Friday, 1 August 2014

Changing the Game: Self-Reflexivity in Spec Ops: The Line

Self-reflexivity is a known feature of many media forms, with film and literature turning their gaze inwards in numerous texts, and such self-reflexivity is frequently connected with the postmodern text, a theoretical structure with which videogames are also associated, through their ability to subvert traditional ideas about the distinction between reality and simulation or image, for example.  Some videogame releases of recent years attempt to address cultural concerns connected with gaming; Bioshock uses the game’s structure and narrative to consider notions of free will as a gamer; Deus Ex: Human Revolution offers a consideration of the uses of computer and internet technology to collect potentially sensitive, or private, information, and Heavy Rain uses the medium to offer an examination of the prevalence of violence within the medium, through reinstating violence as a destructive and shocking part of gaming, rather than a norm.  This is taken further in the 2012 game Spec Ops: The Line (Yager 2012), which explicitly explores the morality of violence in videogames using the tropes of the first person shooter genres to subvert player expectations and, furthermore, uses the visual and ludic elements of other games as pastiche to do so.

                Spec Ops is a loose adaptation of both Joseph Conrad’s Heart of Darkness and the canonical Apocalypse Now (Coppola).  The game offers a personal exploration of the decisions made by the protagonist, Captain Martin Walker (and the player), as he makes his way through a speculative version of Dubai, which has been destroyed and left communicatively in darkness by a series of sandstorms, in search of the ‘Damned’ 33rd Battalion and their commanding officer Konrad who have gone missing after being left to protect the survivors of the storms.  The game makes explicit similarities between Walker and the protagonists of Heart of Darkness and Apocalypse Now, placing his actions in dialogue with the actions of the protagonists of those earlier works.  At first, Spec Ops appears to be a clone of games like the Call of Duty franchise, achieved through using the same tropes and ludic strategies of that franchise as the basis for questioning those games portrayal of a violent occupation as a legitimate and normal part of the ludic experience of these games, but the intertextual relationship the game has with other games in the shooter genre, as well as the texts upon which the game draws from, signals more than simply a direct cloning of these other texts, but uses these texts as the basis by which it critiques itself and the medium.
                The game opens with the player controlling Walker as he enters Dubai, under orders to carry out reconnaissance to locate the 33rd Battalion and their commanding officer John Konrad.  Upon finding the bodies of American soldiers, Walker disobeys his original orders for reconnaissance and instead decides that the team will enter Dubai to search for survivors, beginning the game.  In most narratives, this disobedience is justified, with subsequent events proving that the original rubric is flawed, and so the player assumes this to be the case.  Once gameplay begins, there is a familiar: aim, fire, load, repeat.  However, where many games use this as a method of empowerment, as Michael Hartman suggests, offering repeated sequences that require the player to ‘wantonly execute people, zombies, head crabs or splicers, which satiates some limitless desire for players to empower themselves while playing’ (Hartman 2012), Spec Ops uses instead ludonarrative dissonance to subvert these usual empowerment fantasies, seen in the repetitive fight sequences, in which wave after wave of enemies have to be destroyed, their numbers swollen to absurd levels,  and are placed on the screen in a way that allows the player to destroy them without the need for much gaming skill.  Here, the ludic enjoyment and empowerment provided by the fight sequence is destabilised and questioned through the sheer volume of enemies that appear in opposition to the protagonist and his crew of two.  Ludonarrative dissonance is also used to subvert ludic progression.  Typically, videogames require the player to learn skills and offers a reward system for the successful implementation of those skills, such as better weaponry after killing an end of level boss.  As the player controls the protagonist, Captain Martin Walker deeper into the ruined city of Dubai, she begins to perceive that the reward for the successful implementation of ludic skills is, in fact, a punishment: the games tone becomes darker, and she is treated to a series of scenes of escalating brutality as the protagonist degrades both physically and mentally on the screen in front of her.  The ludonarrative dissonance and the negative reward the player is given for progression culminates in one of the most disturbing scenes in the game, which the player is presented with a scene familiar to players of Call of Duty 4.  In the Call of Duty mission, Death from Above (and it cannot pass unnoticed that the name of this mission is the same as the slogan printed on the front of the helicopter Colonel Kilgore uses in Apocalypse Now, further emphasising the intertextual relationship between the different texts), the player takes the role of a gunner in an aircraft, providing support for the main characters of the game (including the protagonist, Soap McTavish) as they make their way through hostile territory for extraction.  The mission calls for the player to target white ‘hotspots’, areas of enemy militia and armament to allow the ground crew to reach the extraction point, with an achievement for killing 5 or more enemies with one shot, thus highlighting the games objective of killing as many people as possible (after all, Call of Duty 4, as with the other games in the FPS genre are shooting games and require the player to shoot enemies).
Call of Duty 4: Death From Above mission

For the player of Spec Ops who has previously completed this or similar missions in other games, the rubric seems clear: target the white areas with weaponry and eliminate as many enemies as possible.  However, the game critiques this, using a munition—white phosphorus—that has been hotly debated after it was revealed that the US military employed this weapon in 2004 whist fighting in Falluja, Iraq (Reynolds 2005) as the primary method of attack in this scene.  This munition is used in warfare as a obscurant and will allow the protagonist and his team to pass this encampment unscathed.  Sergeant Lugo challenges Walkers use of the munition, citing its harmful effects and offering a moral counterpoint to Walkers determination, but is overruled; this section of the game is completed via an aerial view of the landscape, and closely resembles Call of Duty 4 in its design, as does the gaming strategy.  However, unlike Call of Duty, once the section has been completed, the player must guide Walker and his team through this encampment, where she witnesses the consequence of using this weapon.  White phosphorous, as well as providing cover for the movement of troops, has a number of other effects, such as severe injuries, including being able to penetrate clothing and to burn directly through skin and bone.  The smoke is toxic and can cause severe lung irritation if it is inhaled.  It is also incendiary, and fragments of the phosphorus get stuck to the skin as it explodes—and will continue to burn until fully consumed, or deprived of oxygen.   (Forensic Architecture 2009).
Spec Ops: The Line

After the smoke has cleared—literally, the players reward is revealed.  Usually for performing such feats, progressing through narrative as well as ludic elements of the game, but here again, those expectations are disrupted, leaving the player shocked as she sees that Walker has fired on civilians, and that she was controlling him at the time.  The cut-scene that follows the white phosphorus scene depicts Walkers path through burned corpses, lingering on a dead woman clutching a child to her, their mouths open in agony.  The players response to these images—and the realisation that she condoned this by carrying out the attack—mirrors that of Lugo and Lieutenant Adams who argue in the background of the scene, their confusion and self-disgust evident.  This part of the game aroused strong emotions in testing, with players having to leave the room and to compose themselves after seeing the mother and child images (Dyer 2012).  Game writer, Walt Williams considers this to be a moment in the game that aims to offer the player an insight into the psyche of the protagonist, saying ‘if you were actually a soldier in that situation, you would have to make that very conscious choice of trying to move on and accept what you had done’ (Dyer 2012) and explicitly asks the player to make a similar decision: ‘is this actually a game that I want to finish playing? And if I do, I have to accept what just happened and choose to keep playing this game’ (Dyer 2012).

