The End of the Ramblings

Hello, to whoever still reads this.

I’ll be brief- this will be my last post on this blog. It’s been kinda a while in coming; a heavy work schedule has meant I have been remiss in updating here for the past few months, and whilst I’ve had a pretty extensive backlog I’ve been reluctant to work through it knowing I do not have the time to fill it back up again. Not only that, but the incredibly broad scope of ‘stuff I talk about on this blog’ has meant I frequently struggle for ideas due to a lack of focus in my content, and my writing quality is pretty inconsistent to boot too (even if it has improved significantly as a result of doing all this writing over the last few years). All that, plus the fact that I’ve reached an age where I start to cringe at my earliest writing efforts, has left me with a desire to leave this portion of my bloggy existence behind me.

However, I’ve enjoyed the last couple of years of blogging, and I don’t want to stop- I just want to start doing this a little more properly. As such, I’ve just started a new blog, which can be found here and covers broadly the same remit as this one- short essays on a variety of subjects aimed to entertain and inform- and since I’ve got some more time now, I should be able to stick to more regular updates. A few posts from my backlog over here have already gone up, so I’d appreciate it if you go and check it out.

Thanks everyone. It’s been a great experience, and I look back on it fondly. Peace out, and *insertrelevantdietyhere* bless

Feminist Ambiguity

Last time out, in my brief discussion of modern feminism, I mentioned and provided an example of the ambiguity that feminists today face in their pursuit of… whatever version of equalist utopia their idea of feminism preaches. However, the battlegrounds across which this confusion & argument take place are many and varied and I thought I might explore a few more of them in this post. To make a point, essentially.

I begin with a joke: a feminist is standing near the front of a crowded bus next to a man, who is sitting down. At the next stop, a woman boards and the man stands up, offering her his seat. Muttering “You’re living in a bygone age” and clearly disgusted, the feminist grabs his shoulder and forces him back into his seat. At the next stop, another woman boards and again the man stands up. “We aren’t all damsels in distress” snarls the feminist, pushing him back down. At the third stop, a third female passenger boards; for the third time our man attempts to stand up, and for the first time the feminist standing next to him pushes him back down. This time, however, it’s the man who addresses her first; “Would you please stop doing that, you’ve made me miss three stops already””

Yeah, I’m not great at telling jokes.

Anyway, in spite of its dubious quality, the joke illustrates one such feminist battleground quite well; that of societal gender roles. The above situation, of whether one should offer a woman a seat when one is available in preference, is an extreme example- most people would consider it simple good manners, or a harmless quirk of society at best. In fact, many bemoan the ‘loss’ of such customs, claiming that chivalry is dead. However, there are some feminists, such as our example above, who consider chivalry as a concept an inherently patriarchal one; the chivalric (which might be better translated as ‘knightly’) originated during the medieval period and held that women should be protected and treated with respect. So far, so feminist; however, the essential reason that such parts of the chivalric code exist is because women of the time had next to zero power and thus no ability to fight back if they were treated dishonourably. As such, some feminists argue that the concept is outdated and patriarchal, subconsciously implying that modern women, like their medieval counterparts, are unable to fend for themselves in our modern age. So which is it; a harmless, even pro-feminist, societal institution, or a relic of an institutionally misogynist age?

Such arguments are not just levelled at seats on a bus; no less a figure than home secretary Theresa May weighed in on such an argument last year, saying that it was wrong to introduce quotas for the number of women on the boards of major companies as it devalued them, implying they weren’t good enough to be there on their own merit (the counter-argument being, of course, that women are criminally under-represented in such instutions and the forced introduction of women into their highest echelons might go some way to removing institutionalised misogyny in such companies). Hers isn’t the only argument one can make to back her point; others argue against such pro-female initiatives as being anti-male, preventing men from being elected to boards on their own merit.

You might recognise this argument as being, in this case, exceedingly stupid- it is comparatively very easy for a man to get onto such a board on their own merit. Although the idea of misandry (the oppression of and hateful behaviour towards men by women) is occasionally worth mentioning in certain circumstances, it has become a byword for what angry, anti-feminist men say to cover their frankly sexist attitudes. The issue is that whilst misandry is certainly a thing, it is very, very seldom a major issue when compared to the vast mountain of inequality built up by 5,000 years of institutional sexism and patriachal, misogynist attitudes. I mention this solely as a warning to any guys reading this- before accusing anyone of misandry, either deliberately or indirectly, think very, very carefully about it and make sure every other possible reason could be eliminate. The chance of misandry being the problem is very slim. Just something to bear in mind. Anyway…

Another set of issues and objections begin to enter the equation when we move beyond the traditional gender roles women aren’t meant to fill and move onto those that they are; those of cook, housewife, child-raiser and so on. It is generally agreed by most of a feminist inclination that women should not be forced into fulfilling these roles; that they should be free to be their own person and not forced to simply do the chores men don’t want to. However, this begs the question: is the structure of the ‘traditional’ family unit inherently wrong? Some would argue yes; that be being a stay-at-home mum & housewife, a woman is, intentionally or otherwise, contributing to the idea that this way of doing things is the only acceptable norm, reinforcing the patriarchy. Others, however, argue that there is nothing inherently wrong with the idea of a woman staying home, looking after her children, cooking meals and so on; if she wants to do things that way, that is absolutely her choice to make. Just as she should not be forced into the role, so she should not be forced out of it; maybe she wants to spend more time with her kids, maybe cooking has always been her thing. Some may suggest that cooking is only ‘a woman’s thing’ because of these institutionalised patriarchal norms, but then we realise that we can apply the exact same argument to this situation; something being a ‘woman’s activity’ doesn’t necessarily mean a woman can’t enjoy it with all the enthusiasm that a man (if so inclined) might. When we start considering the practicalities of a man fulfilling the ‘house-husband’ role, entering a genuinely female-dominated environment and capable of legitimately using misandry as an argument in some cases, the whole business finally spirals into a vortex of confusion and trying to keep track of the arguments flying all over the place becomes practically impossible.

