean ruin): the humans who saw it last. They were explorers themselves, feeling their own extinction anxieties peak regarding patriarchal conquest bounced back at them from a dead alien city occupied by rogue technology run amok; i.e., something Lovecraft described as a tunnel, a bottomless well: as fallible thus finite inside a living space built on genocide (re: Le Guinn’s Omelas).

However, instead of Shelley or Lovecraft (the former who we’ll obviously touch on, the latter whose work feels incredibly souless and bare), we’ll introduce all of these devices—the man of reason, the Promethean Quest, bad parentage, people and places, Amazons and Medusa—through cinema (a little bit( and videogames (a lot) as closer to neoliberalism’s remediation of such devices (corporations don’t write novels, at least not to anywhere near the same extent as they produce movies and videogames, because people have to be literate to consume them).

We’ll start with Forbidden Planet, a film that laid the cinematic groundwork, Freudian worship (and wizardly spectacle) for Alien, after which the Metroidvania put the Promethean Quest in the player’s hands (the avatar). From there, we’ll consider how this ludic potential manifests in ludo-Gothic BDSM vis-à-vis castles (and their occupants) in Metroidvania; i.e., a synthesizing of castle-narrative and monstrous-feminine potential to subvert Cartesian hegemony in defense of nature, thus workers and the world at large normally raped by the state and men of reason. In the Gothic, history is a castle whose pieces get up and move around; in short, they interact as the Gothic does, between the space and its legends tied imaginarily to real people and places decaying and regenerating to yield fresh synthesis over space-time. Contradiction is to be expected—is part of the process during the arguments that unfold literally dueling back and forth; i.e., from Otranto to Metroidvania, as the chaff and critique of capital stirring such things up.

For a bit of fun, we’ll actually look at two Metroidvania—indeed, the same two Metroidvania I did for my master’s thesis back in 2018, Axiom Verge and Hollow Knight:

  • Part zero, “‘Men of Reason Suck’; or, Ghosts of Freud in Forbidden Planet, and the Gendered Components of Gothic Space (and Its History of Scholarship) as Tied to Capitalism in Disguise” (included in this post): Sets the table. Looks at the history of Gothic expression through people and places, looking at older theatrical works and mythic structures—i.e., about/disguising Capitalism as surviving in more modern examples like Forbidden Planet through which Metroidvania like Metroid operate—then catalogs that history of scholarship (my contributions, some of them) for you to consider and refer back to, when reading parts one and two (the close-reads).
  • Part one, “Away with the Faeries; or, Double Trouble in Axiom Verge“: Considers people first, places (and space) second; i.e., the seemingly Freudian, Amazonomachy-style astronoetics (colonial gaze of planet Earth) and parental themes from Frankenstein and Forbidden Planet, translating nicely into the Metroidvania space, of which we’ll consider through a dialectical-material sense pointed at Thomas Happ’s 2014 one-man-show, Axiom Verge.
  • Part two, “‘Look upon my Works, ye Mighty’; or, the Infernal Concentric Pattern and Rape Play in Hollow Knight and Metroidvania at Large“: Considers space[5] first, people second; i.e., explores my grad school and postgrad research into Metroidvania, but especially Bakhtin’s chronotope and Aguirre’s infernal concentric pattern in Hollow Knight as informing what eventually became ludo-Gothic BDSM: a means of rape play (whose performative, revolutionary nuances we’ll also unpack).

The sex-positive idea in doing so is to return not just to people and spaces, but headspaces that, since then, have produced important ideas; i.e., regarding Cartesian thought personified to conquer others behind a veneer of reason and benevolent parentage (re: “thinking beings,” per Cartesian dualism). Metroidvania and other Promethean spaces aren’t just places of exquisite torture (re: Radcliffe) per Bakhtin’s Gothic chronotope—or a Freudian playground that Barbara Creed made a career out of—but something vast and hauntological that yielded new GNC ideas of revolutionary play whose Promethean attack addresses old problems (rape, racism and genocide) stemming from Cartesian thought and its monomythic undead elements under neoliberal Capitalism and Capitalist Realism (re: Mandy and Lovecraft). The idea is to leave the racism of actual men like Lovecraft (and fictional ones like Frankenstein) behind when practicing ludo-Gothic BDSM, but keep the Numinous feelings for palliative reasons that actually predate him.

To that, this section specifically combines my postgrad research after writing my PhD (Volume Zero of Sex Positivity), making “She Fucks Back” a culmination of my life’s work on the subject; it’s my Metroidvania magnum opus and I’m very proud of it! “The Metroidvania castle, as far as I’m concerned, is the perfect dom,” I write in Volume Zero. This, as we shall see, is as much the byproduct of an interaction between myself and all that came before: the Medusa as communed with through space and occupant, past and present, scholar and consumer sitting somewhere in between all of them. No one ever said BDSM wasn’t iconic; lost in the Communist-Numinous potential of such fractals, our freaky big girl both struggles to break free, and is something of a rope bunny who digs the paradoxical bondage (of genuine liberation, to be clear) she ropes others into as well: Cartesian gonads acquired.

(artist: VG Yum)

Metroidvania, part zero: “Men of Reason Suck”; or, Ghosts of Freud in Forbidden Planet, and the Gendered Components of Gothic Space (and Its History of Scholarship) as Tied to Capitalism in Disguise

Doc, is it a male or a female?” / “For me, sir, the question is totally without meaning!”

—”Cookie” to Doctor Ostro, and Robby the Robot’s reply, Forbidden Planet

The “Metroidvania” symposium is all about parents—good and bad—in monomythic stories, which the Promethean Quest reverses while using the same basic camouflage (Capitalism disguises itself as noble and good, but also doomed in an endless loop—playing the victim as mythologized, which Victor does). To that, the man of reason is an Enlightenment idea, from which settler colonialism (rape and genocide) sprang from Cartesian thought dominating nature for profit[6] (from Columbus’ earliest experiments, to Descartes and Francis Bacon’s revolution, onwards), and survived monomythically per Lovecraft and other space-centric follow-throughs of the 1818 original (Shelley loved her big open spaces, whereas Lovecraft leaned into giant alien ruins surrounded by said spaces—a derelict colony, in other words); i.e., as haunted by ghosts of genocide extending from a desolate planet Earth into outer space, both curiously forbidding and inviting like a Gothic castle: technophobia as corrupting the “natural order” of the nuclear family unit. Communist robots bad!

To it, I want to unpack all of that now, in part zero; i.e, by looking at various “ghosts” that haunt the whole Promethean enterprise: Freud and Forbidden Planet, but also Hamlet and other Shakespearean works (and Gothic scholarship) tied to Metroidvania concerning the same struggles between civilization and nature as gendered (whose trappings we’ll both want to escape, and use to our benefit). That way, you’ll be nice and prepared when we get to the close-readings of Axiom Verge and Hollow Knight, in parts one and two!

As Shelley’s Frankenstein demonstrates, the quest for forbidden knowledge is built on the past development of Capitalism during the Enlightenment; i.e., historically a settler-colonial ordeal that abjures past-and-future attempts at post-scarcity—one whose prophesied chickens in 1818 have been coming home to roost for centuries. For those inside the Imperial Core (thus under the protection of its barriers including Capitalist Realism), these threats of long overdue reprisals classically manifest in and of the mind attached to derelict ruins: what Dr. Ostro in Forbidden Planet calls “Monsters from the Id.” They’re dark, ominous and Freudian—an event horizon per person and place pointing to former crimes they have inherited against nature, then try to rationalize away (such obfuscation, as Radcliffe shows with her castles and protracted suspense, is ultimately a skill one can master for different reasons).

It’s all very theatrical (with Shelley arguably camping the Byronic hero through Victor Frankenstein); to that, if you’re wondering why I didn’t just stick with Lovecraft because he’s the logical palimpsest, I frankly think Walter Pidgeon’s Morbius in Forbidden Planet is far more theatrical (the movie being a retelling of Shakespeare’s The Tempest, 1611), but still has the suitably Gothic spaces, sexuality[7] and awesome alien presence (of nature seeking revenge) infringing on the nuclear family unit that came to define Metroidvania out of older forms of similar castles: novels and stage plays.

In short, the movie’s man-of-reason monomyth, per the angry space dad punishing his disobedient daughter (similar to Egeus, in A Midsummer Night’s Dream, invoking the right of Ancient Athens), translates better into what Axiom Verge eventually leaned into—vis-à-vis Shelley’s original novel and ironic themes of bad parentage critiquing capital—than what Lovecraft did to not critique capital (whose story has no children, but also appears to lack the performative irony that Morbius and Trace [the hero of Axiom Verge] try to communicate in protest[8] of settler colonialism through astronoetic language): a psychomachy between two (or more) sides of a divided man of reason/mad scientist, the man-in-question still somewhat humane (thus redeemable) despite his tragic-hero hubris (we’ll get to unlikeable men of reason when we close-read Axiom Verge, trust me). He’s a recluse, not a billionaire, his head stuck in his books while he tries to understand genocide as a symptom of capital pushed to the furthest reaches of outer space (and which Ostro blames on the id, Freud’s “subconscious primitive,” not Captialism; i.e., a Frankensteinian return to tradition and superstition by the man calling himself a “doctor” chastising the movie’s rebel figure).

More to the point, the monomyth is tied to bad parents as a theatrical device; i.e., one of bad instruction, for which Morbius wants to punish his daughter for running away with the soldiers. To this, Morbius’ magnetic rise and fall mirrors the Krell before him: an ancient, “great and noble” alien race that stands in for Lovecraft’s aliens before Planet and the Chozo after it. At the height of their civilization, the Krell are attacked by their own brutal past as brought back to life through technology pulling it, Metis-style, out of the their minds. In Gothic terms, this extends to the space for which all tyrants belong to and inherit as part of a larger structure the Gothic speaks to in monomythic language; re, capital (from Volume Two, part two’s thesis): “Capitalism achieves profit by moving money through nature; profit is built on trauma and division, wherein anything that serves profit gentrifies and decays, over and over while preying on nature.”

From the Krell to the Chozo, the Promethean Quest effectively reverses this predation—and the monomyth’s usual flow of power—by showing the audience what Cartesian men are really like; i.e., by recontextualizing genocide: vampiric sires who have their vampire castles, separating along with them from nature and Earth as something that, littered with the remains of older examples, comes home to roost in person and place. Again, it’s a colony whose fruits of genocide are poisonous.

Except, whether from Dr. Ostro or Barbara Creed, we’re really not keen on Freudian psychoanalysis, preferring dialectical-material scrutiny. But we can regard the problem of Freud’s ghost—specifically the essay, “Medusa’s Head” (1926)—as something that speaks to current historical-material tensions felt in present struggles: Medusa’s killing by brave men of reason scared to death of the things they want to control as archaic, older than them and civilization. All of this ties up in monomythic language, which survives in dialectical-material forms that aren’t incumbent on psychoanalysis at all; they’re stories that communicate themes about competing socio-material forces, using the Promethean Quest as shorthand.

This includes movies like Forbidden Planet, of course, but also the Metroidvania that drew inspiration from them and their palimpsestuous forebears to varying degrees; e.g., Athetos and Trace, but also Mother Brain and Samus (and other character from that franchise who abuse said technology against Samus—like Raven Beak, above), M.U.T.H.U.R. and Ripley, HAL 9000 and Dave, etc, as inspired by Shelley’s original novel (effectively the benchmark for the Promethean Quest as a critical device towards capital in all its forms). We shall now outline and survey these parental Freudian devices, while avoiding Freud’s quack, canonical obsessions essentializing the nuclear family unit.

As such, we’ll continue examining how the man of reason functions per the Promethean myth against nature, albeit continuing briefly with Morbius (exhibit 40b) instead of Victor (who we’re reversing for the Demon Module) before quickly segueing into Metroidvania that feature much less sympathetic characters than him. We’ll start with Axiom Verge (exhibit 6b2), then look into Metroid (exhibit 40d1), whose Amazonian histories we’ll tie into Trace and his own ghostly tyrant, Athetos (not just a mad scientist, but a brain in a jar[9]), during the close-read in part one:

(source: Fandom)

As Morbius shows us (exhibit 40b, next page), the main consequence—of attempting to revive the monstrous-feminine for anything other than pro-state means—is death. Though certainly powerful, reverse abjection also invites state violence against its performers. Historically scapegoated as “mad,” reverse abjection is often framed as a “female” delivery mode that regularly bears fatal consequences against anything monstrous-feminine (not just female): self-destruction, insofar as the self is predominantly male, straight, European. By comparison, abjection—despite being entirely menticidal through state-coerced violence—is not only seen as life-saving and normal in canonical narratives, but rationally as male. Indeed, we can see both sides of the process in Forbidden Planet, when man-of-reason Doctor Morbius warns the military men about looking directly into the planetary reactor on Altair-4: “Remember to gaze only into the reflector, gentlemen; man does not behold the Gorgon and live!” Morbius is effectively playing god, here, warning the soldiers like Lot’s wife.

Yet, as is the plight of power and parentage in science fiction since Frankenstein, the rational man of science also fears mad science; i.e., a Promethean Quest where the hero tries to control its chaotic power for himself only to be punished for it. To that, Morbius keeps the wonders of the Krell tucked away from the soldiers and scientists on Earth, fearing their abuse of weaponized science.

Eventually Morbius is forced to confront the invisible, monstrous side of himself that has been terminally enlarged by the Great Machine (a “brain boost,” which the movie discourages; i.e., wanting people to literally be dumber and not “play god” by investigating genocide outside of canonical, Freudian explanations). Forced to look upon his “Gorgon,” the ghostly (and famously invisible) Monster from the Id, Morbius inexplicably dies (seemingly of shame by threatening his own bloodline—a common fate for many fathers in neo-Gothic novels): he’s the movie’s scapegoat, attacking the soldiers for their active “conquest of space[10]” (again, as something to subjugate, to subdue, to colonize).

(exhibit 40b: The psychomachy of Morbius, meaning “mind battle.” The idea stems from older forms of storytelling including the Elizabethan play. A common rendition of it is the angel and the devil on one’s shoulders; another is the Amazonomachy or “Amazon battle,” frequently depicted in classical Greek art—literally a battle of the sexes, with the Amazons being demonized for challenging the status quo as mythological conquerors that emasculate men. Dressed in black, Morbius realizes he’s the vampire dad feeding on his own daughter [the argument made by the solider, of course]: “My evil self is at that door and I have no power to stop it!” Per the film, he’s the vampire, not the state, and they take his findings on the Krell with them after blowing Morbius’ castle up with the planet [a trope that Alien and Metroid would repeat]. It’s capital punishment, Red-Scare-in-disguise.)

Morbius is a detective puzzling over the ruins of a great, seemingly abandoned civilization he has effectively inherited. Devoid of life, all he can do is use the language and bits of technology left behind, leading to a slow, inexorable confrontation with a dark, primitive and ultimately “female” aspect to what the movie, per Freud, attributes to his psyche; i.e., “unlocked” by the wonderous technology of these truant aliens.

Except, the same basic scapegoating—of nature as monstrous-feminine magically causing the downfall of patriarchal civilization—is present in many Promethean narratives; e.g., At the Mountains of Madness and the nebulous, dark shapelessness of its shoggoth imitators (a weaponized biology build to attack rebelling slaves) living in the ruins of a former civilization returning to nature, but also the female Rusalki from Axiom Verge, the intersex xenomorph from Alien (and the Alien Queen from Aliens), or the queenly Radiance from Hollow Knight, Mother Brain, etc. They aren’t simply female, but monstrous-feminine tied to nature rebelling with technology they turn against the patriarch; i.e., as the technology (the robata, the worker-slave) that refuses to obey the profit motive.

Though founded on military conquests behind Enlightenment obfuscation, it’s important to remember the privileged stupidity of the man of reason; i.e., his incompetence. Good or bad, for capital or against it, we’re not talking about Heinlein’s Competent Man; i.e., exhibiting military optimism (a neoconservative return to force) in order to maintain peace, thus recolonize old territories threatened by collapse. Instead, Victor Frankenstein and Morbius are both know-it-alls and thoroughly incompetent men tied to violent structures (which Morbius, to his credit, abjures), but still have the superiority complex and desire to kill as inherited from the same basic ideological structure they abandon for their own scholarly pursuits (with Victor being a “natural philosopher” and Morbius being a philologist, or expert of ancient written languages). There’s a Promethean element, insofar as power is found, not bargained for—a fatal magic for which Morbius isn’t just the story’s Prospero (the wizard from The Tempest seeking revenge against those who wronged him) but its Prometheus challenging state power in ways that movies’ soldiers (and Victor in Shelley’s book) want to salvage for Capitalism.

To that, Frankenstein—and indeed, the Modern Prometheus in connection to the monomyth critiquing capital—is about resisting bad parents playing god for or against the state; i.e., something we’ll explore now, when the man of reason falls prey to embarrassing hubris while grappling with Medusa using his wits (which often devise weapons of a nigh-wizardly sort); re: Icarus (the person) escaping the labyrinth (the space to explore) to crash into the sea after flying too close to the sun, to the gods and their Promethean fire. Generally without weapons, himself, there is always a military presence tucked away in the wreckage (or seeking it out).

Furthermore, through the Metis-style parentage of the Promethean Quest, Victor and Morbius externalize internalized portions of their own selves informed by their socio-material conditions, which they at first deny, then recognize as “other” and proceed to attack (the recipient of these abuses seeking revenge against the colonizer—a topic for the Demon Module). It’s a psychomachy made-flesh, one fought between the wizard’s swollen ego, and the ghost of the counterfeit piloted by the spirit of the colonized into stories like Frankenstein, Forbidden Planet and Metroidvania: to look on oneself as a dark reflection of empire-as-dead by virtue of nature turning technology against the patriarch that one embodies (the plot to Axiom Verge, in particular)!

(artist: Joaquin Rodriguez)

In propaganda terms, this is called “the useful idiot.” Poor Mobius is sacrificed by the movie and gaslit by the soldiers. Victor, meanwhile, is so dumb, so colossally arrogant, that he thinks he not only invented the problem, but that he’s the one to solve it—in essence, that the universe revolves around him. Morbius is more likeable, and even anti-establishment, but still works within the same narrative devices informed by his material surroundings—in short, the castle he inherits.

To that, dated psychoanalysis pits a self-centered rationalization of the benign male scientist as forced to confront an oft-female but always monstrous-feminine aspect of the psyche—a fearsome, at-times-invisible bugbear doubling as black mirror pushing genocide towards the hero; i.e., someone tied to the rational, good, civilized self. The thought process becomes something to inherit, its evils meant to be overcome or slain through force while classically ignoring the Marxist elements: the material conditions. As Gothic Communists, we’re attaching the process of abjection to socio-material elements; i.e., capitalist dogma; e.g., Cartesian thought and capital, which are exposed in the process (to pay attention to “the man behind the curtain,” as he stands in front of it, deifying himself for all to see). Victor and Morbius’ parents are not shown in their stories. As we’ll see with Trace in Axiom Verge, though, the useful idiot can either be manipulated by patriarchal or matriarchal forces, Athetos or the Rusalki; i.e., seemingly on opposite ends of the Cartesian spectrum, but both decaying inside a forever war’s damned, closed-space territory.

As we shall also see when we look at Frankenstein later in the volume, Promethean narratives like Forbidden Planet often present the hero as flawed, but ultimately noble and representing “progress” as delayed (“Your father’s name will shine again!”). In historical-material terms, however, “progress” (through the state) is inherently genocidal, abjecting the slaughter of anyone like Morbius who stands against the elite, the latter capitalizing on monomythic technology as a poetic means of exchange. Facing that reality is traumatic, but also something of a partial surprise, given these giant ruins seldom spell things out; they have to be sifted through, leading to some nasty surprises hidden inside (the movie is effectively a giant strawman/gaslight, putting the argument for Morbius’ death on his own shoulders; i.e., by virtue of him playing god as forbidden by God and God’s rules throughout the galaxy—the elite: “Don’t do Communism, kids! That includes making ambiguously gay robots [the servant trope] and investigating genocide!”).

If all this sounds vaguely familiar, it’s because the cautionary tale of “curiosity kills the cat” was highlighted repeatedly by Mary Shelley’s ur-text, Frankenstein, bleeding into present-day works (from novels, to cinema, to Metroidvania). While scientific curiosity is specifically something Victor Frankenstein warns against after giving birth to his own creation (and which Morbius, shocked to death, advocates by destroying the titular forbidden planet), he ultimately bemoans his own station and rejects the ancient Medusa’s rage; i.e., as a byproduct of concealed, but also embodied genocide attached to Enlightenment thought: the zombie-like children of these men-of-reason as warlike (Morbius’ Robby is patently designed to follow commands and not kill “rational, thinking beings”; i.e., Asimov’s first law of robotics).

As we’ll see, though, the children of a given parent convey different qualities about the creator and their beliefs. Morbius is basically a Communist, so he uses the power of the gods (again, finding it in a faraway magical place) to make a machine—Robby the Robot—that, in turn, can make anything it wants (the Philosopher’s Stone); Victor, by comparison, is a cunt, so he makes something he can dominate and abuse for the state. The violent “offspring” from At the Mountains of Madness likewise serve a shapeshifting military role that is rejected by the hero (who runs away as fast as he can); the Rusalki from Axiom Verge, were made by something faraway and magical, too, survived by the resurrection machines that, once Athetos finds them, he promptly begins to abuse. The Rusalki (and similar Amazons, below) are monstrous-feminized; i.e., in the traditional sense of “repressed” and “chaotic,” reduced to naughty little girls standing in the way of male progress, of daddy playing god (which, per Freud, Morbius’ id serves to enact the same female, irrational side of himself that God—male, all-wise and all-powerful—will always punish for being like a girl: curious and inquisitive as a means of understanding and ultimately befriending nature).

(artist: Devilhs)

The idea is both older and newer than Forbidden Planet, surviving in various stories that came after it. This brings us to Metroidvania, whereupon games like Metroid and Axiom Verge present the Promethean Quest as the fatal discovery that one’s actual or de facto parents suck royal ass, and that one’s home is ultimately doomed because of it (founded on nature as raped by science); i.e., there’s a couple basic ideas about Metroidvania that come from Forbidden Planet, At the Mountains of Madness, and ultimately from Frankenstein (and to a lesser extent, The Tempest):

  • a hero is summoned from earthly spaces by the gods to break the stalemate between nature and civilization
  • they learn about their infernal, godly parentage (raised by wolves, bird people, or mad scientists, etc); i.e., that they’re Persephone come home; or Alucard, son of Dracula; etc
  • the land of the gods is destroyed afterwards; e.g., blowing up a planet, sinking an island, or closing a gate that leads to such places; i.e., destroying evidence and witnesses, but also keeping monomythic mementos (souvenirs) while treating the larger event as dream-like similar to A Midsummer Night’s Dream—something to suggest and dismiss

Science and technology become mythical, even magical, but still comment on our world now in relation to technology and Capitalism “back then” as inherently illusory, manipulative and unstable.

A Promethean story revolves around the child as coming of age while inheriting the past through such discoveries: hell (and the gods, fascism and nature) coming home Their parents are away, asleep or otherwise, and the child (often grown up, like Morbius and Victor, but also Samus, below) must explore the hellish home (the unheimlich) to put the wrong things right. In doing so, the home wakes up, putting the child in danger while teaching them about their doomed past (often through heraldry and statues, below). The past, then, becomes something to inherit and destroy with whatever’s on hand, scuttling the castle, the boat, the giant (or some combination of these things) as having the means to self-destruct built in; e.g., the switch in Morbius’ lab or the Nostromo’s scuttle mechanism, etc.

(artist: MirroredR)

That’s the basic message, mind you. Inside a given Metroidvania, however, the scuttling happens in service to one parent or the other—the father or the mother, which translates to Cartesian powers or powers of nature as monstrous-feminine: Pygmalion vs Galatea, Zeus vs Medusa (or some such Archaic Mother), Victor vs Frankenstein, capital vs nature. To it, we always start and end with the same gladiatorial metaphor for capital canonically recruiting soldiers to its cause; i.e., as something to iconoclastically reverse through its monomythic people and places—its dramas, in other words.

Pertaining to said parentage expressed in monomythic language per the Promethean Quest, I’d like to pause things before we proceed onto Axiom Verge, in part—to unpack some of these concepts in relation to the historical-material struggle between masculine and feminine forces inside Metroidvania; i.e., that my scholarship has struggle to synthesize over time, interweaving during Promethean narratives that feature the zombie tyrant as a man-of-reason, but also the Amazon and Medusa as beings to subjugate and rape, ad infinitum, under his endless lies.

A note about ambiguity and dialectical-material scrutiny as we proceed into Metroidvania: The Gothic is generally ambiguous as a point of practice; the Promethean Quest camping the monomyth leads to repeating cycles (and fractal recursion) that—at least from a visual standpoint—become increasingly ambiguous dialogs about who is good and who is not. This extends from Shelley’s originators, Victor and the Creature in singular human form, onto Happ’s Trace as copied from Athetos for him (the father) and his enemies the Rusalki (the mothers) to debate with (thus the player/audience); i.e., about the ethics of Capitalism, of genocide, of progress. Similar to Shelley’s novel (and any Promethean work), there’s a strong mythological and dramatic flavor to Axiom Verge or Metroid, making either a wrestler’s opera whose dialogs about the transfer of power become much easier to parse (concerning class character); i.e., by virtue of dialectical-material scrutiny and of action (re: flow determines function, insofar as flowing power towards workers is ethical, sex-positive, and iconoclastic, whereas flowing power towards the state is not). —Perse

As my expertise, here, comes from studying Metroidvania as Gothic chronotopes that came after Forbidden Planet, we’ll look at different examples from my graduate and postgraduate work concerned with Metroid and Axiom Verge (and their palimpsests); i.e., in the rest of part zero of the symposium, followed by close-reads of Axiom Verge and Hollow Knight, in parts one and two. All parts also include older research of mine about Gothic stories—including sections of writing from my discontinued book, Neoliberalism in Yesterday’s Heroes (2021)—and the idea of synthesizing fresh growth and healing amid settler-colonial decay remains a common theme. Here in part zero, we’ve already introduced Forbidden Planet and the core rudiments of the Promethean drama. We’ll want to consider some of their unironic elements in Metroid, followed by Axiom Verge doing its best to satirize to these Promethean theatrics.

All the while, I’ll try my best to synthesize points already made in this volume with that of Volume Zero—namely that all roads lead to Rome as a space of nature colonized by Cartesian forces; i.e., a dark, vengeful womb that, in defense of itself, terrifies its attackers and nurtures its defenders through counterterrorist means: a palliative Numinous that isn’t strictly “female” per Beauvoir’s “woman is other,” but nature as monstrous-feminine food for Cartesian forces preying on it long after Rome “fell” (it merely transformed into kingdoms, then nation-states, then capital and corporations). Simply put, parents lie and often pit their children against each other during the divorce; i.e., in terms of Cartesian agents vs agents of nature as monstrous-feminine; e.g., Athetos and the Rusalki, with Trace stuck in the middle (exhibit 6b2, next page).

More to the point, this can be subverted through such characters compared to older variants (re: Samus and Mother Brain), but doing so takes work, and illustrates complicated labor exchanges that cheerfully encourage the Young-At-Heart; i.e., to play with monsters, dolls, faeries, and rape during ludo-Gothic BDSM. If you’re queer, Metroidvania are the places to find out[11] (from Volume One):

Volume One invites the reader to consider investigating power and trauma through theory and praxis as things to synthesize and express; i.e., through active, informed, collective participation; e.g., through shared exhibits like the one below. Said exhibit was created between Roxie Rusalka and myself, with Roxie being informed of my project ahead of time and agreeing to take part. It was deliberate/planned, and took time, money and work to pull off, but also mutual/informed consent:

(exhibit 6b2: Model and artist: Roxie Rusalka and Persephone van der Waard. Instruction occurs through the interrogation of trauma, wherein power is perceived and performed; i.e., through ludo-Gothic BDSM/general Gothic poetics and simplified theories that incorporate a fair amount of former worker history pushing towards liberation. Said history is typically “lost” under state operations and must be repeatedly reclaimed through a liminal pedagogy—the act of reimagining systemic abuse received by workers from state forces. This reclamation very much includes monsters that are historically regarded as treacherous to status-quo agents, but especially regarding men under the Cartesian model; e.g., the nymph or siren as a regular emasculator of traditional stations of male agency and authority. To that, Roxie’s handle, “Rusalka,” refers to a type of Slavic water siren, which Roxie suggested I use as inspiration for depicting her in my book. Seeing as I already recognized the mythology from Thomas Happ’s 2014 Metroidvania, I drew Roxie as a Rusalki from Axiom Verge to instruct viewers with.

My and Roxie’s pedagogy of the oppressed, then, constitutes something that you might recognize from elsewhere; i.e., as having threatened male figures and institutions from earlier hauntologies: the Rusalki from Axiom Verge serving as titanic war machines who—in the style of a framed narrative ripped from Frankenstein—instruct and dominate Trace as an avatar/unwitting extension of the game’s chief male antagonist, Athetos. None of this is strictly “new” insofar as it has already appeared in fiction in some shape or form, but its present resurrection constitutes unique elements amid ongoing struggles.

The game’s narrative installs a psychomachic, psychosexual dialog between all parties, established through play and felt through various positions of ignorance, knowledge and power imbalance. The women of the game are its primary instructors, and teach Trace from a place of darkness: the hellish wellspring of oblivion imparting fatal wisdom and traumatic rememory as much through pain, unequal power exchange and outright lies/subterfuge as they do through open communication. The takeaway isn’t that Amazonian women are inherently treacherous, but survivors of immense trauma working with potential allies who, at times, have no idea who they’re serving: Trace embodies Athetos, whose desire to conquer space/the universe through the colonial gaze of planet Earth [astronoetics] is initiated, embodied and explored through a position of ignorance; i.e., one that thrives through ergodic, monomythic motion and the Shadow of Pygmalion/the Cycle of Kings as something to routinely bring about at the cost of all things.

[artist: Wildragon]

Within this overarching structure, canon classically challenges the ancient female as an Archaic Mother to behead; to reverse this is to foster a counterfeit of Athena’s Aegis that freezes state potential in its tracks: [monstrous-feminine] power as something to behold and learn from through the death of an internalized bigotry and desire to conquer that is often, at first blush, framed as “self-defense,” “progress,” and “empowerment.”)

