scholarly journals “Survival is insufficient”: The Postapocalyptic Imagination of Emily St. John Mandel’s Station Eleven

Author(s):  
Maximilian Feldner

Postapocalyptic narratives proliferate in contemporary fiction and cinema. A convincing and successful representative of the genre, Emily St. John Mandel’s Station Eleven (2014) can nevertheless be distinguished from other postapocalyptic texts, such as Cormac McCarthy’s The Road (2006), Margaret Atwood’s Maddaddam trilogy, and the television series The Walking Dead (2010–). The novel does not focus on survival, struggle, and conflict but rather examines the possibility and necessity of cultural expression in a postapocalyptic setting, demonstrating the importance and value of art and memory even in strained circumstances. As a result, it presents an unusually optimistic and hopeful vision of an otherwise bleak future.

2015 ◽  
Vol 49 (4) ◽  
pp. 793-811 ◽  
Author(s):  
KATHERINE SUGG

From The Road to The Walking Dead, contemporary apocalyptic fictions narrativize the conjunction of two central “crises”: late liberal capitalism and twenty-first-century masculinity. This conjunction underlines the insights of a variety of scholars and cultural critics who analyze the “crisis” of contemporary masculinity, often specifically white masculinity, as a product of recent economic and social transformations, including the perceived disempowering of white male authority in a neoliberal era of affective labor, joblessness and multiculturalism. But the apocalypse, especially as a television series, is a rather peculiar narrative vehicle for the articulation of a transformative future for – or a nostalgic return to – masculine agency and authority. Focussing on questions of subjection and agency in the late liberal/neoliberal moment, I suggest that zombie apocalypse stages a debate on the status of masculine agency that has roots extending deep into the foundations of liberal modernity and the gendered selfhood it produces – roots that are ironically exposed by the popular cultural referent that dominates The Walking Dead: the frontier myth. The frontier and the apocalypse both draw from Hobbesian prognostications of a state of nature as relentless competition and a war of “all against all” that are foundational to modern liberal political theory and questions of sovereignty, self-interest, and collective governance. But they also index a narrative antidote to the erasure of political agency as traditionally enshrined in liberal democratic norms and traditions. Like the western, the zombie apocalypse speculates about possible ways in which masculine agency in liberal modernity might be reimagined and/or reinvigorated. In the place of a tired, automated neo-“official man”, the apocalypse in The Walking Dead promises an opportunity to “finally start living” – reminding us that white masculinity figures precisely the Enlightenment liberal subject-citizen and the authoritative, if highly fictional, agency which has been notoriously crushed within regimes of late capitalist biopower. And yet, even as the zombie apocalypse engages foundational myths of liberal modernity, it elaborates them in surprisingly nihilistic set pieces and an apparently doomed, serial narrative loop (there is no end to the zombie apocalypse and life in it is remarkably unpleasant). The eruption of haptic elements in the television show – especially in the visual and aural technologies that allow representations of bodies, suffering, dismemberment, mutability, disgust – further counters the apparent trajectory of apocalyptic allegory and opens it to alternative logics and directions. The narrative options of the zombie apocalypse thus seem to be moving “back” to a brutal settler colonial logic or “forward” to an alternative, perhaps more ethical, “zombie logic,” but without humans. This essay is interested in what these two trajectories have to say to each other and what that dialogue, and dialectic, indicate about contemporary economic governance as it is experienced and translated affectively into popular narrative and cultural product. That is, to what extent is the racist and economic logic of settler colonialism already infected by the specter of another logic of abjection and otherness, one that is figured both by the zombies and by the nonnarrative function of spectacles of embodied male suffering? And what does that slippage between logics and directions tell us about the internal workings of settler colonialism and economic liberalism that have always been lodged within mythic fantasies of the frontier?


