I recently came across a very interesting analysis video by Alexandre Linck on his YouTube channel, Quadrinhos na Sarjeta. Titled "WE'RE BEING PLAYED FOR FOOLS!!! The woke censorship of big brands," the video is a refreshing breath of common sense within the frenzied, moralistic — and ironically shallow — ocean that dominates discussions about reinterpretations of past works, especially those containing problematic content. Whether it is the conservative argument for maintaining these works in their original form without advocating for critical analysis and questioning, or the reductive progressivism that defends rewriting these works and suppressing the originals, the video shows how deeply mistaken the most prevalent positions on this subject tend to be.
For Linck — watch the video for full details — the rewriting of problematic works such as O Sítio do Pica-pau Amarelo, James Bond, and Uncle Scrooge may make sense if we think of them as adaptations aimed at young audiences, who would lack the interpretive resources to read these works in their original form — filled with stereotypes, racism, homophobia, and other biases. But the extinction of their original versions is, at the very least, problematic. He therefore defends a responsible accessibility: original works should remain available, perhaps in versions annotated by scholars, and their reading should take place critically in appropriate spaces — such as museums or classrooms.
In this sense, the absence of such availability leads Linck to conclude that all of this is merely a movement of "soft fascism," thinly coated in political correctness. Very much analogous, Linck notes, to what we see in François Truffaut's 1966 film adaptation of Fahrenheit 451: starting from the banning of books like Mein Kampf under the premise of censoring problematic works, a fascist state is formed where books are banned entirely. As the video explains, the logic of cultural and moral cleansing — of erasing what came before in the name of building a new, pure culture — has always been present in fascism in the real world. Moreover, this erasure serves the interests of major studios and publishers very well, as their past may not sit comfortably with contemporary audiences. Nothing better, therefore, than sweeping all their historical problems under the rug and pretending nothing ever happened.
A point Linck passes over quickly, and which I would like to explore further here, is not the ideological and commercial critique of the manner and utility through which these works have been altered. Rather, it is how, in late modernity, we find ourselves haunted by the ghosts of the past and incapable of imagining anything genuinely new. We have currently lost "the ability to conceive of a world radically different from the one in which we currently live" (Fisher, 2012, p. 16), and so we exist in a perpetual nostalgia — not psychological nostalgia, but the nostalgia proposed by Jameson (1991), in which we still cling "to techniques and formulas of the past, a consequence of the retreat of the modernist challenge to innovate cultural norms adequate to contemporary experience" (Fisher, 2013, p. 46).
To explain this phenomenon, Mark Fisher uses the concept of "hauntology" (hantologie), a term coined by Jacques Derrida — a play on the word "ontology" — which can describe two distinct dynamics: that which is no longer present but still produces virtual effects in the present; and that which has not yet come to be but already produces virtual effects in the present. For our discussion, the first meaning is of greater interest, since we are analyzing how the specters of the past — even though they no longer exist materially — continue to affect us virtually, imprisoning us in cycles of compulsive repetition that prevent us from even imagining something new, something different from what already has been.
I believe that today, little argument is needed to defend the idea that, culturally — especially in pop culture — we live in a moment far more defined by recreation than by creation. The fever of Hollywood reboots and video game remakes is increasingly invasive, filling the space that could belong to new creations: movie theaters give way to films from established franchises instead of anything minimally original, and game developers are allocated to high-resolution recreations rather than their own new work. This scarcity of the new may help explain the phenomenal success when works break this logic — as in the case of the John Wick franchise and the game Elden Ring, to give two well-known examples in their respective industries.
Fisher's argument is that this dynamic is driven by the dominance of fear and cynicism within late capitalism, since "these emotions do not inspire bold ventures or creative leaps" but rather "conformity and the cult of minimal variation" (Fisher, 2020, p. 128). How, then, does this conformist tendency — averse to any kind of change — relate to the idea of altering works of the past?
Fisher (2020) highlights how contemporary culture is characterized by the submission of the "paternal" concept of duty — note the quotation marks — by the "material" imperative of enjoyment. Like a Supernanny who sees in children an inability to recognize their own interests or the cause of their feelings, culture transforms audiences into publics and begins to offer that public "what it (apparently) wants" (Fisher, 2020, p. 122). And what does the public want? The same thing, but with its controversies and problems swept under the rug. After all, we are consuming culture for our morbid entertainment, conscious of our catatonic state in the face of a world dissolving before us, but incapable of reacting. What Fisher calls reflexive impotence.
The Crestfallen Warrior
Perhaps no character better reflects this impotence than the Crestfallen Warrior in the game Dark Souls, released in 2011 and directed by Hidetaka Miyazaki — and, ironically, remastered in 2018. For context: the world of Dark Souls exists in a liminal space between two eras — the Age of Fire, where powerful gods reigned over humanity and which is fading as that era's flame dies out; and the approaching Age of Dark. The principal god of the Age of Fire, Gwyn, Lord of Sunlight, sacrificed his own soul to keep the flame alive. The attempt, however, fails, and the world becomes afflicted by undeath, as Gwyn himself becomes the Lord of Cinder.