The reality between such Promethean stories as half-real (reversing power, thus capital, between fantasy and real life) is that sex workers are lumped in with Medusa as some giant being for men of reason to rape and destroy for profit; i.e., labor-as-abject having to lie to survive against a system that lies to further itself: by insisting that Medusa is the threat (the Promethean Quest is a quest of self-destruction, but also self-deception). Wars are messy to begin with; inherited, their dogmatic confusions only compound—vast and overwhelming (as castles generally are) but also pacifying. Such castled instruction, then, is half-real; i.e., in between the text and the world it illustrates (seemingly ex nihilo, however abstract), hence must occur in a liminal sense, as “caught between” two places. We don’t want our students (other workers, regardless of age) to mark us with their flashlight eyes, then kill us as capital prefers; but we’re forced to speak to them as objects trying to rehumanize ourselves out of Gothic fiction into Gothic non-fiction:

(artist: Deuza-art)

All of this Amazonomachy-style cryptonymy relates to the grim harvests we alluded to at the start of the chapter and which we discussed in Volume One: a peach to carve up, which must become an Aegis to paralyse our conquers with; e.g., Trace hypnotized by the Rusalki’s Numinous “enormity” (their awesome power often coming from their eyes, or their voice as told through their eyes: the Radiance’s flashing gaze, or Mother Brain’s terrific rainbow beam paralyzing Samus the invader to then try to eat[12] her). This cannibalism is what Capitalist Realism ultimately tries to hide in its cycle of monomythic violence, and what we want to face, expose and transform using our own Promethean stories’ dark mommy doms as, to some extent, already dead (above). Ours must reflect genocide, projecting it back onto the colonizers trying to displace their own anxieties and misdeeds onto “elsewhere” (the land of the gods).

Again, we’ll get to that. First, let’s lay out the territories, gendered narrative devices, and Gothic theories pertaining to architecture and space that I have contributed to in the past and continue to do so into the present; re: by revisiting my older work on Metroid and Metroidvania for the rest of part zero, then specifically Axiom Verge in part one and Hollow Knight in part two; i.e., Medusa (and her womb) or Medusa’s enemies (men of reason and the cops who serve them) as commonly portrayed in these stories. From there, we’ll sally forth into other exciting zones (open battle, in part two of “The Monomyth”); as we do, always remember the root function such fictions, as ludo-Gothic BDSM, have: calculated risk.

Per the calculated risk, the paradox of danger inside the Metroidvania equals that of the castle lifted from older fictions (and their castles): danger as a performance of thrilling “peril” that can be survived even when the protagonist “buys the farm” (avatar death). The Gothic castle, as I put in Volume Zero, is still “the perfect dom,” because true rape is more or less impossible inside a consensual theatre of imprisonment where the player cannot die (excluding serious medical conditions the game and its data can somehow affect):

The idea is to liberate ourselves with fairly negotiated, thus cathartic, dungeon fantasies that camp canon through counterterrorist theatre to whatever degree feels correct to us; e.g., me in a haunted castle, wandering through the dark, menacing halls while wearing a sexy dress (and nothing under it, my bare body molested by the breeze and the fabric): a hopelessly vulnerable Gothic heroine feeling pretty and desired, hungrily and desperately interrogating the musical, cobwebbed gloomth[13] while scarcely having anything between me and certain “doom.” As usual, the Gothic paradox allows for intense, oxymoronic dualities to coexist at the same time in the same space (e.g., “sad cum” or “gloomth” or similar and confused degrees of “verklempt” during the castle’s psychosexual, emotional “storm”). Simply put, I want to feel naked and exposed, thus paradoxically most alive in ways that I have negotiated through the contract between me and the media I’m working with (wherein the Metroidvania castle, as far as I’m concerned, is the perfect dom); i.e., while being “hunted” and covered in rebellious “kick me” symbols and clothing that advertises my true self[14] as naked, colorful and dark, as if to tease the viewer in the shadows to try something (source).

In my master’s thesis, “Lost in Necropolis,” I acknowledge this ergodic motion (that is, motion accomplished through non-trivial effort; re: Aarseth) as something of a natural procedure responding to Metroidvania; i.e., as a kind of maze to discover and then navigate, as the legendary land of the gods: “Metroidvania spaces are so conducive to speedrunning as to make avoiding it an arduous task” (source). In doing so, players improve over time because that’s how playing videogames works; i.e., we’re being taught by the game but also pick up the game as something to master in return; e.g., I struggled to beat Mega Man V for the original, brick-sized Gameboy under nine hours, the first time, but afterwards could beat it under two. Mastery goes both ways.

With ludo-Gothic BDSM, the same idea applies to more than just ludology or Gothic architecture, but the complex (and inherited) emotions and BDSM interactions associated with the Neo-Gothic, retro-future hallways and rooms being braved during Cameron’s refrain (the shooter but also the Metroidvania closed space). We can best these in-game trials (and their famous, ubiquitous tortures) in traditionally masculine or feminine ways (the male or female Neo-Gothic hero; e.g., Emily St. Aubert or Ludovico, from The Mysteries of Udolpho, 1794), but still yield fresh, GNC interpretations that challenge capital, profit, rape, and genocide.

In doing so, however, players must always respect such devices, lest they conceal or further genocide outside of themselves; i.e., as something to perform and “discover” by inadvertently fostering heteronormativity as a Cartesian byproduct well at home in Metroidvania that players carry into their waking moments: the land of the gods coming home during the Imperial Boomerang and its subsequent moral panic and apocalypse!

(exhibit 40c: Artist, far-top-left: Paulo Henrique Marcondes; mid-top-left: concept art for Samus Returns, 2017; right: Caspar David Friedrich; everything else: Wildragon. Unlike Samus, who is a tall, strong girl boss in a suit of space armor, Trace is a callow, physically awkward nerd with a gun [re: a spoof of Cameron’s Amazonian shooter]. Moreover, he is continuously dwarfed by his alien surroundings—much like the British Romantic facing the fog of an increasingly alien world beyond civilization, except it’s a patently human cruelty projected into outer space; re: astronoetics.)

Metroidvania, then, are the multimedia continuation of a larger historical-material cycle—one of dark, imprecise, dialectical-material reflection about Cartesian forces and their monstrous-feminine victims. Home to the Capitalocene, such things are impossibly large in scope and scale, strangely difficult to put one’s finger on and yet seemingly everywhere all at once. They move but stay put.

For instance, I note in “Lost in Necropolis” that terrible abuse struggles to map itself, but survives through the player as the next in line:

Across Gothic media, there remains an excessive quality of time that cannot be mapped, or expressed in clear terms. Instead, it pools inside the space. The returning hero is doomed to face the past again and again, a series of doubles. They can subvert old tyrannies by seizing control, but remain trapped or exiled, themselves. For example, Samus is nomadic, without a home; so is Ellen Ripley from Aliens or Victoria, from Charlotte Dacre’s Zofloya; or, the Moor (1806). Men experience it is as well, in terms of motion as gendered, but also said motion contested, within a given arc and across all of them. The Knight a wandering warrior, destroyed upon his return; Mather Lewis’ Ambrosio dies an ignominious death. For any hero, it is not simply a call to arms, but a rite of passage wherein the hero constantly infers whatever lies in store for them whilst inside; yet, it is always hidden, revealed too late: they were the destroyer all along. This can be of the space, others, or themselves, and there is no escape from that. One cannot avoid death, or concerns about death relative to growth established through motion; it and Other doubles collect within the space as historical byproducts of motion (source).

In short, the monomythic process is always left behind inside the current castle as echoing older castles (and heroes) tied to Capitalism and its woes across space-time (and its Gothic abstractions).

In turn, this articulation of concealment concerns Enlightenment thought as camouflage, which my PhD and subsequent books would build on (re: “Canonical Essentialism“)—that cartography is a tool of Cartesian domination felt in and across Metroidvania narratives, one operating in service of cataloging conquest in BDSM language; i.e., of the former ruin’s occupation and its past trauma’s reabsorption into empire as a corruption of rewritten memories where power is notably unequal and transferred continually as such (master and slave, dominant and submissive, savior and destroyer).

(source: Hans Staats’ “Mastering Nature: War Gothic and the Monstrous Anthropocene,” 2016)

To it, Gothic castles in Metroidvania are built to be moved through, thus both conceal and catalog Cartesian dogma as a map of itself; i.e., a liminal space, specifically a grave, that was, is, and will be conquered by the mighty ghost of the past again. Classically said ghost is a giant suit of armor that interrupts the husbandry of said dominion; i.e., the giant helmet in Otranto crushing Lord Manfred’s son to death, Looney-Tunes-style, on the very first page:

Shocked with these lamentable sounds, and dreading he knew not what, he advanced hastily—but what a sight for a father’s eyes!—he beheld his child dashed to pieces, and almost buried under an enormous helmet, an hundred times more large than any casque ever made for human being, and shaded with a proportionable quantity of black feathers (source).

Except the ontological uncertainty of the living dead (a zombie), and the suit of armor as animate-inanimate, is a byproduct of a constantly revived medieval working at cross purposes; i.e., one where the organic-inorganic—or bio-mechanical nature of a concentric, mise-en-abyme (the space and occupant as equally castle-like)—yields future liminalities that collectively denote not just the Anthropocene, but the Capitalocene as endlessly swept up in Gothic recursion.

For example, said cryptomimesis conjures up as “castle” that contains, per the Modern Prometheus, the tell-tale xenomorph; i.e., as an abyss-walker ghost haunted by its older counterfeit self (a bit like Hamlet, below) as trapped inside a Gothic castle: a ghost of the counterfeit. Both homely and inhospitable, it remains the usual place to dance and play with such beings during demon BDSM (as the boss music, “Trace Rising,” lovingly shows). Where there’s a castle, there’s a rape, but a ghostly ongoing and vague one linked to Capitalism raping nature under the (dis)guise of divine providence further the process of abjection—one that points to Enlightenment virtues claiming to have moved past such barbarism; i.e., a displaced symbol of current systemic atrocities dressed up as “past” (re: Punter).

For all its “recent” sci-fi trappings, then, Metroidvania are ghost stories much in the same way Shelley’s novel borrowed from Hamlet before it (and Paradise Lost, but I digress); i.e., a hauntological, canceled-future dance party going back to the future of a past moment in imaginary space-time: civilization as conquered by nature as returning from the grave to seek revenge against Cartesian forces several generations removed.

The Gothic castle, then, is the home of fabrication and paradox since Horace Walpole (at least), but one whose place of endless possibilities both resist quantification (colonization) and beg to be played for GNC, postcolonial purposes during Promethean stories (found power and knowledge); i.e., the ghosts of the dead resisting mapping and cataloging only to reappear in the contested burial site, phasing in and out of existence as written regarding great trauma tied to the usual abuses of capital against nature: to terrify people with visions of Hell as attached to the haunted castle grounds! As Hamlet’s father’s ghost puts it:

I am thy father’s spirit,
Doom’d for a certain term to walk the night,
And for the day confin’d to fast in fires,
Till the foul crimes done in my days of nature
Are burnt and purg’d away. But that I am forbid
To tell the secrets of my prison house,
I could a tale unfold whose lightest word
Would harrow up thy soul, freeze thy young blood,
Make thy two eyes, like stars, start from their spheres,
Thy knotted and combined locks to part,
And each particular hair to stand on end
Like quills upon the fretful porcupine (source).

As we’ll see when looking at Metroid and Axiom Verge, such dialogs are part-in-parcel with Metroidvania.

For example, just as Hamlet talks with his father’s ghost to uncover and participate in revenge (above)—effectively a mad quest linked to his ancestral home as unjustly occupied by imposturous forces—Axiom Verge takes the same basic idea and marries it to Victor’s Promethean dialogs with the Creature; i.e., Trace talking to Athetos through his creations, who want to kill the son for the father because Trace is being led toward Athetos by the faeries (making him the princess inside the castle attacked by the paranoid old man, below): as a matter of self-destructive power tied to the land of the gods as ancestral/soaked in the blood of mutual revenge (this isn’t a “both sides” issue—Cartesian thought is wrong in this case—but both sides still overlap in terms of their shared actions as disguise-like, but also derelict allegories; e.g., “I’m not a revolutionary! I’m just a gay Gothic scholar telling stories!” We kick up chaff to raise issues, but also cloud ourselves in the inky gloom).

Likewise, Metroid depicts Samus as conversing with ghosts, too; i.e., those of fallen gods (the Chozo) belonging to part of the same kind of abandoned homestead she is destined to inherit, investigate, and like Prince Hamlet, ultimately destroy and pass on! History is a game of inheritance built on individual histories disguising one side or the other using the same aesthetics of power and death.

A castle in a Gothic story, then, is a highly specific (and aesthetic) arrangement of space and time, on whose narratives concerning power and death, nature and civilization, are told through motion responding as a story unto itself (a story in a story responding back and forth). As a fundamental part of the Gothic chronotope, Bakhtin refers to the ongoing relationship—i.e., between the space, its historical past/undead trauma, and the people moving inside of it—as follows; re:

Toward the end of the seventeenth century in England, a new territory for novelistic events is constituted and reinforced in the so-called “Gothic” or “black” novel—the castle (first used in this meaning by Horace Walpole in The Castle of Otranto, and later in Radcliffe, Monk Lewis and others). The castle is saturated through and through with a time that is historical in the narrow sense of the word, that is, the time of the historical past […] the traces of centuries and generations are arranged in it in visible form as various parts of its architecture […] and in particular human relationships involving dynastic primacy and the transfer of hereditary rights. […] legends and traditions animate every corner of the castle and its environs through their constant reminders of past events. It is this quality that gives rise to the specific kind of narrative inherent in castles and that is then worked out in Gothic novels.

In turn, I would call this “castle-narrative” regarding Metroidvania for my masters’ thesis. More to the point, I would and will continue to argue that the Radcliffean “closed space” is unmappable as a claustrophobic, “event horizon” (re, Hogle: “a vanishing point”)—a liminal space that requires non-trivial effort to explore; i.e., of trauma tied to the human body and mind expressed in monstrous language (re: castle-like bodies and vice versa, per “Castles in the Flesh“) contained within that the player can sense the enormity of (Capitalism and Communism) as visualized to a woefully small degree: a dark forest (the classic precursor to Hell from Dante’s Inferno and its numerous allusions in later canon) can be giant, but one can only see a small portion of it.

(artist: Missuscrim)

Under Capitalism, Medusa is a tyrant as much as Dracula is; i.e., something to reassemble like Osiris out of disembodied pieces, then abject all over again. Whatever the tyrant, and from doll to dollhouse, such Medusas’ revenge constitute a memento mori that speaks when played with—to Capitalism as a hyperobject that has evolved into itself and is experienced, post hoc, through a narrative of itself, ipso facto; i.e., the narrative of the crypt as filled with paradoxical elements, often viewed in small as a matter of abstraction that translates into more accessible-inaccessible language for the middle class to explore, mid-abjection and monomyth-as-Mandelbrot: labyrinths and mazes that, like Radcliffe’s Gothic castles, denote a cryptonymic, dream-like presence of rape, one that a) suitably phases between person and place (the nuclear family house and home, but also homebodies), and b) can be entered and interrogated, power-wise, by exploring itself and its Gothic decay (and regeneration) in suitably nightmarish ways during ludo-Gothic BDSM.

For example, the paradox of darkness is that it is highly visible; re: Milton’s darkness visible playing out through the chronotopes of Walpole and other Gothic auteurs’ shared shadow zone into their present-day simulacra (cryptomimetically echoing past forms). To this, the Gothic castle is equally enormous and “occupied” by a presence tied to the self as material-but-questionable, related to a tyrant in uncertain ways: one’s history in connection to former occupiers of the space brought to the fore, capital or Communist.

Metroidvania and recursive motion going hand-in-hand is not an idea I coined, but I have taken it further than someone like Paul Martin did towards older Metroid and Castlevania games. Indeed, on the cusp of speedrunning and Twitch’s emergence in 2011, Martin dismisses them:

One such typical journey occurs near the beginning of the game. This takes us, due to various locked doors and impassable gaps, from the alchemy laboratory in the lower left quadrant of the castle to the master librarian, seller of keys, in the upper right, and back. We encounter this kind of recursive movement throughout the game and these movements are executed alongside the recursions of the game’s plot. The recursive movement outlined is by no means unique to [Symphony of the Night]. Many games involve this pattern as a core element of their gameplay. Most obviously, this gameplay pattern, in which a character must go back and forth through a maze which opens itself up as the character collects equipment and becomes more powerful, is present in the early Metroid games. However, I am not arguing here that the pattern is anything more than a videogame convention but rather that when this convention is seen in combination with the specific story and characters that we encounter in SotN it takes on an expressive role that the convention does not necessarily have in other games (source: “Ambivalence and Recursion in Castlevania: Symphony of the Night“).

Unlike Martin, I consider the Metroidvania as something beyond “a mere videogame convention.” Instead, its danger-disco tunnels and rooms wind and confuse the protagonist to symbolize the difficulty of recollection when faced with mind-numbing trauma as a Cartesian symptom, but nevertheless remains infused with a nebulous, funerary doom leaping across mediums that challenges the Capitalocene as such; i.e., Hogle’s narrative of the crypt, or “a place of concealment that stands on mere ashes of something not fully present.” It would become “castle-narrative” as first recognized in my thesis work (re: “Lost in Necropolis“), which would extend to ludo-Gothic BDSM as evolving into itself (re: “Into the Toy Chest” and “Jadis’ Dollhouse,” etc). Now—given Metroidvania is my bread and butter—I want to stress the kinds of ironies that also phase in and out of existence (like the moon, whose lunacy paraphrases capital’s waxing and waning).

For one, such spaces like Sudra in Axiom Verge and Zebes in Metroid are desolate and oddly alive, a proliferate necrobiome replete with history as a work-in-progress, insofar as empire is trapped in decay but looking to clean house and wipe the slate clean (through Samus, by killing Mother Brain). To that, Gothic castles have—since Walpole, Lewis and Radcliffe—assembled from dreams informed by history as half-real, decaying and regenerating back into itself; i.e., coming up brick-by-brick as both gassy and made up, while somehow wholly solid and confirmed regarding capital: death omens where we—both as host, guest and prisoner—feel most alive, have the most power while appearing powerless, playing amid the hauntological language of war as married to the aesthetic/cryptonymy of power and death under Capitalism. Per ludo-Gothic BDSM, our ludic masters are the castles making us surrender unto them, to beg to our captors, “Take me, I’m yours! But don’t hold back!” It’s ontologically uncertain, thus not set as a space of play that, unlike Zimmerman’s magic circle, isn’t so neatly drawn.

Just as Gothic castles, in any media, are built on the endless potential of theatrical violence, Gothic fantasy is all about fantasizing about death and rape through these castled theatrics; i.e., as things to endorse or subvert in cartoonish, dated language; e.g., the Western’s saloon fight or Gothic heroine’s castle crawl (and other hybrids). Per the calculated risk and palliative Numinous, it’s generally more fun to fantasize through these make-believe arenas according to forbidden desire and earnestly whimsical attempts to heal from abuse than it is to actually subject oneself to dead-serious, unironic torture.

Yes, the camp is entirely brutal, at times, but it’s still camp provided irony and play are present (re: Walpole, Lewis); i.e., as something heroic and monstrous (usually a combination of the two) to conjure up and play with in the usual liminal territories thereof (re: doubles, offering conflict on the surface of themselves and inside thresholds to move through). Hero or heroine, movie or videogame, the protagonist is always between a monstrous state of salvation and damnation linked to abstractions of capital’s horrors come home; they are never strictly free, but encased in a claustrophobic (closed-space) world that paradoxically feels more alive because of it:

(artist: Wildragon)

Similar to novels and cinema, Metroidvania castles are more than their bricks or motion inside of itself. Amid this decayed hyperreality (the map of empire as reassembled, but failing to restore the empire to its former glory), the monomyth hero reanimates to explore the disastrous maze or labyrinth to its logical center tied to extratextual elements. By moving through the old castle to try and remember what happened, they confront its lost histories, but also its total, ergodic histories linked to the external world; i.e., the sum of history the space contains and intimates through effort.

My master’s thesis concluded that this process is fundamentally unmappable, try as speedrunners might when moving endlessly through the Metroidvania in pursuit of their own histories inside the ruin. In continuation, I write in “Mazes and Labyrinths” how there’s simply too many ways to navigate the maze, too many ways to communicate power and its resisting as things to materialize, embody or abjure:

“Mazes and Labyrinths” is corollary to my past research on how FPS empower players; it explores how Metroidvania and survival horror disempower players trapped inside their respective gameworlds. They offset the player’s strength, generally to tell a perilous story. This peril stems from varying lapses of power due to a hero’s position—who they are and where they exist within a space (source).

To that, the endless, concentric wreckage is effectively a reoccurring form of historical-material amnesia and rememory at odds, the unironic hero operating on a path of rememory towards individuation through abjection, thus genocide (the Jungian concept of psychological maturity whereupon a young man slays the mother as a developmental roadblock; i.e., the creation of sexual difference, as predicated on the slaying of the mother, but especially the Dark Mother).

By extension, this haunts capital’s abstractions (Gothic castles); i.e., as a process of generating wealth through play without irony/critical awareness, even with seemingly emergent forms that, in truth, limit their critical potential to have races for their own sake. To that, no matter how fast speedrunners go (e.g., MonStahLer’s “[WR] Hollow Knight Speedrun – 112% APB in 2:59:24,” 2023) the story is more or less told, the protagonist’s lack of memory phenomenologically mirrored by the player relearning the space as part of the next in line—on a routine path of conquest, linked to a Gothic chronotope as the hyperreal site of “civilized” development: inside a giant graveyard that is recorded for the next generation to find, on and on.

As part of this castle-narrative, then, memory is always decaying and must be reestablished by recursive (endless) motion; i.e., through the space, making the one who remembers a more efficient and effective killer picking up arms and knowledge. Irony helps subvert canonical potential along these tracks, but violence is almost always the thing to subvert; i.e., slaying the “monster” in the middle of maze: the dragon master or dark queen.

(artist: Gutter Tongue)

Usually a powerful woman/chaos dragon at first blush—or the ghost of a male tyrant—in truth, the greatest monster is actually the hero looking back at an older version of themselves: the history of the conquered and conqueror sharing the same surface, the same black mirror/reverse abjection (what my friend Ginger lovingly calls “Gothic cringe”).

It’s less about a direct bloodline and more a tenuously feudal, vague connection established in relation to the gameworld intimating capital’s horrors and our relation to said horrors; as something whose repeated conquerings teach the player to be increasingly violent during Capitalism’s whispered decay and rise again. Threatened by it, the player regresses to a feudalistic state; i.e., the black knight, the zombie tyrant, the giant ghost (the Numinous) of Caesar returning from Hell. Their sense of self is thrown into question, all while becoming the ultimate thief and killing machine—a “great destructor” that steals and destroys everything (a bit like a crusader in service of the state colonizing its own territories again). There’s plenty of room for irony but it isn’t automatic among the ceremonies and spaces thereof.

(artist: Adam Hughes)

Furthermore, any revelations about capital through the Promethean Quest are hidden—tucked away behind the pomp and circumstance; i.e., the castle grounds, fractals and artifacts, but also the thrill of the hunt, its unironic victory and the (often) beautiful, body of a humanoid, Amazonian princess. No longer the hidden reward of a hidden system[15] inside a space that cannot communicate its ultimate horrors[16] upon a single completion, she’s out in the open. Like exercise, she takes multiple attempts to progress to the highest point (and the best armor, which is often no armor except her birthday suit). From there, our oft-female Icarus can fall the farthest, often further into delusion; e.g., Samus thinks she’s the hero and that her unironic actions will bring about “true peace in space!” In neoliberal terms, this concept is called false hope; I call it “military optimism”:

Just as Alien evolved into Aliens, the Metroid franchise has become increasingly triumphant over time. Abjuring the Promethean myth, it instead offers military optimism—the idea that seemingly unstoppable enemies can be defeated with patience and, more importantly, military resources; the more victories, the more resources there are to use (even if these are little more than looted plunder in the grand scheme).

Samus repeatedly embarks on the Promethean Quest. Over time, this quest has become less cautionary and more professional. The Promethean past isn’t something to fear or avoid; it’s something to shoot. This attitude removes the quest’s cautionary elements, especially where the military is concerned. This creates a franchise much more fixated on Samus as a neutral figure with military ties. Rather than fight them, she does their bidding and is celebrated for it (source: Persephone van der Waard’s “The Promethean Quest and James Cameron’s Military Optimism in Metroid,” 2021).

(exhibit 40d1: Artist, top-farthest-left: Rainarc Rhapsody; top-far-left: Gutter Tongue; bottom-left: Pajarona; top-middle: Phobos Romulus; bottom-middle: unknown, source; bottom-right: Azto Dio. Samus is forever between two worlds: nature and civilization, but also the living and the dead. Undead and demonic, she is composed of various pieces stolen from places raided for empire, becoming forever haunted by these crimes as a colonial survivor chasing dragons [while also having “native” blood inside her from older colonizers, the Chozo, as ostensibly closer to nature but in reality were imperial, themselves]. The white Indian pimped out, she personifies the Western fear of feudal inheritance common in Gothic stories, all at once a knight, golem, giant, tyrant, damsel, demon, detective and military pinup girl [all concepts we’ll continue unpacking throughout the book] as part of a larger sequence, structure: Capitalism and Cartesian thought. Originally a comic-book character with zero identity to speak of, Samus has gone through various revisions that try to distinguish her from the legions of cookie-cutter women in sci-fi pastiche, while simultaneously making her nearly indistinguishable from them.

In the queer tradition, an argument could be made that Samus [and by extension, the audience] is looking at older, heteronormative models—less of themselves exclusively and more of their bloodline as inherently violent, but also tied to the historical-material world as a dangerous, instructional memory shaping workers into state-sanctioned killers; i.e., the Gothic castle as a cursed, familial space, but also an undead, monomythic recruiting ground. As a queer person, transition generally involves moving away from the colonial binary and its heteronormative violence according to a cis-het double or bogeyperson; but doing so requires challenging one’s “own” historical portrait through the Promethean space that contains it in various chronotopic markers; i.e., Bakhtin’s dialogic imagination personified, in hero terms: the physically capable body as castle-like and naked.)

(exhibit 40d2: Artist: Teke. The more queer someone is, the more they retreat from cis-het, “heroic” renditions of themselves. Fearful of the violence those variations perform in service to the state, the most fearsome thing for us gays is that we might be cis-het, which Gothic spaces will intimate through their historical-material reminders of the feudalistic bloodline as fundamentally cis-het: kings, queens, princesses, and sanctioned incest/rape; but also zombie scapegoats, be those fallen kings, madwomen in the attic or mad scientists. By wanting to escape from heteronormative, Cartesian models tied to our own childhoods, queer people want to escape the socio-material prescription of canonical monsters that serve as performatively heroic or villainous roles through a false sense of self. The proletarian goal of the black mirror is to reverse abject these and bring our true selves to the fore, altering the socio-material world in the process.)

Confronting the monster inside this final vault, Metroid communicates a common Metroidvania trope: assimilation; i.e., the hero as biomechanically abject, their weapons generally a part of their bodies as extensions begot of the space they’ve inherited/are stealing from in service to empire and the Imperial Boomerang. Triumphant Metroidvania like Super Metroid don’t reflect terribly hard on the hypocritical violence these weapons commit, then, nor the liminality of their dynastic power exchange and hereditary rites; instead, the game routinely grants Samus a mission to complete for Big Brother and she does it as a physically impressive specimen trained in the art of war—a “space knight” who kills dragons, plundering their hoards in the process, before destroying the site of plunder without irony. It becomes a planet-wide cycle of death, one whose succession glorifies genocidal violence in all the Cartesian ways: serve the Man, punch Medusa.

Despite being female, Samus lacks the capacity to safeguard nature; she’s always blowing it up! Canon frames her as the lost daughter returning home to work out her wild energies, reclaiming the bride as someone to disrobe after she’s “played house” as a token cop regressing to the dutiful sex pot. But because she is, herself, part god, she is always out of reach—is always property for the elite to dangle in front of weird canonical nerds lusting after their own avatar as lost to them; i.e., as alien; re: fire of the gods; e.g., “Fire of unknown origin took my baby way” (Blue Öyster Cult’s “Fire of Unknown Origin,” 1981):

Death comes sweeping through the hallway, like a lady’s dress
Death comes driving down the highway, in its Sunday best

A fire of unknown origin took my baby away
A fire of unknown origin took my baby away

Swept to ruin off my wavelength, swallowed her up
[…]

Death comes driving, I can’t do nothing
Death goes
There must be something, there must be something that remains (source: Genius).

It’s the usual quest of revenge/promise of sex per the Prometheus Quest tokenized for capital, profit and rape—of nature as alien, monstrous-feminine.

Under Metroid, we’re left with the usual quest of revenge against nature; i.e., the promise of sex per the Prometheus Quest tokenized for capital, profit and rape—of nature as alien, monstrous-feminine.

(artist: Viktria)

Except, Nintendo’s lack of irony brings us right to Axiom Verge: the fires of capital raped Medusa! It’s a game whose lovely genderqueer (and pro-nature, above) Promethean ironies we’ll unpack, next; i.e., whose close-read occurs contrary to the ghostly (Gothic) histories of capital we’ve unpacked for you here!

Onto  “Away with the Faeries; or, Double Trouble in Axiom Verge“!


Footnotes

[1] The movie was made in 2012, speaking to a time on the verge of reality (as science fiction generally does) whose preface year has already come and gone. This isn’t a far-off place that Scott was speaking to, with Prometheus, but the here-and-now dressed up as “Gothic.” In turn, Weyland isn’t some impossible figure relegated to pure make-believe. He’s a venture capitalist enjoying the luxuries of Cartesian domination, holding the world hostage between his thumb and forefinger.

[2] My master’s thesis, “Lost in Necropolis: The Continuation of Castle-Narrative beyond the Novel or Cinema, and into Metroidvania” (2018) was docked quite a few points simply because I didn’t quickly or accurately define Metroidvania to my graduate supervisors (one, Dale Townshend, saying he’d never played “a computer game in [his] life”) or to my guest reader (also from MMU, though I forget his name). The guest reader in particular pointed out feeling confused because I hadn’t explicitly mentioned Metroidvania until about twenty pages in!