2018 ◽  
Vol 6 (3) ◽  
pp. 323-337
Author(s):  
Andrew Howe ◽  
Sean Evans

2011 ◽  
Vol 20 (4) ◽  
pp. 333-346 ◽  
Author(s):  
Anthony Warde

This article explores the workings of second-person pronoun forms in Cormac McCarthy’s 2006 post-apocalyptic novel The Road. More particularly, the analysis focuses on examples of ‘doubly deictic you’ (Herman, 2002), and demonstrates how the novel exploits the uncertain deictic, referential and address functions of this particular pronoun form to develop what I term a ‘post-apocalyptic poetics’, through which it attempts to explore – and enact – the spatial and temporal dislocations that ensue from the fictional apocalypse. The article also demonstrates how the novel’s indeterminate use of narrative you creates profound hermeneutical (and often ontological) uncertainty for readers, who must often suspend any attempt to fix the positions from and to which the story is addressed. McCarthy’s opaque use of the terms you and your throughout the novel creates profound polyphony and multivalence by preventing readers from clearly distinguishing the discourse and perspectives of protagonists from those of the narration, and by thus impelling readers to develop several interpretations of key passages, all of which must be sustained simultaneously. Finally, the analysis explores how the (potential) apostrophic effects associated with doubly deictic you serve to immerse readers in the horrors of the post-apocalyptic world, thus increasing the novel’s ecocritical import.


Author(s):  
Oihab Allal-Chérif ◽  
María Guijarro-García ◽  
José Carlos Ballester-Miquel ◽  
Agustín Carrilero-Castillo

2021 ◽  
Vol 51 (1) ◽  
pp. 137-161
Author(s):  
Allan Hepburn

Over her career, Elizabeth Bowen published ten novels, yet she left no comprehensive theory of the novel. This essay draws especially upon ‘Notes on Writing a Novel’ (1945), ‘The Technique of the Novel’ (1953), and ‘Truth and Fiction’ (1956), as well as opinions that Bowen expressed in her weekly book columns for The Tatler, to formulate her key perceptions of, and rules for, writing a novel. Bowen defined her ideas by drawing upon the empirical evidence of novels by Elizabeth Taylor, Olivia Manning, H.E. Bates, Jane Austen, Gustave Flaubert, and numerous others. She gave particular thought to ‘situation’, by which she means the central problematic or the crux of the story. The situation precedes and fuels plot. The Second World War, Bowen claimed in her essays and reviews, had a decisive influence on heroism and contemporary fiction by heightening its scale and its repertory of situations.


2015 ◽  
Vol 10 (1) ◽  
pp. 73-88 ◽  
Author(s):  
Benjamin Beil ◽  
Hanns Christian Schmidt

Abstract As transmedia franchises increasingly populate our cultural environment, many questions arise about the effect of the different media involved in the depiction of storyworlds. Through the analysis of different examples, with special emphasis on the particular case of The Walking Dead, and drawing primarily from Henry Jenkins’s concept of “transmedia storytelling” and Jens Schroter’s concept of intermediality, this paper aims to show how different media aesthetics contribute to the process of storytelling and enrich the experience of the consumer. Usually overlooked in other analyses, we argue that these formal and aesthetical characteristics, such as the interactive nature of video games, call for a broader approach that transcends the accustomed search of common narrative aspects. This will be exemplified by a closer comparative look at the adventure game The Walking Dead: The Ganie (Telltale Games, 2012) and The Walking Dead: Survival Instiiict (Terminal Reality, 2013). The transformations that the different media demand contribute not only to the narrative, but also provide different tools for the construction of storyworlds and different ways to engage with it.


2017 ◽  
Vol 1 (1) ◽  
pp. 350-358 ◽  
Author(s):  
Matteo Genovesi

Abstract One of the most important features in a transmedia structure, as Max Giovagnoli argues in his book Transmedia: Storytelling e Comunicazione [Transmedia: Storytelling and Communication], is the development of the user’s decision-making power, defined by the author as “choice excitement.” In this, every choice of the user should have a consequence in the fictional universe of a specific franchise. Consequently, a narrative universe that wants to emphasize choice excitement and the active role of people can focus on video games, where the interactive approach is prominent. This essay will discuss a specific video game, based on the famous franchise of The Walking Dead. This brand, which appears in comic books, novels, TV series, Web episodes and video games, is analysable not only as an exemplary case of transmedia storytelling, where every ramification of the franchise published in different media is both autonomous and synergistic with the others, but also by focusing on the choice excitement of users in the first season of the video game The Walking Dead: A Telltale Game Series.


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