There are countless other examples of this sort of thing, many of which are far less easy to determine the “right” answer to than the examples covered here. Does the far greater interest in male compared to female professional sport mean sports fans are straight up sexist? Is it the fault of any particular videogame featuring them that such a large proportion of gaming protagonists are straight white 30-something men? I could go on, but I feel my aim has been achieved; to reinforce my point about the ambiguity and politics inherent in modern feminism. Unfortunately, this doesn’t leave me with a natural conclusion, so… be nice to women, I guess? No wait, that might be considered over-chivalrous…

A Straight White Guy’s Guide to Feminism Today

A forewarning before I begin- I, a privileged, heterosexual white male, am about to deliver a commentary on sexism. As such, I don’t expect to get everything ‘right’ and I can’t offer first hand accounts to the cause. Some may say I have no right to write on the subject, but frankly I find the field intensely interesting and it’s one of relatively few areas in which I have a strong opinion- so this is happening.

The feminist movement has, over the past few decades, achieved most (or at least many) of the goals it set its sights on when the movement first began. Most employers now advertise themselves as ‘equal opportunities’, there are next to no discriminatory pay scales nowadays and most of us wouldn’t find it odd to deal with a female doctor, lawyer, or politician. On the face of it, therefore, our society seems to be ideologically equal- ‘yes there are still some issues of execution’, so the argument goes, ‘but ask anybody in the civilised world if men and women are equal and you’ll be hard pressed to find someone who’ll answer in the negative’. And that statement is, broadly speaking, true*; as such, it is the opinion of large sects of the population (both men and women) that feminism has won. It’s done, we finally live in a (mostly) equal society, and the feminists of today are just hardcore lesbians & man-haters.

(*or at least, that’s the impression I get in the circles I move in)

This is reflected in the delightfully dismissive name given to the feminist movement since the 1990s; ‘post-feminism’, a name implying that the movement is over. Unfortunately, the picture is nothing like as optimistic- the fact that feminism still exists as a movement and is a constantly throbbing discourse should alone demonstrate that women still face discrimination, as do statistics relating to the average salary of female employees and the number of women in high-ranking positions in society (particularly politics and the military). For some examples a little closer to home, I recommend the Everyday Sexism blog, provided you don’t mind having your faith in men the world over heavily shaken. To use a racial comparison, the Civil Rights movement was ‘won’ 40 years ago, yet racial discrimination still occurs on a large scale- even though most of us think of racism as A Bad Thing.

The problem is that feminists of today face a far more complex challenge than their predecessors, and feminism as a movement is a great deal more fractured. ‘Third wave’ feminism, for example, originated during the 1990s and placed a heavy focus on sexual liberation- however, it also attracted radicals and is the main source of the ‘man-hating lesbians’ stereotype. The more recent fourth-wave feminism has focused on the sexualised attitude men have towards women and the highly controversial concept of ‘rape culture’. Some feminists contend that there are no practical differences between men and women other than societal constructs and making babies- others acknowledge fundamental differences between the two and are engaged in constant infighting with the former group. Still others don’t conform to any faction within feminism at large but merely focus on one particular issue they care about- recent high-profile campaigns against female genital mutilation are one example.

Such is the challenge to a modern feminist- there is no clearly-defined goal, no obvious laws that need striking down (at least, not in the western world), no single bad guy to defeat. Instead, feminists find themselves attempting to navigate & restructure a minefield of tangled social constructs and attitudes. Not only have most of these attitudes been ingrained in society for decades or even centuries, no-one seems able to agree if they are wrong- the black and white certainties of early feminism have been replaced with shades of grey.

Sexualisation provides a good example- the idea that women are, from a young age, formed into and treated like sex objects by men a lot of the time. On paper, this seems like a quite clear cut Bad Thing- a girl walking down the street minding her own business is unlikely to appreciate a ‘get your tits out for the lads’ comment from a passing car, and it’s straight up insulting that that a woman is thought of as nothing but a set of T&A in that situation. However, consider a counter-example; that same girl on a night out being hit on by a guy, dancing close & giving his best pickup lines a go. The guy in that scenario is quite clearly viewing the girl as someone to have sex with, but this wouldn’t be considered dodgy- both are out attempting to have a good time, and if both end up enjoying in bed afterwards then well played to them both. So this we consider OK. Now consider what happens if our girl decides she isn’t particularly interested; she moves on, perhaps heads to get a drink, but our man is still interested and follows her. She starts to find this creepy, and attempts to ignore him, but he is insatiable, continually flirting with her and making her uncomfortable. OK, we might say, so now the guy is in the wrong; she’d not been interested, he should have left her alone. But think of it another way- in the sweaty confines of a dancefloor, he was just another guy and she just another girl, but by following her he had shown genuine interest. Is it wrong for a girl to not settle for the first guy to start hitting on her on a night out, but instead see who has the dedication to follow up his initial advances and try and hold his own in conversation? What if, rather than his continued presence making our girl feel uncomfortable, the conversation continues, and it ends up that both get lucky- in that case, by making continued advances beyond the initial rejection, our guy has been pro-feminist, attempting to go for women other than those so drunk or dismissive of sex that they’ll fall into the arms of the first guy to show any interest. Thus, the shades of grey begin to emerge; at what point do flirtatious advances stop being compliments and start being creepy?

That isn’t even the only confusing feminist topic to be had in the ‘nightclub pull’ situation; some feminists would accuse me of taking a patriarchal point of view by having the guy take the dominant role in the above described situation, arguing (quite correctly) that the idea of a girl being the one from whom sex is sought, of ‘giving out’ sex to those who sufficiently impress her, is a demeaning and objectifying social construct. Others might say that by rejecting the idea (in my penultimate sentence) of girls who are ‘dismissive of sex’, I am guilty of ‘slut-shaming’; the word ‘slut’ is currently the subject of a titanic battle in the feminist community, as it is seen to imply that women should be virginal and pure according to old-fashioned doctrine, and that women are forbidden from simply enjoying sex in the same way men do. In my defence, I turn to a bit of advice I was given once and have held onto ever since; “never have sex with someone who is less interested in it than you”; my issue with the word ‘slut’ is that it is always applied relative to one person’s code of prudishness and implies that someone else’s attitudes towards sex are ‘wrong’. Having said that, it’s true that that penultimate sentence of the last paragraph comes across as judgemental- and I’m writing this specifically to try and be sex-positive and pro-feminist in my attitudes. You see how difficult all this gets; and this isn’t even the most hotly-fought battleground.

In short, modern feminism finds itself attempting to collectively rewrite the world’s psyche with regards to how we all think about women, and attempts to do so without a cohesive idea in mind of what exactly it is after. Scarcely a more ambitious task has been attempted in human history, and most likely it won’t be ‘solved’ for decades to come- indeed, if it ever is. But, then again, there has never been a world as fast-changing and open-minded as our current one. One day, we might be able to use the phrase ‘post-feminism’ a little more honestly.