[3] To this, the monomyth concept isn’t unique to Metroidvania, and is expressed in other videogames like Zelda (the open-to-closed space), Mega Man or Contra (the run ‘n gun), Resident Evil (the survival horror), System Shock (the action-adventure), Doom (the FPS), and Mario (the platformer). However, none of them are Gothic as a matter of space that illustrates Aguirre’s inversion of the Hero’s Journey through said space, hence don’t automatically apply to ludo-Gothic BDSM as having been founded on maze-like Gothic spaces (and their monstrous-feminine occupants, within, punching up against Cartesian men).

[4] As the opening to Super Metroid explains, “The last metroid is in captivity. The galaxy is at peace.”

[5] Although maps are a huge part of the Metroidvania world as a matter of conquest, this has largely already been covered in Volume Zero, my PhD (re: Tolkien and Cameron’s refrains). Instead, we’ll be focusing on aesthetics—the motion, appearance and thematic elements that emerge through the exploration of map-like spaces in Metroidvania.

[6] Generation of wealth in or outside of imperial sectors was classically done through conquest, not profit through capital and privatization; i.e., rapine, often through the stealing of gold and other valuable things by force. These things could be mined from the Earth and smelted, but again, this took a labor force (usually serfs or chattel slaves). Trade and things existed but were beholden to the same technological limitations.

Over time, though, capital developed through Capitalism’s ability to increasingly exploit the land through people the state could attack; i.e., not what it could steal from them in a pinch, but occupy and enslave according to the privatization of labor (factories and workers) pitted against an enemy linked to nature as abject: framed as being against civilization because nature was suddenly alien, monstrous-feminine. Doing so combined centuries of dogma, imperial nostalgia (for Rome), and recent scientific advancements granting the state the ability to pit one legitimate population against an illegitimate one with industrialized materiel (moral territories). In short, the state could do Imperialism on repeat, moving money through nature (with advanced weapons technologies) to achieve profit in pursuit of infinite growth per the regular rise and fall of Capitalism’s boom-and-bust mechanism.

Through the monomyth, the canonical Gothic has abjected this procedure to displaced older times, digging said “past” up in ways the state can use as middle-class propaganda; i.e., to remain vigilant lest “our” empire fall, too. The conquest element never really went away, then. It just became privatized, but also industrious/sacred (the Protestant work ethic) and hidden away behind capitalistic illusions that romanticize Cartesian thought as “tragic,” but ultimately something to debate, thus apologize for (and continue to authorize state violence with during Pax Americana under Capitalist Realism). The Promethean Quest challenges all of this by framing the usual benefactors as dickwads, hence the state and its Cartesian dogma.

[7] I.e., fighting over the damsel who, however insignificant she might seem, indicates the larger capitalist enterprise: space as female under frontier Capitalism (the final frontier), but also monstrous-feminine.

So while Zack Welker writes dismissively in “The Lack of Female Importance in Forbidden Planet” (2017)

In Forbidden Planet, one can see that there is only one woman throughout the film. Now, usually one would think since she’s the only female in the film she must have some significance. But that is not the case here. In this film, Altaira (the only female) is treated as an object and a distraction (source).

the fact remains, she is the sole focus, and—more to the point—a heteronormative ritual of pursuit that disguises the ubiquitous Cartesian presence of the soldiers and why Morbius dislikes them so much: the colonization of outer space as seen through their unflattering, predatory behavior towards his young horny daughter.

To it, you could just as easily swap the princess out with the Peking duck from The Pink Panther Strikes Again (“My duck, I must have you!”); the principles of consumption, of propriety and vice (the virgin/whore) vs nature as something to dominate are still going to be at work in such stories (with Gothic canon being obsessed with emulating older morality plays regarding women and the home as beset by wild forces). The movie is Capitalism in small (and the Capitalocene—a dead, mostly lifeless planet; i.e., the absentee Mother), but also Capitalism-in-disguise as borrowed from older Gothic stories under Capitalist Realism: the ending of “other” empires and “their” worlds.

[8] You could argue Lovecraft protests settler colonialism by historicizing its collapse, but he does it self-centeredly and abjectly towards colonized worlds as attacked by barbarians from within (the Caesar conspiracy also abused by Hilter in the 1920s); i.e., as Victor Frankenstein does, so busy “doing science” that he has no time to relate to other people (including his wife, who dies because he’s rearing the fight the monster and forgets about her).

By comparison, Morbius certainly isn’t perfect, but he really doesn’t like soldiers or colonialism. To be sure, he does so to a fault (“the scurry and strife of humankind” sounding somewhat bitter), but the romantic elements have a lot more personality than Lovecraft; i.e., which, in my mind, help make up the usual bleeding heart of the Gothic Romance. Morbius is misunderstood and tragic; Lovecraft is a craven, homophobic bigot with zero pulse. As we’ll see, so is Athetos, sp paranoid of his own son that he tells his “children” (the variations) to kill Trace (the call coming from inside the house, as it were): “DEMON. ATHETOS SAY, KILL.”

[9] A cheeky nod to Tithonus:

Tithonus, in Greek legend, son of Laomedon, king of Troy, and of Strymo, daughter of the river Scamander. Eos (Aurora) fell in love with Tithonus and took him to Ethiopia, where she bore Emathion and Memnon. According to the Homeric Hymn to Aphrodite, when Eos asked Zeus to grant Tithonus eternal life, the god consented. But Eos forgot to ask also for eternal youth, so her husband grew old and withered (source: Britannica)

More to the point, men of reason (and the states attached to them) are always trying to cheat death by colonizing nature as monstrous-feminine.

[10] Which the narrator of the film openly describes their mission as, at the start of the movie.

[11] Generally the discovery happens as a matter of empathy towards various characters, onstage, the page or the screen; i.e., who do you side with—the old creepy scientist guy or the big gay faeries trying to survive in between fiction and reality? No one ever said being queer was easy! But it is fun! The key to escape, lovelies, is liberation, and that happens inside the text as half-real, between reality and imagination as negotiating power for workers or the state! Don’t fight the ghost of the counterfeit to further abjection; dance with it, and all your dreams will—if not for you, then your children or your children’s children (the future, in other words)—come true!

[12] The duality of monsters and their theatrics lets Communists occupy Samus; i.e., as a vehicle for proletarian (thus subversive) aims. But it doesn’t change the fact that her intended function is a token cop committing genocide for the state by colonizing the old ruin: a subjugated Amazon abjecting its maternal tyrant as both an infernal perversion of nature through mad science (the brain in a jar/glass womb) and the monstrous-feminine enemy of state forces during monomythic forays in to Hell. Per the cryptonymy process, Mother Brains completes the double operation by pushing visions of state abuse onto Samus, who rejects them by beheading Mother Brain. Their status as enemies is naturalized per Capitalism Realism under neoliberal dogma (videogames).

[13] Gloomth (from my PhD) “being the gloom and warmth attributed to Horace Walpole’s gothic villa, and by extension his novel”:

As Dale Townshend writes in Gothic Antiquity:

Rejecting Mann’s suggestions of a Gothic garden at Strawberry Hill, Walpole claims that “Gothic is merely architecture,” and resides in the “satisfaction” that one derives from “imprinting the gloomth of abbeys and cathedrals on one’s house.” The letter proceeds to illustrate the “venerable barbarism” of the Gothic style through another telling description of the Paraclete: “my house is so monastic,” Walpole claims, “that I have a little hall decked with long saints in lean arched windows and with taper columns, which we call the Paraclete, in memory of Eloisa’s cloister.” It is thus through the oxymoronic categories of “venerable gloom,” “venerable barbarism,” and “gloomth”—a compound word formed of “gloom” and “warmth”—that Walpole was able to negotiate the discursive impasse at the heart of eighteenth-century perceptions of Gothic architecture: though undoubtedly an example of Evelyn’s and Wren’s “monkish piles” or Middleton’s “nurseries of superstition,” the ecclesiastical Gothic could be retrieved as “venerable barbarism” when it was enlisted in the service of modern Protestant domesticity (source).

For Walpole, gloomth was a carefully cultivated hauntological expression—of the civilized and barbaric—into something beautiful and unique. Later, his own villa inspired him to write what is arguably considered to be the first Gothic novel, The Castle of Otranto (source).

[14] As my true self, I didn’t have to change who I was to fit in, and I could wear whatever I wanted to be myself in the process—if only onstage or on the canvas at first, to slowly acclimate myself to the idea that I wasn’t “asking for it” while paradoxically invoking these inherited anxieties onstage; nor was I a threat to society as I saw it—i.e., I wasn’t a fraudulent “man-in-a-dress” worming my way into “real women’s” spaces (classic impostor syndrome); I was a real woman, and my art and medievalist education slowly bonded more and more to become a way of tangibly presenting that idea to the world.

[15] “Beyond communities that reward speed, fast players are rewarded by Metroidvania when using the same items. Samus, in Metroid, will remove her armor at the end, but only if the game is beaten fast enough” (source: Persephone van der Waard’s “Always More: A History of Gothic Motion from the Metroidvania Speedrunner,” 2019).

[16] “To play the game is to invade it, the hero’s body built to receive items that help them destroy the gameworld, but also themselves. They respond to the castle and its grim historical markers; over time, they are conditioned along a system of movement that can be taught, mastered through motion. By entering the heart of the castle, the hero confronts the past, but also becomes the answer to its riddle: the ultimate monster is merely an older, ‘forgotten’ version of themselves” (ibid.).

Book Sample: The Monomyth (opening and part zero)

This blog post is part of “Searching for Secrets,” a second promotion originally inspired by the one I did with Harmony Corrupted: “Brace for Impact” (2024). That promotion was meant to promote and provide Volume Two, part one’s individual pieces for easy public viewing (it has since become a full, published book module: the Poetry Module). “Searching for Secrets” shall do the same, but with Volume Two, part two’s opening/thesis section and one of its two Monster Modules, the Undead (the other module, Demons, also having a promotion: “Deal with the Devil“). As usual, this promotion was written, illustrated and invigilated by me as part of my larger Sex Positivity (2023) book series.

Click here to see “Searching for Secrets” Table of Contents and Full Disclaimer.

Volume Two, part two (the Undead Module) is out now (9/6/2024)! Go to my book’s 1-page promo to download the latest version of the PDF (which will contain additions/corrections the original blog posts will not have)!

Permissions: Any publicly available images are exhibited for purposes of education, transformation and critique, thus fall under Fair Use; private nude material and collabs with models are specifically shared with permission from the original model(s). For more details about artist permissions, refer to the book disclaimer (linked above).

Concerning Buggy Images: Sometimes the images on my site don’t always load and you get a little white-and-green placeholder symbol, instead. Sometimes I use a plugin for loading multiple images in one spot, called Envira Gallery, and not all of the images will load (resulting in blank white squares you can still right-click on). I‘ve optimized most of the images on my site, so I think it’s a server issue? Not sure. You should still be able to access the unloaded image by clicking on the placeholder/right-clicking on the white square (sometimes you have to delete the “?ssl=1” bit at the end of the url). Barring that, completed volumes will always contain all of the images, whose PDFs you can always download on my 1-page promo.

Bad Dreams, part three: the Monomyth and Cycle of Kings; or, “Perceptive Zombie Eyeballs”: Paralyzing Zombie Tyrants with Reverse Abjection (and Other Gothic Theories)

“And now I, Skeletor, am Master of the Universe!”

—Skeletor, Masters of the Universe (1987)

(exhibit 40a1a1: Frank Langella camps up the skeleton lord with the performance of a lifetime, doing so in a doomed production that barely got finished—and all to make his child [who loved the He-Man toys and cartoons[1]] happy. Similar to Dracula, Skeletor’s top priority is moody Shakespearean theatrics that steal the show from the boring male stoic: a queer death clown hamming it up as best he can. But his appetite knows no bounds, driving the story to repeat itself through a trademark, ghoulish hunger emblematic of the monomyth-as-zombie.)

Picking up from where “Escaping Jadis” left off…

Per the process of abjection, the middle class canonize the raping of nature, treating it as monstrous-feminine through the ghost of the counterfeit; i.e., as something to punch, doing so in monomythic language that moves money through nature (repeating the grim harvest). As such, the undead become things to do battle with in some shape or form, as monomythic. Be that doll or dollhouse, castle or tyrant, they reify in magical, poetic forms that never quite existed, but whose rapacious, faux-medieval histories increasingly exist between reality and imagination, onstage and off: childhood as something to revisit in service to profit. The monomyth is the zombie “Bad Dreams,” part three will be looking at.

For all the usual size difference (next page) and Numinous elements, such things are canonically summoned to ultimately conquer by returning things to order—but not before teasing Radcliffe’s naughty-naughty demon lovers unto a ready-and-waiting (classically white female) readership: “rape” as a theatrical, highly creative means of playing with such mechanisms of desire as historical-material byproducts of genuine exploitation. It’s a disco, a monster party that hyphenates castle and occupant as divided into various binaries that must then be rejoined during Gothic Communism; i.e., abjuring rape through bad, Lewis-style echoes of itself, camping the nuclear-family-as-castle (the tyrannical husband as site of rape forecast by his oversized house) normally prone to the concealment of genocide (thus rape). If there’s a castle, there’s cryptonymy as a matter of rape, of genocide, of police abuse, etc.

To reclaim the cryptonymy process, we must camp it. To that, Persephone (the deity or me) likes being “raped”; i.e., as a campy means of Gothic play that challenges state edicts through paradoxical attractions thwarting abjection. “Don’t fear the reaper“; dance in the ruins, because big castle equals big “rape,” pointing ever and always to capital under Pax Americana (the state) as the true and ultimate rapist.

(artist: Sabine Esmeray)

So far, parts one and two of “Bad Dreams” have focused on the apocalypse; i.e., in accordance with the Imperial Boomerang and worker rememory as a forgotten humanizing process: the return of the living dead to devour the present inside itself, regarding the “mingling” of far-off places and interpersonal relationships across space-time. Part three shall now consider the monomyth and its tyrants extending the historical-material framework backwards and forwards.

The usual dualities persist, of course, involving canon as something to parry and iconoclastically subvert inside the usual grandiose stories—of the state-as-undead vs undead workers. One fundamentally searches for “victory” as a matter of total, blind revenge (“an eye for an eye”) against nature and death as a natural event, going the way of Caesar as a ghost thereof. The other offers “blindness” as paradoxically more perceptive; i.e., it becomes a question of zombie eyeballs that, far from being the kinds of “blank parody” that uphold capital (re: Jameson), freeze the cycles of return inside the same theatres, performances, and “rapes.” Placed in quotes, these offer a playful means of yielding more empathetic ways of looking at the world, having already been divided for conquest by capital: as undead, which in turn, freeze the mechanisms of capital—its tyrants forever coming home to roost—in place.

For the next six pages, we’ll go over some basic historical points about camping rape to challenge the monomyth with; then, we’ll provide the subchapter synopsis per section (with links).

To that, there’s far too many devices at play during the monomyth to focus simply on one of them. Instead, I want to combine the previous ideas (and to a lesser extent, ludo-Gothic BDSM[2]) while focusing on the poetic history of reversing abjection (and Athena’s Aegis): as a matter of monomythic theatre that also includes chronotopes (castles), revolutionary cryptonymy and emancipatory hauntologies (spectres of Marx).

Our aim is to catalog different poetic devices (e.g., the chronotope during the liminal hauntology of war as a cryptonymic feature to subvert state revivals with) that have already chilled the process of abjection and its kings, accounting for their ongoing creative histories’ complex (class-to-culture war) matter of interplay touching on the usual ultimatums: of undead heroes constantly coming home to roost under capital; i.e., as a matter of historical materialism being a half-real enterprise, one whose legendary returns—of the old, undead kings or nightly emperors—normally operate as a matter of prophecy integral to the canonical monomyth: “all our yesterdays” making the elite bank, inside the Torment Nexus raping workers and nature till the cows come home.

Such hellish recursions and regression always yield some kind of damned patriarchal wraith inside the Cycle of Kings, all while Cartesian thought preys on nature-as-food and monstrous-feminine[3] through police forces and bread-and-circus-style distractions; i.e., raping nature behind the usual half-veils. The world becomes an oyster to pry apart, a peach to slice. In turn, pro-state workers pacify through menticide, the eyes growing empathetically blind, the brain increasingly dead and the body increasingly numb to state tortures. Following this, state servants (and victims that give or receive state harm) sight the usual portals for destruction as sown into the land, the flesh, the work as things to personify and reap (thus rape) all over again.

(artist: Harmony Corrupted)

Camping said rape is always a juggling act, and arbitration is always, to some degree, a random ordeal. For one, said history and its ritualized “solving” (through monomythic violence) discuss/argue a matter of return in imaginary territories that thrust upon the actual as altered through iconoclastic performance; i.e., a subversion of rape through a pedagogy of the oppressed that lies entirely in how you look at and with it, during liminal expression—zombie eyeballs as blind or perceptive regarding the state’s resurrecting of undead torments set on new territories: inside old, colonized lands, bodies (and parts of bodies) or any other representations of the colonized at large! The normalized outcome, then, is unironic exploitation: the land and its inhabitants becoming the usual peach to harvest (above), raping Medusa (from any angle, the front or the back) by the same old hauntological copies of Caesar/fascism, whose eyes are blind inside neoliberal treatments of those spectres[4]! Camping said rape is a planetary struggle, then, one whose reclamation is performed in small through our bodies and labor during the dialectic of the alien; i.e., as something to see, but also see with between stories: “We have been raped (and lied to) over and over again.”

In doing so onstage, such calculated risks showcase liberation as liminal offstage as well; i.e., something to conceptualize through abstractions of rape that yield sex-positive lessons informed by older histories we’re acting out once more: possible worlds starting as imaginary sites that threaten change as a furious ordeal, a death rattle that refuses to stop, but breathes into dead things fresh, impossible life! “Come and see. Let the scales fall from your eyes.”

(exhibit 40a1a2a: Model and artist, top-middle: Harmony Corrupted and Persephone van der Waard. Harmony and I camp rape, leaning into the raping of nature as something to subvert through ourselves and our labor. Its materials work towards revolution; i.e., as a matter of rape play the world can learn from for the better! Trauma is acknowledged, but then stalled in future iterations by freezing the usual harvesters of nature by humanizing the victim [the harvest] and expressing the rapist as the monster who cannot stand the exposed reality to their crimes. “Rape” becomes a story to put into quotes, telling per piece what happened, once-upon-a-time, but also how it can change through later retellings of itself that yield new poetic histories build upon older ones [re: Lewis’ bad echoes].

[artist: Harmony Corrupted]

For Harmony and myself, medievalism becomes a forward-facing regression, one whose 21st century Neo-Gothic yields cryptonymy as a revolutionary device: showing and hiding to challenge manufactured scarcity as the usual historical-material effect. “Rape,” then, becomes a paradoxical means of retelling our own destruction; i.e., as a taboo voice for psychosexual healing from police violence, developing good praxis through a pedagogy of the oppressed, one whose poetic excursions into a given “castle” synthesize new, oft-substantial forms thereof. All occur if to say to the audience, “Open wide!” with that fat zombie ass: “Rape me. ‘Fuck me in the ass if you love Jesus!'” Such theatrical sodomies unto Medusa is not actually ass rape, but touch on the Numinous terror such threats might normally supply to victims like her by the state; i.e., yet-another-thing to achieve liberation with using ludo-Gothic BDSM, exposing our abuse while playing with bad copies of it on the edge, so to speak, of our seats [to achieve systemic catharsis]: the mystery of a Numinous destroyer ravishing Medusa, the latter pushing the “rape me” button to call upon her strong-thighed lancer.

Any Gothicist should live through their vocations, we doing our gold-star  best to escape the text as a mere instrument of capital, thus Capitalist Realism [e.g., The Modern Martial Artist perpetually trapped inside the boxing ring as a source for profit, not critique[5]]. In doing so, the usual confusion of the senses, selective absorption, and magical assembly give rise to a Song of Infinity whose Aegis becomes something to stare into but also with; i.e., in both directions, reconciling old pains as a matter of fresh history through unspeakable things. These, in turn, become undeniably tangible during the rememory process: Milton’s darkness visible an enormous, thundering and shapely mise-en-abyme that becomes the data to yield, time and time again! Its delicious corruptions sit adjacent to harm, camping our survival while honoring those who didn’t as commodified by the state. When illustrating mutual consent, then, linguo-material elements of ambiguity always endure, and whose skillful, intuitive [second-nature] parsing must be raised across society’s understanding of the imaginary past—its rape a new Wisdom of the Ancients to learn and learn from.

This isn’t always the wail of the banshee in total agony absent of pleasure or brains [the madwoman in the attic], but something of a curious mixture of the two that seeks to challenge profit, thus rape, as historically administered by the state: through half-veiled threats of the tyrant coming back around. Like “Rome,” “Caesar” is the end of history as something to reinvent in so many doubles of the original, so many counterfeits furthering the process of abjection in service to a scared middle class. We find catharsis camping those, Persephone-style, to grow rebellious again; i.e., as princesses who have been raped, thus find our power where it normally resides: within fiction speaking to non-fiction. “We’re living in Gothic times.”

To critique power thus reclaim it, you must go where it is; reclamation is always, to some degree, a matter of rape play through Gothic poetics making arguments for liberation using violent aesthetics; e.g., the castle: a half-real chronotope to walk around inside, and one whose buried, dialectical-material aspects of power [rape under Capitalism rarefied cryptonymically as “castle” or “knight”] become monomythically dream-like. Once dispersed, such particles discharge to float around, bouncing back and forth like Walpole’s animated curios. Inadequacy and disempowerment become, as usual, a means of empowerment during ludo-Gothic BDSM: topping from below, like Milton’s Satan. “Long is the way and hard, that out of Hell leads up to light!” Or maybe the darkness is more fun [such play is often a byproduct of emergent play as intended by the text’s composers, architects to the structure as something to explore in ways they cannot predict, thus police].)

Like any zombie, the problem of state predation is one of canon-induced “bad sight”; i.e., a fundamental question of dream-like resurrection, one where sight becomes faulty by monomythical illusions that encourage police violence as a matter of regulating sex, terror and force, morphological expression, etc. Such monopolies always promise the tyrant’s return to resurrect itself—of seeing the thing upon which to feed and transfer power towards the state as a matter of canon: “Render unto Caesar that which is Caesar’s.” It’s all a lie, tribute boiling down to protection rackets by the imperium preying on the local benefactors (the middle-class nightmare of state collapse): orderly disposal per settler colonialism’s war of extermination turned in on itself.

(source: Bungie)

Luckily for us, such problems concern the reversing of abjection (and other Gothic theories) through zombie eyeballs that—far from divorcing themselves from their blind brethren—must engage with them in order to break the myopia of Capitalist Realism: a blindness the state normally relies on, which for workers constitutes a kind of reawakening through the undead as taking Hell back. Our “rape” onstage becomes something to consume, waking workers up to far-off realities that can be felt easily enough at home, mid-cryptonymy. There is always a castle to interrogate, a tyrant to dethrone, a queen to crown herself through the poetic catharsis of “rape,” of speaking out; the secret lies in what we consume as a matter of playing with rape to transform it: camping canon as a matter of profit, of rape, of the state’s usual flowing of power in the usual directions (always up, with lulls through decay raking profit back into the state’s troves, post-regeneration: a war chest)!

As shall hopefully become obvious, the methods to reversing abjection use Gothic theory as a matter of history-in-the-making party to a forever process: camping the monomyth. Older poetics like Milton or Blake (with Harmony reading Songs of Innocence and Experience, next page) continue to seize upon these thresholds to open the doors of perception; i.e., as a matter of zombie eyeballs, where said doors have become increasingly pacifying as a matter of Capitalist Realism. This means we must camp our own rapes as the old poets did, but under conditions that have developed for the worse in ways they only predicted using the language of their times borrowed from older and older poets.

To that, the Wisdom of the Ancients is a continuation of that thieving poetic trend, one that borrows liberally from the past as yielding different kinds of undead for different purposes; i.e., using the same old histories and historical elements once transformed, including the human body (and its social-sexual labor) as the almighty authors of such things! There’s an element of raw, naked bravery to such rebellion—an assistant to an artist going hand-in-hand towards a better future built on past “rapes” (as much as rapes without the quotes); the courage lies in facing its exposure, clapping back to challenge state tyranny in canonical poetic histories, the latter fatally doubling our Aegises—i.e., in the mirror state as one of endless conflict: between each mask, costume or veil as looking back and forth. It’s how we roll, bitches!

(artist: Harmony Corrupted)

Medusa cannot be killed, any more than the state can—only driven to submission in either direction inside the usual shadow zones (until state shift, that is). The camping (and regained perception) of zombies (and their eyeballs), then, has a long history to it, one we shall now catalog and (to a lesser extent) camp in this subchapter (this emphasis will shift, in Volume Three) regarding monomythic zombies (and because we’re talking about tyrants, castles).

As such, we’re essentially talking about Gothic theatre, including kayfabe, as a matter of performative, imaginary history to look at/with (marrying the language of war and death, rape and love, food and refuse, etc); i.e., reviving fascist leaders that point to older instances of the same monomyth revivals elsewhere before and after the Third Reich; e.g., M. Bison (next page) being yet-another Nazi king zombie merged with Melmoth the Wandering Jew as the very backstabber Germany’s fascists warned against: themselves projected onto their victims, mid-Red-Scare. Per canon, this undead element of capital becomes something to revive, Frankenstein-style; i.e., in service to profit, vis-à-vis pre-fascist, fascist, and post-fascist forms inside neoliberal markets (videogames)!

(source: StreetFighter.com)

In turn, this cannibalism’s cycle of conquest loops in on itself, becoming something ouroborotic to expose like a black mirror. This happens less through overt comedy/camp (or “true camp,” per Jean Claude Van Damme and the truly amazing 1994 movie) and more through serious theatre with the power to camp canon in subtler ways; i.e., whose performances of death and disaster seem cyclically harmful, but actually have the subversive, non-harmful power to paralyze, thus pause and eventually transform, Cartesian dogma (and its tokenized elements): into actual stewards of nature, of workers, of either as monstrous-feminine food that Capitalism, once frozen, can no longer eat.

This being said, horror is a serial affair and introduces or removes irony per entry even without numbers. The zombie genre is certainly known for its comedies and spoofs—every tired genre is, requiring comedy to inject life into dead things; i.e., from Matthew Lewis onwards; e.g., Shaun of the Dead and Dead-Alive[6] (1992). Part zero (included in this post) briefly examines Mandy (2018) as monomythic pastiche par excellence (with elements of camp) married to Lovecraftian homophobia, futile revenge and substance abuse. The remainder of the subchapter examines the function of sight as a Promethean, reverse-abjecting factor in against three zombie monomyth tyrant types in three primary texts over two parts

  • Part one covers the Cartesian hero/man-of-reason in Forbidden Planet and its Metroidvania[7] offshoots (all stemming from Frankenstein): the decayed man of reason versus the Archaic Mother during movement through the hauntological castle; i.e., castle-narratives.
  • Part two features the crime lord in The Crow (1994) and the Caesar-style warlord/fascist cult of death, in Myth: the Fallen Lords.

(artist: Els)

After those, part three concludes the entire section; i.e., discussing how Capitalism is the great zombie, one that through its endless undead wars and decayed power fantasies haunting Capitalist Realism! Regardless of what form the tyrant takes when we freeze them in place, it’s always an undead extravaganza, a monomyth monster party to make the old mattress squeak as postcolonial (fucking to metal, to disco, to rock ‘n roll, as turbulent, taboo, “rapacious” and fun); i.e., decolonizing the Gothic through seasons in the abyss that challenge profit using our own “beauteous orbs” (next page), but really anything that gives off the Medusa’s trademark “big” vibes: undead and monstrous-feminine in ways that resist censorship, but also transgress[8] it in all the usual places of monomythic rape. As I write in Volume Zero:

Under Capitalist Realism, Hell is a place that always appears on Earth [or an Earth-like double]—a black fortress threatening state hegemony during the inevitable decay of a colonial body. Its widening state of exception must then be entered by the hero during the liminal hauntology of war as a repeatable, monomythic excursion—a franchise to subdue during military optimism sold as a childhood exercise towards “playing war” in fantastical forms; e.g., Castlevania or Metroid. Conjure a Radcliffean menace inside the Imperial Core, then meet it with American force (source).

Per the monomyth, a hero is classically incentivized by rape as the prize—to boldly go into “Hell” as place on Earth, then execute the state’s will; i.e., settler-colonial violence dressed up as “past”; e.g., a carrot-like princess in exchange for killing Medusa (the monstrous-feminine) to, per Cartesian thought, prey on nature-as-food but also themselves. Regardless of the giver or recipient, all present an opportunity to move money through nature.

But even if all capitalists were dead as a matter of proposal, the warzone and its derelict ordinance would still remain: the Gothic castle as an undead mind prison. Stuck cannibalizing itself, we’ll pointedly examine this curiosity with Metroidvania, but also open battlefields when looking at different monomythic undead (the crime lord, and warlords aping Zombie Caesar). Whatever the form, wherever the field (open or closed space), such actions are generally guided by inheritance anxiety feeling the fears of self-made extinction; i.e., insofar as the buffer of settler-colonial walls and projections (of ample “treasure,” below) become false (thus fruitless) harvests that, suitably grim, cannot fully conceal or disguise the state’s usual operations.

In short, Medusa must always “pay rent,” but the “cake” (the waifu, next page, or wheyfu, below[9]) is always a lie: the illusory promise of marital sex. Such dreams are woefully common under Capitalism, insofar as capital foists the conditions necessarily for wanting them (the manufacture trifecta) onto workers; i.e., as a matter of Gothic history in service to the state, scaring you with cataclysm, then offering the cure: a mommy equipped with the god-like goods to even out such nightmares (whatever the audience wants those to be, but generally under a Male, heteronormative/tokenized gaze).

Although reversing abjection is our goal when camping the monomyth, it cannot happen without revolutionary cryptonymy. So let’s unpack that concept a little more (about six pages) before moving onto Mandy and part zero.