White Phosphorus
This scene, in particular, seeks to highlight, and to subvert, player expectations, forcing her to reconsider her actions—and her acceptance of those actions—even in a virtual context.  Spec Ops offers the player a commentary on choice in the game, despite its strict linear structure; there are repeated pieces of dialogue that feature Walker telling other characters that there is no choice in the actions he is taking, such as when Walker is challenged by Lugo about the use of white phosphorus.  At each point in the game where there are actions that are immoral, or which the player is uncomfortable with, the player is offered a choice: to quit playing.  In continuing to play the game, much like Walker continuing into Dubai, she makes a choice, and each time does, the game rewards her with more death, more destruction, more discomfort, and complicity in Walkers actions.  Even the loading screens of the game question the role the player takes in the game.  Usually, loading screens offer the player hints and tips to aid in the successful completion of that game.  However, Spec Ops once again subverts this trope, and instead offers captions such as ‘It takes a strong man to deny what’s in front of him’, ‘Do you feel like a hero yet’, ‘You are still a good person’, ‘How many Americans have you killed today’, and ‘To kill for yourself is murder. To kill for your government is heroic. To kill for entertainment is harmless’.  Each of these screen captions serves two purposes, to remind the player of the psychological events related to the characters, and to question her role in the game.  Tellingly, each of the quotes suggest that the player is implicit in the violence Walker inflicts during the game, asking her if she feels like a hero as she controls Walkers actions.  ‘To kill for entertainment is harmless’ suggests that the player’s actions are harmless; however, these actions are not referred to as virtual: the player is not told that she is playing, she is told that she is killing, a word whose connotations are predominantly negative.  Brendan Keogh considers the loading screens to be part of Walker’s subconscious, an attempt to justify his actions (Keogh 2012, Loc 176 of 2850), reflecting the decisions Walker makes for himself and his team and how these change the way the trio interact with each other, and with subsequent events as the team penetrate deeper into Dubai; Walker becomes less professional in his tone and manner, and his behaviour becomes more erratic and brutal and the group dynamic is lost.  His physical appearance changes along with his mental deterioration; his skin is burned and eroded by the sand and the violence he encounters and initiates is reflected in this physical change.  The game does more than this, however, it challenges the player’s assumptions about her own behaviour whilst playing Spec Ops and similarly structured games.  The game, then, directly addresses the player and asks whether this hyperbolically violent game arouses feelings of enjoyments, and furthermore whether she considers the killing she engages in to be harmless.  As Mitch Dyer of IGN comments after playing Spec Ops the game tries to engage the player with a number of questions: ‘What is it you were wanting to feel when you chose to sit down and play a military shooter? What did you think you were at the beginning of this game? Why did you think it was okay to keep going and to keep doing these things?’ as Walker commits more and more atrocities, disobeying the commands of his superior officers to further his own aim of finding the missing Konrad.
Loading Screen
                Ultimately, the game asks the player whether the only way to win Spec Ops: The Line is to turn it off, to refuse to engage with Walker and his team; to actively question her role in games such as Call of Duty, Black Ops, and Spec Ops, and further asks her if playing these games make her complicit in the violence the various protagonists inflict throughout the games.  Spec Ops does not attempt to either justify or condemn the violence it presents, but through the hyperbolic gameplay asks the player to consider this for herself, and whether turning off the game constitutes a legitimate gameplay strategy.  In being able to do this, Spec Ops: The Line in turn asks questions that encompass the medium of the videogame, questioning its own actions, drawing attention to its artifice, and offering the player the ability to do the same.
Videogames, through interactivity that renders the player a quasi-author, are particularly well placed to interrogate intersections between real-world and virtual-world ethics in a variety of ways.  As I have shown, for Spec Ops: The Line, this takes the form of individual morality and decision-making.  Videogames also challenge the ethics of gaming meta-textually. Indeed, Spec Ops not only considers the fictional ethics of hyperbolical virtual situations, but also reflects on the ethics of gaming itself, whether or even if gamers are free to choose the actions they perform, or of mainstream videogames’ normalizing of risk-taking and violence.

                There has been much debate over whether videogames increase real world violence or whether they have an opposite effect, offering a virtual and safe outlet for violent propensities This paper has been less concerned about the likelihood of players of actually killing themselves or others in the real world than the ways in which videogames engage consumers ethically. Whether the haptic participation of players in ethical and unethical fictional events is more or less likely to lead them to similar actions in the real world is not within the scope of my research. My conclusion, however, is this physical participation allows for a more engaged interrogation of ethical values than traditional media do.  Bob Rehak notes that ‘the disavowal necessary to gameplay is like the ‘yes, that’s what I see’ of successful cinematic structure, but goes further: ‘yes, that’s what I do’ (Rehak 2003, 121).  The ability of the videogame to allow players to explore virtual ethical situations, carrying out physical actions in a physically safe real-world context, allowing them to do, and at the same time to consider the ethical and/or moral weight of these actions more intensively displays a maturity of the medium, as well as of videogame designers and players who interact with these games.

Monday, 21 July 2014

Still Alive: Understanding Femininity in Valve’s Portal Games

Portal and its sequel Portal 2 are not the first videogames that come to mind when considering the Gothic.  As videogame analyst Ewan Kirkland points out, the games ‘high-tech world of white, featureless test chambers, artificially intelligent super computers, laser targeting security robots and the portal gun itself, an elegant device allowing the player to pass through one flat surface to another, has none of the imagery commonly associated with Gothic culture’ (Kirkland 2014, 454).  However, beneath the sterile, technological veneer, lies a narrative of female imprisonment, trauma, and emancipation, something Gothic fiction has been concerned with almost since its inception.  The narrative of these games is achieved through an underlying—or embedded—history that exists alongside the games ludic puzzle solving structure.  Like a number of other games, the player can, if she chooses, explore the narrative through audio and visual cues, as well as through the interactions between the games characters.  It is this narrative that defines the game as Gothic, with the antagonist—GLaDOS—taking the role of the traditional Gothic female, the Gothic monster, and the postfeminist Gothic woman.
The Portal games have two female characters, Chell, and a Genetic Lifeform and Digital Operating System—GLaDOS.  The player controls Chell, a human trapped in the Apeture Science Enrichment facility.  GLaDOS, who controls the facility, wakes Chell and compels her to complete ‘tests’.  These tests make up the ludic elements of the videogame, and are a series of spatial puzzles, in which the player guides Chell from point A to point B.  To do so, the player uses a ‘portal gun’ that allows her to place pairs of portals that allow instant travel.  With this gun, the player has to assess trajectories, speed, and use lateral thinking to complete a series of progressively more difficult mathematical problems that involves placing portals, to reach the exit of each level.