Rock Royalty

Queen are frequently (and quite rightly) regarded as being among the greatest bands in musical history, responsible for what are frequently considered the best single and live performance (Bohemian Rhapsody and their Live Aid set respectively) of all time and the biggest-selling album (Greatest Hits) in history. In my household growing up, they were required listening, to the extent that a family holiday to Zanzibar (Freddie Mercury’s birthplace) was half-jokingly dubbed a ‘pilgrimage’. Not only are they popular, but they are highly respected musically; having overseen every musical revolution from punk to grunge, they were able to draw inspiration from music of all genres and adapt it to their own particular, bombastic style, and you’d be hard pressed to find even the most embittered of metal fans who didn’t rate their music.

Some weeks ago, I started to consider this fact, marvelling at the way they had managed to achieve both respect and popularity within the music world. That combination is a very rare one; many bands are respected musically and many others have enjoyed major mainstream success, but few are loved by both the ‘lay’ public and the ‘serious’ music world to such a massive extent. Hell, even The Beatles, the most successful band of all time, have more detractors (me included). So, I began to deconstruct the music of Queen, identifying common threads, themes and suchlike that might explain their appeal.

Certainly large swathes of Queen’s mass-market appeal come from their heavy pop influence, or at least the numerous pop music features that find their way into Queen music. Unlike the guitar-heavy sounds of Jimi Hendrix (so beloved by music nerds everywhere and yet never the recipient of mainstream success) and other ‘hard sounds, Queen always based their songs around vocals, with instruments frequently taking a back seat. For example, whilst Brian May guitar solos are many and varied, they are never a focal point of the song or particularly long. This vocal focus, allowing people to sing along to the melody, is a common feature of pop, made Queen’s music distinctly radio-friendly (helping from a publicity end of things) and has surely contributed to the enduring popularity of so many Queen songs- I mean, who doesn’t know the words to ‘Don’t Stop Me Now’? On the subject of vocals, Queen take another leaf out of pop’s book with regards to themes. Freddie Mercury reportedly took quite a bit of persuading to perform at Live Aid due to his reluctance to mix music and politics, and it shows in his choice of lyrics; Queen wrote possibly the least controversial music in the rock world (‘I Want To Break Free’ excepted, and that was only controversial in America by accident), despite having a gay, wildly flamboyant partygoer as a frontman. This helped them to avoid courting controversy and giving them a clean, suburbia-friendly image that kept them very much in the mainstream. The pop influences don’t stop there; whilst the hated autotune wasn’t invented in their day, they heavily experimented with the rough 70s/80s equivalents, messing around with their vocal tracks to create echo effects and endless voice looping and adding in more than a few sounds with an electronic origin. Since these couldn’t be performed live on stage, the band were not averse to using them as pre-recorded backing music in places (another hated feature of modern pop), although they did perform all the stuff that they could live.

However, Queen are quite clearly not just a pop group; indeed, much of their success could probably be put down to the way they have straddled the pop/rock boundary. They fit right into the classic rock group formula of singer/guitarist/bassist/drummer, and also adopt the tried and tested verse/chorus/solo formula that has been a rock mainstay pretty much since its inceptions. Despite a musical style that is frequently softer in nature than much of the rock world, they have their share of heavier songs with a stronger guitar lead that allow fans a chance to rock out properly; for every ‘You And I’ there’s a ‘I Want It All’, a second half of ‘Save Me’ for every opening to ‘We Are The Champions’ (and vice-versa). Crucially, it is this harder sound that tended to prevail at live shows, not only making the experience for fans more fast-paced and exciting but also increasing their reputation in ‘serious’ circles. This mixture of hard and soft sounds is really just another part of a musical style that constantly evolved and sampled from pretty much every genre imaginable, and a comparison of any two Queen songs selected at random will frequently yield wonder that they were even composed by the same band. This varied selection means Queen have something for everyone, increasing their popularity from all sides, and means their sound never grew stale throughout their long history.

Not only are their songs varied, they are also supremely well-written. All members of the band were intelligent, aware musicians and highly gifted songwriters- Queen wrote all their music themselves, a feature that endears them to all parties, and all members individually contributed significant numbers of pieces to the band’s repertoire. But merely being good musicians or songwriters is not enough for a lot of bands to achieve success (The Velvet Underground spring to mind by reputation alone, even if I’ve never listened to their music), even though it does contribute significantly to the longevity of their music, and it isn’t really at the core of what makes Queen such a special band. To me, their own ‘X Factor’ is simply the sheer force of personality exuded by the band- and by band, I mostly mean Freddie Mercury.

John Deacon, Roger Taylor and Brian May are all extremely good musicians, as well as very skilful songwriters- but with all due respect to them, Freddie Mercury managed to overshadow the lot of them by being possibly the most charismatic, energetic and show-stealing frontman of all time. Blessed with a unique voice in its range, style and sheer power, he had an amazing ability to carry a song and hold an audience transfixed just by the energy and charisma he was able to imbue onto any show or live record. Lead by Mercury, Queen were able to put on a show, full of drama and fun and excitement, like no other band before or since, playing loud, proud and bombastic with such confidence in themselves and their music that one cannot fail to be carried along for the ride. There’s a reason why they are usually considered the highlight of Live Aid- if ever there was a band and a person destined to play for the entire world, it was Queen and Freddie Mercury. In ‘We Will Rock You’ and, to a lesser extent, ‘We Are The Champions’, Queen created music with the specific intention of being sung along to by a crowd; crowds had of course sung along before, but this was the first time they had been specifically invited to do so, to make themselves part of the experience, and that speaks volumes about the band. For Queen were never really a band- they and their music were and are an experience, and one that few will ever be able to replicate.

Alternative Marketing

Extra Credits is one of my favourite online productions: what started out as a couple of animated lectures on videogames as art written by then student Daniel Floyd and posted on YouTube has now attracted attracted a huge fan base of gamers wishing to greater understand videogames as a form of artistic media.  Nowadays the show is hosted by Floyd, utilises the art services of LeeLee Scaldaferri and Scott deWitt and its content comes straight from the mind of James Portnow, one of the videogame industry’s leading lights when it comes to advancing them as a respected form of media and art. It provides intelligent yet easy-to-understand discussion on a topic too frequently ignored and trivialised by gamers and the general public alike, and its existence is a boon to the gaming world.