(artist, left: Zaloran; right: Romantic Rose)

Canonical rewards promise big things to weird canonical nerds as a matter of cryptonymy (from Dark Soul’s “Amazing Chest Ahead” with Princess Gwynevere, left, to Resident Evil Village‘s Lady Dimitrescu announced by her own fabulous “home,” exhibit 49). The problem is, they—like Gwynevere’s huge, melon-sized knockers (synonymized with crops, but also treasure as a phallic container’s “soccer goal” of sorts: chest, booty or box, etc, as belonging to a chattelized virgin/whore)—are cruel, intentionally misleading illusions that trap the ravenous hero-as-undead[10] inside an infernal concentric pattern (oscillating between the woman as castle, or vice versa); i.e., where they’re always eating dead things (the princess is a sex object of courtly pursuit for the hero’s massive “lance,” a sacrifice but also an illusion, a ghost).

As such, the narrative of the crypt is literally an illusion inside an illusion, per Hogle’s acknowledgment of Radcliffe’s concentric enchantments in Udolpho (re: “The Restless Labyrinth”): “a crypt that is, in fact, only an illusion of a crypt,” one whose “double operation of revealing to conceal” speaks to the heart of classic Gothic stories. There’s always a princess in another castle—a big-ass fake “castle.” The devil is in the details, but also on their surface as frankly discussing things (through medievalized poetics) that capital has alienated us from: sex and rape as tied to and expressed with our labor and our bodies.

More to the point, such fantastic de rigeur is always dualistic, but canonically raised by persons cognitively estranged from reality (accommodated intellectuals) who project/abject their fictions onto real atrocities dressed up; e.g., Radcliffe; i.e., to say the quiet part in a theatrical, dissident, and wackily “medieval” loudness: the ghost of the counterfeit as “thicc,” buxom, zaftig. Doing so was (and is), in the Humanist tradition, speaking truth (or something resembling its opposite that inverts easily enough) through bizarre creative activities: gigantic, corporal-to-architectural abstraction. The map of said pattern is hyperreal but still conducts genocide as part of capital through Pavlovian, thus blind, monomythic eyes—the hero’s and what they’re looking at (from tits to ass, castle to landscape).

State conditioning, then, is very much like a broken bone that has healed wrongly. Insofar as state education amounts to physical, mental and emotional abuse (rape, menticide), monomythic dogma calls fearfully upon state soldiers to defend, thus police, a pearly castle fallen upon hard times (re: ACAB—castles and cops) during capital’s usual cycles of gentrification and decay to serve profit. It’s a vampiric function that feeds on all parties—an Omelas, or city of happiness, that becomes abominable even when the total hapless victim is reduced to a single person; i.e., happiness at the expense of others, which is what settler colonialism ultimately is. To fix the problem, you generally have to break what’s in place on the surface of itself: a dark, operatic reflection that exposes the tyrant in self-destructive ways that, contrary to popular thought (and state monomyths), can then be rewritten. The harvest is humanized through orchards that cut themselves up as adjacent to rape and exploitation—with irony as a cryptonymic matter of camping medieval poetics!

First, we show the tyrant that their destiny is not invincibility through infinite conquest, but the same doom that all men share as one where nature and death overcome them and their fatal bloodline. In turn, the reflection of the hero and castle as fatal is projected ignominiously back onto the audience; i.e., rendering them the dupe, a sacrifice to kill once-feral to apologize for (and hide) the overarching structure: a black knight returning from Hell, a Zombie Caesar’s ghost of “Rome” to try and revive, fail, then behead in an endless series thereof. Per ancient warrior culture, the taking of the head constitutes the taking of one’s adversary by force—oneself; for Medusa, this signifies “castration” as a crude cryptonymic metaphor that places the power of the man at his head, except he has two: the enemy is weak and strong!

(source: Snapchipper’s “Myth II: Soulblighter – Intro (AI Upscaled),” 2020).

Speaking of two, and keeping things in line with the metaphor of sight (and taking a leaf from Sophocles), we have to dig out the eyes of the would-be hero (us) and replace them with undead eyes that can actually see through cryptonymy’s fatal illusion while inside Plato’s cave. Except the surgery isn’t a literal operation on our eyes, but the very thing which causes our eyes, both figurative and literal, to see “badly” in relation to the world around us: the monomyth, and its usual benefactors and agents, as things to freeze, thus liberate ourselves from as conditioning devices; i.e., revolutionary cryptonymy challenging profit to garner post-scarcity as a matter of sentiment, first and foremost: hearts and minds.

This sea change happens by adopting a pre-capitalist frankness using “ancient” medieval language like Athena’s Aegis (the power of the Medusa—her fat ass, but also her cryptonymic cover to operate behind and with). Such cryptonymy challenges Cartesian thought and Capitalist Realism’s usual seeing and hiding of the world; i.e., the hellish place to conquer and rape: a disco-style monster party to escape exploitation through calculated risk subverting genocide. You want it to slap, to fuck, to hurt after it heals as a matter of emulation to our still-aching scars.

Castle or cop, ACAB. Person or place, then, the monomyth is baked into capital’s cycles of crisis and return, one whose inevitable decay brings Imperialism home to empire as something to whisper of, then profit in service to Capitalist Realism; i.e., profit as rape, but specifically undead rape, when castle and conqueror emerge from Hell and go back where it all began (exposing paradise as inverted, its mendacious pastoral a gruesome and fallen cite of rape and abuse, built on genocide from the start).

As we’ll see through the rest of the subchapter, then, there’s an element not just of hubris, but Icarian grandeur to such heroes; i.e., a rise-and-fall cycle of gentrification and decay to giant-like Caesars, but also their fortresses as they fend off imaginary barbarians (and big ladies) to eventually return from Hell as fascist undead conquerors (slaves to death as a hauntological matter of capital that hijacks their corpses); i.e., the Imperial Boomerang during the Cycle of Kings, whose rapists of “Rome” emerge as kayfabe-style heels during the liminal hauntology of war to bring Imperialism (conqueror and castle) home to a weakened empire. In turn, Capitalist Realism abuses the ghost of the counterfeit (the ritual sacrifice of Medusa as matter of the undead patriarch’s petty revenge) to try and maintain the structure, whose sorry game of “follow the leader” must be subsequently camped through Galatean forces; i.e., with perceptive zombie eyeballs employing an aesthetic of power and death—anything tied to or extending from their bodies and labor as exploited by the state’s usual exceptions, abuses, and jurisdictions (re: cops, castles, tokens).

(artist: VG Yum)

There’s great jouissance, not nihilism, in the restless labyrinth. But, as always is the case when reversing abjection, revolutionary cryptonymy’s subversion of the monomyth, martyr and Medusa cannot pass without exposing some inconvenient and uncomfortable truths; i.e., about the home and hero, namely those behind the map of empire as decayed, but also an instrument of our own demise routinely dressed up as heroism-made-gigantic. You have to freeze the process by showing it as it really is through liminal expression, confronting death then cutting off its head; i.e., freezing can cause rape but also prevent it (and other abuses/elements of risk) when applied correctly against the usual villains. Whatever their flavor/outward appearance, a zombie warlord is functionally no different than a mad scientist, god king or slum lord. All operate through revenge as a matter of capital raping Medusa per the dialectic of shelter/the alien. Their unhoused discomfort, then, is our liberation, the clown queen set free to “rape” the world (transing your kids, making the frogs gay and so on) by dismantling its rapacious, stately elements.

Except, that’s only half the battle. The question remains, what is done with the giant’s head afterwards? The classic approach is nothing. In Myth: the Fallen Lords, for example, Balor embodies the Leveler (a symbol of death in medieval thought); once severed, his head is hurled into the Great Devoid, constituting a deliberate and unstable act of forgetting and sacrifice—i.e., a volcano akin to Mount Doom, whose expensive, monomythic band-aid sits on a mortal wound that only leads the Leveler to one day return. We must not only cut the head off, but prevent its inevitable return by breaking the historical-material cycle of growing such heads to begin with; i.e., remaking war-as-undead, the liminal hauntology thereof per the monomyth hero starting off innocent, only to become corrupted inside Hell through a franchise that, itself, sees many rebirths along the same track; e.g., Contra: Operation Galuga[11] (2024).

In terms of sight, this postcolonial reckoning must occur using a powerful-but-Gothic healing process: facing the settler-colonial trauma that these legends’ undead cryptonymies (their castles) orbit around and announce through warlike hunger and hauntological decay run amok. Trapped between the past and present, it becomes as much something to see with as look at, and has many poetic and cryptonymic iterations: blindfolds to see with as a matter of complicated power exchange per the cryptonymy process.

As we proceed, then, remember two things: that healing hurts—is a continuation that we consciously contribute towards—and pain isn’t bad, including the hero’s ignominious death provided it leads to systemic healing. Except the Hero’s Journey classically doesn’t. As such, the Promethean Quest unites with Medusa as thoroughly un-Cartesian by using her Aegis (through the Metroidvania and similar stories) to transform the very illusions at work, breaking Capitalist Realism to bits, thus helping workers imagine a better world inside the ruin (re: the caterpillar and the wasp).

As we shall see, this requires surrendering harmful illusions of power through ludo-Gothic BDSM as a palliative-Numinous affair—a date with a Dark Mother (mommy dom, below) generally invoked in everyday people speaking of such a reunion through their own art’s fruitful angles, ample body parts and dark dimensions: someone to woo and wow us while mastering and molesting us (consensually)—to fuck our brains out and say, “There, there!”

(artist: Harmony Corrupted)

“Death,” then, isn’t something to fear because, when done right, it announces the beginning of a wonderful friendship: a monstress “mommy” as mistress, muse and mentor leading us towards something better than the routine, essentialized, and habitual rape of nature-as-alien; but, as a blindfolded[12] person, speaks to a revelation through cryptonymy as concealed and exposed—i.e., by the mother as one of a monstrous-feminine force, sitting her cushy bum on a dark secret that can set us free beyond the Imperium’s blinding sights: “Mommy’s got a secret, but what?”

Whatever that is, the mother-in-question grapples with rape and death as things to playfully learn from and pass vital information along special conduits; i.e., ostensibly dated and blind, but in truth more perceptive through ludo-Gothic BDSM as “past.”

As a matter of canonical enchantments, it’s a place for the usual monomythic plunderers and white-to-black knights to come back from: Hell, from which to rape empire back at home again, and again, and again. By comparison, Medusa loves to be “raped” in order to make herself (and the paradoxical visions associated with her) more perceptive regarding the returning abusers. As poetic lens and argument, she’s the ultimate whore, packing power of a suitably awesome variety and scale to camp rape, mid-calculated-risk; i.e., as normally a matter of police violence serving capital by raping the whore sans irony! The greatest myth of Prometheus, then, is that the gods are gods at all, and that they have the power to contend with Medusa when she gets mad.

To this, there’s an architectural flavor we’ve discussed already (re: “Castles in the Flesh,” 2024) and will do so more when reexamining Metroidvania, in part two. Per Rudolph Otto, Manuel Aguirre and myself, these travelers frequently yield as a mysterium tremendum that merges resident and residence: a flying castle, vis-à-vis Dracula’s or the Nostromo, sailing oddly through outer space. To it, all the usual principles of cryptonymy (and its application, mid-castle-narrative) apply—to look at Medusa’s severed head—abstract and mixed-metaphor but still undeniably to-the-point—and suddenly “get it”: her vanity one of survival to spite her abusers (normally stabbing and shooting her as a matter of cartographic endeavors in service to profit; re: Tolkien and Cameron’s refrain).

Except the city of death, when summoned by us, isn’t banished temporarily back to the great void of public memory. When explored and gotten to the bottom of, its monomyth can heal in ways that—while embarrassing and painful (“pride cometh before the fall”)—successfully prevent it and the state’s return, thus their raping of us; i.e., by permanently altering the settler-colonial conditions that bring such reunions about during Capitalist Realism: the return of Caesar and Medusa, the latter exposing the former as rapist and for which she has her revenge.

Doing so effectively ends said Realism by breaking the spell for good, yet the symbols remain, as do their sex-positive function through a learned act of reunion with trauma—again, what Toni Morrison would call “rememory”—that gathers us together to stand, brick-by-brick, against genocidal forces; i.e., by routinely performing ludo-Gothic BDSM as a counterterrorist, educational, iconoclastic means of worker defense against state trifectas, monopolies, canon, what-have-you.

Call the idea Satanic apostacy and the means to advocate for the devil as punished by the state—us. The fact remains, our mission operates at cross purposes with theirs—their mission and objectives of disguise, concealment and lies versus ours; the difference is, they’re shady and mendacious by virtue of what they dishonestly project onto us to better their own image while harming us. Except, just as monsters are anisotropic (flow determines function), cryptonymy is a revelation that conceals, but per Gothic irony allows us to hide within Capitalism’s daily operations while subverting their function with some degree of stealth and underestimation (that of the blind cripple)—a cloaked revolution achieved with Gothic poetics in opposition to the state; i.e., through a splendid mendax, a beautiful liar both a devil and undead, oft-animalized being that challenges the usual pro-state arrangements’ direction of power and force (might makes right).

The state, on the other hand, relies on complicit concealment through these same poetics, using their cryptonymy to blind us to the actual threat, and one which we must generally glean and prevent through a series of concentric illusions while blindfolded. Trussed up, the vision of the Oracle isn’t reliant entirely on organs of pure sight, which are easily deceived, but the power of seeing through harmful illusions with undead empathy (and eyeballs/vision) as cultivated inside medicinal double: a second-nature, collective intuition embodying Gothic Communism through ludo-Gothic BDSM (and various devices: the Black Veil, demon lover and palliative Numinous, etc) to raise emotional/Gothic intelligence and class/cultural awareness, reversing abjection now until the sun burns out.

 

(artist: the Maestro Noob)

Granted, that is our revenge. Capital is a means of profit tied to the monomyth as futile in preventing rape, because it requires it to perpetuate itself through revenge as doomed: raping Medusa until she snaps.

We’ll explore that madness next, with Mandy!

The Monomyth, part zero: Mandy, Homophobia and the Problem of Futile Revenge (feat. H.P. Lovecraft)

“So, what you huntin’?”

“Jesus freaks.”

“…I didn’t know they were in season, man.”

“Yeah, well… […] They lit her on FIRE! They were weirdo, hippie-types, whole bunch of ’em. And then there was some muscle – it didn’t make any sense. There were bikers, and gnarly psychos, and… crazy evil.”

—Caruthers and Red Miller, Mandy

Whereas zombies and the apocalypse have a predominantly dream-like function that struggles to recollect history under a presence of repressed trauma and death, abjection and reverse abjection more broadly are defined by sight; i.e., according to what is being viewed and how the viewer views themselves in relation to what they are looking at and with. In this case, both are affected by the delivery system—a black mirror or Aegis, in Gothic language—as a tool of rape; i.e., one committed by the middle class through their own bad dreams/rape play in service to the state: the monomyth raping Medusa (and the dragon lord, Nazi destroyer) to gatekeep workers inside canceled-future, neoliberal illusions. By extension, capital’s built-in entropy makes these decay—flying into particles that, pre-ejection, still vibrate menacingly (a death rattle). It’s a mood, a tone poem we can hijack.

Abjection, then, is to throw off that which the self is not, maintaining this Cartesian binary by continually rejecting the cast-off elements’ radiation (charged particles); Promethean narratives patently reverse this process (re: Aguirre), dooming the hero by patently revealing their own monstrous nature to them. This happens through a subversion of Campbell’s dubious monomyth; i.e., the infernal concentric pattern and the extinction of the hero’s hopes, dreams, possessions, etc, as bound at the hip to the fantastic spaces that reify them. It’s important, then, to acknowledge ourselves as both undead and spiraling down a path of self-destruction supplied to us by design; i.e., Capitalist Realism as built out of old bricks (or quasi-edible garbage, below). So, too, is our paradoxical liberation, our zombie eyeballs learning to become perceptive once more through less perceptive, unhealthy forms of undeath normally hungering for revenge like a bad drug. Gotta start somewhere. For us, that’s Mandy and H.P. Lovecraft:

Directed by Paul Cosmatos, I’m choosing Mandy because it a) makes fun of the heroic quest as a futile act of undead revenge, while b) crystalizing it inside a timeless nostalgia common to more serious (unironic) iterations; i.e., Lovecraft as a deeply homophobic man. We’ll start with Mandy by outlining its drug-like quest for revenge; i.e., as fueled by the kinds of us-versus-them fears that Lovecraft played with having gone onto inform and characterize Mandy‘s camp (and end with a small postscript/reminder about feeding and holistic expression).

To that, Mandy is campy to an extent, but showcases a bitter heteronormative truth: the hero of the classic monomyth is always a monster on a formulaic quest of revenge, one for which there is no return (and which queerness is dressed up as the psychosexual, monstrous-feminine catalyst). Sold and fed to us like cheap food (e.g., “Cheddar Goblin,” above—the secret star of the show as haunting Capitalism through its usual anti-Semitic conspiracies reduced to cheap, amazingly absurd, Camus-style gags), it’s a sure-fire descent into Hell, catalyzed by the presence of go-to heroes; grandiose, arguably gay villains; and helpless, doomed damsels.

(exhibit 40a1a2a: Artist, bottom-middle: Romantic Rose; bottom-right [source]: Patrick Zircher, Christian Rosado and Al Barrionuevo. In the presence of calamity as felt, we invent heroes to perform, thus achieve, catharsis. All at once completely trashy and deranged extravagance—of the senses, on par with Rimbaud; although we’ve called this device “confusion” instead of “derangement,” the eye-popping idea is identical—Mandy plays with nostalgia to highlight unconformable truths about our world; i.e., as projected onto an outlandish, fantasy one: not the princess being a slut [which the villain simultaneously craves and hates, Jim-Morrison-style], but that she arguably never existed [meaning her husband is trapped in a lie of revenge he cannot escape/drives him to endlessly commit further acts of undead violence towards new enemies]! Except, Mandy’s paradoxical haunting isn’t just a nation-creation myth birthing the wrathful tyrant, her bereaved, insane husband; it speaks to the usual disassociation and derealization of any rape victim, to which their significant others often feel alienated from [re: the pedagogy of the oppressed, with Cuwu and I working through such membranes vis-à-vis Gothic stories to find, however futile it might seem, similarity amid difference]: the family man seeking revenge against a queer, degenerate enemy for the death of his wife.

There’s an eerie-yet-beautiful unreality to the entire production, then, one that feels all in Cage’s head and poured out of said head into the world for us to occupy as well. Here, we see Persephone as the warrior through Cage, her denuded maidenesque precisely the kind of undead covering that Segewick describes in “Imagery of the Surface” [1981] as “the sexual function of veils” [source]. It’s something to look at and reveal/revel in sexual trauma as simultaneously hidden by a nostalgic, cartoon version of itself referred to backwards [with 1981’s Heavy Metal being a clear influence]. Mandy becomes something for Cage to seek but can never have [the only ones actually having sex in the movie are the Barker-style sex demons, Radcliffe’s demon lover with a new coat of paint on top of more coats]: the chaste knight’s great reward.

[artist: Romantic Rose] 

The modesty of the Neo-Gothic’s original, middle-class conservatism always teases the hero as “on the cusp” [the man, ready to penetrate, the woman ready to receive him]. Except, the Gothic communicates power on its surfaces to a mythical, androgynous degree that subverts just as easily. To that, a princess of the nocturnal, Persephone sort [which Mandy very much is] always features whore-like and virgin-esque qualities: something to look at. It’s not a position of weakness.

Rather, the princess’ intense sexual energies are charged, fruit-like, and swollen with a massive, giantess, phallic woman’s power that belies any seemingly delicate or small characteristics [e.g., Rose, above, her face hidden by fleshy softness as something to seek, but also asexually respect as a matter of cryptonymy’s usual barriers: to look and see the beauteous orbs[13] without touching them]. Said power is half-real, consuming the hero, Red, and speaking endlessly to Mandy’s abuse as that of a lived experience common to so many women/monstrous-feminine in and out of fiction.

Something of a Schrödinger’s “cat,” she phases in and out of existence, but feels utterly tangible and close to the hero; i.e., as a matter of flowing power anisotropically towards workers, the duality of the Gothic’s shadow zone using the same wardrobe—the medieval aesthetics, wacky performances, and playing with power [and sex] as a bad, thoroughly ace-level joke on purpose [from Chaucer’s Miller to Kevin Smith’s somewhat more obscure Pillow Pants addressing and manifesting the same basic concerns about sex and religion]: as something to transfer accordingly. It’s “almost holy”—a bad religion haunting the cathedral as remade into a joke of a thing that never quite existed [from Rome to the Goths to the medieval period to Walpole, on and on; re: Baldrick].

 In the Gothic, then, existence itself is always strained/a matter of endless struggle, and struggle is fraught with oscillation in and out of itself—what is, what could be, what has happened threatening the viewer all once through troubling comparison; they’re always on the cusp of something great, yearning to penetrate that greatness, but also daring to embody it: as something to explore and express because it cannot be penetrated. Ostensibly headless like Medusa, Rose’s whorish performance—when contained behind such revolutionary barriers by virtue of context—becomes impenetrable, but simultaneously able to express past harm [and future salvation] as a matter of paradoxical agency protected inside the illusory realm of fatal nostalgia, of calculated risk. So does Mandy.

To it, safety and “danger” [with or without quotes] are all part of the exhibit, the context; i.e., as something to play with on any register and showcase in totality [to illustrate mutual consent]: nothing is stronger than the submissive as having fostered mutual consent as a matter of social-sexual boundaries, of recultivating the Superstructure on all levels, but also reclaiming our bodies and labor for liberation as thoroughly Gothic-Communist. It’s what this book is all about!)

Thoroughly inundated in heady drugs and emphera—from the hag’s infernal, witch’s-brew eye drops and wasp “cherry on top” piercing Mandy’s neck; Cage’s bottomless whiskey and coke; the entire crucifixion scene and its sense of martyred rapture before and after Mandy dies; sodomy, gimp outfits and spiked blood spilled during thrill-kill BDSM; and the Black Skull’s bad LSD stored in mason jars like moonshine (a gift from the Chemist to Sand, who uses the drugs to motivate the Skulls to work for him as “muscle,” and which Cage later takes to become a Skull, in effect replacing them)—torture and illicit drug use permeate the entire film.

Cage, then, is the movie’s mule, failing sobriety mid-gang-war to climb to the top of the heap (said war suggested by the demon bikers, alluding to actual American highway gangs like the Hell’s Angels, routinely exporting hard drugs across state lines to become something of a neoliberal boogeyman when failing state illusions coincided more and more with the collapse that accompanied them). It’s the usual monomyth power fantasy (revenge-killing an evil ruler’s cronies, eventually dethroning the tyrant and replacing him) literally fueled by drugs.

It’s campy to some extent because the quest unravels inside of itself (and the mind of its unstable, vampiric hero); i.e., as a kind of madness integral to its continuation. The more Cage takes, the crazier (and bloodthirstier) he gets, reality flying apart until he becomes yet another tyrant. In the end, the constant torture and drugs bake the hero’s brain, leaving the viewer with the lingering, uneasy feeling that Mandy may have never been real. Instead, Cage basically smiles at the gods (as only Cage can), capitalists having trapped him in a drug-fueled, Sisyphean-style quest for revenge (which the monomyth essentially is: chasing Persephone as the princess in another castle, however virginal or whorish she appears).

Except, for all Mandy‘s posturing about final victory within fatal nostalgia, the monomyth remains as addictively harmful to the world (and workers) as that hellish goblin macaroni—a fact the movie delights in and stresses for its entire run time: heroism is a drug built on revenge to serve profit, a holy grail to chase ever onwards into the oblivion of late-stage Capitalism. Saying nothing of his endless body count, then, Cage is the movie’s central victim—a shell of a man hopelessly trapped inside the movie’s painfully consistent tightrope/recipe of paranoia; i.e., a bad batch on purpose, its product carefully cultivated through perceived loss as a driving force that catalyzes nonstop genocide. Instead of sheer delusion for its own sake, we’re given criminal indulgence inside a Lovecraftian homophobia gelling to the sort of fatal nostalgia Mandy returns to capitalize on; i.e., abjecting queer people as capital’s usual victims under Satanic panic. His drug is literally blood—the spilled blood of the innocent gays dressed up as sexual deviants crushed under Christofascist dogma.

In fact, as I write about Mandy in my 2018 review of the film, its procedure is so widespread, toxic and deadpan that many people replicate and parody the same basic code without seeing the homophobic elements; e.g., me (the review is quite germane to our continued examination of the Cycle of Kings and monomyth as things to critique, so I’d like to include a fair chunk of it to make my point: I didn’t notice the homophobia because I was in the closet when I wrote it):

Mandy is a fantasy tale of revenge that forces Cage into a largely mute role. The actor’s somewhat constrained delivery assists the narrative versus hijacking it; the story is at once a fairy tale and a Western, with horror themes: an old gunslinger working a menial job must return to a life of violence after his wife is killed. To do so, he must also return to drinking and meeting with old, bellicose friends. His bloody quest is two-fold, the villain tucked away in a tower, guarded by parallel agents who swear fealty to no one and delight in mayhem. They cannot be killed; Cage encounters them, first, only to learn what they are, later. These skirmishes feel parallel to the villain, Jeremiah Sand. The bikers push Cage towards Sand, similar to how Eric Draven is led towards Top Dollar by T-Bird and his pals.

The events onscreen are pastiche, understated (much how George Lucas retooled Flash Gordon and Akira Kurosawa for a new generation, with Star Wars). I recognized the nods to Mad Max, except the chase is through a black forest, not a desert, and with a Suburban, not a V8. The weapons are a crossbow with two bolts, and an ax straight out of Star TrekConan the Barbarian (1981) or Krull (1983). There’s even a slow, deliberate forging sequence John Milius might have used, in Conan. What’s important is that the story works as a fantasy and a Western and a revenge film, separately and together. Much of this has to do with the visuals, music and dialogue, which exist “as is,” unfolding in ways that allow us to sit back and watch. We remain uncertain as to where exactly it’s going even if the general idea is more or less straightforward. It feels familiar but fresh—a new combination of old parts that succeeds on multiple levels. The dialogue is both lite and abundant. It unfolds like a conversation, not as exposition.

During his quest, Cage goes from person to person, often meeting these individuals once and once only. They feel like part of the world, one that lives and breathes. We need not know who they are; we need only see what wisdom (or arms) they impart. It is what Bakhtin refers to as the Road, wherein the motif of meeting is employed. On it, Cage meets many different people, but in a larger world the movie can only suggest [amounting to a cult of drugs, Cage hijacking its supply from the Chemist to, in short, trip harder than Sand does]. Any sense of rapport or animosity is understated. All that matters is the quest. We’re simply along for the ride. The villain, Sand, monologues much how Little Bill, Top Dollar or Thulsa Doom do; their dialogue is to be heard in the moment, not pieced into a larger puzzle. It is an act of villainy to be viewed, not a mystery to solve. They are hypnotic, not cryptic.

We learn Sand is ruthless, not only a villain, but transparently so [in short, he’s a total dumbass; e.g., “Do you like the Carpenters? (I’m) like them, but better!”]. This same transparency applies to the heroes and side characters. Cage is implacable: his lover was killed; he’ll settle the score any way he can. He largely speaks through action, through facial expression (Cage’s strong suit). More often than not, he’s covered in blood, his nose rimmed with rings of dusty cocaine. He drinks, he cries; there’s little need for him to spell it out. We’ve seen it, firsthand, and he’s often alone. When he’s in the company of others, they know who he is. Bill Duke inquiries, but only just (Cage’s explanation is one of the movie’s funnier moments). Then Cage sets forth, armed to the teeth.

These stories involve terrible loss and resurrection, working in tandem. Cage’s darkest moment is fairly early on. Mandy is killed; Cage is strung up with barbed wire, wearing a halo of “thorns” like Jesus except as a gag. Sand even pierces Cage’s side with a spear. From the brink, Cage comes back to put the wrong things right. If this sounds familiar, it is. In The Crow, Eric Draven is killed before the movie even starts, his death revealed in flashback; when he revives, he is largely unstoppable… until Top Dollar injures Eric’s crow companion (“Lemme give you an impression: ‘Caw! Caw! Bang, fuck, I’m dead!'”). In Conan, the hero’s mother and family are killed; he is made a slave. Failing to kill Thulsa Doom, he is crucified. After being brought back from the dead, Conan must endure the death of his lover at Thulsa Doom’s hand. Continually driven, Conan finally kills his nemesis for good. Bereavement serves to strengthen the hero unto final victory [except there is no victory because his loved one is forever dead; all that remains is revenge, glory and hollow victory].

The point at which the lover is murdered can vary further still. In Unforgiven, William Munny’s wife dies of natural causes, with William standing over her grave during the opening prologue. Recruited for a hit, William is pummeled by Little Bill (not even his target). Later, William returns to kill Bill, but only after the other man kills William’s friend. Another hero—Max, from Mad Max—only kills Toe-Cutter and his minions after they kill his wife and child: there is no moment where Max is beaten, himself. He handily bests the Night-Rider, early on; Toe-Cutter and his men die just as easily. In the “sequel,” Max’s family is already gone. He is fed upon by Lord Humongous, whose army destroys Max’ car. Nursed back to health, he survives and, returned to full strength, deals with his enemies in a final, protracted chase sequence. In Mandy’s case, there is no stopping Cage once Mandy is killed. And that’s the point: he can kill as many of the demon bikers as he wants; they’ll laugh and tell him Mandy is “still burning” in hell [translation: still fucking sex demons instead of her husband]. How can one defeat someone with violence, if violence and dying are what they love? It’s a clever twist. Even if the movie is simply a variation of old parts, it’s done well. [He’s Achilles deprived of Patroclus, killing until everything is dead, including himself as “undead.”]

Cage’s reintegration to violence is gradual. Initially he and Mandy enjoy their pastoral home, announced by sparkling Disney font. Cage is almost gentle. Then, Sand’s toady summons the bikers, parallel to Cage’s own, inner killer. Driven to avenge his wife, his bloodlust mounts through constant battle. The bikers are less defeated so much as escaped from. Cage careens his Suburban off one, kneeling in the middle of the road. They capture him, relish in seeing the old killer (a biker, like them) regress. Covered in blood, he pounds whiskey and blow to see things through. By fighting actual demons, Cage confronts his own. Sand’s cohorts are all but obliterated, bested one by one. Some put up a fight. Some do not. Cage kills them all, insatiable death-dealer that he is.