Chell is a rarely seen character, which along with the games first-person perspective allows the player to identify herself as the protagonist.  This is aided by the game’s discourse, a one-sided conversation in which GLaDOS repeatedly taunts Chell, something I want to return to later.  This monologue blurs the distinction between the player and the character being controlled: after a couple of hours of hearing GLaDOS say ‘you’, it starts to appear that she is talking to you the player, not you the fictional character being controlled.  
GLaDOS is a computer/human hybrid, and as I said, is in control of the long abandoned enrichment facility, which is itself part of the larger, fictional, Half Life universe.  At first GLaDOS appears to be a guide through the game, a popular videogame trope, but the player gradually becomes aware that the disembodied voice is not simply a programmed series of commands, and appears to be a narcissistic, passive aggressive, insane female.  The embedded narrative of the game allows the player to discover the origins of GLaDOS, to understand her insanity, and ultimately (as it is a game) to bring about the postfeminist conclusion to the narrative.
Gothic fiction frequently begins with trauma, and the Portal games are no exception to this.  Piecing together the narrative through pictures, audio clips, and memories, the player learns that the human use to create GLaDOS was Caroline, the personal assistant to the CEO of Apeture science Cave Johnson.  Whilst the GLaDOS program was originally designed to house Johnsons consciousness, he left instructions that if he was to die before it was completed, Caroline was to take his place in the program, even if she refused. Like many other Gothic heroines before her, Caroline ‘an innocent and blameless heroine [is] threatened by a powerful male figure and confined by a labyrinthine interior space’ (Brabon and Genz 2007, 5)—literally disembodied, her consciousness is bound inside a computer and this incarceration drove Caroline insane.  Like many other Gothic heroines, Caroline suffers a complete mental collapse because of her treatment, and her first act as GLaDOS is to attempt to kill the Apeture Science employees in revenge with a neurotoxin.  This causes her to be, literally, turned off, until the Apeture Science team can fathom a method of controlling her –and force her to submit to their will.  Whilst this is enough to signal Caroline as a Gothic heroine, her incarceration at the hands of the employees of Apeture Science is compounded by the implantation of several ‘dampening spheres’, designed to stifle her intelligence and decision making abilities.  Tellingly, for the gendered narrative of the game, all of these spheres are male.  At the end of Portal, Chell attaches several of these to GLaDOS to make her malfunction, and then at the beginning of Portal 2, another of these spheres, Wheatley—designed to be the ‘dumbest moron who ever lived’ revives Chell from cryogenic hibernation, setting off the events of the second game.  GLaDOS then, lives in a place where ‘the damsel in distress cannot escape her painful fate.  Masculinity defines and contains her [and her containment is] a process almost invariably violent’ (Williams 2007, 88), her body is taken from her, and her mind and consciousness is undermined by the men who want to control her – even after she kills them.  Caroline is clearly the victim of patriarchal power, literally reduced to being ‘a set of mechanical functions’ (Williams 2007, 90) by being placed inside a computer system, and losing control of her own thoughts and feelings.
For me, one of the most chilling discoveries I made in the game was when I realised that GLaDOS inclusion in the digital operating system as the genetic lifeform part of the program would mean that she was included in a periodic backing up of the system, just the same as my computer does.  Just as with my computer, this would mean that if anything went wrong, GLaDOS could be reinstalled from a backup copy of the program she is encased in, her immortality ensured as long as there is sufficient power to run her hardware.  In creating a backup of the GLaDOS program, the human within the program is denied death; her personality and memories are stored to allow her to live forever.  Even if there is a malfunction (such as occurs at the end of Portal, when GLaDOS is beaten by Chell and appears to die), GLaDOS (and therefore Caroline) is still denied death, as there is the possibility of the program being restarted by a third party, which is exactly what happens in the second game: GLaDOS is reawakened by one of the dampening spheres created to supress her intelligence.  Whilst there is certainly an exploration of the use of Posthuman technology in the game—considering the ramifications of a corrupt artificial intelligence on the humans around it— I was disturbed by the realisation that there is no possibility of escape for this woman, even death is denied her.  This is heightened when GLaDOS relates her perspective of the final battle in the first game, stating that a feedback loop in the backup of the program caused her to repeatedly relive her death until she was reanimated by Wheatley.  Like her Gothic predecessors, Caroline is not only ‘physically and psychologically constrained’ an ordeal that leaves her ‘scarred by madness, and locked into monstrosity’ (Stein 1983, 123), but there is no rescue for her, no means of regaining her body and her life.
Donna Heiland notes, in Gothic and Gender that to ‘inhabit a woman’s body is to be a Gothic heroine’, before going on to say that this is the case, unless ‘we change the story’ (Heiland 2004, 158).  This change forms the basis of the second part of Caroline’s Gothic incarnation; being taken from her body and imprisoned in the computer changes her from being a Gothic heroine, a victim of patriarchal oppression, to being a Gothic monster, as Caroline becomes GLaDOS.  At this point, the modest, innocent Caroline, along with the predetermined and monolithic understanding of femininity as nurturing, maternal, and protective is exchanged for the contradictory understanding of the female as antagonist, with GLaDOS insanity and need for revenge transforming the positive feminine virtues for their transgressive opposites.  Femininity takes on a darker, distinctly monstrous aspect when GLaDOS floods the enrichment centre with deadly neurotoxin in revenge for her incarceration, refuting her status as a Gothic heroine and resulting in her deactivation. 
Once reawakened and along with being implanted with the male dampening spheres, GLaDOS memory is also inhibited; her ‘human identity [is literally] stolen, wiped out and replaced with a grim purpose that denies [her] previous identity’ (Dryden 2007, 161), she is no longer Caroline, and even her humanity is taken from her.  It is this version of the character that exists throughout the first Portal game, and during the first part of the second game.  As the antagonist and the Gothic monster, GLaDOS takes on a distinctly anti-feminist role, with Chell being taunted by GLaDOS.  Throughout Portal and Portal 2, GLaDOS makes repeated comments designed to undermine Chell’s self-worth.  These include comments such as ‘This plate must not be calibrated to someone of your…generous…ness.  I’ll add a few zeroes to the maximum weight’, and ‘Here come the test results.  You are a horrible person.  I’m serious, that’s what it says: a horrible person’ and even ‘the birth parents you are trying to reach do not love you’.  Chell’s femininity and humanity is scrutinised and belittled by GLaDOS, whose thoughts, as we know, are controlled by the implants in her operating system, which dampen her intelligence, and by extension her femininity.  This changes at the point GLaDOS becomes PotatOS – the third incarnation of the Gothic female in this game, which I will return to in a couple of minutes.

As PotatOS, the dampening spheres are removed from GLaDOS programming, and it is GLaDOS herself that articulates the futility of insulting Chell as a woman, and as a person.  Here again, we see the influence of male influence in the game universe, as well as in contemporary culture.  Rosalind Gill considers that women are as much to blame as men for ‘the monitoring and surveying’ of the female body and it is through this that we judge ‘the performance of successful femininity’ (Gill 2007, 155).  This self-surveillance is found throughout contemporary media, especially in television and magazines, in which ‘bodily shape, size, muscle tone, […] home, finances etc. are rendered into problems that necessitate ongoing and constant monitoring and labour’ (Gill 2007, 155).  ‘Women’, Gill writes, ‘simply cannot win’ (Gill 2007, 157), suggesting a gendered competition that involves the use of women to vilify the female body and to reinforce the traditional, male notion of what constitutes a successful woman.
The third incarnation of Gothic femininity occurs when GLaDOS is once again removed from her body, this time the computer system that she was originally imprisoned in, and changed into PotatOS.  Usually, release from imprisonment would signal the emancipation of the Gothic female and a return to normality; in Portal 2, this is complicated by the fact that GLaDOS is returned to the Gothic female state, through re-imprisonment—in a potato.  Whilst this appears far-fetched, the premise of the imprisonment is factually correct.  A potato can be used to create enough energy to power a clock for example, and since the game’s release, a working PotatOS model has been created, that uses an actual potato as the battery to power the model.  However, the energy produced by the potato renders GLaDOS incapable of more than thought and speech, she is no longer in control of the Enrichment facility, and is rendered completely powerless.  This incarceration as PotatOS, then, signals a loss of power for the monstrous GLaDOS; she is left completely passive and helpless in this incarnation, and it is through this helplessness, her reliance on Chell, and the loss of the dampening spheres that modify her very thoughts that GLaDOS is able to rediscover her original personality—Caroline, her femininity, and her humanity.  Here the player sees the game not only as a critique of female oppression by a patriarchal society, but offers a redemption of the female character as she refutes the masculine traits imposed on her, and ‘resignifies her feminine position [and] regains control over her life’ (Genz 2007, 75).  GLaDOS, as PotatOS, is stripped of her omniscience and power, and in rediscovering her original personality come to terms with her treatment at the hands of the long dead, oppressive males of Apeture Science, and also with her own behaviour as GLaDOS, the Gothic Monster.  This is most clearly symbolised in the epilogue of the second game, in which GLaDOS, who has been returned to her monstrous body, releases Chell instead of killing her, telling her ‘thank God you are all right’ and that ‘all along, you were my best friend’, her humanity, and her ability for empathy restored. 
During this third part of the game, GLaDOS gains what Fred Botting calls ‘a “posthumane” identification with the other’, meaning that ‘from female abjection and otherness, from corporeal destruction and rebirth, a new subject appears to be resurrected, with an ethical, compassionate spirit’ (Botting 2002, 290-291), and whilst the reinstated GLaDOS continues to refute this compassion as part of her character, her actions in rescuing Chell from death, and releasing her from the enrichment centre show her as having compassion for another human, granting her the freedom that GLaDOS still cannot have, despite her emancipation.
In the Portal games, the representation of the female figure is explored through the paradoxical role of the same character as the Gothic heroine, the Gothic monster, and the liberated woman.  Claire Knowles writes that
the potential for feminine empowerment has always existed within the heroines of Gothic fiction, […] but, whereas earlier heroines […] are constrained  in their actions by the limitations placed upon them by the patriarchal society in which they live, twenty-first-century women are constrained only by their perception of their own limitations (Knowles 2007, 149).
This is the stance the games take; GLaDOS is able, through her return to the role of Gothic heroine, the loss of patriarchal control in the form of the dampening spheres, and her collaboration with a strong female, to come to an understanding of her own feminine power and this frees her from the subjection that she has been held in thrall to, and allows her to come to terms with the loss of her body, and her immortality, noting that she ‘had a pretty good life’ as she does so. 