However, a while back they produced an episode that I found particularly interesting. Creative Assembly, the developers behind the hugely successful Total War franchise, apparently had some money left over in the marketing budget for their latest game, Total War: Rome II, and offered to subcontract the Extra Credits team (with their old art maestro Allison Theus) to make a few episodes about the Punic Wars, possibly the single most crucial event in the Roman Empire’s rise to power. They weren’t asked to mention the Total War franchise or Rome II at all, or even so much as mention videogames, just to make some short historical lectures in the engaging style that has made them so successful. The only reason I know of this origin story is because they deliberately chose to mention it in their intro.

As a marketing tactic, hiring somebody to not talk about the content of your game is a somewhat strange one, at least on the surface of it, but when one works backwards from the end-goal of marketing Creative Assembly’s tactic starts to seem more and more clever. The final aim of games marketing is, of course, to make more people buy your game, which generally takes one of two forms; the creation, expansion and maintenance of a core fanbase who will always buy your game and will do their own viral marketing for you, and the attraction of buyers (both new and returning) outside this core bracket. The former area is generally catered for by means of convention panels, forums, Facebook groups and such, whilst the latter is what we are interested in right now.

Generally, attempting to attract ‘non-core’ buyers in the gaming world takes the form of showing off big, flashy adverts and gameplay demonstrations, effectively saying ‘look at all the stuff our game can do!’ amidst various bits of marketing jargon. However, gameplay features alone aren’t everything, and there is a growing body of evidence to suggest that, for many gamers (compulsive Call of Duty players perhaps being an exception) story is just as important a consideration in their games as gameplay features. For a game such as the Total War series, where there is no predefined story and a distinct lack of character interaction*, one might think that this consideration becomes irrelevant, but it nonetheless demonstrates a key point; the core motivation behind videogame players is frequently not concerned with the gameplay features that form the bulk of most marketing material.

For a Total War game, the key motivating factor is based around a power fantasy; the dream of the player controlling the entire world at the head of one of the greatest Empires in history and of winning epic battles against great odds. From here we can dissect the motivation further- the thrill of victory in some great, decisive battle against your nemesis comes not just from the victory itself, but also from the idea of the players’ skill allowing them to outsmart the enemy and overcome the no doubt overwhelming odds. The dream of dominion over all Europe and beyond comes is partly satisfying for the sense of power it alone generates, but this sense of achievement is enhanced when one knows it is being played out against some great historical background, full of its own great stories, giving it some context and allowing it to carry even more weight. In Rome II for example, you have the options to emulate or even surpass the achievements of the mightiest Roman generals and Emperors, placing yourself on a par with Scipio and the various Caesars, or alternatively you can play as another faction and overcome what history tells us is one of the greatest empires and most unstoppable military forces ever to walk the earth. You can literally change the course of history.

One might ask, therefore, why marketeers don’t focus more on these aspects of the games, and to an extent they do; adverts for games such as the Total War franchise are frequently filled with inspiring messages along the lines of ‘Lead your nation to victory!’ or ‘Crush all who dare oppose you!’. But the very format of an advert makes really delivering on this historical power fantasy difficult; with screen time expensive and thus at a premium, there is little room to wax lyrical about any great history or to debate military tactics. A convention panel or gameplay demo can go a little further, but the usefulness of these is limited since most of the people who are going to be there will be fans of the series anyway; their main focus is community-building. And that’s where Extra Credits come in.

What Creative Assembly have realised is that Extra Credits have a large audience of gamers who are already well-indoctrinated with the concept of buying games (as some advert-viewers may not be) and think deeply enough about their games that flashy adverts are unlikely to impress them as much as they might some audience. Thus, to recruit members of the EC audience to buy the game, they need to sell them on the core appeal of the campaign, that of the epic history surrounding the game and your chance to manipulate it; and thus, they came up with the idea to simply educate the gaming world about this amazing piece of history, get them interested in it and make them want to explore it through games, their favourite sort of media. The Punic wars too are a masterful choice of subject matter; once commonly taught in schools (meaning there’s a pretty decent body of work analysing them to draw upon), they fell out of favour as Latin and other features of classical education began to drop out of the school system, meaning the majority of the population are unfamiliar with this epic tale of warfare on the grandest of scales. Given how relatively cheap and simple a technique it is, since it lets others do most of the legwork for you, it’s a truly masterful piece of marketing. And I’m not just saying that because it’s resulted in a video I like.

*I didn’t mention it in the main post because it disrupts the flow, but even without a preset story grand strategy games most certainly have a narrative. Indeed, the self-made stories of beating down a simultaneous rebellion and foreign invasion, and in the process gaining the moniker of ‘the Great’, are one of the main things that makes me enjoy playing Crusader Kings II. There’s an entire post’s-worth of discussion on the subject of videogames’ potential for fluid, non-linear storytelling, but that’s for another time

The World’s End

Yeah, I know I’m out of date on this- but this review was written a year ago, and The World’s End was thought-provoking film I saw last summer. So there.

Quite what the ‘Blood and Ice Cream trilogy’ (or ‘Cornetto trilogy’ if you prefer) is fundamentally about is a matter of some debate, ranging from it simply being an excuse for Simon Pegg, Nick Frost and Edgar Wright to make films together with an in-joke of relating each film to a Cornetto flavour to there being some subtle, in-depth backstory connecting all three that may or may not ever be explicitly discussed. Thematically, what ‘Shaun of the Dead’, ‘Hot Fuzz’ and ‘The World’s End’ all share is a sense of parody of both a particular genre and some aspect of British life, but one of the things that makes The World’s End unique among the three is its focus on the latter rather than the former aspect. Whilst Shaun of the Dead was essentially a zombie parody with a joking relationship subplot and Hot Fuzz an equal parts buddy cop parody and gentle mockery of the English country town, The World’s End is primarily a comedic attack on the normalisation and loss of identity experienced in British suburbia that happens to find itself turned into an ‘Invasion of the Bodysnatchers’ parody halfway through.