The variations continue. Sand isn’t as scrappy as Top Dollar. The latter would lay traps and fight as dirty as possible; Sand uses the power of voice and little else. Unforgiven featured no seduction; Little Bill was simply overconfident, backed by a crew that outnumbered William many times over. In Conan, Thulsa Doom’s host fell at the battle of the mounds; all he had left was his voice. Like Doom, Sand’s men are reduced well before. His voice cannot stop Cage from crushing him to ignominious death (wonderful gore effects). Cage leaves, but not before burning the cultist’s temple to the ground, as Conan did with Thulsa Doom’s. There is no princess to rescue, this time around; the villain is dead, as is Cage’s bride. With nothing left to achieve, our hero rides off into the sunset, presumably onto other adventures (source: Persephone van der Waard’s “Mandy (2018): Review,” 2019).

This all seems rather formulaic, right? The problem replicating the monomyth to camp it with “Nazi death sex” is that said code has a lot of poorly disguised homophobia to it; i.e., it doesn’t try to distinguish the queer from the Nazi; e.g., Sand as a serial killer whose sexuality is essentialized as queer by virtue of it being a disorder. He’s defined as violent and cruelty—lashing out the moment Mandy rejects his penis by sight. She laughs at him; he burns her alive.

The problem is, all of this is queer-coded in ways that don’t camp the 1980s. For example, when Sand is cornered, he begs Red to spare his life (“I’ll suck your dick, man!”)… only to shift back to the psychosexual tyrant butting heads with the straight man. Sand isn’t just a false preacher but a destroyer of women who uses his disposable flock to get what he wants. Why? Because he’s secretly gay!

At least, that’s how it’s coded, sadly. That’s precisely the sort of cliché, hateful bigotry that informs Mandy‘s camp, depriving the narrative of irony the likes of which Matthew Lewis wouldn’t have sacrificed on the altar. Simply put, commodifying struggle is generally done by straight men or tokenized elements, of which Lewis wasn’t. This makes Mandy’s camp something of a dated, backwards, and ultimately regressive character. As such, it furthers the process of abjection, raping the monstrous-feminine in service to capital, business-as-usual: the straight man’s revenge.

We’ll get to some of the origins of Mandy‘s homophobia when we look at Lovecraft, in just a moment. First, let’s examine the churchly structures the film raises (then razes); i.e., as a matter of scapegoating capital’s assigned victim: the monstrous-feminine (which is what being queer under Capitalism essentially is—anything that a white cis-het Christian person[14] isn’t). Someone decided to do that, but in doing so, like a church, was built on top of older things.

To that, Mandy is a film about the monomyth that disguises Satanic panic (code for “homosexuality” and by extension, queerness at large) as fear of the poor against the Good Husband as bad once-upon-a-time and Mandy alive once-upon-a-time (again, she’s reduced to a casus beli, the hero’s false flag when seeking out new fortunes, Conan-style); deprived and incensed of his good, nuclear home (minus the kids), Red seeks “reasonable vengeance” against an imaginary foe for the greatest taboo: the drug-addled hillbilly’s capture, rape and murder of the helpless damsel, becoming a demonic caricature of the free love movement (with evangelist ties). It’s the monomyth married to Wes Craven’s The Last House of the Left (1972) and Clive Barker’s Hellraiser (1987) but with a hauntological stamp neither picture had; i.e., neither here nor there, but in between.

(exhibit 40a2: In the Church of Death, Nic Cage becomes a god through revenge. He beheads Sand’s Medusa-esque witch—like Conan beheading the perfidious snake god, Thulsa Doom—then crushes the head of the final snake [the blind eyes popping ignominiously and rapturously from their sockets—the martyr’s fate]. Very orgasmic in the crushing of the godhead, the joke seems to be, “It’s funny because Sand is gay!” As such, Mandy conflates sex and violence as “interwoven” in the medieval pastiche as homoerotic. In destroying Sand as the “poser” dark religion, though, Cage’s hero also replaces him as the next-in-line: the “true” dark god [through might makes right] whose fiery effigy imitates yet-another-sacrifice consigned to the endless, hungry blaze; i.e., within the text, but also across a series of similar imitations whose grand pattern the director is clearly aware of and challenging full-bore: through rape play with less irony than I would like. Cage becomes fixated with Mandy just like Sand did, becomes yet-another-demon biker strongman sodomizing whomever to stress his own fallen conqueror status: as reprobate. He’s an undead reaver stuck in a dream of futile heroic revenge [against imaginary endless enemies] that never ends. Like the Black Skulls, he only derives pleasure from raping others, revenge being a drug that he needs more and more of. In short, he’s an addict who thinks he’s a god, one tied to a death cult [the monomyth] centered around his dead “wife.” It’s Capitalism in small.)

All the while, Nic Cage is Zombie Jesus demanding his pound of flesh, but also “Hamlet” haunted by his wife’s false “ghost.” A king without a castle, a bride, a home, the crux of the Christ-like drama sits close to Dante’s Inferno as a rapturous cycle of torture; i.e., the futility of revenge trapped amid the Gothic fever dream as a burnt offering. “Blood for blood” is the executioner’s motto of the demon bikers[15] (the “Black Skulls” effectively a sodomic leather daddy cult tied to “bad” LSD [a little nod to Jacob’s Ladder and the CIA’s enforcing of homicidal “bad trips” onto American soldiers]: one to give false explanation to a seemingly supernatural threat that is, in fact, domestic abuse and homophobia when all’s said and done). Except, no blood sacrifice can bring the princess back. The hero’s panoply of great deeds only serve to bury him alive inside the inferno—all while turning him into what he used to be: a slave to his own cocaine-and drink-fueled vices.

Suitably enabled, Red kills Sand, a plural and ridiculous man who bites off more than he can chew by threatening the strong family man. Yet so has Red, descending into the Mandelbrot as Great Destroyer after burying the gay (dressed up as a homicidal Jesus freak, no less). There is no reprieve for being the hero, only madness and death everlasting (which the Black Skulls are drawn towards: “You have a death wish.”). Red becomes trapped in fragments of his own past brought imperfectly back to life, placing himself at the center of a story whose princess is, suitably enough, in another castle; she’s a grail beacon, divorced from Red pursuant to the nuclear family model as forever devastated by sexual deviancy and evil queens, avenging itself through the ritualistic “suicide by cop” of said queens (“failing upwards” while punching down). As such, Red is the black knight—a dragon without a princess, Lord Dracula—but remembers her as that once-upon-a-time that’s notably the title and truant. How Gothic.

(exhibit 40a3a: The story revolves around the ghost of Mandy per the infernal concentric pattern. These men are effectively doomed per their monomythic search for power and revenge, Sand’s being his envy of the straight man’s wife [a similar covetousness seen in David Fincher’s Se7en, exhibit 43b]. The queer elements feel dated in much the same way except they weren’t made in the ’80s; they regressed to them to tell an old, very tired joke: the priest is a rapist because he’s gay [and not because of the system he belongs to; re; Lewis, The Monk]. Under heteronormative thought, to be gay is to be false, to be murderous with bad intent as a matter of straight projection onto capital’s monstrous-feminine scapegoats threatening state-sanctioned brides.)

Mandy is, on one level then, a neo-conservative Viking’s boast about drunk Beowulf slaying demons and degenerates while reveling in the antiquated fetishes and gay-hating clichés, but it still narrowly reverses abjection regarding the heroic quest as reprobate: Mandy the girl is murdered to progress the hero’s story but his story is still eternal damnation once the gay man is six feet under (the Gibson-level Catholic martyrdom is also there, delighting at Cage’s masochistic exploits; but Cage’s irrefutable drive towards complete insanity makes the outcome much more of a mixed bag/acquired taste—I love it, but I’m a weirdo who appreciates queer history as tied up in self-flagellation/torture porn).

In the same vein, the primer has already covered reversing abjection; i.e., by merely proposing the (re)humanization of the zombie (and their assorted parts) inside the nightmare as “awake,” thus perceptive to traumas that are normally repressed by the state. To take this idea further is to actively reverse Cartesian dualism by reflecting on war and rape as a necromantic process similar to Mandy‘s; i.e., trapped in a zombifying death loop according to historical-material effects systemically produced by Capitalism (what Lovecraft, the Cartesian ‘fraidy cat, touched upon with his infamously gibberish, death cultist chant, Cthulhu fhtagn).

Of course, this includes its neoliberal forms; i.e., that prop abjection up as something to scare the public with over time, replicating itself not just through zombies, but many canonical monster types: vampires, ghosts, composites, and demons of various kinds (and combinations). This include the gigantic, xenophobic sort worshipped as dark gods by a curious-if-ignorant middle class; i.e., shamelessly and shamefully enthralled by the ghost of the counterfeit raping Medusa for capital to avenge the American dream (and nuclear family unit) as proper fucked. Capital decays; punch the fag as “Nazi.”

To that, Mandy is basically a mean-spirited Hero’s Journey about rape and revenge, one set to dated, hauntologically vice-like representations of queer sex, drugs and rock ‘n roll. It all feels like it’s happened before, too—our heroine causally reading about her own death in a cheap, dime store novel that speaks to the conditions outside of itself that, sure enough, walk up to the counter to size her up. Sand’s sacrifice something of a Catherine Morland, she feels dead, herself, emerging from the waters to approach Cage, who—clearly the story’s unreliable narrator—might be dreaming in the middle of a drug-fueled bender! The story is his attempt to remember after Mandy is dead and gone. Abjection kills Medusa, then teases the audience with her corpse to justify fascist violence (revenge built around a lie with a kernel of truth):

(exhibit 40a3b: “To the last syllable of recorded time” or “Never shake your gory locks at me,” Shakespeare’s “Scottish play” leaps to mind. There’s plenty of Jungian archetypes to observe, Mandy something of a good witch, her face scarred [and rocking something of a David Bowie vibe with her asymmetrical pupils]. This isn’t the stuff of total fiction [any more than those elements/stories are]: “I looked at him and he was dead,” my grandmother recalled, seeing my mom’s golden retriever, Prince, in his doghouse. “He wasn’t dead, but he was. And a day later, he died.” Turns out, he’d been poisoned by a jealous lover, seeking revenge against my then-teenage mother for breaking up with him because his dick didn’t work. Revenge is often petty.)

Moreover, this process of abjection reaches backwards—through fatal, monomythic nostalgia—to highlight sexually conservative authors belonging to a larger canonical (thus homophobic) trend: blame the fag by abjecting them from straight power structures (e.g., the Church) by suggesting that’s “just how we are”: like the evil-rapey hillbillies from Deliverance (1972).

To that, let’s quickly unpack some homophobic elements that Mandy weaves into its camping of the monomyth: its demon church yet another example of religion laid low by degenerate forces that, when irony is absent, becomes another “bury your gays” trope per said monomyth.

Of the aforementioned canonical trend, I could say “Radcliffe,” but we needn’t go that far back. I would rather stick to who was probably on the director’s mind when telling his story. For example, something akin to Stephen King’s literature briefly appears onscreen for a quick second (exhibit 40a3b, above), but I think the ’80s zeitgeist for which King dominated orbits around the pulpy fictions of older bigoted men like Lovecraft having already furthered said process towards King (and Mandy’s director looking back at such slashers with fondness); i.e.,  through the ghost of the counterfeit as something to pulp, then paywall.

Simply put, it’s the Shadow of Pygmalion per the Cycle of Kings upholding capital during middle class Gothic poetics (what I also call “white cis-het guy disease”). It’s hard not to shake the feelings of paranoia, psychosexuality and downright homophobia that permeate Mandy having come from strangely awful authors like Lovecraft. Lovecraft was a man who apparently fucked[16], oddly enough, but whose own steadfast views on love were warped with staunchly homophobic attitudes on par with the Cenobite rip-offs (no shame in it) that Mandy pointedly showcases; e.g., the knife dick scene (next page), whereupon subversion is largely a matter of context (the appreciative irony of Gothic counterculture something we’ll devote much of Volume Three to):

(exhibit 40a3c: The home invasion scene, where the old helpless couple has been sodomized[17] by the demon bikers from Hell. This is both a shameless nod to Satanic panic, and an apt feeling for what it’s like to be queer in the historical period of the 1980s. Mandy’s chronotope jams it all into the same theatrical space, to which a part of me wants to groan and agree with Jameson’s “boring and exhausted paradigm” barb about the Gothic, but also to embrace the psychosexual theatre as a great bit of campy fun. Indeed, the Titus-Andronicus levels of violence marry sex to war as something of a psychomachy that treats the home as a system in which “Red” and his other personalities duke it out. Out comes the knife dick, a rearing fang/greedy mouth struggling to sate itself [through all the usual hyphenations] even after a fresh kill and trying to “mate” with Cage. Both men are addicts, cruising and “forking” like vampires [an old gay metaphor we’ll explore in another chapter].

Rather than hate the fascist elements, though, I want to observe and understand why they exist/continue to revive in ways GNC people can use to our advantage; i.e., as part of an old problem to queer expression through the Gothic mode [and, by extension, real life]: alienation under homonormativity extending to all manner of queer forms. Matthew Lewis touched on this, but it’s something you can see well into the present as stuck grappling with dated conceptualizations of queerness we must reclaim.

This happens per a larger ongoing conversation between generations and personalities over space and time. The below comment, for example

It doesn’t matter to our oppressors that you don’t do drugs or have casual sex. You can have a white picket fence with 2.5 kids and a golden retriever and go to church every Sunday. But don’t forget – we’re still just faggots [source tweet, turnintoabat: June 12th, 2024].

when visually citing [several copy-and-pasted screenshots; reassembled, above] and writing in response to an older Tumblr post

That’s the part you don’t seem to get: when they abandoned us, they abandoned all of us. Rock Hudson was a beloved movie star and even personally friendly with that horrid pair of ambitious jackals. Nancy Reagan refused to help him get into the only place in the world that could treat him at the time, and he died.

It was 1985, 4 years after the CDC first released papers on what would eventually become known as HIV/AIDS and 7 years after the first known death from an infection from HIV-2. Reagan hadn’t even said the word AIDS by the time Hudson died. […]

The only other option is radical acceptance of our queer selves. The only other option is solidarity. The only other option is for fats and femme queens and drags and kinksters and queers and zine writers and sex workers and furries and addicts and kids and the ones who can look us in the eye and see all of us to say we’re here, we’re queer, get used to it just the way we did 30 years ago. It’s revolutionary, complete and total acceptance of our entire community, not just the ones the cishets can pretend to be comfortable with as long as we don’t challenge them too much, or it’s conceding the shoreline inch by inch to the rising waters of fascism until we’ve got nowhere left to stand and some of us start drowning.

That’s it. Either it’s all of us or it’s none of us, because if we leave the answer up to the Reagans of the world and all the people who enabled him in the name of lower taxes and Democrats who wring their hands, weeping oh I don’t agree with it but we’ll lose the election if we fight it right now, the answer is none of us [source Tumblr post, Vaspider: June 21st, 2022].

Fucking oath, sisters! Exceptions lead to genocide, of which the queer is a regular casualty [and which they internalize bigotry as a matter of dogma-through-osmosis]. Capital is profit is us-versus-them is tokenism the likes of which becomes nostalgic, displaced, holy under stories like Mandy. Never forget, we’re living in Gothic times, cuties. We’re the aliens Red would kill to avenge his dead wife. Expressing the liminal nature of queerness-as-reprobate through criminal hauntology is certainly part of reclaiming our power under state duress [thus police violence]! This all but requires intersectional solidarity.)

As a dubious contributor to a larger queer pathos, Lovecraft only added to the stigmas and violent hero logic that Mandy plays with/adheres to (a scourge for the hero to purge). I think you get the point. He’s something of a spectre haunting such fictions’ revenges against queer aliens, a giant dick still fucking us fags over in the fictions that survived him: inventing worlds that explained his awful, American-Nazi bigotry (colonizing fantasy for those purposes—i.e., nobody is more scared, violent or Quixotic than a Nazi; they make everything up, are essentially weird canonical nerds who use LARPer-style DARVO/obscurantism to invent entire escapist, thoroughly callow worldviews to attack their boogey persons with, then call it “reason” [with a weird bent, in Lovecraft’s case]. It’s criminally insane, but also massively homophobic).

(artist: Matthew Childers)

To that, Mandy’s revenge is as much against stupid cartoons of gay people as it is the religious poors. In keeping with Lovecraft’s codified mythos, though (the Great Old Ones), such enormities like Mandy’s curiously homophobic, psychosexual church of death have since turned into a substantial-if-problematic conveyor of ghastly merchandise; i.e., one that skirts the line between canon and camp per the process of abjection by a closeted-to-homonormative middle class (something Matthew Lewis arguably did, but being far more GNC [out of the closet] and sex-positive in his camp than straight men tend to be):

Lovecraft had many faults, as a person and an author. David Barnett writes, “So why do we continue to fete Lovecraft instead of burying him quietly away?” It’s a perfectly reasonable question; in the world of the university-appointed canonical author and the celebration of the politically-correct and the culturally-diverse, Lovecraft shouldn’t exist. But “‘Tis an unweeded garden / That grows to seed” and possessing things “rank and gross in nature,” Lovecraft flourishes. To this, Barnett cites Elizabeth Bear [who] freely admits that Lovecraft’s views are “revolting,” but she writes, “Lovecraft is successful because authors are read, beloved, and remembered, not for what they do wrong, but for what they do right, and what Lovecraft does right is so incredibly effective” (Persephone van der Waard’s “Method in His Madness,” 2017).

In short, “does right” within dialectical materialism is canonical propaganda dressed up as “gay” counterculture, to which Lovecraft offered a special blend of “rock and roll” fear and dogma to manipulate the wider public with: BDSM Nazis (a trend we’ll explore more when we look at the Countess from The Crimson Court [exhibit 41h] in the vampire subchapter).

By extension, Mandy is homophobic because the monomyth (and its futile revenge) are homophobic, making it stuck somewhat in the harmful, regressive past the likes of which an utter ghoul like Lovecraft ruled.

This isn’t too surprising. Profit is founded on division and rape, causing queerness to decay into bad cartoons of itself (of which the monomyth essentially is). Profit is heteronormative, thus homonormative: queerness tokenizing to help capital rape the queer as an extension of nature, thus capital’s assigned prey by design decaying into its expected role, mid-paradigm. The fag becomes the Nazi sans irony.

Furthermore, fascism and Communism as “queer aliens” exist in the same shadow zone, one that Sontag touched with “Fascinating Fascism” back in 1974. Except, it’s much older than that; i.e., has built up through centuries of genuine, heartfelt xenophobia/Cartesian superiority that leads to the Cycle of Kings as waiting to “wake up” not as the tyrant does over and over against the forces of good, but something worse that overshadows both (Cthulhu is both the zombie tyrant and the great Promethean disaster of Capitalism haunting its endless, hauntological hyperrealities) during monomyth pastiche; i.e, the same taboo naughty things Lovecraft played with as a bigot might:

[From] The Eldritch Influence—The Life, Vision, and Phenomenon of H.P. Lovecraft, I’ll paraphrase Neil Gaiman, who being interviewed, essentially says,

Lovecraft is rock and roll. There is nobody else like him, then or now. Looking at H.G. Welles or Jules Verne, they did not give you a worldview. H.G. Welles wrote much scarier horror short stories than Lovecraft, and they are forgotten. Welles is a man, who, in his day experienced much more success—his works were filmed, and so on—but also a man who has nothing near the number of people reading his works on a daily basis, now. On some kind of primal level, Lovecraft has people believing (ibid.).

“Belief” speaks to myth—particular fascist myth—as something to capitalize on, during Pax Americana as conducive to fascism (thus rape) per bourgeois socio-material conditions. Lovecraft isn’t touching to anything “primal” (which would essentialize it), more than he’s hitting a fascist nerve tied to present structures that people are memorializing through his abject stories; it’s hero worship upholding the usual Cartesian nonsense (tut, tut, Gaiman).

Such is basically a long way of saying that queerness gentrifies and decays into heteronormative cartoons of itself, while also camping courtly love by making it gay in easily recognizable forms: a queer iconography that is alien, tentacle, from the stars (what Lovecraft lovingly calls “the unknown.” Bitch, please. Men like you always think you own the universe, always abject [thus fear] women/the monstrous-feminine). To Lovecraft (and so many drafting similar stories), we’re the unspeakable “thing that should not be” as a matter of abject dogma. But it’s patently absurd because anal sex (and other forms of queer love besides sex, such as emotional attraction) aren’t that scary unless you’re a stupid, hateful bigot like Lovecraft who thinks he’s smarter than he is; he’s not, he’s just a massive cunt (a pattern that will continue into other Cartesian men of reason, like Victor Frankenstein).

Such distinctions are seldom neat because exploitation and liberation exist in the same spaces of performance and play. Instead, it’s important to recognize them so we can camp them back with irony. Mandy doesn’t always have that, any more than Tim Curry and Rocky Horror did, fifty years ago (conservative straight people love that movie; i.e., by laughing at the fags’ expense—a clown in the king’s court)! I like both movies, but often prefer something a bit more friendly to queerness-as-alien (e.g., Nimona, exhibit 56d2). But stories like Mandy do speak to a time of transition leaving the closet. To avoid going back into it, we’ll have to ultimately leave that nostalgia behind, but can remember and recall it as a matter of history moving towards universal liberation out of heteronormative bondage.

(artist: Michael Whelan)

The simple fact is, not everyone wants to indulge in the reality that we fags are viewed not just as false, but as abject pieces of shit that practice sodomy as “unnatural” to “proper society.” To them, we’re literally scum, the likes of which Cage kills without a second thought and which Lovecraft relegated to the position of fearsome alien. We are awesomely powerful, but abject is abject and it needs irony to work… which Lovecraft’s stories don’t have.

Subverting canonical simulacra, then, is an act of conscious rebellion and playful interpretation of unironic bigotries; i.e., challenging Lovecraft and his ilk’s heteronormative monopoly on queer sex demons (from Barker to Cosmatos) in monomythic stories—burning their churches down while camping them as a matter of inserting irony where irony is absent. It’s something akin to fighting fire with fire to avoid the kinds of heteronormative undead revenge and blind sight that Mandy to some degree showcases: the martyred, idiotic hero/Roman fool stuck in a dogmatic hell of his own making (and turning Persephone into a ghost, frozen in time). It requires the informed examination of Gothic poetics as something to learn from and teach with inside our own mirror-like creations and what we, as workers, leave behind: “Look on our works, ye Mighty, and despair!”

Except our rock and roll is a cycle of counter pulp fiction—of constant, dark reinvention and dreamlike rememory of undead monsters and demons, but also symbols of sex, status and power relative to these things. In short, it needs rockstars (a concept we’ll return to, again and again throughout the book, but cementing the notion as revolutionary praxis in Volume Three, Chapter Five) and vivid implements of power—monarchs and spaces—that don’t uphold the status-quo proliferation of unironic rape as Lovecraft did:

(exhibit 40a4: Artist, bottom-left: Frank Frazetta; bottom-left: Jean-Léon Gérôme’s “Bonaparte Before the Sphinx”; middle-left and top-right: Blxxd Bunny. Model and artist, middle-right: Blxxd Bunny and Persephone van der Waard. Sight is something that can go both ways—is anisotropic, but also able to gaze upon persons and places that go hand-in-hand; e.g., zombies in hauntological “graveyards.” This chiasmus also applies to the beholders of strange sights, who not only can see into potential worlds, but reflect those worlds back at canonical proponents in ways that freeze these viewers in their tracks. This needn’t be the classic Archaic Mother’s abject rage, but forms of social-[a]-sexual joy that are just as likely to petrify sex-coercive individuals. These can be from literal mirrors or cameras, or illustrations that “mirror” former artistic reflections on a hauntological past: Bonaparte doing his best to emulate Caesar or Alexander the Great by invading 19th century Egypt and gazing at the same colossal wreck backwards.)

(artist: Blxxd Bunny)

Instead, gazing upon these awesome beauties is to both look into an imaginary past that never was, currently is, and could be again in the future: a Promethean knowledge that destroys workers and the world so it may transform them (versus the Faustian bargain capitalists rely on, locking things in place). The Broadway ticket lies in facing things that terrify the usual actors of the monomyth: the Cartesian male as a mad scientist and/or warrior-detective conqueror bent on destruction. Their subsequent change-of-heart must happen inside a monstrous-feminine space that “castrates” them; i.e., takes away their sinister, undead desire (thus addiction) to rape the womb of nature for the umpteenth time. Depriving them of the means to prey on the vulnerable in service to profit, we can end Capitalist Realism (thus Capitalism) through a nightmarish ludo-Gothic BDSM fantasy that, when synthesized, informs reality as an ongoing exchange between the two.

Except, the ghost of the counterfeit only disarms the middle class of their bourgeois tendencies when abjection is reversed and all bigotries are actually confronted (through the usual monstrous aesthetics, abstractions, abbreviations) to challenge profit (not just homophobia, because homosexuality decays, too); i.e., regarding a group—the white, middle-class nuclear family and its members (example, above: “You’re scared of this? You kids must be from the suburbs!”)—that is normally threatened by, or at least afraid of, abject forces and normally relies on harmful counterfeit notions of state sovereignty relaid in such fictions (from Walpole onwards): the Promethean Quest inverting the unstoppable, mendacious and vengeful (thus frail, fallible, fearful, false) conqueror’s monomyth as normally extending and defending said group and its token outliers from evil forces (men with claws for hands, velociraptors, killer sharks, etc): “Don’t fuck with the lords of Hell!” “Don’t fuck with the babysitter!” However monstrous either side appears from a poetic standpoint, saber-rattling is saber-rattling.

During the dialectic of shelter and the alien, places and people engage to canonically further the process of abjection, punching the alien, the monstrous-feminine Medusa, per the ghost of the counterfeit (the spectre of genocide, of rebellion). Babysitter or badass, that’s basically what these assorted protectors are—some codified aspect of the nuclear family defending itself as a form of assimilation/replication (e.g., Elizabeth Shue, Sigourney Weaver or Jamie Lee Curtis, as “mother”) or avenging its destruction (e.g., Red, from Mandy, as “father,” etc)—but when tied to capital, they take on a false, predatory and incredibly xenophobic function: the white Indian, the exclusive victim against the wild, non-white world converging menacingly on women and children during societal decay and threatening them as such. Canon-wise, a woman may go wild, but only to protect the nuclear family from such slashers by being “the natural caregiver” (upholding said unit lest she become the irredeemable whore). Babysitting is dangerous!

Mandy is such a Quest, Red’s vampiric, strung-out, crossfading (drunk and high) fall from grace built on homophobic, undead nostalgia like Lovecraft’s after Red’s family is destroyed; i.e., trapping him in the monomyth’s endlessly dependent quest for revenge serving profit while illustrating its most harmful effects. Keeping Lovecraft in mind (though apart from him, the STEM fields are generally patriarchal and homophobic), part one shall examine the Promethean Quest through mad science; i.e., by examining it in Forbidden Planet, followed by the synthesizing of castle-narrative with the Metroidvania quest for the palliative Numinous (Otto’s mysterium tremendum) less as “female” and more as monstrous-feminine more broadly—a Gothic-Communist Numinous scaring evil male nerds acting like scared bullies (similar to sailors fearing mermaids; i.e., girls and gay people have cooties; re: Lovecraft hated the sea as chthonic, monstrous-feminine)!

*The original, unused title for Halloween (1978) was The Babysitter Murders.

Postscript

A small note/postscript before we proceed: this subchapter isn’t, as you’ve probably noticed, strictly about zombies. In fact, there’s really not much difference between the different undead, or even demons and undead (and animals); i.e., poetic exchange being holistic, dualistic, and socio-material, etc. Feeding is a form of exchange, but it isn’t strictly negative on its own (e.g., giving and receiving vitality through sex, vis-à-vis John Donne’s “Flea,” to regain lost knowledge/avoid alienation in modern times); instead, capital’s proponents (re: Lovecraft) make it that way as a matter of historical-material consequence: feeding to serve profit by being unable to stop during abjection—of fearing what you prey on, to ultimately exterminate it.

Red, for example, cannot stop taking power and never gives any back, his revenge built on shaky grounds (re: dead wife = false flag and creation myth) that invite future violence by a thoroughly alienized figure serving state interests. He cannot move on, taking more and more endlessly into the future while becoming frozen in time. An ironic lack of resolution makes him the next-in-line; i.e., to die when he kills someone else and the people who love them start looking for revenge. It’s Capitalism-in-action, expressed in small through blank parody (re: Jameson).

Dramatic theatrics aside, monsters embody poetic expression, which links to material factors and vice versa: the flow of power and knowledge (wealth, labor and anything else), whose function ultimately remains anisotropic; i.e., determined by the direction of that flow towards workers or the state.

Even if this seems theoretically confusing and visually ambiguous, the clue lies in the healthiness of the exchange, the vitality given and received, whatever the form. Capitalists take and never give back, inventing all manner of silly reasons/arguments for doing so; i.e., raping the monstrous-feminine through the process of abjection in monstrous language. We reify the same arguments to prevent harm in the future, reversing abjection and sparing the monstrous-feminine from profit as a matter of rape already survived; re (from “A Cruel Angel’s Thesis,” which sums all of this up, and to which I giving here again as to not have to repeat myself, moving forwards):

“rape” is an acquired taste; victims of rape (whatever the form) experience medieval-coded, regressive fantasies of “rape” they ideally want to camp during ludo-Gothic BDSM to avoid actual rape (and overall harm) in the future. In turn, praxial catharsis occurs through iconoclasm while healing from rape in xenophilic ways that involve nature as monstrous-feminine in fetishized, cliché sites of death, damage, decay and rebirth. As such, exploitation and liberation occupy the same shadow zones’ theatrical spaces, the latter weaponized through the same linguo-material devices canonically waged against workers by traitorous forces; said workers reclaim these in public-to-private theatrical “danger disco”/rape-castle operatic spaces (and bodies) mapping trauma out: as something to immersively dance/party with (re: cryptomimesis, or fucking with the dead as a bad, Matthew-Lewis-style echo), adopting sex-positive strategies that resist capital/profit: by misbehaving as a matter of good sex education challenging profit as a matter of fact. […]

monsters aren’t just threats (“Alright you primitive screwheads! Listen up!”); they’re poetic lenses that concern power as something to paradoxically shift away from state forces, mid-struggle. They are, like power more broadly, something to interrogate by going where they are through performance and play. This concerns war and rape, decay and feeding, transformation and fatal knowledge. All exchange per various human tissues as poetic material—from brains, to flesh, to blood, to cum, and others things we won’t touch on as much (e.g., shit).