            The Gothic has always been a forerunner in exploring female empowerment and considering the presence of patriarchy within culture.  This game, despite its appearance, can be placed within the Gothic exploration of femininity and the understanding of being female, both within a fictional capacity, and within the wider cultural remit of feminist studies.  Using the antagonist as the principal character within the narrative, the player is forced to consider the role of the human trapped inside the computer as the Gothic heroine through the embedded narrative, as well as the Gothic monster and the empowered female who has shaken off her male oppressors and established herself as a symbolically free entity, although she will forever remain trapped by her long dead male captors as a genetic lifeform and digital operating system.

Losers Don’t Play Videogames, Heroes do!

I grew up in the 1980s, and having a ‘geek’ dad, I got to watch, read, and play all the things he was interested in, and luckily for me his hobbies are films, books, and computer and videogames.  He loved, and still does, the Blockbusters, and the heroes that come with them.  Arnold Schwarzenegger, Jean Claude Vanne-Damme and Sylvester Stallone regularly appeared on our screens, with their heroic achievements and superhuman ability to survive any peril.  I remember a lot of science fiction being released as mainstream film during this time, with The Terminator, Predator, Total Recall, and of course Blade Runner making their mark on my consciousness—indeed, it has been argued that in the 1980’s, science fiction film achieved a dominant position in terms of production, which given the amount of science fiction films I remember watching, seems reasonable.  All of these blockbusters, made for their box-office appeal were expensive to make, with a lot of special effects, and were designed to bring about maximum profit.  John Clute writes that the 1980s saw the beginning of a changing relationship between science fiction and the world, with that relationship becoming altered ‘almost out of all recognition’, through the intertextual nature of franchises such as Star Trek and as the content of science fiction films began to resemble the real world more (Clute 2003, 64-65).  This change contributed to the mainstreaming of Science fiction, and included the introduction of science fiction electronic gaming and the growing presence of science fiction in television.  This decade also saw a rise in the adolescent hero, a younger, broadly identifiable character, whose appeal did not rely on muscles and violence, but on his ability to use intellect and emotion to solve problems and resolve issues.  Coming from a wide range of economic and social backgrounds, these heroes, often seen as geeks, nerds, and even losers, use their skills as gamers and hackers to achieve their heroic status, which seemed to me a more plausible heroic type, and one I, as a child, could recognise.
                My dad, it turns out, made me into a gaming, sci-fi loving, 80’s film fan.  A lot of the films we watched, the games, we played, and the novels I borrowed from him, remain fixed in my memory as favourites.  Some of them still are, despite the years and the progression of technology that makes them look simple and cheaply made in comparison to contemporary examples, especially in terms of computer generated content.  In the first part of the 1980s, the inclusion of computer generated images, sequences, and animation into live action film was revolutionary.  Tron (Bridges 1982) was the first film to feature CGI to a great degree, and compared to contemporary examples, it looks—and I acknowledge the heresy—pretty crappy, as you can see!

The introduction of CGI in science fiction during the first part of the 1980s paved the way for many, many films, including another of my childhood favourites –The Last Starfighter (Guest 1984).  Computers and computer technology then, were being used to create the very stories that were commenting on their use in society, and on the people that used them.


 Historically, between 1977 and 1988, there is a clear pattern of film that concentrates on the relationship between adolescents or children and aliens.  The Last Starfighter,Flight of the Navigator,ET,  Explorers, and Space Camp all feature encounters between young people and alien life – which Lincoln Geraghty suggests  is because ‘the young are simply more open to wonder and therefore more able to accept the otherness of alien life forms’ (Geraghty 2009).  I would argue that films that engage with the use of videogames and computers, adhere to this same principle: the wonder and openness attributed to the youth of the protagonists and their acceptance of alien life, extends to the presence of computers and computer technology.  This technology, especially in the early and mid-1980’s was as alien as any other science fiction topic, despite its basic grounding in fact.  Films like  The Last Starfighter and
 WarGames (and of course, Tron,  D.A.R.Y.L, and Weird Science) were telling stories and exploring the potential for the use of computers and the perceived dangers of giving them too much power.  However, despite the science fiction themes of these films, computers were not science fiction, they were real.  Keith M Johnston writes that ‘for the first time, science fiction was coming into your house…the computers were real, the technology was real, and you could program your computer to do almost anything’ (Johnson 2011, 2) (including bringing Kelly LeBrock to life apparently), and computers were becoming part of everyday life—at least for some of us!


Whilst films were featuring young people, and using them as metaphors for openness and more accepting of new and alien experiences, there were other factors in the production and release of adolescent oriented film; Johnston says that ‘by the 1980’s, Hollywood had embraced demographic audience research, and studios were increasingly aware of the number of young male customers that were attracted to the new summer blockbuster’ (Johnston 2011, 100-101).  This resulted in a rash of films that explored the relationship adolescents or children have with and in the world, as well as with alien life: Stand by Me, and
The Goonies are two of the many instances that spring to mind.  The result of this focus was that in these films, ‘the 1980’s masculine hero was defined less by the action star than by young male characters that relied on empathy, emotion, and intelligence over aggression and violence’ (Johnston 2011, 100-101).  Despite the dominance of male heroes, I’m not going to discuss gender in this paper, apart from to acknowledge a discrepancy in the number of female heroes at this time, and to say that at the point I was watching them for the first time, I didn’t care that the heroes were male, they were first and foremost  gamers and geeks!

The Last Starfighter is one of the first films that sticks in my mind to feature a protagonist that I identified with (After of course, Luke Skywalker in Star Wars).

Alex Rogan is an average young man who dreams of escape from his life at the Starlite Starbrite trailer park.  The setting of the earthbound portions of The Last Starfighter in the trailer park establishes Alex’s social status, and his desire to leave and to make life better for himself.  Keith M Booker writes that  ‘Every detail [of the opening scenes] reinforces the dreariness of the working class roots of the residents of the trailer park.  Every tiny trailer looks rundown, with tiny front yards packed with kitschy lawn ornaments and banged up furniture.  The small dirt lane between the trailers is overrun with too many people crammed into such a tiny space’ (Booker 2012, 154).  The perception of imprisonment this creates is deliberate, as director Nick Castle explains.  The film, he says, was originally set in a suburban environment reminiscent of ET and Poltergeist, but he considered that this was ‘too derivative of these works’.  The setting was changed to foreground Alex being trapped in his economic situation and to allow audiences to feel sympathy for him and to empathise more with his desire to achieve the American Dream. 

Alex’s principle relaxation and escape is to play an arcade game— Starfighter.  In 1984, when the film was released, computers were not present in every home, or pocket, as they are today, and the Starfighter game, in its huge arcade casing, is situated outside the trailer park’s shop in a communal space.  Whilst the trailer park is seen as a space to escape from in economic terms, the communal nature of the park, nevertheless, is shown as a supportive and nourishing place, with Alex being part of a loving community.  When Alex has a perfect run through and completes the game, many of the park’s residents gather round him in this public arena; as well as supporting and encouraging him as he plays, the technology is so new and exciting that the residents want to be part of it—even vicariously. 
In using an arcade game that involves an intergalactic rebellion, The Last Starfighter draws parallels with another popular film and the wish fulfilment of its central protagonist; as Howard Hughes explains in The Outer Limits: The Filmgoers Guide to The Great Science-Fiction Films  ‘In the wake of Star Wars’ mega-success, every kid wanted to be a star pilot and take on the Empire.  The Last Starfighter was a tale of such wish-fulfilment, offering hope to those who spent their entire lives playing videogames’ (Hughes 2014, 124).  Although I have not actually been in space and fought aliens, I have been playing computer and videogames since I was about 7, and have been there hundreds, maybe thousands of times over the years, and killed untold aliens in the process, so this is a childhood fantasy I recognise!
Films that featured videogames and computer technology were not universally optimistic, and whilst The Last Starfighter was offering its teenage viewers hope for a better, brighter, future, WarGames (Broderick 1983) following Tron’s example, was promoting a more cautious approach to computers and technology, whilst at the same time suggesting that hacking and hackers were a good thing.  