What hasn’t changed is the film’s focus on its characters, particularly those of Pegg and Frost, and the interaction between them, but what has changed is the role each is playing. This time out, we find Frost taking up the more serious character as former best mate turned serious businessman Andy, a role also adopted in some shape or form by the rest of the film’s male supporting cast of Martin Freeman, Eddie Marsan and Paddy Considine. Pegg, meanwhile, fulfils the more inherently comedic role as the wild, impulsive Gary King, former leader of their group as teenagers but now an ostensibly grown man incapable of moving on from their teenage antics and lifestyle. In keeping with this, he manages to cajole his four old schoolfriends back to their old home town of Newton Haven in an attempt to complete a pub crawl known as ‘The Golden Mile’ that they failed to complete as teenagers, but find the town (and its pubs) have lost most of their original individuality and personality. As this trend becomes both more obvious and more disturbing (whilst the four of them get progressively drunker), things start getting increasingly more bizarre. And then the robots materialise.

But anyway, back to the characters- and specifically that of Gary King. A manchild character in the mould of Pegg’s is hardly an underplayed comedic trope, but here things are given a twist by keeping Pegg as the focal character (as he has been in previous films) rather than using Gary as mere comedy relief or to fulfil a supporting role. Whilst this allows the more typical, experienced leading man Pegg to carry the film, this move is a very bold one thanks to the way it fundamentally changes the dynamic between Pegg & Frost. In the trilogy’s two previous instalments, Pegg has been the driving force moving the plot onwards whilst Frost has fulfilled a comedic role, oscillating plot-wise between helpful and dead weight, that is frequently the catalyst for the hilarity of the various situations they find themselves in. Here Pegg is playing plot-driver, dead weight and source of most comedic situations on top of a character whose story plays out more like that of a bastardised Arthur Miller-style tragedy than anything else; a man who not only has not grown up but physically cannot and is left clutching at the fading straws of his youth with all the bitter futility of Willy Loman’s belief in the American Dream. That Pegg manages to successfully deliver on all counts is merely the proof of his stellar acting performance.

The other headline actors are meanwhile left to work with parts that, although written with individual plot elements and multiple aspects to their personality in the style of a more leading role, are necessarily relegated to supporting roles by virtue of their having to act as a contrast to Pegg. All do so with all the ability one would expect from the cream of British acting, and it is a nice surprise to see Frost fulfilling a grown-up role with such aplomb, but two principle highlights come from Paddy Considine and Rosamund Pike as the film’s token romantic interests- if only because they manage to elevate their characters beyond being just that. So, to summarise: an interesting plot, a bold and successful choice to move beyond the old formula and all executed brilliantly by actors and action choreographers alike. Thus, it’s a good film; but something about the way it all fits it together meant I actually enjoy myself as much as I feel I should, and leads me to dub it the weakest of the trilogy.

Other than the structure of the Pegg/Frost combo, the main thematic difference between ‘The World’s End’ and previous instalments is the nature of its comedy. Shaun of the Dead and Hot Fuzz both seemed to be having fun both with the genre and the side-angle they were poking fun at; it was gentle mockery, it was light-hearted, it was entertaining. The World’s End, however, is grown up thematically as well as in its characters (cue wild speculation as to whether this was an intentional metaphor), and rather than simply having fun with the concept the first half of the film is little more than a straight-up attack on and a condemnation of the loss of identity in towns like Newton Haven. And, frankly, that isn’t that funny. Similarly is the early part of the Gary King story; his wild antics in the face of his compatriots’ quiet, adult behaviour is apparently intended to be a source of humour and hilarity, but since he only partially succeeds in dragging them along for the ride this only highlights his disconnection from the group (a crucial factor in demonstrating the hopelessness of his character, to be fair) and creates moments that are more awkward than they are funny.

Thankfully, this all starts to fade away as our heroes get drunker and fantastically choreographed robot fights become the film’s principle focus, and this second half of the film does bring some of the fun back in. It’s just a shame that, to me, what could have been a shining way to finish off the trilogy had to spoil itself just a little by not being that consistently funny.

And we don’t even get to see a Cornetto until the end.

Why Do People Hate One Direction

Whilst reality TV gives a lot of ordinary people their 15 minutes of fame, in a few rare cases it manages to create lasting success for the individuals concerned. One such rare case concerns UK boy band One Direction, who after finishing a creditable third in the 2010 series of The X Factor have gone on to become one of the biggest pop groups in the world; by 2012 they were worth around $50 million to their record label, and said label’s CEO expects that figure to double over the course of this year. On top of their two albums to date, they are due to release a film in the immediate future (it might already be out- I don’t keep track), and there can be doubt that their veritable army of scarily impassioned, dedicated ‘directioners’ have propelled the five young men who make up the band to unfathomable fame and prosperity.

However, it hardly needs to be said that this wave of ultra-enthusiastic support for the band has not been universal by any stretch of the imagination. Outside of their primary market of pre-teenage girls, and particularly amongst young men*, the prevailing attitude towards One Direction swings between apathy at best to vitriolic hatred at worst. In some circles, they rank second only to Justin Beiber as objects of hatred that represent, in the eyes of these people, everything that is wrong about modern music.

Why should this be? After all, whilst people all have certain types of music they like, even a hardcore heavy metal fan would not begrudge the world the existence of, say, The Pogues, and there would, from a completely neutral perspective, seem to be little reason for the open hostility that gets directed towards One Direction’s brand of pop. It certainly doesn’t get directed towards all pop acts; just for a couple of examples, Queen were a pop group a lot of the time and have been accepted into the pantheon of musical greats, and Lady Gaga, despite (and in some ways thanks to, since they give her individuality) her various theatrics and non-universal appreciation of her music, is at least afforded some respect by the majority of the musical world.

One potential theory that at least serves as a jump-off point in investigating the general ill-feeling towards one direction might be the image and behaviour of the band themselves. Much of their success, it should be noted, comes from the image the band members present; they are all well-behaved, apparently friendly, straight-laced middle class white boys, possibly the single least offensive description imaginable and one that renders them endearing to both fans and their fans’ parents. Not only that, they are all (and I mean this in the most platonic sense possible) at least reasonably good-looking young men, adding an amorous aspect to their fans’ appeal. This is not in the mould of what one would consider your typical rock band to be (images of sweaty, skinny, partially naked men with long hair bouncing around a giant heap of amps and yelling obscenities spring to mind), and an element of some people’s dislike of the band is probably rooted in their being a bit too straight-laced. Some would argue, and I kinda agree with them, that their being relatively normal teenagers (by music industry standards at least)is probably good for them as people, but their presentation of themselves fits so into the safe normality of suburban, inoffensive living that it puts them straight in the firing line of rock music’s traditional ‘escape the system’ mentality. But that’s not enough on its own; as the antics of Justin Beiber and Miley Cyrus have proved recently, pop singers often attract far more abuse when they try to play the rock ‘n’ roll bad boy(/girl) than when they stay with a ‘safer’ image.