In turn, all overlap; all are modular and dualistic; all are psychosexually anisotropic insofar as power is concerned, because sex and force are power insofar as they are perceived through monsters as us-versus-them arguments—in short, how we function as monsters, how we feed, decay or transform, etc, mid-exchange. State power aggregates for profit to induce praxial inertia, and by extension a decrease in emotional/Gothic intelligence and class-cultural awareness. We must aggregate against all of these variables, thus the state’s trifectas, monopolies and qualities of capital: through ludo-Gothic BDSM as our castle-narrative to weave into the future regarding something we won’t live to see—a kind of “bucket list” to give back to future generations in very sexy-macabre ways; i.e., a “spit roast” that likes the very idea before the pole(s) go in—a piece of meat with agency and rights negotiating its own “rape” in ways that liberate all parties from profit and sexual harm, but play with the poetics, nonetheless; e.g., the captive fantasy with appreciative irony per ludo-Gothic BDSM. As such, the calculated risk should constitute a subversive act of illustrating mutual consent per intersectional solidarity between workers united against the state: to make “rape” impossible by putting it in quotes as a mutually consensual act!

I wouldn’t stress all this monomorphic playfulness, holism, salubrious irony and duality of exchange (all aspects of Gothic Communism that challenge capital’s singular, binarized alienation of things) if it wasn’t important. But it’s literally the thesis argument of this particular volume half. So please bear it in mind as we continue discussing the monomyth (and castles and conquerors); i.e., as poetically modular and intersecting extensions of the same basic principles, of which the undead factor a great deal into ludo-Gothic BDSM/castle-narrative (which will come up, next) but also aren’t separate from demons, nature and monstrous-feminine things at large.

From novels to movies to videogames, then, capital has their fakeries to further abjection by feeding on the monstrous-feminine abusing the ghost of the counterfeit to serve profit with; we reverse all of that using the same tools, to which—visibly undead and/or demonic—all function more or less the same: challenge profit’s recursive predation. From specialist research to casual hobbyist, all are chosen through preference for (and fondness towards) their individual histories, in this respect; i.e., to communicate trauma and contribute knowledge, feeding and transformation unto these histories: a tireless, back-to-the-drawing-board joy experienced through active play to better understand the world, thus pierce any and all bourgeois illusions. Vampire (demon) castle, zombie Caesar giant, mad scientist ghost puppet? Po-tay-to, po-tah-to, it’s all from Idaho!

Onto “‘She Fucks Back’; or, Metroidvania (opening and part zero)“!


Footnotes

[1] “A lot of people talk to me about Skeletor, which is one of my favorite parts. They always say, ‘Did you feel like you were slumming?’ And I say, absolutely not. My son was four years old. And I wanted him to see his father as Skeletor. And I loved playing it. It’s really one of my favorite parts, still” (source: Jenelle Riley’s “Frank Langella on Trial of the Chicago 7, Being Skeletor and His Legacy,” 2020).

[2] As previously stated, ludo-Gothic BDSM was something I coined after writing the majority of Volume Two, part two. It would be difficult to insert the idea into all of these pages without completely transforming their main purpose (cataloging poetic histories). So the term—a violent souvenir from my time with Jadis—will haunt these pages after the fact (or before the fact, if you consider I was always drawn to weird traumatic things); i.e., ludo-Gothic BDSM will come up intermittently from here on out—will be on my mind as I proofread these older portions of the primer again—but won’t be forcefully integrated into these older historical writings beyond the degree I already have in “Bad Dreams,” parts two and part one (and the “Playing with Dead Things” chapter written for Volume Two, part one and its initial release).

Much of the primer from here on out, then, focuses on the history of poetics, not their poetic application (though we will try to include aspects of that as we move through the rest of the modules).

[3] From Volume One:

Cartesian abuses that treat nature not simply as female, but monstrous-feminine food that harms Indigenous peoples, racial minorities and GNC people (so-called “incorrect” or “non-men” of the white, cis-het European sort) to varying degrees of settler-colonial genocide: by cheapening their lives, their bodies, their labor to serve the profit motive (source).

[4] E.g., Tulpa from The Ronin Warriors (exhibit 41a) literally being a ghost of the Shogunate, which the show treats as something to exorcise in defense of capital in neoliberal Japan; i.e., Capitalist Realism.

[5] Which can eventually shift from canon to outright conspiracy as dancing between commodity and camp; i.e., a potential means of grift; e.g., the “birds aren’t real” movement (Vice, 2022), or flat-earth. Dogma, it generally goes, is applied to the masses by those who usually know better.

[6] Aka, Braindead. While certainly a hilarious movie (“Step aside, sonny. I kickass FOR THE LORD!” *organ music plays*), Peter Jackson’s penchant for slapstick black comedy is haunted by the usual ghost of the counterfeit, insofar as he remains unapologetic and afraid of the usual things amid a settler-colonial islander’s fortress mentality.

[7] Metroidvania is a topic from Volume Zero we’ll revisit repeatedly in part two of “Monomyth”: regarding the Numinous as monstrous-feminine, whose ghostly echo on maps-of-conquest involve Metroidvania as a cryptomimetic process (whose ghostly maps we’ll also reconsider in the “Seeing Dead People” subchapter).

[8] This book, for example, is basically impossible to advertise on official platforms; i.e., by virtue of its naked critical nature, but also bared-and-exposed approach to rape play challenging profit as normally raping the monstrous-feminine behind cryptonyms. We take those back and show them what they are.

[9] Medieval language and power fantasies are all fine and well to confront our troubles with, provided they don’t become a means of escape that, all too often, has tokenized potential; e.g., orc-style Amazons having an added racialized element to their traitorous status; re: Jadis and their bad BDSM, Amazon-style raping of me being emblematic of the same dualities we must struggle to reclaim in art. The subjugated Hippolyta sits on a herbo waifu’s tightrope, her greenface a kind of vaudeville when played or produced in bad faith (not that the artist below is, but simply that liberation and exploitation always and forever occupy the same poetic spaces).

(artist: M4rjinn)

[10] The hero in Dark Souls is undead, acknowledged as such by the princess herself: “O chosen Undead. I am Gwynevere. Daughter of Lord Gwyn; and Queen of Sunlight. Since the day Father his form did obscureth, I have await’d thee.” It’s a grail beacon made to force the hero to fight two of the games strongest guardians, only to realize the cake is a lie.

[11] In the neoliberal tradition, fatal nostalgia covers up genocide as a historical-material loop. This includes videogame copaganda like the Contra franchise as made “back in the day” and in the current moment: during problematic revivals banking on nostalgia, mid-genocide, to keep up appearances. This illusory procedure is a creative one, generally assisted by various fans in love with the imaginary colonial past; e.g., RichaadEB, who writes glowingly in his own cover video, “Contra: Operation Galuga – Alien Slayer” (2024):

Yo!! So last year I was approached by WayForward and Konami about the prospect of covering a few classic tunes from Contra for NES – the reason being that they wanted to include them in the REMAKE of Contra that they just released today. You can actually hear this cover in-game, which is extremely cool!! Very honored to contribute in some small way to a notable and beloved franchise like this (source).

It’s fatal nostalgia wedding rock ‘n roll to neoliberal shadow wars and theatre: a canonical battle anthem tied, as usual, to profit per white, cis-het men (and the middle class at large) as the usual benefactors, provided they learn the songs, but also the “prison sex” mentality behind them; re (from “Transforming Our Zombie Selves“): “Whatever the media, rape is profit under Capitalism, which relies not just on predation, but community silence to continue itself in bad copies, falsehoods, and double standards.” Anything emergent/creative is roped into serving profit.

[12] Blindfolds can appear “blind” (a one-way mirror) but also be blind yet do extraordinary things; e.g., beating Mario 64 by collecting all 120 stars blindfolded (Bubzia’s “BLINDFOLDED 120 Star Speedrun of Super Mario 64 World Record,” 2023). This takes practice, devotion, normalization strategies (to reduce random events to replicable actions). While speedrunners are generally white cis-het men stuck in-text as refusing to apply their invention out-of-text yet gentrifying the profession, there’s potential to reverse this abjection and contribute to the same meta histories through ludo-Gothic BDSM as a holistic polity of expression; e.g., myself and my work solidarized with Harmony as I invigilate them talking about cryptonymy in regards to Dark Souls, but also something we can utilize in our own practices parallel, and often in relation to, all of these other things, but reversing the flow of power, mid-performance, towards workers. If you want to critique power, go where it is. Everything exists in duality—of the seemingly limitless abilities of the human imagination’s invention, memory (testified by the wearing of the blindfold, but also anything done while wearing it) and application—for or against the state to varying degrees, mid-liminal-expression; i.e., under the camera eye as something to fear and embrace to varying degrees of enthusiasm and reticence, voyeurism and exhibitionism.

[13] I want to go on a bit of a tangent, here, but one concerning tokenization vs subversion, which is germane: Just as Mandy camps the monomyth, Lewis camped Immaculate Conception in The Monk, turning the Madonna into a devil-in-disguise that tempts the rapey monk, Ambrosio; i.e., as part of the same oppressive system the devil is exposing in the book, and for which Lewis, a gay man, is using to comment on gay life in then-modern-day England. The difference between him and Cosmatos is irony in service to GNC peoples; i.e., as part of universal liberation through intersectional solidarity illustrating mutual consent (and informed labor exchanges raising class-cultural consciousness and emotional/Gothic intelligence) with iconoclastic art; re: synthesizing praxis, thus catharsis, on an individual-to-systemic level per ludo-Gothic BDSM (reclaim the Base, recultivate the Superstructure).

To that, we fags camp canon for own survival against the state pimping us (re: Broadmoor), not because we’re bored middle-class straight people obsessed with abject things; i.e., you can’t coercively fetishize a particular out-group and all it a day! Furthermore, the same asexual*power of the Gothic that Lewis used in good faith (the ability to speak about sexual things as a matter of violent, pornographic art) lets any whore camp her own abuse; i.e., through Gothic poetics, becoming a form of half-veiled activism passed off as “fake” (revolutionary cryptonymy in practice). It’s quite common for this to happen while working with those who aren’t going to harm you: gay people. We’re not the sex demons Cosmatos puts on a dark pedestal.

*Ace expression isn’t always a byproduct of trauma, but those who are traumatized generally fall into cop/victim and sexual/asexual. We’ll explore the neurodivergent/congenital side of aceness in Volume Three, part one.

Simply put, while reactive abuse does happen, fags more broadly aren’t the universal, alien (us-versus-them) bogeypersons capital depicts us as (we’re sex demons who sometimes self-destruct, but still aren’t the kind who tend to harm women and children; that’s your husbands, boyfriends, community leaders, etc, who actually have the privilege [and power] to abuse people they’ve been given control over). Instead, we’re relatively safe/aren’t going to automatically fly off the handle and berate someone else at the slightest inconvenience (tokenization being an exception of course, below); i.e., as a matter of capital and heteronormative dogma; e.g., during a difficult production, while we wait for things to fall into place. That’s just how working with others goes: setbacks happen, but the planets eventually align. And if they don’t, that’s no reason to attack others provided everyone’s acting in good faith. Things happen; you don’t use that as an excuse to endlessly take from the parties that are historically at a disadvantage!

By comparison, patience generally isn’t a virtue for straight men (or those normalizing to act, thus function* like straight men) because the state: conditions and expects them to abuse and control, thus rape women/anyone else, who isn’t them (the monstrous-feminine), then throw blame onto others to obscure the reality of capital working by design; i.e., moral panic; e.g., Satanic panic, Red Scare, Yellow Menace, etc, as monopolizing sex, force (violence), terror and morphological expression, etc, as a matter of compelled labor and artistic expression (canon). All is done to serve and maintain profit as settler-colonial, heteronormative, Cartesian, hence rapacious. As my PhD argued, Capitalism sexualizes everything around men as pimps and police, who their victims either serve or emulate.

*I.e., as tied to the nuclear family unit/somehow upholding it as status-quo; e.g., homonormativity, like all normativities, emulating heteronormativity from a marginalized position, playing the part of the dutiful servant or fearsome outsider/predator, etc (the subversion of these, onstage, is entirely possible, but that takes irony and awareness, which token agents lack).

To be blunt, all these effects/divisions are historical-material; i.e., a looping matter of social conditions (dogma) predicated on material conditions and vice versa (re: Marx)—of the state treating white cis-het Christian men as it has and always will: as the most privileged group, whose privileges peel off like union layers, but whose basic function is universal. Rape, profit, repeat. All are pimps to police other workers towards this aim, but especially anything monstrous-feminine as things to rape for profit (often in “efficient,” messy forms). In turn, said victims are a spectrum existing on descending rungs of selective punishment, relative privilege and marginalized convenience/entitlement (“Haven’t I suffered enough?”); re, a concept I call “preferential mistreatment” (from Volume One*):

…heteronormativity leads to [double standards]. Female servitude under Capitalism is different to male servitude, the latter of which tends to receive preferential mistreatment as the universal clientele. Both are raped under Capitalism, but differently through Man Box culture. Women (or beings forced to act and appear as women) are raped through figurative and literal labor theft and wage slavery—sold to male clients like useful animals or chattel slaves, but also as highly cultivated products that “beastly” men are likewise conditioned to rape, kill, or otherwise eat like gruel: […] Intersectionality extends this relationship to overlapping axes of oppression within the same basic pedagogy (and its complicated traumas) as perpetually contested under state mechanisms; e.g., people of color or GNC persons as corrupt, monstrous-feminine and correct-incorrect. An oppressed pedagogy will account for these complexities, synthesizing them in practical ways, including parody and irony as an unfolding, ambiguous proposition; a state pedagogy (and its own means of instruction) will not (source).

*See also, the glossary definitions for tokenism and white (cis-het, Christian male) fragility (accessible in my available volumes).

That’s where tokenism and Man Box come in. As Volume Three shall explore (which focuses entirely on tokenism vs good praxis), capital extends the abuser’s privileges (the coercion trifecta: gaslight, gatekeep, girl boss) to women and other marginalized groups provided they tokenize, hence betray their class, culture, and race interests in service to the elite; i.e., become cops (often with a Gothic flavor in pop culture; re: weird canonical nerds acting like “minority police/witch cops,” something we’ll unpack in Volume Three). Like anything, the monstrous-feminine is susceptible to betrayal and decay; i.e., whose tokenized “onion” historically-materially fosters marginalized in-fighting as a matter of “prison sex” and fortress mentality: tokenized groups from increasing privilege (but less than those above them) kissing up and punching down towards groups more marginalized then they are. The global consequence is assimilation—of women, people of color or queer persons, Indigenous peoples, etc, acting like white, cis-het men as a matter of tokenized representation.

[14] Originally just men, but extending to women as members of a growing middle class; re: the decay of feminism punching down against queer minorities (as Radcliffe did to Lewis). As we’ll see, this also extends to gay Nazis and punks, etc.

[15] I.e., Faust, but gayer (the love that dare not speak its name). The pleasure and pain of Mandy‘s monsters exist in the same place as a trademark of ’70s BDSM, wherein trauma and catharsis but also resistance and power occupy the same territory using the same language. The liminality sits between realism and folklore; violence, hard kinks, drugs and heavy metal (as a bizarre “don’t do drugs, kids!” narrative that still celebrates the whole practice); the Numinous and the ordinary as a site of abject exploitation/forbidden fruit tied to fatal penance, flagellation and circuitous trials by fire. Reverence and dark worship, then, laud the ghost of the counterfeit as penned in, but also a liminal space to move around inside; i.e., the blurring of the line between pulp fiction and daily life as trapped in how Steve Huey describes Megadeth’s Peace Sells: “The lines between hell and earth are blurred throughout…” (source, Allmusic). It’s The Cell or Jacob’s Ladder as darkly indulgent, a kind of aberrant, haunted-house escape into total oblivion—the guilty pleasure of the privileged going to the dark gods.

[16] I love that Lovecraft.com is like, “But wait, he fucked women!”

The facts that Lovecraft had little success with women and had many male friends have led people to believe that he was a homosexual. However, it must be remembered that he was married (briefly) and his wife described him as an “adequately excellent lover” (Sonia H. Davis, “Memories of Lovecraft: I,” The Arkham Collector, No. 4, Winter 1969) [source].

God help me, the stupid shit people choose to remember in order to memorialize assholes! So, gay people can’t fuck, apparently? Annoyed inferences aside, it’s also rather telling of homophobia on the writers of this myth bust. Beards are a thing. Moreover, it’s just as common to call someone “asexual” to avoid calling them homosexual:

[…] But, this is not to say that his heterosexual inclinations were especially strong, either. Lovecraft, like many intellectuals, focused his attentions and efforts on mental, rather than physical, pursuits, and simply didn’t have very strong sexual interests at all [ibid.].

This “they’re not gay, they’re…” trend has haunted the Gothic since its inception and before; i.e., extending from Shakespeare (who was married with kids, but still probably gay anyways) to Walpole (not married, no kids, also probably gay by modern standards); re:

Was Walpole gay? Is Strawberry Hill the manifestation of a gay aesthetic? The questions linger, even though searching for something akin to a modern homosexual identity is fruitless. Homosexual acts were criminal— sodomy was a capital offense—but virile men were known to take lovers of both sexes, while effeminate manners were seen as a Frenchified heterosexual weakness. Walpole’s biographers have often considered him effeminate and asexual, or at most passively homosexual (source: Amanda Vickery’s “Horace Walpole and Strawberry Hill,” 2010).

[17] A nod to the Nightstalker killer, Richard Ramirez, who would home invade the elderly middle class, then rape and murder them. He leaned into abject “Satanic” theatrics, and killers like him were generally framed as “gay” similar to Ed Gein, but also fictional counterparts like Hannibal Lecter, Count Dracula, Mr. Hyde, and countless others. It’s the process of abjection scapegoating queer people [which historically would have been homosexual men recognized as citizens in England and elsewhere*] while apologizing for capital’s raping workers and nature at home and abroad.

*More on this when we look at vampires and Foucault’s A History of Sexuality.

Book Sample: Escaping Jadis

This blog post is part of “Searching for Secrets,” a second promotion originally inspired by the one I did with Harmony Corrupted: “Brace for Impact” (2024). That promotion was meant to promote and provide Volume Two, part one’s individual pieces for easy public viewing (it has since become a full, published book module: the Poetry Module). “Searching for Secrets” shall do the same, but with Volume Two, part two’s opening/thesis section and one of its two Monster Modules, the Undead (the other module, Demons, also having a promotion: “Deal with the Devil“). As usual, this promotion was written, illustrated and invigilated by me as part of my larger Sex Positivity (2023) book series.

Click here to see “Searching for Secrets” Table of Contents and Full Disclaimer.

Volume Two, part two (the Undead Module) is out now (9/6/2024)! Go to my book’s 1-page promo to download the latest version of the PDF (which will contain additions/corrections the original blog posts will not have)!

Permissions: Any publicly available images are exhibited for purposes of education, transformation and critique, thus fall under Fair Use; private nude material and collabs with models are specifically shared with permission from the original model(s). For more details about artist permissions, refer to the book disclaimer (linked above).

Concerning Buggy Images: Sometimes the images on my site don’t always load and you get a little white-and-green placeholder symbol, instead. Sometimes I use a plugin for loading multiple images in one spot, called Envira Gallery, and not all of the images will load (resulting in blank white squares you can still right-click on). I‘ve optimized most of the images on my site, so I think it’s a server issue? Not sure. You should still be able to access the unloaded image by clicking on the placeholder/right-clicking on the white square (sometimes you have to delete the “?ssl=1” bit at the end of the url). Barring that, completed volumes will always contain all of the images, whose PDFs you can always download on my 1-page promo.

The Rememory of Personal Trauma, part two: Escaping Jadis; or, Running up that Hill (feat. Stranger Things, Majora’s Mask, and Wuthering Heights)

“You’re not really here!”

“Oh, but I am, Max! I am!”

—Max and Vecna, Stranger Things (2022)

Picking up from where “Meeting Jadis, part two” left off…

Those who cannot learn from the past are doomed to repeat it. In this sense, we are indebted from the lessons of former abusers, insofar as we can learn from the harm they caused: how to survive and be better than them. This means liberating ourselves and others by subverting the abuse we survived; it means camping our own rape as something to play with and out in dollish, theatrical ways. Part one explored my attraction to Jadis through our mutual weirdness and trauma as doll-like. Living through their abuse eventually led to my forming of new scholarship; i.e., my coining of the academic term, “ludo-Gothic BDSM.” But to reremember Jadis, first I would have to survive them, and that was easier said than done. As Robert Burns once described, “The best laid schemes o’ mice an’ men / Gang aft a-gley.” It was in his poem, “To a Mouse” (1785). In similar fashion, Burns’ lines were on my mind as I prepared my escape from Jadis: I was the mouse under their power and couldn’t simply disassociate to get through it[1]. Escape would not be easy, but an uphill climb made by a doll with her strings cut.

We’ve already talked about uphill battles, of course, and poor Sisyphus endlessly pushing the rock uphill. The rememory of personal trauma, we’ll see, is more akin to a Christly passion. Part of the difficulty wasn’t because I was under Jadis’ control so much as I felt like it; i.e., their doll to do with as they saw fit. To that, no one is immune from conditioning. Even when it starts to break, you can still feel its effects on you. Once my escape was materially and mentally prepared, though—and once I reclaimed my devices from Jadis to the extent that I could, back then—I confronted them.

To be clear, this wasn’t done without some trepidation; i.e., abuse tends to intensify drastically when the victim tries to escape (re: extinction bursts), insofar as their presence normally reinforces an abuser’s addictive possessiveness. I didn’t attack Jadis, though; I gradually hinted at their abuse, partly because I was scared out of my mind, dreading what would inevitably transpire once the cat was out of the bag. My fears were not unfounded; once I said the words, “I think your behavior is abusive,” Jadis threw me out on the spot. I had my friends on call when it happened, so Jadis could defend themselves from my “aspersions.” I told Jadis so; they literally hid in the shadows and whispered accusations at me—that I had “weaponized” my friends against them (the DARVO tactic: Deny, Accuse, Reverse Victim, Offender).

To Jadis’ “credit,” they released me from bondage and didn’t physically harm me. But they also never spoke to me again. After a seventeen-hour car ride to Cuwu’s (we rode in relative silence despite me trying to break the ice), Jadis accused me of burning the bridge (“nuking it from orbit” were their exact words) before driving away. I haven’t heard from them since.

Note: I originally wrote this section over a year ago, and am revisiting it now as I prepare to finalize its release. Primarily I’m including notes about ludo-Gothic BDSM as it evolved on these earlier reflections to what ultimately amounted to my scholarship’s formative years. —Perse 6/25/2024

This might seem open and shut, except then I had to deal with Jadis’ ghost haunting me. “Leaving Jadis” is my attempt not to deny and bury that ghost, but turn it into something different; i.e., that takes their lingering hold on me and turns it into an object lesson: something to help me and the world heal from the forces that turned Jadis into yet-another-tool for the state.

As such, this book was originally written to commemorate my escape from Florida and eventual healing from what Jadis did to me—a kind of monstrous rebuttal where I humanize monsters (and monstrous toys) through my own work; re: my formulation of what eventually would become ludo-Gothic BDSM. And yet, this rebellious healing is a slow, time-consuming process—not just this book and figuring out my past through it, draft-after-draft, but building up to its inception before I’d written a single page or drawn a single image (not including older works that I’ve since renovated for the book).

(exhibit 39a1a: Models, top: Mom and Persephone van der Waard; bottom-left: Uncle Dave. Artist, top and bottom-left: Persephone van der Waard; bottom-right: Cuwu.)

To this, my usual creative outlets evolved into a deep healing process—to deal with what had happened in Florida, but also to cope with several other developments afterwards: Directly after Florida, I rebounded with Cuwu, which promptly fell apart after six months. During that time, Uncle Dave suddenly died, killed by a heart attack (re: Volume One). Dealing with both events, everything was constantly interacting back and forth inside of and around me, so I decided to double these traumas with my own sex-positive creations; I drew Dave’s portrait and another picture for my mother (a hauntological, liminal space, inspired by Edward Hooper’s “Night Hawks,” 1942) who had already lost her fiancé to Covid six months prior (I came out, two days later[2]). Built up inside of me after Florida, the inspiration was less like a spark bursting out of thin air and more like a dam breaking under pressure.

Said deluge happened after watching season four, episode four of Stranger Things. I related to Max’ own predicament (exhibit 39a1b) under the knife-fingered spell of the villain; my empathy during their moment on the cross touched me through a shared connection with trauma and due to my own psychosexual urges tied to said trauma—i.e., seeking the palliative Numinous by envisioning myself in Max’ Christ-like shoes.

After watching her barely escape, I positively bawled. Doing so gave me the desire to live; moreover, I felt inspired to “release” my own trauma by giving voice to a larger historical-material struggle: liberation. Expressed through Gothic poetics as a matter of oppositional praxis, I drafted an egregore; i.e., whose dialectical-material presence denotes a recursive, dualistic sense of old traumas tied to present, centuries-old structures: capital as made for profit, thus the raping of nature as monstrous-feminine on all registers. I envisioned the subverting of capital as universal to all workers affected by it, hence for the young and old of any sex, gender, religion or inclination to return to and play with—to confront rape itself, but also to consciously make that informed choice (thus consent) when dragged down by such forces themselves.

The moment the episode ended, I went downstairs and instantly drew a picture of Jadis and myself: a great black shape lording over a princess in a white dress (exhibit 39a1b, next page). This creation had spawned from an attachment to past abuses from my own family circle, but also my own life as filled with markers of parallel trauma: the echoes of Cambodia, Nanking or Nazi-occupied Holland, intimated by videogame “zombie” violence marking the state of exception. It all felt connected because I—more than usual—felt connected to the world around me, for better or for ill. That’s how radical empathy works! Except, now I realize that I had—like said world—been raped as well.

For the rest of this section, I shall exhibit Jadis’ abuse of me in ways I hopefully can convey to you a) through other stories, and b) through exhibits of Jadis that partially censor identifying factors; i.e., with their face scratched out of the photo to keep them—along with their codename—as anonymous as I can do at a glance. Originally, I wrote of them behind their codename while conveying them as a simple black shape (next page), but have since decided I wanted to convey them a little more corporally (exhibit 39a2b) than a fatal portrait or Nick Castle homage.

To be absolutely clear, records of Jadis can still be found in my broader material histories. I will not take the time needed to entirely expunge them, partly because Jadis isn’t worth effort, but also because I want proof of their abuses and their actual existence—including the love they coerced from me—to remain after I am gone, without provoking them overtly while I am still alive. That’s their immortality as far as I’m concerned. As such, this book would not exist without their abuse of me, nor ludo-Gothic BDSM as a scholarly idea; i.e., that became entirely devoted towards avoiding similar abuses in the future! —Perse

(exhibit 39a1b: Fatal portrait, top-left: Jadis, whose “beautiful” memory I will replace with the truth of what they were—an abused person who went on to abuse others; artist, top-right: Persephone van der Waard, who came out a month after illustrating her abuser’s true form and her own: “Somebody new, I’m not that chained-up little person still in love with you” [Gloria Gaynor’s “I Will Survive,” 1978].)

A common Gothic trope, then, is the restoration of sentiment through the material world: the collapse of the Gothic castle like a nightmare, the transgenerational curse of its perceived, mighty undeath swept away like a bad dream and repealed with a benign counterpart (which Hogle would posit is, itself, a mere counterfeit that serves the material interests of the elite; i.e., the Cycle of Kings [more on this idea in the “Monomyth” subchapter] exemplified through the whitewashing of the regal home—the castle itself and its surroundings haunted by what is normally abjected). However, these stories more broadly denote a continuous healing process—of oneself and the sick home (or land around it) as part of the socio-material world that occurs through the pain of existence unnaturally affecting a natural process: the fusion of memories, artistic ideas and trauma together in nightmarishly beautiful ways. As such, I had intimately studied them already in my own graduate work, writing about Hollow Knight‘s poisoned land, but also poisoned memories per the rememory process; in turn, my postgraduate work involved my surviving of rape as something to study and camp more than once.

Pregnant with these sensations under Jadis’ “care,” I dutifully wrote the story down after they threw me out (Persephone van der Waard’s “Setting the Record Straight; My Ex’s Abuse of Me: February 17th, 2022”). I did so at the time in order to get it straight in my own head, but also communicate my exodus in language I thought others would understand (rape is alien to many people, but Gothic stories less so); then, after Florida, I drew Jadis despite knowing the image would chill my blood at every viewing.

I had put off doing so for months, afraid of the agonizing “birthing” process but also of its dreadful completion. Eventually I could no longer keep them inside me and released their abuse onto the canvas (and later these book volumes). My aim was not to vent or self-torture, but bravely educate and inform future would-be-victims in language that speaks to them and their own assorted traumas and socio-material experiences. This book and its artwork are a logical continuation of that vital trend, as is ludo-Gothic BDSM a rememory-style means of revisiting such events; i.e., to recreate them in a variety of increasingly playful forms.

To that, these rather sober historical exhibits form the starting point for the subversion of martyrdom, which ludo-Gothic BDSM speaks to: as practitioner of it who became more and more playful, regarding the overall process.

What comes next is a passion of mine, in the religious, Numinous sense of that word; i.e., the “rough stuff” we alluded to in “Monsters, Magic and Myth” (2024), from Volume Two, part one. Tread lightly but also know that this book, for all its heavy weather, is still a safe space.

That being said, writing about these experiences and illustrating them, then editing and proofreading them again and again, I’ve had to go back repeatedly to a very dark place and dig up these bones; and it’s weird, because a part of me loves it—i.e., the thrill, the profound sense of annihilation and live burial, post-disinterment; it’s a madness that touches you and never lets go, haunts you for the rest of your life.