In WarGames, David Lightman, ‘a computer geek, before most people really knew what a computer geek was’ (Johnson 2011, 1), accidently hacks into a state-of-the-art government computer system instead of a videogame development company, and nearly starts World War Three when he begins a computer simulation called Global Thermonuclear War.  The Government assume that the simulation is a real event and starts taking real measures to counter the perceived threat.  Unable to terminate the program, David has to teach the artificially intelligent computer humanity just as the simulation he began reaches its apex, bringing with it the realisation that there is no winner in war.  At the time, the film gave a fairly accurate representation of how a hacker accessed a remote system, placing a telephone receiver onto a cradle and dialling a number and in using this depiction, just like Tron before it, WarGames romanticised hackers and hacking, seeming to condone breaking into computers and stealing or changing information, something that has subsequently touched most people’s lives detrimentally.  25 years after the film’s release Wired magazine stated that WarGames was ‘the geek-geist classic that legitimized hacker culture’ and ‘minted the nerd hero’ (Brown 2008).  Rather than the contemporarily perceived hacker as a destructive force, David Lightmann is as a good character, part of the phreaker culture that studied how telecommunications work, and that considers that all information should be freely available, a movement that has gone on to include Hactivism.  The film simultaneously implies that hacking is a good thing then, and yet questions the widespread use of computers and the potential for them to go wrong if machines are given too much autonomous power.  The ramifications of these films was culturally immense, just like Alex’s brother at the end of The Last Starfighter who is inspired to play videogames, a generation of children and young adults ‘started programming, building games, and basically geeking out’ (Johnson 2011, 2) as our computing interests were acknowledged, explored, and even accepted through the films we were watching.
Whilst WarGames offers us a hero that is similar to Alex in The Last Starfighter, an adolescent, game playing male, the film is doing something substantially different in terms of theme and the exploration of computers  and gaming.  Unlike the Starfighter game, which is a training simulation, the machine in WarGames is a sentient intelligence, which has been given the power and ability to simulate and enact war.  It is presented as a childlike individual in the film, one who must be taught that winning is not everything.  The unsuspecting David triggers one of these simulations, which fools the military into thinking war is about to break out, and it is he that convinces the machine to end the simulation and teaches it that there is no winner in war, making him the hero, despite the fact it was he who started it!  Where The Last Starfighter offers a positive image of technology as a means to escape and to achieve the American Dream, WarGames instead questions the wisdom in giving computers too much power and control, as well as reinforcing the age old message that war is universally lost, no matter who wins.
30 years on, and the science fiction themes that the two films offer have in some respects become fact.  The Starfighter game, an intergalactic military simulation that tests Alex’s skill has gone on to become reality in the form of an international military training programme, Virtual Battlespace 2, which offers ‘semi-immersive, experiential learning opportunities to familiarize and train soldiers in various tactical scenarios and environments’ (Rundle 2012) and is used by many countries across the world, including the UK and the US.  Hacking is not the romantic pursuit that WarGames portrays, but instead is part of everyday life, with news stories reporting the infiltration of multinational businesses such as Playstation, and more than 10 million attempts to infiltrate the Pentagon every day (Bender 2014).  Hacking organisations are common and include the network Anonymous, a collective of unnamed individuals, which use ‘collaborative hacktivism’ to take action against what it perceives to be ‘corporate interests controlling the internet and silencing the people’s right to share information’ (Tsotsis 2010).

The films exploring computers such as WarGames and The Last Starfighter offer two opposing views of computers and technology.  The Last Starfighter shows the potential for  computers as a positive influence, and WarGames is a ‘cautionary tale about the futility of war and the dangers associated with giving computers too much control over our lives’ (Johnson 2011, 2), they all nevertheless were exploring the technology that was being brought into our homes, and our daily lives.  The protagonists in these films are not the muscle bound heroes of the big blockbusters, but a more recognisable, more identifiable hero to the children and young adults that were using computers and playing videogames, and while these films were empowering and entrusting their protagonists in the 1980s with ‘the huge responsibility of representing earth, and defending it from hostile others’ (Geraghty 2009, Ch4, p2), such as aliens or computers, or even from humanity itself, they were also offering us the hope that this technology could bring about our salvation, both economically and socially.  More than that though, these films intimated that the people using computers, programming them, and playing them were heroes, not losers.

Bibliography

Bender, Jeremy. "This Site Shows Who Is Hacking Whom Right Now — And The US Is Getting Hammered." Business Insider. June 26, 2014. http://www.businessinsider.com/norse-hacking-map-shows-us-getting-hammered-2014-6 (accessed June 28, 2014).
Booker, Keith M. Blue Collar Pop Culture: From NASCAR to Jersey Shore Vol 1. Santa Barbara, CA: Praeger, 2012.
Tron. Directed by S Lisberger. Performed by J Bridges. 1982.
Wargames. Directed by J Badham. Performed by M Broderick. 1983.
Brown, Scott. "WarGames: A Look Back at the Film That Turned Geeks and Phreaks Into Stars." Wired Magazine. July 21, 2008. http://archive.wired.com/entertainment/hollywood/magazine/16-08/ff_wargames?currentPage=all (accessed July 03, 2014).
Clute, John. "Science Fiction from 1980 to the Present." In The Cambridge Companion to Science Fiction, by Edward James and Farah Mendlesohn, 64-79. Cambridge: Cambridge University Press, 2003.
Geraghty, Lincoln. American Science Fiction Film and Television. New York: Berg, 2009.
The Last Starfighter. Directed by N Castle. Performed by L Guest. 1984.
Hughes, Howard. Outer Limits: The Filmgoers Guide to the Great Science-Fiction Films. New York: Palgrave Macmillan, 2014.
Johnson, Brian D. Science Fiction Prototyping: Designing the Future with Science Fiction. San Rafael, CA: Morgan and Claypool, 2011.
Johnston, Keith M. Science Fiction Film: A Critical Introduction. London: Berg , 2011.
Rundle, Michael. "US Army 's New £28m 'Video Game' Training Simulator To Include Female Suicide Bombers." Huffington Post. August 02, 2012. http://www.huffingtonpost.co.uk/2012/08/02/us-army-video-game-training_n_1731816.html (accessed June 28, 2014).
Tsotsis, Alexia. "RIAA Goes Offline, Joins MPAA As Latest Victim Of Successful DDoS Attacks." TechCrunch.com. Septemebr 19, 2010. http://techcrunch.com/2010/09/19/riaa-attack/ (accessed July 1, 2014).

Tuesday, 26 November 2013

It’s Complicated: Understanding the Hard-boiled Victim in the Grant County Series

Introduction

In 2001, Karin Slaughter published her debut novel Blindsighted, (Slaughter, 2006ed) the first of what has since become known as the Grant County series.  Set in the fictional town of Heartsdale in Grant County, Georgia, the series is primarily a police procedural sequence of novels, featuring the close collaboration of the Grant County Police force and the local coroner in solving a range of crimes within its borders.  Of the novels in the Grant County series, this paper will focus on aspects of the first six, Blindsighted (Slaughter, 2006 ed), Kisscut (Slaughter, 2003), A Faint, Cold Fear (Slaughter, 2004), Indelible (Slaughter, 2005), Faithless (Slaughter, 2006), and Skin Privilege (Slaughter, 2007)[1]; these novels cover a period of six years, with each novel focussing on a small segment of time, ranging from a number of hours, to a week. 
As well as uncovering crimes within each novel, the series follows the experiences of three primary characters: Sara Linton, the town’s paediatrician and pathologist, Jeffrey Tolliver, the Chief of police for Grant County and Lena Adams, a detective working under Tolliver.  Walton and Jones state in their collaborative work Detective Agency, ‘the series structure of detective fiction allows authors room to explore the character[s]…and confront a variety of issues and concerns’ (Walton & Jones 1999, 56) something Slaughter achieves in the Grant County series; for Sara and Jeffrey, this involves rediscovering trust and a rekindled romance, whilst for Lena, her experience at the hands of a sadistic attacker in the first novel, being ‘raped and drugged into a nightmare world of pain and false transcendence’ (Slaughter, 2003, p44) sets off a chain of events which have repercussions reaching far beyond her own life. 
Whilst the series is, as already mentioned, primarily a police procedural, the contents of the novels are intrinsically linked with the characters, particularly Lena Adams.  The crimes being investigated in each of the six novels mirror the events in her life, which the titles of the novels infer, dually referencing both the crime focus of the novel and the personal problems Lena is facing.  Furthermore, the character of Lena Adams can be read as both a hard-boiled detective in the literary noir genre, and as a victim, thereby allowing Slaughter to explore a wide range of issues that might not be readily available through the more traditional police procedural medium, such as domestic abuse and the psychological repercussions of crime both on its victims and on the police officers that investigate these crimes. 