OK, let’s tick off a few other factors. One Direction pull off that oft-hated habit in musical circles of not writing (most of) their own music, and it’s fair to say that most of the songs they do sing are pretty banal, formulaic and aimed solely at repeat-delivering the same pseudo-romantic pop ideas to their aforementioned audience of teenage girls (although a) one could think that either one of those two points partially negates the other and b) anyone who’s heard REM’s Star Me Kitten knows that writing dumb lyrics is not just the preserve of pop groups). Their habit of performing covers of more famous songs has drawn them ire from overly protective music fans who have some idea that they are ruining ‘their music’ by ‘stealing them’, but this is exactly the same logic used by opponents of gay marriage and is frankly not valid. Some dislike their manufactured, reality TV origins (all originally editioned for The X Factor as soloists, before being encouraged to re-audition as a group by a judge), which is perhaps a slightly  fairer niggle if you don’t like that sort of show than the some people’s annoyance the fact that none of them play an instrument (whilst performing that is; they include in their number a guitarist and pianist, I have discovered), but claiming that this means they have no talent is a little invalid because they are not trying to be musicians. Other people claim they have no talent because they can’t sing, but reviews of their live shows reveal that they do comprise five genuinely capable singers. The issue here is that their recorded music, the stuff that finds its way onto iPods and radios, comes sadly complete with autotune and other bits of digital trickery, making their sound unnaturally smooth and free of the blemishes that, to me at least, give music character. I profoundly dislike autotune and its ilk, if only because it shows a profound lack of respect for the performers’ skill, but even this is not, I believe, people’s biggest cause of hatred. That, I think my investigations have found, lies in the Directioners.

I am sure that, as with most large and easily generalised groups of people, the vast majority of One Direction fans are basically OK people who happen to enjoy the music produced by the band, which is hardly a war crime. They are, it is true, predominantly squealing teenage girls which can be a touch annoying to overhear, but again this is hardly their fault. However, even a little One Direction-related digging will quickly reveal the existence of hardcore ‘Directioners’, whose almost terrifying level of deification of the band is combined with an air of self-superiority to match the worst of indie-rock hipsters and an unfortunate familiarity with the internet and its ability to help deliver anonymous and astonishingly aggressive abuse. Those fans who are not privy to every minute detail of the band members’ existences, so I gather, are readily derided and put down by this hardcore group, and anyone found publically admitting they don’t particularly like their music can expect an array of abuse ranging from mere insults of their intelligence and sexual orientation to desires for the death of them and their loved ones. The irony is of course that it is this behaviour that encourages much of the abuse received by the band and their fans, and provides one of the most significant reasons for people’s dislike of One Direction.

That and the fact that the band members care for their appearance, which apparently gives material to the homophobes.

*Actually, in researching this topic I discovered that probably the biggest source of hatred for One Direction comes from fans of The Wanted. I was going to comment on this, but then realised I have better things to do with my time than read up on another band I don’t much like.

Why Stealth Features Make Not A Stealth Game

After a lukewarm reception to Assassin’s Creed III following its release that some fear may have disillusioned some fans, Ubisoft went all-out in their marketing campaign for Assassin’s Creed IV: Black Flag, the latest in the series. As a fan of the series (and, incidentally, one who didn’t buy AC3 following the less than perfect feedback it got), I have no problem with this, and was intrigued and excited to see some of the features being implemented get put to use. However, one particular bit of promo material that caught my eye was the stealth gameplay walkthrough, which talks up the various stealth features employed in the game.

[Yes I am perfectly aware that this post is hideously out of date- I’m working through a backlog here]

Y’see, watching that video got me thinking about the role of stealth in the Assassin’s Creed games, and eventually led me to the conclusion that, at its heart, the Assassin’s Creed series is not a stealth franchise. I could justify that statement by pointing out the huge variety of stuff the game offers beyond stealth (free-running, the admittedly awkward ‘wait around for counter chances’ combat, and traversing the high seas spring instantly to mind), or by pointing out the extent Ubisoft is prepared to go to to ensure you don’t ever actually have to use stealth if you don’t want to- I mean for heaven’s sake, they’ve just announced a new mobile game based on Black Flag called Assassin’s Creed Pirates, which allows you to do all the sailing around and piratey things without any of the exciting running around on rooftops that made the game so popular in the first place. But this wouldn’t actually address the core reason behind the AC franchise’s non-stealthness- for that we must consider exactly where the stealth genre comes from.

To explain: every game genre is basically defined by a single, core game concept, a sort of combination of mechanics and the emotional hooks that get us to enjoy (or not, as the case may be) games of that genre. In an RPG it’s about the characters and your advancing skills, in a strategy game it’s about the concept of ‘playing god’ and dictating how a whole system works rather than an individual, and in a stealth game the core concept involves hiding. This central concept naturally extrapolates itself into a series of other features after a while. In many (but not necessarily all) cases, waiting becomes a core mechanic too, as once our protagonist has hidden from whichever bad guy is appropriate it would be strange for him to be able to move out of cover immediately- as Extra Credits said during their episode on the subject of stealth, the trick to making a good stealth game is to make waiting fun. Not only that, but a key part of making the experience of hiding compelling and fun is for the player to be able to use it aggressively to their advantage. Thus, protagonists in stealth games are also generally able to make highly effective sneak attacks on an unaware enemy, frequently one hit kills such as slitting the throat or the Dishonored choke hold.

Thus far, Assassin’s Creed is sounding very like a stealth game, and it’s true the games have always featured stealth gameplay heavily. The game’s most characteristic feature is, of course, the hidden blade, intended specifically for insta-killing an unaware enemy (with the option for a suitably dramatic dive throwing them to the ground for good measure), and in later games this can be adapted to allow an enemy to be poisoned, meaning he won’t die until you’re well out of reach of any blame. AC2’s introduction of attacks from ledges, hide spots and rooftops also expanded on this, introducing a new range of ways for a player to get into a killing position whilst remaining undetected. Not only does the series’ ever expanding array of hide spots help this, but they also give the option of helping a player to run away from a fight if they so choose, meaning fighting need not be the only option. But then again these features alone aren’t enough to make a stealth game: by way of example, Skyrim had a sneaking system that allowed for high-powered sneak attacks on unaware enemies, but is quite clearly an RPG with a few stealth elements rather than a true stealth game.