But I lived to educate you as matter of pride in my work. So if I ever feel small and weak, if I ever break down and cry because of it, I can remind myself that I survived; I didn’t break, I didn’t give in; I fought back and I lived. Whatever sickness drove Jadis to hurt me, I didn’t let it get me, too. And whatever money their father left behind for them, and all the material things that come and go for them as a result, I will rest easy knowing none of it can possibly fill the void in their heart, the sheer inability for them to relate healthily to others. Destroying things is easy and over in a heartbeat. Healing from trauma takes constant work; it takes courage the likes of which a villain like Jadis could never hope to match. —Perse

(exhibit 39a2a: For all its self-indulgent and fatal, carceral nostalgia, Max’s thrilling liberation from Vecna is Stranger Things‘ crowning achievement. Yes, it occurs from a Red-Scare, cis perspective that, as always, gives BDSM a bad name; the analog for trauma and abuse is both profound and applicable to any situation thereof. Ignoring but re-remembering the xenophobic nature of Vecna as the cartoon killer of white, cis-het, American children, the reality is that Max is an imperfect stand-in for any victim under capital: the plight of the heroine needn’t be gendered at all, but merely the portrayal of someone without power being gaslit by an invisible killer from the shadows. While Vecna is male—coded similarly to Malcolm MacDowell’s Alex from A Clockwork Orange [1971] just “Singing in the Rain” as he goes about his gruesome work—the reality is “killers” needn’t be so overtly rapacious in a physical or male sense.

The truth is, abuse but especially rape takes many forms and can use the same psychosexual language of unstable/unequal power as a dialogue between them; i.e., the victim and the audience relating back and forth, but also the predator and prey or multiples of each: the mark of trauma that communicates nonverbally[3] but also is told through widespread forms of psychosexuality tied up in demonic, Christian-torturous imagery popularized by Dante and revived in other mediums [e.g., Jacob’s Ladder or Tool music videos, exhibit 43a]. It becomes a paradoxical chase of the nurturing force as powerful and god-like, but also the aesthetic darkness as speaking to you in potentially harmful ways. When touched by a massive trauma that scars you, then, catharsis is paradoxically swept up in bad copies of the original abuse. You’re drawn to its dark intensity and gravity to face your fears, but also transform them and your trauma as something to hopefully camp and transform.

Simply put, it’s a prey mechanism and at times an intensely maladaptive one that brings new targets to an abuser hunting its prey [we’re taught not to self-conceptualize as animals; except we are animals, and few things are as intensely animal or ancient as fight, flight, fawn or freeze]. Prey fear predation but also seek protection through likenesses thereof that won’t harm them; i.e., less checking under the bed for monsters and instead inviting one inside to keep a former victim safe. The paradox of psychosexuality is the victim’s erotic desires often become pluralized, a strong urge from emotional scarring potentially leading them to conflate sex and harm through these maladaptive behaviors.
For example, my mommy kink is the seeking of a protector other than men [who have abused me all my life]: “Mother is the name for God on the lips and hearts of all children.” Indeed, my supposed rescuer was Jadis, who having conversations with me that my family could not see [thought I told them plenty] spirited me away to Florida. There, they worked their magic, doing their best to awe me with a shared psychosexual connection; i.e., drawn to my trauma and my seeking of the palliative Numinous as useful to their abusive machinations.

At the time, I thought Jadis a victim like me who was abused in ways that would bring us together to each other’s benefit. But as a harmful demonic persona, they were victim who had been operating as an abuser for years, one who forsook me in my time of need and pushed me to madness and suicide ideation:

Father, into your hands
Why have you forsaken me?
In your eyes forsaken me
In your thoughts forsaken me
In your heart forsaken me [System of a Down’s “Chop Suey,” 2001].


Like God unto Jesus, Jadis became my destroyer [their mother acting like a man, in that respect, hence them playing the TERF whose tokenism would go on to inform Sex Positivity‘s entire critical voice[4]]. They tried to sever all bonds of friendship and family I had, so there would be only them. They would fret and strut about the house in fetish gear and knife heels, hypnotizing me as their prey. And my friends and family either did not know, felt unable to reach me/powerless to intervene, or some combination of these inadequacies [and in Cuwu’s case, they rescued me only to prey on me, themselves].

Likewise, Max’s friends paw desperately at her body as her eyes roll into her skull and she falls upward; i.e., less like a balloon sailing away from them and more like Christ on the cross severed from gravity itself. The killer had targeted her for her trauma and worked from the shadows, hunting her without her knowledge until finally making himself known.

[artist: Theremin Trees; source: “‘Unconsciously’ Seeking Abusers? | bogus therapy,” 2022]

While the show treats Vecna’s reveal as strictly torturous[5], the truth is, killers aren’t just two-faced, but many-faced. First, they generally approach you with two basic masks: a dark side and a light side, and doubly imposturous, they oscillate between them to confuse you while also often having several on at once [concentric veneers] and borrowing from a vast store of expressions [above]. They tell you lies to keep you close, intimating cheap rewards and brutal punishment as if to say, “Stay here with me; it’s the only choice you have.”

To that, Vecna doubles Max, offering her a Faustian choice, a psychosexual martyrdom similar to Owen from The Night House. Like Beth from that film, Max is jostled by her friends to reject this fantasy at the critical moment. As such, she recovers and runs away from the killer whose spells are, themselves, mere illusions; i.e., unable to harm her to the degree that he’s suggesting: that he somehow has total power over her. The socio-material truth is more complex; i.e, those with power over you always have the capacity to commit real violence and harm, but the method to evoke this as a means of rooting you in place until they can have their way is fallible. In short, they cannot monopolize you anymore than capital can at large.

To this, Netflix’ overall metaphor for Numinous destruction is apt, the psychomachy suitably operatic as Kate Bush’s infamously spectral voice swoons and sighs some forty years after its debut. Max frees herself, suddenly able to move, and she desperately makes her escape. Running through the dark forest of her mind, the thunder of the music drives her onward while the dark wizard’s spell swirls chaos all around. But her prey-like desire to be free drives her on, until finally the spell breaks and she falls back to Earth, reunited with her friends and leaving the thin-skinned, fragile and lonely predator isolated and alone. “I’m still here,” she says, having chosen to live instead of give into Vecna’s devilish offer [a Faustian bargain that conflates genuine love with non-consensual, harmful pain; re: false power as self-destructive].

For all Stranger Things‘ Gothic panache, the concept is hardly unique to strictly Gothic language. For example, when regarding my own childhood trauma as exacted my father and step father, a particular film speaks to that abuse; i.e., to a similar degree to Stranger Things‘ own psychosexual narrative—with similarly abusive, thus unequal power exchange and subsequent outlets of escape, without the overtly monstrous visuals: one of my mother’s favorite films that we used to rent on VHS, Immortal Beloved [1994]:

In the film, Beethoven stands on the stage, old and deaf thus unable to hear his own music; he hears it in his mind, the Ninth [1824] supplied to us as he might have heard it. He remembers every single note while likewise envisioning his drunken father coming home at night; unable to comfort himself with drink or non-consenting women, he mounts the stairs like a shadow, pursing his own son with phallic intent [the father’s club extending seemingly out from his crotch, suggesting a psychosexual nature to this abuse: raping his son to control and dominate him, no doubt in response to criminogenic abuses capital visited on the father and father’s father, etc].

As I have bourne witness to, there is no difference between a man climbing such steps and a demon in the eyes of a child; Beethoven expects the fiend, waiting almost patiently while gazing out the window at the stars, longing to be free under them instead of imprisoned within his father’s fallen home.

Seemingly at random, Beethoven takes a chance: He climbs out the window and hides in the shadow of the roof while his father screams his name. Then, he climbs down the storm drain and runs for it. He runs like his life depends on it, sprinting through the forest, between the trees, with the twinkling stars looking down from on high. And reaching a secluded lake, he disrobes and climbs inside the paternal waters, floating in the womb-like darkness of a Maternal Sublime[6]. Revived in 1994, Beethoven’s Ninth, in 1824, echoes Coleridge’s sentient from 1818; re: “…the Gothic art is sublime. On entering a cathedral, I am filled with devotion and with awe; I am lost to the actualities that surround me, and my whole being expands into the infinite; earth and air, nature and art, all swell up into eternity, and the only sensible impression left, is, ‘that I am nothing!'” [source].

Like Max, Beethoven was freed from his father’s abuse, but is forever haunted by him, the power of music as a cathartic, creative force keeping the devils seemingly outside the cathedral at bay [in truth, they are everywhere, and not all of them mean workers harm (re: Spectres of Marx), but I digress]. The same concept applies to my art [and ludo-Gothic BDSM] as a poetic, scholarly extension of myself, but also the abuse and friendships I’ve had throughout the years; the latter saved me from former.)

Per ludo-Gothic BDSM, praxial synthesis and catharsis are a matter of calculated risk while returning theatrically to old traumas during the rememory process. Except, returns to childhood-as-harmful are always traumatic. For the abuser, they become manna from Heaven: a tool to leverage against their unhappy victims the way they, too, once experienced; i.e., the mask of the destroyer and savior something to swap in and out, and which to survive Jadis I had to learn to do the same in opposition (which led to my developing of cryptonymy as a revolutionary countermeasure).

To be thorough, here are some more examples of Jadis’ abuse I’ve decided to document and include. —Perse, 6/23/2023

(exhibit 39a2b: Models: Jadis, all, and Tim, top-right; photographer: Persephone van der Waard. Jadis liked to control their prey through treats. In short, if I was good, I got fed. Or, as I write in “Setting the Record Straight Again; Accounting My Ex’s Abuse of Me to Another Victim, August 30th, 2022” [2024]:

Jadis always had all of the material power. They signed off on everything. And eventually it became toxic to me. I stopped wanting to have sex with them, but also to have breakfast with them. And they, in turn, stopped offering me any semblance of agency. I couldn’t decide where we ate or where to buy groceries. Hell, they almost didn’t buy me those books when the three of us went to that giant used bookstore. But they were perfectly happy spending hundreds of dollars on cute sexy clothes for me to wear because they liked me in them (but also didn’t want me wearing them all the time, and kept all of these articles when I moved out). In short, they not only treated me like a pet, but a doll they could objectify in ways they found sexy by dressing me up in expensive clothes they paid for, but also owned. Nothing was a true gift with Jadis (except for my phone, which they let me keep, and a couple of old Metallica t-shirts) [source].

The books-in-question, but also photos of a trip of ours to the Poe Museum in Richmond, Virginia. The treats, then, extended car rides; i.e., to where they wanted to go [the museum was pretty awesome, to be fair]:

 

[artists: Jadis and Persephone van der Waard]

Clothes Jadis bought for me [and took back after I stood up to them, including the pink kitty collar]:

[artist: Persephone van der Waard] 

Everything Jadis did had a purpose, specifically to threaten and control; i.e., as something they could give and take away if I was bad. Jadis took after their mother, in that respect, but also the music they listened to under their mother’s abusive roof; re: Tool’s “Stinkfist“:

Show me that you love me and that we belong together
Relax, turn around and take my hand

I can help you change
Tired moments into pleasure
Say the word and we’ll be
Well upon our way [
source: Genius]. 

This became something I noticed over time, but especially at the end. I was always bad and Jadis, like a goodly parent, was always correct; or, as I write in “Setting the Record Straight; My Ex’s Abuse of Me: February 17th, 2022” [where I refer to them under a different alias, “Jack”]:

I spent our entire relationship trying to make things work, doing my best to communicate and prevent toxicity. I stayed by Jack’s side during their rocky grad school tenure, but also their father’s illness and eventual death. I cooked, cleaned, and made love to them. I made art for them. I did everything I could to make things work, including talking to my friends about what I could do to become a better partner for Jack. I worried until my heart was sick.

In the end, I was Jack’s live-in cock, a conjugal cook and maid. I did everything to please them; they “rewarded” me with constant emotional abuse and neglect. This torment worked at a glacial pace. Jack love-bombed me early on, then slowly turned off the tap. I rationalized this any way that I could: When their [masters’] research dried up, I blamed their fruitless workload, not them; when their ex refused to talk to them, I blamed their lack of closure, not them; when their father died before they could have the fabled heart-to-heart, I blamed their arrested development, not them.

Jack had derided me on various past occasions. In particular, they criticized my academic expertise and research on neoliberalism and the Gothic, but refused to read my work. I was simply “wrong” in their eyes. No matter how hard I tried, they refused to talk with me at all. While I eventually gave up, I always felt like Jack despised me for my political beliefs from there on out. The walls went up and stayed up, isolating me from them [source].

Isolation and DARVO were two of Jadis’ favorite weapons, using them to triangulate me against Tim and, I presume, the other way around:

When Jack and I first met, they were going through a divorce. Their ex—I’ll call them Tim—was someone Jack constantly complained about, calling Tim an irresponsible man-baby. They said I was so much better than Tim, so much more helpful and fun to be around. But Jack was also estranged from Tim and wanted my help in patching things up. They wanted closure.

This seemed simple enough to me. So I decided to help. If Tim was really so bad to Jack (when all Jack had done was try to care and provide for them—again, according to Jack), I figured a simple apology from Tim was in order. Eventually Tim apologized to Jack and things began to improve between them. They talked more often and even signed the marriage dissolution papers. Hell, we even had a threesome [to mark the occasion]. I wanted to help make things between all three of us [better]. I wanted a polycule.

Time passed. Jack and I were preparing to move. Being of a poly mind, I suggested that Tim move in with us. He seemed fun, a totally new person. I asked Jack and they agreed. So I made plans to facilitate Tim’s insertion into our new living arrangement. The polycule was becoming a reality.

This entire time, though, it never occurred to me that Jack had been lying about Tim. So later, when Jack started accusing me of being irresponsible and “a bad person, unlike Tim,” I asked Tim for his side of the story. Tim called Jack an abuser. But here we were, all under the same roof. It felt strange because Jack had no excuse to be playing these kinds of games. But here they were, playing them anyway.

Now that I am away from them, I sincerely believe Jack wanted me gone, thus allowing them to abuse Tim—a person they’d abused in the past (for nearly a decade)—with impunity. Recently divorced from Tim, Jack needn’t worry about any legal repercussions; their name was on the lease, they had their father’s inheritance, and they could leverage the fact that Tim needed their help against them in any dispute. All they had to do was wear me down [ibid.].

[artist: Tim]

In the end, Tim was a victim, too [Jadis making you think the only way you could have anything in life—including self-expression—was under their control, their domination]. Sometime after I left, Tim and I spoke about all of this, but eventually the talks stopped. I don’t know what ultimately happened to them, but I hope they’re safe).

Please note, I really haven’t touched this subchapter too much, in order to preserve its accuracy and immediacy at the time of writing it, but will simply say that returning to it is like going back into Hell; i.e., feeling the dark seduction of Jadis as a master manipulator working me over with their masks, their weight, their power as seemingly greater than mine.

As always, I think of Jadis like a black shape, haunting me. I know it’s just a corpse from my past, but that it (and its trauma) will never truly die. All I can do is face it vocally as a sex-positive lesson for others to learn from, dissecting my past as much a corpse of myself and my trauma living ever on: something to return to, while reifying ludo-Gothic BDSM as something that ultimately came afterwards—is always coming after a return to the past as something to reassemble and convey in serious-to-silly forms: things to play with and relate to as people do.

Even now, though, the venue remains haunted; i.e., I feel beckoned as much by likenesses of Jadis, but also myself as confused by virtue of the kinds of attacks they levied at me with their Aegis, their masks. “I’m not a bad person,” Jadis told me, underestimating their own cruelty while insisting all the while that I was the one victimizing them. It’s hard, then, not to look at the dark shape and see myself on it: owned by someone who took me for all I was worth and never let me go. It hurts, but the wound has healed; these paradoxical feelings remain, as if to spite my progress. Jadis was my Weathertop, stabbing me with a Morgul blade (wrought in the city of their past abuse, which they turned against me: as yet another threat for them to police).

(artist: Keith Macmillan; source: Kory Grow’s “‘That Evil Kind of Feeling’: The Inside Story of Black Sabbath’s Iconic Cover Art,” 2020)

In short, Jadis’ spell worked as a false promise of protection, the usual Man Box nonsense relayed in a TERF form. Through Jadis, this has become something for me to reify and revisit as a theatrical, doll-like device; i.e., to reclaim through ludo-Gothic BDSM as a perpetual work-in-progress: the black knight—the lurking threat of parental, spousal, and/or community abuse—attached to police violence defending profit through weird nerds failing up. All become something to recognize in small; e.g., the trembling and vulnerable side of myself, playing with dolls I pulled out from within: to place in front of me, thus better control and camp Jadis’ raping of me.

I’m not plural—I don’t front as such when triggered—but I can still recognize the scholarly and practical value in such protectors, and in conjuring out dark abusers in theatrical forms; e.g., John Kimble vs the abusive mother and father, Sarah Conor vs the abusive cop, and so on; i.e., someone to see me freeze, look at the dark abuser (who often looks perfectly normal, on the outside), then take me aside and say, “It’s ok, I got this” before confronting the destroyer in suitably theatrical fashion (through Cameron’s mirror test, below, was used to capitalize on audience fears of police brutality at the time):

In the absence of actual protectors, we create our own, psychosexually recontextualizing trauma (often through an asexual, dollish interrogation of rape) as something that generally lives inside and around us. It’s simply how humans operate. In revisiting this section to polish it, then, ludo-Gothic BDSM has become the theory for such operations put to practice long before I knew concretely how to express it. Although again, it already had started to with my postgrad Metroidvania work[7] as built on older fabrications reversing abjection; i.e., on older instances of survived abuse as something to camp as a matter of capital looping in on itself. Time is a circle, of which our abusers come back around in ways we can control: by making them into dolls (and dollhouses) that are very much haunted by the echoes of trauma. With Jadis, I’ve made them into something to play with—unable to rape me ever again but teasing me with the pain of such passions threatened by such destroyers-in-small.

(model and photographer: Jadis and Persephone van der Waard)

They weren’t always small, and generally had a variety of tools to leverage against me (e.g., sex, left). For example, my exit letter was written at the height of Jadis’ abuse—where I had become a frightened, pretty bauble on par with Haggard’s unicorns (when we watched The Dark Crystal: Age of Resistance, one of Jadis’ favorite lines came from the Hunter: “You have heart; I’ll take that, too!”). Inside the letter, I likened my home life through the toy-like language of children—as what I had to work with, but also because it made sense. In short, speaking through toys and games was comforting because I could play with them to solve the puzzle of Jadis raping me; i.e., to Majora’s Mask (1998) because it felt like being threatened with the moon night after night. Eventually the only way to escape was to summon the moon and expose the monster, breaking the spell they had over me:

I liken [Jadis’ abuse] to Majora’s Mask. In that game, the villain, Majora, curses the moon to fly into a [double of Hyrule called Termina]. While the player can return the moon to its original position using a magic song, the residents of Hyrule are still trapped inside a cruel time loop. Faced with their impending doom, they stew in their own fear. The world around them slowly falls apart—not just once, but over and over and over again. It degrades their sense of reality until nothing but madness remains. Majora uses this madness to control the [doubled] Hyrulians through fear, distorting their very perception of reality. This mind-prison is what Link ultimately escapes. The paradox, here, is the method: He doesn’t escape by playing the song and stopping the moon. He escapes by exposing the tyrant controlling the “moon” to begin with.

Like Link, I could not escape by playing the song. Every time [Jadis] threatened me with anger or Instant Breakup, they were abstracting the consequences of my actions so much that I felt like the floor was eggshells: Any wrong step might send me hurling into the void. I felt the shadow of the falling moon in their words. A glance, a heavy sigh, a tapping of the foot, a laborious roll of the eyes. They had mastered me. I thought love through win out, that [Jadis] would change if only I played the song enough. But as our living conditions improved, my happiness worsened. They began to reject me, doting on [their ex], instead. I felt trapped. If I confronted them, they would throw the moon at me. If the moon came, I would play the song to save myself. And the whole cycle would repeat. So now I hid from the falling moon and became what they wanted me to be: their little artist boy. I did not please them, but they seemed oddly content with this arrangement. I knew it wouldn’t last, but I couldn’t say for sure when it would end. Terror was everywhere and madness reigned within me (re: “My Ex’s Abuse of Me“).

As said letter proves, but also the artwork and writing that came later, putting myself in my own shoes from an outsider’s perspective and reimagining my own trauma (as a Gothic heroine, exhibit 39a1b) was central to me understanding what had already happened and what was going to happen. At the time, I really wasn’t sure how it was all going to play out. Nevertheless, the more I creatively processed my trauma, the more that imaginary hindsight slowly became Gothic insight and emotional intelligence, but also undead-demonic release through the wearing of my own mask and acting things out.

Unbeknownst to me, this had also conveyed the mask-like “brave faces” that I wore for Jadis, secretly (or perhaps not so secretly) frightened of them; and they for me, in treachery and bad faith. Indeed, masks are vital to survival, but also swept up in cathartic and harmful Gothic dramas concerned with parasitic imposters (Jadis, in full control, pulling me around on the dance floor): the Amazon as a protector of children that, like our childhood bugbears, also follows us forward as something to summon up again—to be our Medusa when we feel small and scared in the face of things that remind us of (and indeed act out) our past abusers.

While we’ll explore the concept of performative (and cryptonymic) masks more, in Volume Three (especially concentric veneers as something to destroy our enemies’ through our own survival maneuvers), here is a quick example below of me reifying my survival as dollish:

(exhibit 39a3: Artist: Persephone van der Waard. Revana is my alter ego, a “mask/costume” warrior mommy the likes of which I always wanted to keep me safe [my mother, through no fault of her own, could not]. I drew this the same day I drew Jadis as my Great Destroyer [exhibit 39a1b]. The idea was to show the plurality of trauma as divided by my feminine side having different qualities to it; i.e., that I could embody as separate from myself—both desiring to be strong yet still wanting to be a trans-woman princess. That is what Revana means to me: a warrior and protector Amazon who can step up and throw down when someone sees my soft, feminine side and wants to take advantage as I regress; i.e., the female/trans femme hero out of popular stories I grew up with and dined on after I was fully grown; e.g., Eowyn from LotR or Sarah Connor from T2, but also Mercedes from Pan’s Labyrinth [2006] saying to Vidal: “Don’t touch the girl, motherfucker! You won’t be the first pig I’ve gutted!”)

The cathartic effect of such rememory was almost orgasmic, feeling strangely good through my tremendous tears laid on the canvas, the page—not because I was a glutton for punishment, but because I reveled in my own profound survival. I had wanted to escape punishment by facing whatever Jadis had in store, but also was trying to understand it while steadily moving forward onto better things. Also, I learned ways to recognize abusers attracted to, and feeding off, my trauma, which would come in handy with future partners; e.g., Cuwu’s draconian shenanigans, but also having the arsenal for bullshit after that, like bigoted female sex workers trying to bully/pimp me (re: “Transmisia Experience: 5/26/2023”), which we’ll discuss in Volume Three.

Contrary to canonical exhibitions thereof, subversive Amazons like Revana denote something we can use to feel capable, without turning into Charlotte Dacre’s Victoria from Zofloya or Ellen Ripley killing Communists for the state (re: James Cameron’s white-savior billionaire Marxism). Even so, they are undead, and constitute a painful revisiting of one’s personal trauma in order to face and reform it into a better lesson: that I had some hand in my own abuse. Here at the end of things—as I turn Jadis into a doll (to make them easier to handle) that I and others can play with to camp our own survival of rape—I shall be honest and confess my hand in my own rape.

Before I start, a couple things to bear in mind: One, per the zombie and its apocalypse as a kind of demon lover come home to, this is ultimately what ludo-Gothic BDSM and good rape play were founded on: the survival of rape as something to keep playing with, raising healthier Gothic castles built on former tyrants who, as they cannot be escaped (silence regarding them leads to rape returning home), become part of the castle-narrative; i.e., the thing we can play with inside to avoid rape in the future whenever, wherever and however it occurs.

To that, Jadis has become—as I alluded to, a moment ago—my haunted house; i.e., a dark place of play whose spirit of playing with the half-real past means facing said past (and my hand in it) as always coming back around: to scoop us into the halls of older histories the future learns from (until it also becomes past); re, “Baby, You’re a Haunted House“:

And your heart will stay forever
When your last remains are few
In the dark, we dance together
And I’d like to be waiting with you (source: Genius).

It would be a lie to say that I didn’t and don’t love part of Jadis still: the likeness of them that I can fashion, then play with to heal from the original’s dreadful abusing of me (which was also doll, in bad faith). Except, it’s less about who they were and more who they could have been, if things were different. I was raped, and not just by Jadis; but Jadis was the one who did it despite everything I did to make them happy. A part of me knew that, and it took time for me to escape the trap I had knowingly, on some level, entered of my own accord.

The best revenge for me, then, wasn’t letting them know that they could have had all the sex they wanted, or good food, or whatever else I could have given, because the only thing they enjoyed was preying on me exactly the way they did. Instead, my success—my escape, if you want to call it that—is having survived them to turn them into a sex-positive lesson that will make such police-like antics of theirs a thing of the barbaric past. The survival of police violence is generally “cops or victims” as a matter of survivors becoming either moving forward. If we build a place where people can play with rape as an educational device geared towards rememory as a healing process, confrontations with the past become honestly cathartic; i.e., by changing the state through society as veering away from its usual dogmas and hand in things.

And that is ultimately what I’ve done with Jadis: turning them not just into a playground, but a harmless likeness of what they were that spells out their raping of me and my hand in that; i.e., while seeing them as someone human that, for all the harm they exacted upon me, I will always love that gentler side of them—the side that, as much as it pains me to tell you all, died/retreated deep inside them the moment their father left his parting gift: the widower’s gold. In that moment, Jadis made the choice (as much as anyone can make choices with the past forever weighing on them): to become the destroyer sans irony once and for all.

To find some semblance of victory over their humiliating raping of me and throwing me aside, I have taken us both in totality to leave you, dear readers, with something to learn from as a matter of ludo-Gothic BDSM: as hammered into me by Jadis, belonging to part of a larger cycle of abuse—one tied to the land and its memories projected onto any kind of media you could dream of. I don’t wish to romance abuse, here—not to celebrate toxic love, but learn from the harm Jadis caused me, that befell me as something I have since returned to and acknowledged in dollish form; i.e., preserving its dark memory to behold for all time: an alien that I loved, but one who never really bonded with me through the experience; i.e., as one that always held me at arm’s length—never to let me heal each of us from the trauma that touched us both: “He shall never know how I love him […] because he is more myself than I am. Whatever our souls are made of, his and mine are the same” (source: Wuthering Heights, 1847).

(artist: unknown)

Weird attracts weird, trauma attracts trauma. I don’t wish to hide the fact that I loved and made allowances for my abuser because I most certainly did (and still am always reminded of that, through these rememories of them). Nor do I wish to change them, after the fact. That only happens when they decide to (and until then, they simply take and take, having no reason to change). To my most antagonistic abuser (the most Hurtful Abuser Award actually goes to Zeuhl, oddly enough), I merely wish to leave some parting words as we begin our segue into the sorts of monomythical forms you were doubtless inspired by when brutalizing me:

Jadis,

I don’t know where you are now, and I suspect Fate has given you no reason to change (capital not only creates people like yourself—victims who go onto gatekeep others—it incentivizes you to keep at it and perpetuate the cycle in service to profit). But if there is any good left in you at all, know that I saw that and did my best to capture it; i.e., as hopelessly fused with your dark side as the side that sadly won. But in winning as it seemingly did, you sent me away to learn from your lessons. Even if you never meant them to teach me anything, the crux of understanding lies on the student being able to learn anyways; i.e., as a matter of emergent play relative to the devices at hand. You couldn’t, but I could and did. Thank you for that.

I loved you as much as I could, my orc queen. Yes, I feared you and still very much do. Yet all the same, I adored the idea of what I saw in you: as something that could be better with only the right touch. Since I was mistaken about you, as a person, in that respect, I’ve since erected its Heathcliffean likeness here for others to learn from, including my own folly standing before. The paradox is that in escaping your person, I’ve found that you’ll always, to some extent, be with me. So I’ve made that part of you into something toy-like for which ludo-Gothic BDSM is possible.

You’re the doll to play with, my love—the dollhouse stripped of its harmful capacity but not its ghastly echo. You vibe to the ghosts of older tyrants you clearly seek to emulate; I, to the spectres of a Marx I’ve made—like you—quite a bit gayer than their historical figures could ever really be. However futile it might be, then, I would only ask that you do better towards others in the future, to try and match the spirit of play my little idea encompasses: as having a little bit of you inside it.

Farewell, my bug-loving black knight; you were a cunt, but I loved you enough to try and change you. Failing that, you have become my darkest object lesson, my Heathcliff on the moor that, whenever I look upon you, never fails to chill my blood and send me falling upwards, sailing far and wide on my own Numinous adventures. When I question the wisdom of reifying you as a matter of instruction, I sometimes pause regarding that quest, thinking of Charlotte Brontë’s wayward sister, Emily, making her own monument to such a being:

Whether it is right or advisable to create beings like Heathcliff, I do not know: I scarcely think it is. But this I know: the writer who possesses the creative gift owns something of which he is not always master […] The statuary found a granite block on a solitary moor; gazing thereon, he saw how from the crag might be elicited a head, savage, swart, sinister; a form moulded with at least one element of grandeur — power. He wrought with a rude chisel, and from no model but the vision of his meditations. With time and labour, the crag took human shape; and there it stands colossal, dark, and frowning, half statue, half rock: in the former sense, terrible and goblin-like; in the latter, almost beautiful, for its colouring is of mellow grey, and moorland moss clothes it; and heath, with its blooming bells and balmy fragrance, grows faithfully close to the giant’s foot [source: Nava Atlas’ “Charlotte Brontë is Preface to Wuthering Heights by Emily Brontë,” 2014].

“No coward soul is mine,” said the girl, herself. And I was never one to shy away from nightmares. Had that been true, I would have never met you, my destroyer. The rest, as they say, is history—the kind of curiously pretty flowers with dark stems, which I’ve laid on your grave to remember what was best of you married to the worst of it, too (forgiveness comes at recognizing both, and my own hand in things). I’d say I’m laying you to rest, but the dead never stay dead, do they?