In The Lead?

At the beginning of the series, Sara and Jeffrey are a divorced couple, working together despite the breakdown of their marriage. As the series progresses, they become friends, rekindle their relationship and eventually remarry. The relationship between Jeffrey and Lena is a professional one, with Jeffery acting as a mentor to Lena.  Jeffrey recruited Lena from the Police Academy eight years prior to the events in the first novel, and is grooming her as his successor as the police chief of Grant County.  Whilst the relationship between the two is strictly platonic, something Jeffrey makes clear Skin Privilege, relating that ‘He’d never had a sister, but he imagined the feelings he had for Lena were about the same’ (Slaughter, 2007, p352/353)  Jeffrey cares deeply for Lena, and this is something that causes friction between the women, Sara especially, who understands that for ‘their entire relationship, Jeffrey had been in some state of concern for Lena Adams’ (Slaughter, 2006, p408) an oft repeated sentiment throughout the novels, and one that provides the central narrative thread of Skin Privilege.  Lena is not romantically interested in Jeffrey; instead ‘she had worked her ass off to get his respect’ (Slaughter, 2004, p155).  Slaughter places the three characters in a love/hate triangle, crossing personal and professional lines, with Jeffrey at the apex of this three-way relationship and ensuring that the three characters remain closely linked throughout the series.  This triad also highlights the differences and similarities between Lena and Sara, their relationship with Jeffrey notwithstanding.  Both are strong women who have had to work hard to become successful in the highly conservative town they live in and have both been viciously attacked by a sexual predator: Sara is attacked a number of years prior to the first novel, and Lena in the first novel; Sara’s support network allows her to come to terms with her attack, whilst Lena cannot, through her isolation and somewhat self-imposed alienation from her only family member, an uncle.  Sara, whilst presented as a strong character, is also given a feminine and maternal set of characteristics, something Lena is denied; her abortion when she discovers she is pregnant refuting this traditional maternal and feminine aspect of the female in favour of the hard-boiled detective that is presented to the reader.
Although the series focuses on the three characters throughout, with the lead female protagonist ostensibly being Sara Linton, (Slaughter admits that ‘Grant County began with Sara Linton’ (Slaughter, 2006, p534) and that Lena was ‘almost an afterthought’), there is evidence to support the supposition that it is Lena who is the focus of the novels.  The most apparent way this is indicated is in the titling of the novels; whilst they signal the contents of the police procedural aspect of the plot, each of these titles also inherently linked to Lena Adams.  The first novel, Blindsighted, can be read as a referral to Lena and her twin Sibyl, who is blind and also the first victim of the series.   At the same time, the medical definition of the word as ‘a condition in which the sufferer responds to visual stimuli without consciously perceiving them’ (Shorter Oxford English Dictionary, 2007) also indicates the crime; Sara fails to recognise the killer and his connection to her, (he staged the murder of Sybil Adams to resemble the attack on Sara and deliberately leaves Sybil for Sara to find).  
The title of the second novel, Kisscut, a word as specialised as Blindsighted, is referenced within the text once, when Lena remembers that
‘using a razor blade she had made a kisscut over the image, scoring just the surface of the photograph but not cutting all the way through to the back, and excised Hank from the scene’ (Slaughter, 2003, p199)
whilst looking at old photographs.  However, the definition of the word as a mechanical engineering term, which involves cutting away ‘waste’ to leave a clean surface (as Lena felt she was doing) is also indicative of the first victim in the novel, Jenny, who mutilates her own genitalia to make herself ‘pure’ (Slaughter, 2003, p418) by cutting away her pudenda. 
For the third novel, A Faint, Cold Fear, the author uses a quote from Act 4, scene 3 of Romeo and Juliet
I have a faint cold fear thrills through my veins,
That almost freezes up the heat of life. (Shakespeare, 2005, 4.3:15-16)
to indicate the way that the events Lena suffered in the first novel[2] continues to affect her everyday life, the post traumatic effects of her imprisonment leading to fear dominating her; this quote also intimates the suspicious suicides which are the focus of the police investigation in this novel.  The next novel, Indelible, refers to both the marks that Lena wears on her body as a result of the abusive relationship she is in with her current boyfriend, Ethan, and also to the psychological scars she has as a result of the events in the first book, whilst at the same time referring to an investigation into the childhood friends of Jeffrey, and the faith he has in them being eroded by the investigation.  Faithless, the fifth book in the series, has a dictionary definition of ‘disolyal[ty], especially to a spouse or wife’ (Shorter Oxford English Dictionary, 2007) and corresponds to the way that Lena manages to escape her relationship with Ethan by planting a gun on him and getting him returned to prison for parole violation, and the investigation into a cultlike religious group.  Finally, Skin Privilege, a novel about white supremacy in Grant County, again makes reference to Lena’s abusive partner, Ethan, a threat to her despite being in prison; alongside the antagonist characters in the novel, he calls his race his ‘skin privilege…his white birthright’ (Slaughter, 2007, p257) and as with Kisscut, the only actual reference to the word within the text, is in relation to Lena, whilst remembering him saying this to her.  There is then, a definite relationship between Lena and the titles of the novels, this ambiguity allowing the reader to infer a central importance to Lena’s character that rivals the investigative focus of the novel.