Thus, mere adoption of stealth gameplay features does not make Assassin’s Creed a stealth game, and it fundamentally is not one for the following reason: for hiding and waiting to become a game’s central features the player must have a reason for doing so; hiding must benefit the player in some way. Not only that, but the usually slower-paced stealth approach must some how become the more attractive option compared to a full-frontal assault, which from the start has the advantage of being faster, more direct and more exciting. One can attempt to railroad the player down this route by making the player instantly fail if they are detected (as the AC series has done on multiple occasions), but this is a clumsy way of doing things that fails to make the stealth experience more fun and only serves to frustrate the player as to why they can’t just rush in all guns blazing. In most true stealth games, the player is forced into hiding by making it the most favourable defensive tactic (ie the best way to stay alive), which is achieved by making sure they have relatively little health/armour/defensive ability so can’t really stand up in proper combat.

And this, really, is what distinguishes Assassin’s Creed as not fundamentally being a stealth game. The combat in AC games is frequently (and rightly) criticised for being formulaic and repetitive, and part of the reason behind this is that all AC characters are really good at defending. To block just about all incoming attacks merely requires the ‘high profile’ button to be held down, and if the counter button is pressed at the appropriate moment then almost every incoming enemy can be killed the moment they attack. If countering isn’t your style, then many a foe can be taken down by simply bashing the attack button, and as later games allow you to upgrade your weapons by the end this can result in a very quick death for any NPC foolish enough to get in your way. And all that’s presuming the player wants to stand and fight; even in AC1 enemies could be taken out from afar with throwing knives (which I suppose could be tenuously considered stealth weapons), and by later games our protagonist has grenades and a ****ing gun* at his disposal, which aren’t stealthy by any stretch of the imagination.

By making it so easy to fight, to cut through swathes of enemies with hardly a thought, the developers of Assassin’s Creed have ensured the focus of their game is not about stealth, and although this is by no means a bad thing (not every game need be stealthy) this fact does, I feel, somewhat undermine many of the stealth features they have chosen to include in their various games. Just so I can consider my point proven, some months ago the Assassin’s Creed Facebook page asked its readers which series was their favourite: Assassin’s Creed or Thief, the series that almost single-handedly invented the stealth genre and had recently announced a new game (the fact that this game has subsequently turned out to be terrible is, of course, an entire other point). How did these people, who I shall remind you were writing on the official Assassin’s Creed Facebook page, respond? Why, overwhelmingly in favour of Thief, of course.

This was, however, before AC4 was released.

*That list doesn’t even mention stuff like the hookblade and parachutes which, cool though they are, do nothing for the games’ stealth elements other than distract from them.

Twitch Plays Pokemon: Humanity in a Nutshell

In the three weeks or so since its inception, Twitch Plays Pokemon has come very close to taking over the internet. It has spawned its own memes and in-jokes, its own subculture, has been reported on by major news networks around the world and has somehow persuaded hundreds of thousands of people at the time to repeatedly type ‘up’ into a chat menu in the vain hope their input will make a difference. And somehow, this all makes for surprisingly compelling viewing.

The idea is brilliant in its simplicity: a stream of a Pokemon videogame broadcast live over Twitch TV, with a mod for the chat that allows viewers to enter onscreen commands that will effect gameplay- so somebody typing ‘down’ into the chat will cause the player character to move down (assuming, of course the command is not received whilst the character is in the midst of stepping from one tile to the other. Thus, people from all over the world are forced to work together, or at least in something vaguely approaching sychronicity, to progress through the game, and the more people they are the more chaotic and hard to control the whole business becomes. Naming Pokemon is a quite hilarious farce. With no central control of the game, viewers are forced to try and negotiate immediate aims and decisions through the ever-scrolling chat before even attempting to implement them, and if no clear consensus is reached then the character is essentially condemned to walking back and forth around a city or other immediate area whilst everyone attempts to move in different directions. And, this being the internet, there are more than a few trolls- those who delight in the inherent chaos of the game and make it their job to hamper progress wherever they can.

Somehow, the image of a pixelated figure walking randomly about the screen has proved wildly popular, with hundreds of thousands of people watching and contributing to the adventures, functioning as a group brain that has become known as the Hivemind. The nature of the stream has led to a large number of somewhat bizarre oddities compared to a regular Pokemon playthrough- with the game playing day and night with a rotating cast of controllers, grinding for hours on end to level up Pokemon is less soul-destroying on the player and will quite often continue for hours on end as the Hivemind endeavours to decide what to do next. As such, Pokemon tend to level up fairly quickly and battles, even against Gym Leaders, are relatively speaking straightforward to win. However, successfully walking to where the Hivemind ‘wants’ to go, unlikely to have been considered a challenge by the original developers, is a far more taxing business. A series of one-way ledges in the early days of the stream took over a day to navigate, and a subsequent mountain pass had to be attempted on multiple occasions after several ‘accidental’ uses of Dig took them back to the start- the 30 second delay between the chat and the screen doesn’t exactly help. An attempt to deposit the offending creature in the PC, another unintended yet extreme challenge involving multiple successive ‘correct’ button presses, ended with the party’s two best Pokemon being released and lost for all eternity, and attempting to buy a water stone (after many hours of heated debate) ended in similar failure. One maze required the entire nature of the stream to be restructured as ‘Democracy mode’ was initiated- hell, even getting through the door to the Pokemon Centre has baffled users for more time than it has any right to.

But perhaps the main motivator behind TPP has been the lore and humour developed within. A veritable religion has sprung up surrounding the Helix Fossil, an early game item that, being early up in the items list and unusable in general play, was consulted on many occasions- the player character was said to be ‘looking to the Helix for guidance’. Its counterpart, the Dome fossil, has become a Satanic figure, with several particularly annoying game features (such as the aforementioned user of Dig) becoming ‘servants of the Dome’. The chat has also come up with its own nicknames for the selection of Pokemon with strings of random letters for names and has more recently (at time of writing) become fixated with the captured ‘Doges’ (this is the internet after all), aka the Pokemon Poochyena.