Himmelhoch jauchzend, zu(m) Tode betrübt[8],

—Persephone van der Waard

With that out of the way, lovelies, I wish to conclude this subchapter with some closing points (about ten pages, seven of which are exhibits). These won’t be terribly organized—will merely be arranged as I originally compiled them: as a manner of afterthoughts. Keep these in mind as we go from the rememory of my personal life’s traumas into the sorta of monomythical forms Jadis was emulating: camping rape as something to revisit a “childhood” that never quite happened, but sits between imagination and history as half-real and chronotopic, but also fun (re: Walpole); i.e., a dollhouse to go and camp rape as a matter of rememory concerning personal trauma as undead. To that, Jadis is my favorite toy to illustrate rape, but also one I don’t like to use often. In fact, I may never use them again. All the same, this is my home—has become my life as a matter of healing a broken place into a matter of balance with those things lying in the graveyard of my soul—but I shall, a sad and wiser woman, move onto greener pastures held inside the same castle grounds: “Never did I wanna be here again / And I don’t remember why I came” (Godsmack’s “Voodoo,” 1998). —Perse

Despite being my attempt to make these understandings public, sharing my childhood and post-childhood mistreatment with the world through Sex Positivity wasn’t always the obvious route precisely because it happened over time and in ways that horribly confused me. This remains true when summoning the ghost of the thing that harmed me, doing so to comment on the harm it caused being tied up in another earnest truth: that such things can be incredibly exciting and cathartic when harm is removed from them, but also per a means of catharsis that confronts the mind of a hostage; i.e., someone living in fear of the thing exciting all manner of emotions/psychosexual predicaments.

Anyone who says that such monsters aren’t, to some degree, exciting has never been through it. I’m not invoking that here to stress the escapist qualities of a hostage stuck in the hauntological past of their own rape; I’m doing to it emphasize that escaping the prison is a vital means of transforming it through likenesses of the very bait that led us into our captors’ hands. This involves a great deal of confusion, insofar as trauma warps our approach towards, and perception of, what excitement even is.

For example, one of the worst[9] effects Jadis had on me was being made to hate sex, specifically feeling ashamed of needing to cope with my own trauma: having sex with them. I didn’t think such a thing could be possible, so I blamed myself instead. Sex can certainly be good under the right conditions—and much of the sex with Jadis was amazing. It was like fucking a demon. Not only were they physically strong and built like a tank—able to take whatever I dished out while asking for more—but they demanded everything from me, their eyes turning black as they ordered me to go deeper and harder to fill them up.

Being into BDSM, Jadis also had the equipment; e.g., a throat collar that hooked to ankle shackles, rendering Jadis completely helpless (a human pretzel for me to fuck). They also had the body for it. Despite being a big girl (their weight tended to range from 240-270 pounds), they had unusually flexible hips and could put their legs behind their head without stretching. Once the shackles were in place, their legs pulled back and exposed their pussy to me, which they expected me to raw-dog like a good little girl. In that sense, they were like a vampire: able to command me with their eyes while being physically “helpless” (in truth, they had all the financial control, which undoubtedly gave their gaze and actions further weight against a woman who physically had no material agency and had been abused in the past).

(exhibit 39b: Source (AI “art”), top right: Xenodochium; artist, top-middle and -right: Isutoshi; bottom-middle and -right: Low-Polydragon. For an idea of what Jadis was like, the top-left image was their body-type; the bottom-left/top-middle and -right image were their initial effects on me, comedy[10] included; and the bottom-middle and -right images were a close approximation of the phenomenological experience of their increasingly baleful, demonic gaze.)

I’d be lying if I said I didn’t relish these rituals (and serving their chonky overseer) at first; Jadis tried harder in the beginning to impress me by actually being good in bed. I also think they were seeking a feeling of power in relation to their own abuse suffered at the hands of their narcissistic mother (again, swapping out a variety of masks to confuse me with; e.g., like Shang Tsung wearing the masks of his victims to act the hero with: “All these souls and you still don’t have one of your own!”). However, the context between us was reactively abusive and became more exploitative over time. Not only I am hypersexual and gravitate towards sex when stressed or scared; I’m also eager to please, meaning I would have sex with Jadis just to calm them down (they were constantly hyperviligent and said as much); i.e., to stop them from glowering at me with their pitch-black eyes. Simply put, I wanted to be a good girl that Jadis regarded with love, not hate—especially during sex!

Jadis’ arc was complex, as was mine and my scholarship in relationship to them. Long before I penned ludo-Gothic BDSM in a crystalized, doll-like form, they love-bombed me, pulling me close to them as quickly as they could; I participated, wanting to go to Florida (the reasons why having already been stated, here and during the manifesto). As time went on, Jadis not only abused me; they slowly pulled away and raped me from afar. Their estranged father had died roughly a month after Jadis turned 35, leaving them with a considerable amount of “fuck you” money and capital (dividends).

It was not a clean process. His ruined trailer had to be gutted, sorting the decades’ worth of old, dusty records hoarded inside. Much of that “homecoming” was left to me, as Jadis piled everything inside our duplex before hiding themselves away (retreating from their childhood instead of facing it). As my book has expanded, I have given voice to this oddity and others besides; re: about Jadis’ ex, Tim, who we were living with towards the end. Like sex, though, the build-up takes preparation, time and repeated execution to yield the best results (and is generally better with music, costumes and other “spices” that evoke feelings, memories and various other “spell-like,” hard-to-explain-but-easy-to-feel phenomena).

Since July 22nd, 2022, the feverish pitch of writing this book—night after night, assembling the dreamlike “bricks” of paragraphs and images frantically plucked from the void—has become an ongoing attempt to heal and educate, breaking the cycle of systemic exploitation for all workers under Capitalism. As I hope the primer has illustrated up to this point, proletarian praxis starts with excavating the past as already created; i.e., from our zombie-like dreams of war and violence about older material variants, which gradually yield a more guided analysis of posterior reassemblies. Begot from older traumatic memories—e.g., Jadis in Florida, grad school, my remaining uncle, my stepfather, my father, the stories of the past I have consumed at each of these points from different literary traditions with the same goal—all were Marx’ nightmare (of the dead generations) made material in and from my flesh.

As trauma lives inside me and around me, I have become like the zombie: a being that houses and expresses systemic trauma from childhood onwards (emulating Jonathan Harker’s journal that I, as child, used to read with voyeuristic delight; i.e., seeing my trauma and struggles in others, but also monster sex as something that I discovered was desirable to me from an early age). Accepting this role has opened my eyes; the point of this book, then, is to open your eyes, too. By yielding sex-positive expressions of trauma in the material world, you can expose the wider public to a Gothic imagination that liberates all workers from the state-corporate spell of neoliberal, hauntological brain death: Gothic-fueled class-to-cultural consciousness.

Of course, you might not live to see it, and it might show you how the world and those you care about aren’t so rosy as you’ve been led to believe (re: Jadis); but it can be part of something better that materially survives and aids your future family and friends after you die—but also while you live to smaller, incremental degrees through your own creative successes and social-sexual habits: “To leave the world a bit better, whether by a healthy child, a garden patch, or a redeemed social condition” (source: Emerson’s “What Is Success?” 1908). Sometimes, that means digging up a zombie or two, laying a flower or two on the cold graves kept warm by the buzzing bumble bee butts, getting at the blossoms laid there:

(source, Facebook post, Gardening Soul: August 21st, 2021)

Convicting Capitalism is redemptive in this respect. Like Jadis’ awesome power over me, it wasn’t infinite but seemed that way. If it was, then surely any case for fighting back would be pointless. Such as it happened, I did fight back; I escaped Jadis and made my way back home, the bad dream less ending in totally and more me finding agency among the trauma in and around me by creating ludo-Gothic BDSM after surviving Jadis; i.e., as a means of understanding the world in ways that could shape and change it through future friends I would make as a result; e.g., Bay and Harmony as drawn to my work for these reasons: having something in common as sluts and weird nerds touched by death, but still alive and able to talk constructively and creatively about it—to toy with it in a productive manner conducive to developing Gothic Communism. Ours is an outpouring of raped zombies, vampires and ghosts coming forward to testify against capital!

We have now concluded the meat of the original zombie apocalypse section and its discussions about humanizing zombies and sex toys; i.e., reversing abjection through the rememory of personal trauma (childhood abuse) by returning to Gothic spaces (the zombie house, returning without moving) and playing with them: to interrogate power in order to challenge profit and Capitalism Realism (versus the usual fatal nostalgia in neoliberal refrains; e.g., Metroidvania).

(artist: William Blake)

Before we move onto ghosts and other forms of undead, though, I want to bridge the gap between dreams and sight (something of a poetic goal of the original manuscript I want to preserve here, in finalizing it). I want to include a part three to “Bad Dreams” concerning people similar to Jadis, but on a different poetic scale. To that, we’ll be examining the larger-than-life as a legendary sort; i.e., the undead tyrant as something to see in dream-like spaces that take our criticisms of capital to a common place of remediation—the monomyth, and the various, ghostly echoes of Caesar as someone who douchebags nowadays are still trying to revive, millennia after his infamous demise[11]. Such overlords are commonly shown as ghosts (e.g., Hamlet’s father’s), but we’ll be sticking to more corporal forms: Zombie Caesars (next page): “With Caesar dead, Rome had moved from one crisis to the next,” writes hoakley in “A History of Rome in Paintings” (2020). This includes Marx’s “Eighteenth Brumaire” alluding to that tradition all dead generations weighing on our brains; i.e., that cyclical, historical-material matter of tragedy and farce we must rescue from itself: through ludo-Gothic BDSM as camping such spectres and supplanting them with far gayer forms than the usual heteronormative, Cartesian idiots bother to try (always scapegoating Medusa instead of Caesar)!

Keeping with the original poetic flavor of the Humanities primer and its assorted key phrases I only partially stuck to while editing and expanding on things, we’ll explore “sight” as a critical poetic trope in the “Seeing Dead People” subchapter (when we examine the undead’s universal feeding mechanism beyond just zombies), and the notion of reviving the zombie future more fully at the end of the primer (and volume).

Here, though, I want to introduce both ideas—to flirt with them a little through another concept we’ll explore constantly throughout the rest of the book: reverse abjection as a process vital to Gothic Communism. Its subversion of zombie enterprises remains important, but especially the chronotope of undead war and its “fallen lords,” whose tyrannical, dynastic power exchange spawns endless zombie tyrants—e.g., generals, skeleton kings, masters of the universe, and ghostly “fathers,” etc—that help spread a blinding “false” vision of imaginary history.

To subvert Capitalist Realism, this history (and its fearful inheritance/failed memory of the decaying nation-state) must be challenged; those who cannot face, thus play and learn from history (and its Wisdom of the Ancients) are doomed to repeat it—i.e., as a matter of hauntology per the shadow of “Rome,” of “Caesar,” of “Pygmalion,” etc (from Volume One):

Canonical Rome absolutely sucks ass/is not to be trusted. For one, Rome is, by modern standards, hauntologized (utterly fake; re: the ghost of the counterfeit). The original lasted for centuries in various forms, but was effectively a city-state; nation-states, by comparison, emerged during the Renaissance formation of national identities, followed by the Enlightenment’s settler colonialism appealing to the pre-fascist (Neo-Gothic) hauntology of “Rome” as unified post-fascism—one nation, one army under “God,” or some other vertical bourgeois authority (secular or religious) that endures after the “defeat of the Nazi” (the details of their death have been greatly exaggerated; Nazis were copying American fascism, which is alive and well). Nation-states normalize Imperialism, thus genocide, rape, war and worker exploitation through canonical Gothic praxis. They compel sexual reproduction through heteronormative, amatonormative, Afronormative, and queernormative lenses, etc—are built on a settler-colonial binary that yields an imperial, dimorphic flavor in everyday language: good vs evil, black vs white, us vs them, “the creation of sexual difference” by Luce Irigaray and so on.

For our purposes, this binary is remediated within the Gothic mode to communicate Western glory as something to synthesize through pro-state propaganda as coercion personified: the fetishization of war, deception, rape and death linked to the hauntology of the state apparatus as a lionized conveyor of traditional Western virtues (source).

As we shall see with the monomyth, these virtues manifest in the zombie tyrant; i.e., as a likeness of Caesar being largely one of mythology that, while largely invented, still dovetails unto fascist goals in service to capital (and tokenism) nonetheless: through neoliberal media, but especially movies and videogames, as having exploded in that era. They become undead as a matter of history in the Gothic sense of the world—in ways that further the process of abjection to maintain Capitalist Realism through castles and tyrants (castle-narrative, vis-à-vis Bakhtin’s chronotope: dynastic primacy and hereditary rites) as monstrous, poetic, useful to the state as preserving itself through them and giving the game away as a matter of cryptonymy (the scapegoat and the symptom to a larger problem): Caesar’s ghost haunts capital as decaying towards a former time of invented greatest.

As we shall see, Capitalism is a Big Zombie that foists its own charge of cannibalism onto its victims, which it then polices through tokenization as a matter of criminogenic conditions: divide and conquer amongst empire eating itself, when the chickens come home to roost!

Concerning “ludo-Gothic BDSM”/medieval poetics after this point: Ludo-Gothic BDSM as I coined it remains utterly central to my work; i.e., having traced its evolution to where it presently exists, I’ve since tried very hard to mention different instructional points for you to consider moving forwards; e.g., dolls and rape play in the “Bad Dreams” chapter, so far, as well as the “Another Castle, Another Princess”/”Playing with Dead Things” chapter before that (in Volume Two, part one). Per the cryptonymy and hauntology processes—i.e., informing abjection as something to forward or reverse inside various spaces, including chronotopes like the Metroidvania—ludo-Gothic BDSM takes on many different shapes and sizes. Keeping all of this in mind, ludo-Gothic BDSM will still come up quite a bit; i.e., throughout the rest of the Undead Module and the entirety of the Demons Module.

(artist: Lil Wolfy 69)

As for the five medieval poetic terms from Volume Two, part one (selective absorption, magical assembly, Gothic maturity, confusion of the senses, and the Song of Infinity), they won’t come up very often. Simply put, you won’t need to know them to learn the rest of the primer’s historical elements, but you can take and use them yourselves when engaging with the history inside; i.e., by applying my more recent poetically instructional arguments to older monstrous histories, said arguments being founded on the principles of sex positivity and Gothic Communism that I’ve championed since the start of this project, nearly two years ago (and based on older research feeding into the present): the liberation of sex workers through iconoclastic art. However you want to synthesize that outcome, you’ll have plenty of toys with play with!

Last but not least, here are several additional exhibits to give you a taste of what we’ll explore in “Bad Dreams,” part three. —Perse

(exhibit 39c1: Top-left: Balor, the central villain from Bungie’s Myth: the Fallen Lords, 1997; bottom-left: Anubis, from The Ronin Warriors; top-right, artist: Michael Broussard, of the villainous Engineers from Ridley Scott’s Prometheus, 2012.

Neoliberalism crams fascism, Communism and queerness into the same poetic space. This being said, a common thread for all these canonical examples is decayed hauntology tied to the zombie tyrant, often a giant wearing armor and a helmet [e.g., Hamlet’s father’s beavered, medieval helm]. Balor is a kind of fascist, “Zombie Caesar” [zombie Nazis being a whole zombie sub-genre] that rises from the grave to destroy the degenerate West as its former “greatest champion.” He’s an action figure.

Removing his helmet, the greatest horror is that Balor is not rotted at all. Instead, his outward appearance is entirely human and he follows his own maxims to their logical conclusion: slay the enemy as a matter of coming home to empire. The same goes for Scott’s Engineers, their nightmarish armor concealing a worryingly human appearance. Not only were Scott’s story and monsters partially modeled after Lovecraft’s take on the Promethean quest, At the Mountains of Madness; both stories borrowed liberally from Shelley’s 1818 palimpsest, Frankenstein. Yet, Scott inverts the scheme somewhat, having the marbled, statuesque appearance of the classical-looking Engineers become gradually warped by a mad science buried deep in the cold reaches of outer space [versus Antarctica in Lovecraft or Shelley’s books]. Slowly the Promethean knowledge turns these false gods “mad,” technophobically represented by their bodies as darkly cybernetic—almost stitched together like Victor’s manmade Creature.

Apart from their bodies, both Balor and the Engineers have canonical zombie eyes, utterly blinded by an endless pursuit of “progress” that brings the Imperial Boomerang back home out of an uncertain past stitched crudely together [the more undead something is, the more “stuck” it is in a traumatized, corpse-like body; the more demonic, the more something can change its shape]. Anubis, meanwhile, serves an undead emperor out of an equally nebulous former time, bringing the warring states period into a Westernized, 1980s Japan: the return of the Shogunate again. Yet, the shock at realizing Anubis is human offers the protagonist fighting him hope: “You’re a man, a human being like us!”

For Anubis, though, the revelation is painful, his helmet being cut from around his head, revealing a surprisingly pretty face and girlish, red, long-flowing hair. The process of reverse abjection opens his eyes, turning him away from war and his undead master and placing him on a path of peace. Unfortunately he dies, as does Balor and the Engineers; regardless of their stations on the battlefield, the state reduces all of them to undead fodder.)

(exhibit 39c2: Dragon Ball has an absurd premise that is easily camped [dbzking541’s “The Funniest DBZ Dub I Have Ever Seen,” 2016]. Its canon still rolls The Modern Prometheus into The Iliad, presenting the zombie tyrant king as trapped between father-and-son according to man-made, unnatural husbandries: the Divine Right of Kings and the imperial relationship of master and slave, but also the cruelty of a bully patriarch-god towards his bizarre, man-made children: the archaic male baby as a killer child for state forces stemming from Beowulf into the present through hauntological regeneration; i.e., as undead/composite but also able to change its shape like Cú Chulainn’s ríastrad, aka “warp spasm”; or Milton’s Lucifer gradually shedding his angelic form to turn into a variety of animals—a demon, in other words.
The result, in this case, is canonical [unlike Milton]: a father-mother with delusions of grandeur, but also his child as an infantile slave with daddy issues rising to become a great warrior renowned for his inherited, informed cruelty [which would play out in real life with Reinhard Heydrich being known as “the young, evil god of death”;
source: Behind the Bastards, 2023]. Just as the Nazi, the Communist and the queer are crammed together in the same shadow zone of centrist monomyths, the likes of Cell and Broly [above] are unthinking, childlike slaves taught to seek revenge by an absentee father figure: the scientist and the rival warlord seeking revenge. There is no mother in their lives and they are immediately and incredibly fragile creations desperately seeking fulfillment through patricidal revenge, but also combat against a cycle of warriors who are equally flawed.

In other words, the show’s much ado about nothing is built within and around a shonen-level crisis of masculinity for said crisis: to show and prove their strength for their fathers [“Look what I can do!”]. Even if they kill or otherwise hate their fathers, these lost boys are useless without them and driven by the taught seeking of bloodshed to appease their inherited idea of vampiric superhumanity. Deprived of the parent, “It is with considerable difficulty that I remember the original era of my being; all the events of that period appear confused and indistinct” becomes, “If you will comply with my conditions, I will leave them and you at peace; but if you refuse, I will glut the maw of death, until it be satiated with the blood of your remaining friends” [source]. Except the negotiation is made to a captive audience under duress, themselves trained to kill and fight as “less” genocidal variants of the Great Destroyer’s cataclysmic, hellish tantrums: Broly either killing his father in a self-destructive fit of rage or misled by Freiza to rise up out of Hell’s green fire like a loving and dutiful demonic son.

I originally decided when I wrote, “Dragon Ball Super: Broly – Is it Gothic?” that the film wasn’t Gothic, but I feel like I was overlooking the liminality of its situation:

Broly is a highly-weaponized survivor, not unlike older, murderous, Gothic villains. However, the similarities mostly stop there. He is not a slasher like Victor Frankenstein’s Creature was, or his various counterparts. While the Creature was physically hideous, Broly is, for all intents and purposes, handsome (a throwback to the likes of ‎Robert E. Howard’s titular Conan the Barbarian). The Creature was brilliant; while not an idiot, Broly isn’t a rocket scientist, either. There is parental strife, though. Remnants of the father are passed down the same bloodline, signified by the collar around Broly’s neck. Broly isn’t allowed to be himself, any more than Vegeta was under the yolk of Freiza. Is this like Frankenstein’s monster, or the xenomorph? Not quite. Unlike them, Broly isn’t simply made; he’s raised by his father to be violent. Except Paragus’ quest largely fails: Broly isn’t violent; his monstrous side is. And therein lies a clear divide. Broly is only a monster when driven to grief, when his father is killed. Furthermore, his own drama stems not from the bad parentage read about in Frankenstein (1818). Unlike the Creature, Broly is not begot from Promethean science, nor is he driven by petty revenge. He’s naturally strong, loves his father no matter what, and remains totally innocent post-abuse (thanks to amnesia)—effectively the opposite of the Creature [source].

I don’t think it’s a question of opposites altogether, though—with the Creature being similarly trapped by bad parentage to be violent according to his father as both his worst enemy and the one person he believed who could bring him salvation [even if it meant destroying him, a mistake that proved fatal for all those involved]. There are differences, but these variants aren’t mutually exclusive; they are agglutinative. Whether Broly kills Paragus outright or avenges him, Paragus was still a terrible father who—like Cus D’Amato with Mike Tyson—trained his son to do one thing: to fight for a perfidious, Faustian father figure’s benefit [or like Peter Weyland or Victor Frankenstein, created a robotic/cyborg slave entity to do his bidding]. This is bad parentage any way you slice it; i.e., “I’m your father, boy, and you’ll do as you’re told!”

 

[Artist, far-mid-left: Imbisibol; bottom-mid-left: Tonami Kanji]

The ghost of the tyrannical father is trapped somewhere in time, threatening like Skynet’s Herculean T-800/T-1000 to rip into the present out of another destroyed past-future: one possible future as a hauntological death omen. Amid this Gothic pastiche, the dead future is full of the imprecise echoes of the Modern Prometheus: test-tube babies, brains in jars, cyborgs, genetically engineered Supermen, children weaponized accidently or deliberately for or against their fathers by said fathers, and “retroactive abortions” of the animate-inanimate golem; i.e., the killing of the child by the father, Abraham-style, before he can grow old enough to seek revenge when coming home.

The idea of the archaic baby is quite popular in Toriyama’s work, but also seen in the work of similar Japanese artists riffing within the same East-meets-West mythic structure; i.e., Shigesato Itoi’s Giygas [exhibit 60e2], but also Akira Kitamura and Keiji Inafune’s Dr. Light/Wily as a conflation of the evil/grey-area/good German scientist [Operation Paperclips’ Wernher von Braun, Oppenheimer and Alfred Einstein, etc] as a pre-fascist/Catholicized scapegoat and anti-Semitic trope [note the purple and red, above, but also the cartoon skull codpiece] whose monstrous-feminine super soldier is both the vengeful ghost of the fascist child and that of Jewish revenge [re: “If you prick us do we not bleed? … And if you wrong us shall we not revenge?”] smashed together during the crossing space-time fabrics of half-real geopolitics: Protoman and Zero both being children of Cain as much as Sigma, our Zombie Caesar/Dracula [with his own flowing red cape] is; and Cell being an uncanny cross between the human and the insect, but also the goblin and the vampire as—like the xenomorph before him—a time-traveling, shape-shifting, undead menace composed of many different stigmas and biases, but also worship of non-Western/non-heteronormative power and resistance.

Just as with the Creature and Victor, the haunting by Marx is incessant; i.e., of Broly by Paragus or Cell by Dr. Gero’s “obey me!” mentality and Red Ribbon stigma [Toriyama’s neoliberal framing of anything “Red” as villainous to Japan’s post-Occupation emulation, above]. By extension, Red Scare is incessant, the son a pile of offal turned into Achilles [with a similar emotional temperament] or even Alucard by Lord Dracula in Netflix’ 2017 Castlevania. In turn, the father is symbolized through a gender-swap for a popular image of undeath normally reserved for Medusa, but also the dragon lord when slain: the disembodied head that can still talk into the “son’s” ear [placed in quotes due to the unnatural, unreliable relationship between the two; i.e., “I am your father!” as the tyrant’s plea made famous in the 20th century by Luke from Vader. It’s the Shadow of Pygmalion lurking within the shonen variant of the Cycle of Kings].

[artist, left and right: Bernie Wrightson]

In Frankenstein, the story is a murder-suicide, enacted by the zombie son shambling towards the father-mother in an act of childhood revenge the double-parent first dreams about before sculpting his child [re: Zeus pulling Metis from his forehead]. Alucard, by comparison, does not want to kill his father, Dracula, who had sex with Alucard’s mom to have a, by and large, natural birth tainted by blood libel and pre-fascist coding. But the reckoning felt during the fatal return to his childhood home [something he does repeatedly throughout the franchise] is always traumatic to Alucard. It’s also [as we shall see next and in the Demon Module] dangerous: sometimes the house wins.)

Onto “‘The Monomyth’ (opening and part zero)“!


Footnotes

[1] Mavis explained it frankly and well (from Volume One):

Mavis is someone I haven’t mentioned until now, but will mention more throughout this book. They have had countless experiences with rape (dissociation makes you forget or “block out” the trauma, which makes it hard to remember). According to Mavis, rape is awful, but it’s also over quick and you can dissociate (something that plurality allows for); also, according to Mavis, they’d rather experience rape than prolonged mental abuse, the latter which can go on for years like a war of menticidal attrition—including threats of rape amid diminishing returns of genuine care after the initial “love-bombing” phase (say nothing of the historical-material variants if you’re living in someone’s family estate, or equally bad, being shamed, neglected or ignored by what Melissa McEwan calls “rape apologia” or “rape ranking” amid rape culture, 2013).

Speaking from my own experiences, it’s the kind of thing you can’t block out. Over time, this abuse can be “buried alive”—hidden in plain sight all around a “cursed” location littered with markers of power, but also illusions-of-illusions (crypt narrative) of normality that broadcast imprecise ambivalence. It’s precisely these iffy phenomenological disturbances and partial disconnections/connections that one relates to in continuum; i.e., being a part of the space-in-question, the broken home that is nevertheless one’s poisoned wellspring and haunted library of nostalgic storybooks. Trauma lives in the body but also the chronotope as something the body absorbs things from—the haunted house as returned to, feeling uncannily familiar and alien, but also already-occupied by something close-at hand during uncertain, liminal, feudalized ownership […]: the fear of inheritance; i.e., Walpole’s idea of a “secret sin; [an] untold tale, that art cannot extract, nor penance cleanse” from The Mysterious Mother (1768). Except incest isn’t a “pure myth” relegated to Gothic fiction, but precisely the kind of thing experienced by Mavis, Cuwu and people like them (who extrafamilial predators will mark as having survived, and try to exploit them in the future; i.e., trauma lives inside you, but also follows you like a curse) [source].

As such, I couldn’t disassociate from Jadis’ emotional abuse because it, unlike physical and sexual abuse, is interactive by design (to such a degree as Jadis could torture me without being inside the room); i.e., emotional requires a victim to respond to something from the abuser as supplied to them linguo-materially. But as we’ll, I was able to rely on the stories of the past (Gothic novels and my education about them) to navigate my own abuse in much the same way.

[2] Persephone van der Waard’s “Coming out as Trans”: August 7th, 2022.

[3] Re: Trauma attracts trauma, weird attracts weird. Jadis saw in me what I didn’t see in myself: a dupe who they—someone I loved—would unironically prey upon using my vices to hypocritically enslave me while saying they weren’t about that. It was disastrously potent and effective, just the right mix of pleasure and pain, isolation and abused trust.

[4] The first chapters (what became Volume Three) concerned TERF-style abuses that expanded to other forms of tokenism and Man Box thinking under Capitalism; re: “prison sex” mentalities.

[5] His mutilated, black-and-red body and fetish outfit evokes H.R. Giger’s xenomorph; his torture chamber evokes Stan Winston’s atmospheric processor from Alien—i.e., in a psychosexual, domestically xenophobic manner akin to Satanic panic from the 1980s and Catholic-to-anti-Catholic dogma across the centuries.

[6] We don’t have to ascribe gender towards a desire for protection, but in Beethoven’s case, the film’s director is patently noting the absentee mother in relation to Beethoven’s broken home and domineering father. In my case, my father was never around and I turned to my mother for succor in the darkness of the night; likewise, I found the night to be immensely comforting as a small child, teenager and adult, going for nightly strolls surrounded by the whispering trees, moon and stars. In the words of Blue Öyster Cult, “I love the night”; i.e., a little trans vampire who felt safer in the shadows of the forest where I could hide, not indoors where my father could claim me.

[7] Re: “Our Ludic Masters: The Dominating Game Space.” More on this when we talk about Metroidvania per the monomyth; i.e., as a matter of scholarly history I have since contributed to many times since.

[8] From Goethe’s Egmont (1788), translating to “Rejoicing to heaven, grieving to death” or “heavenly joy, deadly sorrow” (source). It’s a mood.

[9] Another abuse I really hated was being told not to quote things or make connections to different, seemingly unrelated things. Jadis hated that and constantly chided and scolded me for wanting to share my Humanities education with them, quotes included. I can hear them now, whining, “What does that have to do with anything!” I have since covered this entire book in quotes as a big “fuck you” to them. “Suck it, Trebek!”

[10] Slut Girl is a surprisingly funny-yet-biting satire of ’90s Japanese office culture. In the 2003 book, Manga: The Complete Guide, Derek Guder writes, “The storylines are played up for comedic payoff, and you can’t help but laugh [as] the characters’ facial expressions liven up otherwise boring sex scenes.” Other critics like Timothy Perper and Martha Cornog praise the expressive translation of the English edition, and describe Sayoko in “Eroticism for the Masses” [2002] as a “tsuya/yoen” woman, a complex figure with “voluptuous charm” and “bewitching beauty” who deals with sexual assault by weaponizing her slutty charms against her historical attackers. Perper and Cornog describe Slut Girl as being a satire on modern life, especially the role of women in the workplace, and a “long-enduring glass ceiling.”

[11] The Romans loved their numerals, but these extended into a numbered ordering of the universe under the cartographic language of conquest, per Cartesian thought; i.e., a returning to the stillness of “antiquity” as something the Enlightenment couldn’t account for in its brutalizing of the world. We’re left, then, with numerical extensions of the prime mover as the patriarch, the skeleton king in the same Cycle thereof: the ghost of “Rome,” the Shadow of Pygmalion. Per the narrative of the crypt and its infernal concentric pattern (more on this when we look at Metroidvania), it’s history stuck on loop; i.e., in material pursuit of glory as undead, eating itself. Except, time is a circle; when it comes back around, its might ghosts will there, waiting for us. We’ll examine those next, in part three!