One of the Boys


Slaughter distances Lena from feminism through her representation in the series; but more than that she distances her from femaleness; she is literally one of the boys, with, as Jeffrey Tolliver says, ‘brass balls hanging between her legs’ (Slaughter, 2006, p281)   In a traditional and conservative part of America, she is portrayed as a character who does not reveal her emotions; according to Tolliver, ‘there [is] not a soft side to Lena… [she is] harder than that’ (Slaughter, 2006ed, p43/44).  She is as uncomfortable with homosexuality as any of the men around her, (even when it concerns her own sister) some of who are able to say ‘Back when the Klan was doing some good’ and mean it.  Her clothing, is essentially masculine; she wears ‘slacks and a jacket’ (Slaughter, 2006ed, p93) to work every day and is ‘strictly a jeans and T-shirt girl, so putting on a dress was a big deal.’ (Slaughter, 2006ed, p162)  Even her attitude towards rape victims is considered masculine; when discussing a rape case with Tolliver, her overly masculine words ‘bl[ow] him out of the water.  He would expect this kind of talk from someone like Matt Hogan, but never from a woman.  Not even Lena.’ (Slaughter, 2006ed, p201)  There is distinct lack of instances where Lena is placed in a domestic situation; she is not seen carrying out tasks which are considered female, unlike Tolliver, who is shown carrying out domestic duties throughout the series. The exception to this highlights Lena’s masculine outlook; when asked to get coffee for a superior officer, she ‘feels a flicker of anger’ (Slaughter, 2005, p125) at being asked to carry out such a menial (and female) task.  Slaughter is explicitly creating a strong, masculine character in Lena, and one of the reasons for this is to allow her to encapsulate a number of the characteristics of the traditional hard-boiled detective. 
Lena is presented as having a lot in common with the traditional hard-boiled detective.  Firstly, and possibly very obviously, she is a detective, not just a police officer; more than this, though, she is the first female detective on the Grant County police force and the ‘first non-secretarial woman hire in the town’s history.’ (Slaughter, 2007, p53) The reader’s attention is brought back to this point repeatedly throughout the series, so Slaughter is clearly making this explicit for the reader for a reason.  However, there is more to it than just her being a detective; like many earlier hard-boiled detectives, Lena is an isolated character.  Lena is very much as John Scaggs describes the private eye in Crime Ficiton ‘a loner, an alienated individual who exists outside or beyond the socioeconomic order of family, friends, work and home’ (Scaggs, 2005, p59).  She is an orphan whose parents died when she was young[3] and her twin sister is murdered at the beginning of the first novel, leaving her with only her uncle Hank, whom she ‘had never liked’ (Slaughter, 2006ed, p61), blaming him for her sister’s blindness.  Lena perceives a level of discrimination, some of which is founded in her background; the twins ‘were considered [white] trash without the benefit of being particularly poor or, courtesy of their half Spanish mother, all that white’ (Slaughter, 2006ed, p27) while they were growing up.  Her gender also sets her apart from her contemporaries; as a police detective in the Grant County force, she constantly has to fight to overcome the prejudices of the other police detectives; her partner, Frank is not ‘thrilled to have women on the force, let alone one as a partner.’  (Slaughter, 2006ed, p27)  While this in itself is not enough to qualify Lena as a hard-boiled detective, it is ‘a turn on the trope of the detective as (alien) outsider’ (Walton & Jones 1999, 102).  Lena is, furthermore, a headstrong detective, rejecting the authority of Tolliver on a number of occasions, choosing instead to follow her own instincts.  Throughout the series, she is reprimanded for going against orders; she has a ‘yearning to be the best on the squad no matter what shortcuts she felt she had to take’ (Slaughter, 2005, p408) the end literally justifies the means; this rejection of rules is, according to Sandrine Berges in The Hardboiled Detective as Moralist: Ethics in Crime Fiction another of the tropes of the hard-boiled detective (Berges, nd, p2).
It is clear then, that Lena is functioning in the same way as the hard-boiled detective in at least the first novel in the series; Scaggs sums up Lena’s character perfectly when he says ‘The hard-boiled legacy is clear to see in the marginal and alienated detectives of the procedural.’ (Scaggs, 2005, p96)  However, Slaughter, having created this character, then goes on to explore the way her characteristics are altered as a result of being kidnapped and raped in the first novel, and follows her as she is changed from this hard-boiled detective to being a victim through the subsequent novels.

Noir in the Novels

As well as showing Lena as a hard-boiled detective, there are a number of tropes of literary noir which run through the entire series, both through Lena and through the construction of the novels.  One of the defining features of Noir fiction is a sense of hopelessness and despair, and this is something that is evident for Lena as the series progresses.  In Blindsighted, despite her sister being murdered, she has a good life and career ahead of her; she is being groomed by Tolliver to take over his job and her ability as a police officer is something that ‘both alarm[s] and impresse[s] Jeffrey’ (Slaughter, 2006ed, p135).  However, this changes after the events at the end of the first novel when Lena is held prisoner; she becomes ‘damaged’ both physically and psychologically and the repercussions of this are a major factor in the next five novels as Lena struggles to come to terms with her ordeal. In doing this, Slaughter makes use of another known trope of literary noir, psychology; that is ‘rather than exploring the murky underside of the urban world… [exploring] the disturbing depths of the human mind.’ (Horsley, 2006, p93) Whilst the novels are concerned with crimes and the resolution of them, there is also room for Slaughter to explore the way that these crimes affect the people involved; investigating the way that, Lena as the victim, and the people around her deal with the aftermath of the horrific experience.
            Another of the major tropes of noir fiction is the pervading sense of corruption that runs through society and this is an issue that is explored through the novels in the way that the crimes are constructed.  Each of the themes in the series are issues which pervade society and although are ‘solved’ within the context of the series, they are indicative of the viciousness of the wider world of which Grant County is a microcosm; this includes  genital mutilation, sexual abuse, religious cultism and white supremacy. Slaughter’s use of these themes allows her to focus on their presence within contemporary society; in the case of white supremacy, this is especially foregrounded, as the neighbouring police force is deeply involved with the white supremacy movement and instigates a number of murders to cover up their activities.  Like the private eye of hard-boiled fiction, all that can be hoped for in Grant County are ‘small, local and temporary victories’ (Scaggs, 2005, p63) Slaughter is explicit throughout the novels that the themes she is highlighting are indicative of a larger problem in society, having antagonists escaping justice for example, or creating a backstory for the crime that reaches far beyond Grant County.
            According to Lee Horsley in Twentieth Century Crime Fiction (2006, p115)
‘Literary…noir is characterised by…the shifting roles of the protagonist and by the ill-fated relationship between the protagonist and society, generating the themes of alienation and entrapment.’ 
If the character of Lena Adams is taken as Slaughter’s protagonist, then this is certainly the case in the Grant County series; she changes from being a hard-boiled confident character with a chip on her shoulder, to victim and psychologically damaged person whose mental state creates feelings of alienation from the rest of society.  She believes that, once she has been held prisoner, everyone thinks of her as a victim and that they were ‘trying to look at her scars’ (Slaughter, 2003, p54) and that they ‘cast sad, pathetic look[s] her way’ every time she walks past.  It is this that creates the alienation that is indicative of literary noir and, whilst she does not have a good relationship with society, her experience in the first novel causes it to break down even further.

The Hard-boiled Victim

Gender obviously plays a large part in the construction of the series, featuring as it does female taking a traditionally male role, and Slaughter, as with other authors, uses Lena as a conduit to
‘explore issues of female intergration into law enforcement agencies – ingrained sexism, the assumptions about gender underlying institutional politics, the essential maleness of police departments,’ (Horsley, 2006, p105)
something which is pertinent to the fictional setting of Grant County.  Despite its contemporary timeframe, Grant County is a very conservative setting, where men are ‘not thrilled to have women on the force.’ (Slaughter, 2006ed, p27) Slaughter creates in Lena a character whose mental strength and determination allows her to overcome such gender inequality and even to some extent to understand and embrace aspects of her colleagues masculinity, creating an ambiguous answer to Alison Littler’s ‘unresolved question, is she a man in woman’s clothing or a woman in man’s clothing?’ (Walton & Jones 1999, 99).    Lena is a mixture of both, at least up to the point she is attacked by the sexual predator in the first novel.
            At the beginning of the series, Lena is ‘a strong woman, muscular from working out in the gym’ (Slaughter, 2003, p108), able to hold her own in a workplace filled with men who believe that a woman’s place is in the home.  As discussed already, she is ‘one of the boys’ – essentially a man without the genitalia; this makes her transition to being a victim of domestic abuse all the more shocking, as she is perceived as being such a strong character, endowed with all the strength and masculinity that her colleagues within the police force have.  Horsley says that ‘late twentieth Century crime fiction has increasingly shown its reader the …psychological exposure of damaged minds and the inscription of personal traumas on the bodies of victims’ (Horsley, 2006, p112) and this is indeed true of Slaughter’s fiction.  The reader is shown the physical and mental scars Lena has, as well as the repercussions of the events which caused them; as Scaggs comments, ‘The lives of the characters are shown continuing after the crime’ (Scaggs, 2005, p108) This is a deliberate decision on the part of Slaughter; she ‘want[s] to show violence for what it is’ (Slaughter, 2010)—something that continues have an effect on its victims, their families and their friends long after the story ends and the police have arrested the bad guy, something Slaughter highlights throughout the novels subsequent to Blindsighted through Lena.
            In Blindsighted, Lena is taken prisoner by a sadistic sexual predator and killer, Jeb McGuire the local pharmacist, who is also responsible for the rape and murder of her twin sister amongst other victims.  Whilst being held prisoner, Jeb drugs Lena with painkillers, crucifies her to the floor in a spread-eagled position, knocks her front teeth out so he can penetrate he mouth with his penis without fear of her biting him and repeatedly rapes her.  However, in addition to this, he drugs her with Belladonna, which gives her hallucinations, then is gentle as he rapes her, behaving like a lover; he also spends a lot of time talking to her, explaining things about his life, so that she knows him as intimately as he knows her.  Physically, Lena recovers from the attack within a few months, after having her teeth replaced and physiotherapy for the scars on her hands and feet; but it is the psychological scars which she struggles to recover from as a result of the gentle treatment of her during her ordeal, and this forms the basis of Lena’s character for the next five novels (and beyond) charting the changes from being a self-confident detective to a victim.