So… why am I talking about this? Well, other than because I find the thing faintly amusing, I find what TPP represents truly fascinating, and I think it exists as the perfect microcosm of, and metaphor for, human existence and society. Think about it- we have thousands of people united only by a common goal (completing the game), yet each with very little power to achieve said goal. They do what they can, hampered by the limitations of the world they find themselves in, and a chosen few rise above the rest and at least attempt to give the masses direction toward they go. But all do not function in harmony- different voices all compete for attention, with every participant sure they have a way to make things so much simpler if only everyone would agree. Others act as saboteurs and dissenters, criminals if you will, their efforts in a stroke undoing the hard work of others as they contentedly giggle to themselves from the sidelines, whilst still others just go about their duties almost randomly in the hope their efforts will count for something. In doing so, the Hivemind has developed its own gods, religions, folklore and history, providing the entertainment and distraction needed for the stream to keep going. Sometimes, these distractions and other differences of opinion have held the stream up for hours, halting forward progress. And yet, despite all obstacles, despite what should surely be unmitigated chaos, this stream has achieved things many would have thought impossible. They have overcome their obstacles, put aside their differences and (after a fashion) made decisions, have captured some of the rarest and trickiest to obtain of all Pokemon (most notably the singly-occurring Zapdos hidden in an obscure corner of Pokemon Red) and ultimately completed two games (Pokemon Red & Crystal). They are even making good progress on a third (Emerald) at time of writing.

Society at large is, to me at least, not too dissimilar. Each and every one of us goes about our daily lives, doing what little bit we can in the grand scheme of things. Some of us attempt to make the world a better place and do so, others have no such lofty goals but end up doing so anyway, whilst others, either deliberately or through well-meaning but failed attempts, end up dragging us down as a collective. Some have risen to ‘lead us’, many of whom make very little difference to the way we each individually function, whilst other things, from organised religion to what’s on TV this evening, have kept us distracted and motivated to keep on going. We have struggled, we have failed, we have bogged ourselves down for aeons as we all pull in different directions, and yet somehow we have prevailed- and not just that, we have thrived. We have built this amazing world around us, a society that puts the food in my belly, the roof over my head and the internet connection that lets me write this and watch the very stream that has inspired this post. The Hivemind of planet Earth has somehow achieved great things, and for those cynics among you who so often wonder how, I would look no further than Twitch Plays Pokemon.

Thumbs Out

Yesterday (at time of writing) I went hitchhiking for the first time, for reasons I won’t go into here. Suffice it to say that covering around 100 miles in the back seats of strangers’ cars was both a surprisingly fun and eye-opening experience, and one that has made me far more inclined to pick up a hitchhiker in future. And so, in recognition of this event and in solidarity of those with outstretched thumbs across the land, I thought I’d dedicate a post to this strangest and most inventive of transport solutions.

Hitchhiking is an American invention, and when one considers the the very nature of hitchhiking in a historical context it becomes easier to see why. For hundreds and thousands of years of human civilisation, the main method of transport (other than walking) was the horse, and since horses a) didn’t travel much faster than humans could walk most of the time and b) don’t usually have space for two, standing by the side of the road with one’s thumb out was unlikely to solicit a faster passage than using one’s own two feet. The only people capable of offering lifts would be merchants with carts, and although they doubtless would have offered lifts from time to time, it would be a rare and abnormally trusting merchant who would let an unknown stranger travel with them on what was usually a journey of several days, or at least hours at a minimum. Thus, hitchhiking in its current form could not develop until the development and widespread use of a mode of transport fast enough to allow a hitcher to travel large distances in a quite short space of time (much more than they could walk), too fast for them to approach by simply asking the driver as they trotted past, and with enough space that an empty seat was a regular occurrence. The car, in other words, and the first place where cars caught on in a big way was the USA.

America first fell in love with the car during the economic boom of the 1920s, during which cars such as the Model T Ford sold in their thousands and thousands- whilst cars were a rare luxury in Europe, in America they became a far more ubiquitous. However, this didn’t mean they were a car ‘for everyone’; ’20s America was a place of huge economic disparity*, with abject poverty being especially common amongst the black and (rapidly growing) immigrant community. This only got worse as the 1930s rolled around and America plunged into the Great Depression- huge sectors of the lower middle and upper working class collapsed into poverty and homelessness, far from any position in which they could afford a car of their own. And so, hitchhiking became increasingly common practice; America had the crucial ingredients of a society becoming increasingly built around the car yet a population not rich enough to universally own them, so the practice of essentially ‘borrowing’ transport from strangers made an awful lot of sense.

From its American origins, hitchhiking (along with widespread use of cars) spread to Europe and eventually across the whole world. However, its popularity has fluctuated heavily with both the passage of time and across continents. Hitchhiking in Britain blossomed during the post-war years among students: as the socialist reforms of the first labour government began to rejig the country’s social structure, the number of people from poorer backgrounds going to university grew. For many students, hitchhiking was the only practical mode of transport: few could afford their own car (Britain hadn’t taken social equality quite that far yet) and the train network was expensive, unreliable and impractical for many. However, from the mid-1970s onwards hitching began to slowly decline in Britain and America, although it remained common practice until the late 1980s: the introduction of the young person’s railcard made train travel a much more feasible option for many, and the increasing prosperity of the western world over these few decades made it increasingly feasible for students or their families to organise car travel on their own. Perhaps partly due to this reduction in the number of students in the hitchhiker population (and thus increasing the relative proportion of dodgy folk among their number), and definitely thanks to a couple of well-publicised murder cases around this time, public trust in hitchhikers began to steadily decline and the whole activity began to take on a decidedly shady appearance in the public eye: risky for both halves of the equation and advised against for safety reasons. As the population of students unable to afford/acquire their own transport home shrank still further, hitching almost died off completely, becoming almost solely the reserve of Eastern European migrant workers (who have a public image problem of their own that has done nothing to redress the shady public perception of hitchhiking). Elsewhere in Europe, however, the practice is more common, and it is currently beginning to enjoy a tentative renaissance (from ‘all but dead’ to merely ‘very uncommon’) in Britain as a) former hitchers have begun to bemoan the loss of such a once-beloved practice and b) students have started hitching as a charitable/competitive event.

Like so many other things, hitchhiking is by its nature along neither good nor bad- at its best it is just people helping each other out & getting some conversation in the bargain, and at its worst is plain dangerous for both parties. Whether it ends up being the former or the latter is, in the end, merely the luck of the draw regarding the practitioners on both sides of the exchange. Since so many hitchers have reported completely safe and uneventful trips, I guess, on balance, that shows we aren’t such an awful bunch after all.

*It’s worth noting that, although the poverty is infinitely less widespread, in terms of the sheer magnitude of the gap between rich and poor our society today is far more unequal than the 20s ever was.