Though commonly translated as "undead," the concept of undeath in Dark Souls is more interesting than simply something between life and death. The undead state refers to the impossibility of dying — an existence that should already have departed, that has no more place in the world, but which is refused or refuses death. In Dark Souls, those who lose their purpose for existing become Hollow, losing their humanity and destined to wander eternally, stripped of consciousness. No longer truly alive, yet unable to truly die.
The player encounters the Crestfallen Warrior in one of the early areas of the game, just past the tutorial zone, in a safe space free of enemies. The Warrior serves as a guide, explaining some mechanics. But everything he says is in a melancholic tone, mocking those who dared to venture forward and pursue their mission or goals. Entirely devoid of hope, completely desolated by the precariousness of his situation and conscious that the state of the world is beyond his responsibility and control, the Warrior remains seated throughout the entire game, head bowed, cynical, incapable of taking any action. If the player decides to fight and kill him, his final words are: "Heheh, not bad... I suppose you've done me a favor."
In late modernity, our society is composed — primarily — of the undead, of Crestfallen Warriors. We live Groundhog Days without complaint, incapacitated from reacting, anesthetized by the nostalgia of a modernity that once offered dreams, futures, and imaginaries. Adapted works bring us this nostalgic comfort of a past that still haunts us, but with a superficial layer of novelty that cynically seeks to adapt to the sensibility of the contemporary consumer. At the same time, we reconstruct this past in the image of the new, repressing all its problems and dilemmas without ever working through them with the necessary depth.
The Leap of Faith
This state of undeath and inability to imagine the future reminds me of the final scene of Elio Petri's film The Working Class Goes to Heaven (1971): Lulu, the central character, shouts about his dream to his coworkers while they all labor on the new assembly line. In this dream, he finds a wall and discovers that paradise lies on the other side. When he breaks through the wall, however, he finds nothing but dust and fog, along with his coworkers. It is melancholy to imagine this dream as a representation of alienation and the inability to imagine paradise — especially if we think of how dated it now is. If in modernity, the tragic hero Lulu is capable of tearing down the wall but finds nothing on the other side, the tragedy of late modernity is knowing precisely that there is nothing on the other side, and therefore being unable to decide to tear down the wall at all — remaining in a lethargic state of incapacity for action.
Perhaps Dark Souls itself holds the answer we are looking for — not in its standard ending, but in its hidden one. The standard route leads the player to believe their character is now the last hope of saving the world from the Age of Dark, and must therefore gain enough strength to rekindle the flame of the Age of Fire, fulfilling Gwyn's wish. But the alternative route reveals this to be nothing more than ideological propaganda — that the Age of Dark is, in truth, the Age of Humanity, rising in place of the gods that oppressed it. Following the alternative path, we discover that the narrative we were sold was a plan created by the gods to perpetuate their age indefinitely: every time the flame was fading, a new hero would be summoned. It serves the interests of these gods to maintain their sovereign position — even if they are gods of a world of ash, consumed by undeath and preventing the birth of a new era.
To achieve this hidden ending, the player must disbelieve what they have been told. They must shatter the illusions that construct the dominant narrative, and take a "leap of faith" into the unknown, the new, the obscure. And perhaps this is the game's greatest lesson, especially for the world in which we currently live: we all know things are bad, but if we do nothing, they will only continue to worsen. Even without knowing the path ahead, we must dare to question, dare to imagine, dare to desire a new and different world.
Mark Fisher argues that in late capitalism "it is easier to imagine the end of the world than the end of capitalism," and both the "end of history" as prophesied by Fukuyama and the failure of the future described by Jameson seem increasingly present and concrete in our daily lives. In this context, we may not know what we want, or what awaits us on the other side of the wall — but if we wish to change the state of the world, we must dare to imagine it, and then begin to act. The forces currently in power already hold their position and, like Gwyn, would rather reign over ashes than stop reigning. Will we sacrifice our bodies to perpetuate the flame of their rule — or take the leap of faith into a new era, whatever it may be?
References
- Fisher, M. (2012). What Is Hauntology? Film Quarterly, 66(1), 16–24.
- Fisher, M. (2013). The Metaphysics of Crackle: Afrofuturism and Hauntology. Dancecult, 5(2), 42–55.
- Fisher, M. (2020). Capitalist Realism: Is There No Alternative? Zero Books.
- Jameson, F. (1991). Postmodernism, Or, The Cultural Logic of Late Capitalism. Duke University Press.
// Note: This is a translated and lightly adapted version of the original Portuguese text. The author will review and revise this translation.