The Changing Role of the Protagonist

            Whilst the novels each have a specific storyline which forms the police procedural aspect of the fiction, the character’s lives take up a significant portion of the narrative, and this progresses through the series, with the characters evolving and changing as a result of events throughout each of the stories, building on the events of previous novels.  Here, the shifting role of the protagonist is foregrounded, an established facet of literary noir.  However, unlike a lot of other crime fiction, this transition from hard-boiled to victim is not resolved at the close of the novel, with the characteristics of the hard-boiled detective reinstated in Lena; instead, the change are ongoing throughout the series, the juxtaposition of the hard-boiled detective and the victim vying for supremacy throughout.  Slaughter signals her intention to do this at the point where Lena is rescued from the room where she has been held captive with the words ‘Jeb (her captor) was part of Lena now.  He would be hurting her every day for the rest of her life’ (Slaughter, 2006ed, p382).  This ending is in keeping with Lena’s function as a noir character; the reader is left with an ambiguous resolution; although Jeb is dead and cannot physically hurt anyone again, there is no happy ending for her. 
             After the events in the first novel, all the characters are changed, but none more so than Lena; she is the character who has suffered the most at the hands of Jeb McGuire, although Sara Linton was a major focus for him.  Lena, however, is adamant that her character has not changed as a result of her experience – at least in public.  In keeping with her hard-boiled persona, Lena refuses to consider that she needs help from anyone, even though the truth is that she is terrified of being on her own; this stubbornness means that given the choice of seeking help or being dismissed, she ends up losing the most important thing in her life; her work.  Lena then takes the (demeaning) job of security guard at the local university.  This job, featured throughout the third novel, is clearly marked as being wrong for Lena; her uniform is ill-fitting, she knows that the ‘clothes…make her feel like she [does] not belong’ (Slaughter, 2004, p341) and she ‘want[s] to be a cop again. (Slaughter, 2004, p344).  It is also at this point in the series that Lena becomes changed the most; she goes from being ‘a cop…Crossing the line into murder, even as an accomplice, was not something she would do, no matter what,’ (Slaughter, 2004, p278) to the intimation that she is, in fact, capable of such a thing; her boss, Chuck, is killed by a knife like hers after he tries to attack her and details of the crime and Lena’s viewpoint makes it implicit that she killed him. 




Vulnerabilities Attract Predators

It is during the events of A Faint, Cold Fear, the third novel in the series, that Lena becomes involved with Ethan White, a white supremacist who pursues her romantically, whilst at the same time physically abusing her; at their first meeting, he grabs her arm so hard he almost fractures it, leaving Lena in pain for days.  Prior to the events in Blindsighted, Lena was a strong character, who would not let a man beat her, even at sports (Slaughter, 2006ed, p316); but Slaughter uses Lena’s character to reflect the way that domestic abuse can, and does, affect wide range of women, allowing the reader to see the change in Lena’s role as the novels progress; her masculine qualities decline and the respect of her contemporaries becomes shattered as her colleagues repeatedly witness the way that she is physically beaten by Ethan; more than this however, Lena’s very personality is changed, almost beyond recognition.  Throughout the novel Faithless Lena is shown struggling with her domestic situation, on one hand clinging to her own understanding that ‘every woman who’d ever been slapped around said she had asked for it [and] justif[ied] having the shit beaten out of them,’ (Slaughter, 2006, p45) does not make it right, but does the same thing herself, saying that ‘she was the one who kept pulling him back in, she  was the one who kept baiting him (emphasis added)’.  Slaughter uses this to explore the psychological reasoning behind Lena becoming a victim of this abuse; after the attack on her.  ‘Lena felt like the person she really was had been erased’ (Slaughter, 2003, p127) and she is afraid of people being tender toward her, as it reminds her of the way she was treated by her captor during her ordeal: ‘the tenderness had been the worst part; the soft strokes, the delicate way he used his tongue and fingers to soothe and stimulate her’ (Slaughter, 2003, p52). Therefore, the pain Ethan inflicts on her is something she can cope with, something that means ‘she felt alive.  She felt reborn.’ (Slaughter, 2006, p45)  However, when investigating a crime which involves domestic abuse, she is forced to face up to the fact that she will end up being killed by Ethan and so engineers his rearrest and incarceration for a parole violation by planting a loaded gun on him and telephoning Jeffrey with the information.  Here, Slaughter highlights the changes that Lena has undergone and the dramatic reversal of her strength and masculinity when she has to get Jeffrey, a man, to help her get Ethan out of her life, rather than doing it herself.
In addition to showing the way Lena’s character changes, Slaughter is also commenting on aspects of society; the hopelessness felt by a substantial group of women, of which she makes Lena representative.  Having Lena, who is initially shown as being strong and able to take care of herself, reduced to being nothing more than a shadow of herself and more of a victim than a role model for women, Slaughter is fulfilling her aim to ‘use violence as a way to open up a dialogue about this sort of violence and why it's happening. Perhaps if we understand it, we can help prevent it.’ (Slaughter, 2010) 

Conclusion

Whilst the novels are indeed primarily police procedural fiction and involve a collaborative effort in solving crimes, there are a number of plot lines and aspects of the series which can be classified as noir; ranging from having a hard-boiled type detective to creating a feeling of hopelessness that can be found in noir fiction.  Slaughters inclusion of a third character in the series allows her to explore some of the tropes of noir fiction; having a major character with a changing role.  Allowing Lena to be both a victim and part of the procedural team, whilst maintaining the sense of ‘social, structural and thematic realism,’ (Scaggs, 2005, p96) through the solved crime that the police procedural novel offers the reader, gives Slaughter the freedom to explore some very uncomfortable themes within the series, such as domestic violence and to highlight the way that anyone could be the victims of these crimes, even a tough hard-boiled detective.  Furthermore, the exploration of these themes allows the author to signal the continuing presence of noir fiction, in that even when the crimes are solved, re-establishing the social order of good triumphing over evil, it is merely a temporary reprieve in a world of darkness.



Bibliography

Berges, S (nd) The Hardboiled Detective as Moralist: Ethics and Crime Fiction in T.D. Chappell (ed) (2007) Values and Virtues, Oxford: Oxford University Press.
Horsley, L (2001) The Noir Thriller; Hampshire: Palgrave Macmillan
Horsley, L (2006) Twentieth Century Crime Fiction; Oxford: Oxford University Press
Scaggs, J (2005) Crime Fiction; London: Routledge
Shakespeare, W (2005) Romeo and Juliet [Online] Available at: http://www.william-shakespeare.info/act4-script-text-romeo-and-juliet.htm; Last Accessed: 22 April 2011
Slaughter, K (2003) Kisscut; London: Random House
Slaughter, K (2004) A Faint Cold Fear; London: Random House
Slaughter, K (2005) Indelible; London: Random House
Slaughter, K (2006 ed) Blindsighted; London: Random House
Slaughter, K (2006) Faithless; London: Random House
Slaughter, K (2007) Skin Privilege; London; Random House
Slaughter, K (2010) Frequently Asked Questions [Online] Available at: http://www.karinslaughter.com/faq.shtml; Last Accessed: 22 April 2010
Walton, P & Jones M (1999) Detective Agency; Berkeley: University of California Press




[1] All of the references to the novels use the UK titles, rather than the sometimes different US titles.
[2] She was crucified and held prisoner, at the same time being drugged and raped by her captor; the drugs making her physically responsive to the attacks, thereby leading her to believe she was a willing participant in the rapes.
[3] This is revealed to be erroneous as the series progresses, but is the information Lena believes to be true.