An Open Access Review Journal Encouraging Critical Engagement with the Continuing Process of Inventing the Middle Ages

June 15, 2020

Racism and the Study of the Middle Ages in Brazil


Open letter by Luiz Felipe Anchieta Guerra

Mestrando em História e Culturas Políticas - PPGH/UFMG, Brazil

My fellow medievalists, memedievalists, enthusiasts and classics scholars alike, last week something deplorable happened here in Brazil, a small group of people entered an online lecture and immediately started shouting things like, “you are all bums,” “praise Bolsonaro” amongst more offensive terms - and one of these invaders started to broadcast a pornographic website on the live feed - which led the organization of the event to end the call.

That in itself would already be something completely absurd, but as if it wasn’t enough it is important to emphasize during which of our meetings this happened. This was not the first and certainly will not be the last virtual presentation organized by Vivarium - Laboratory for the Study of Antiquity and the Mediaeval, or by other groups of classical or medieval studies, but it is extremely symptomatic that the attacks occurred precisely at the round table entered around themes on Africa and Asia. Furthermore, it is worth noting that similar attacks have recently been occurring in lectures and meetings by Africanist researchers. Therefore, these attacks are not just bad jokes or based on a general hatred against public universities and academic research. They are deliberate racist attacks with specific targets.

For a long time we stood apathetic to what happened outside of our research objects (which have the privilege or curse of being very distanced from us temporally and sometimes geographically), and now we are scared and surprised by problems that our colleagues from other areas are well used to experiencing. The consequences of this indifference are knocking on our door now, and making a blatant statement of the importance of effectively creating ways of acting outside the traditional academic scope and the simple debate among peers. In times of fake news and Templar Knights asking for military coup d’etats, the popularization of scientific knowledge and the establishment of dialogue with a real audience has never been more important. We are experiencing a real war for the media and the spaces of speech outside our “little academic cabales”, a war that we continue to lose due to apathy or lack of mastery of these media. It is in this context that initiatives like the Public Medievalist or the Brazilian website Café História, and specially of content creator and fellow colleague Lívia Teodoro, are even more important and should be a true source of inspiration.

Disapproval notes like this one, or the one you just read, are still very important for the visibility of what happened, but it is pivotal that we take more concrete measures, and soon.

June 8, 2020

October: Marco Polo


Dene October, Marco Polo, The Black Archive 18. Edinburgh: Obverse Books, 2018.

Reviewed by Minjie Su (minjie.su@linacre.ox.ac.uk)

Among all the missing Doctor Who episodes, Marco Polo – the fourth serial of the first season – is no doubt one of the most lamented losses. Initially aired between 22 February and 4 April 1964, the seven-episode serial is not only critically acclaimed for its beautiful costume design, careful staging and elegant (albeit slow) story-telling, but is also quite unique, in the sense that it marks Doctor Who’s first attempt at history drama, in which a historical figure takes the lead, while the alien and the sci-fi step back.

However, in a digital era as is ours, the loss of the original does not mean the story’s total disappearance. At any rate, these episodes are by no means forgotten. The past decades have seen a Marco Polo novelisation (1985) created by John Lucarotti (who was responsible for the original screenplay), fan theories and discussions, reconstruction with photographs and pictures, and the Loose Cannon reconstruction with a new introduction voiced by Mark Eden, the actor who played the title role in 1964.

Indeed, the missing Marco Polo episodes have become a component of the collective memory and a cultural phenomenon, and their ever-changing role itself a worthy subject for a cultural study. Therefore, it felt almost overdue when Dene October’s Marco Polo was published by Obverse Books, as part of its The Black Archive series. In this multifaceted book, October traces not only the history of the serial, but also that of The Travels of Marco Polo. In doing so, he establishes several parallels: between the show’s development and The Travels’ transmission and remediation history, between the Doctor and Marco Polo, and between TV and a more traditional type of literature. Binaries are challenged, boundaries are crossed, and the readers are invited to reconsider TV’s role as a medium and, most importantly, to reflect upon key issues such as identity, continuity, and cultural difference.

Intriguingly, such issues are just as relevant and applicable to studies of the Middle Ages and medievalism. Although October does not approach his subject from a medieval/medievalism perspective, or explicitly mention the subject, he presents a thought-provoking case study of the long and changing life of a medieval text – how it is created (noticeably originated from an oral tradition), transmitted, translated, redacted, appropriated, and given a new life in the centuries to come. He then ponders the comparability of this process and the development of Marco Polo and, from there, TV and film production in general, foregrounding the sense of continuity. Last but not least, since the story of Marco Polo takes place in the Yuan Dynasty in China (1271-1368) and involves characters of different backgrounds (the Gallifreyans, two ‘modern’ earthlings from 1960s England, Marco Polo, the Mongols, and the Chinese), its stark diversity allows October an opportunity to draw attention to the cultural and social construct of the ‘other’ in the attempt to define ‘us’. Overall, October’s book shows us that, however fanciful their facades may seem, stories speak to the worlds and minds of those who create and enjoy them. Instead of dismissing them out of pride and prejudice, one must learn to penetrate the appearance to grasp the essence and find common grounds in seemingly different things. This way of thinking is also one of the keys to unlock the medieval mind.

In terms of structure and content, Marco Polo the book runs in parallel to Marco Polo the serial, as each chapter is named after a corresponding episode and shares with it the same theme. Headed by an introduction that provides the readers with a few basic facts and a synopsis, the first chapter – ‘The Roof of the World’ – begins with the opening scene of the serial: Susan and Ian’s discovery of a mysterious footprint in the snow in the Himalayas, and their debate as regards to what kind of creature it may belong. The fanciful/supernatural and the rational/scientific are posited in clash with each other, but the matter remains unresolved, for each explanation holds in its own reasoning. As the book unfolds, a similar white-or-black way of thinking is presented at every turn but is problematised and challenged by the author’s refusal to voice any confirmation.

‘The Roof of the World’ turns out a rather apt name for Chapter One. For roofs define a space and set a limit as to how far we can reach, but at the same time provide a platform on which we may look into and dream about the distant horizon; Chapter One does precisely that. On the one hand, it contextualises the serial’s creation in the debate over popular history (television) v. elitist, academic history (book). On the other, it heralds some recurrent themes of the book and allows the readers a glimpse of what to expect. In particular, Chapter One breaks down the popular-academic binary by detailing for the readers The Travels’ historical background, its composition and co-authorship with Rustichello da Pisa, an Italian romance writer, and the manuscripts’ transmission and redaction, drawing attention to its similarity to the writing and making of a TV programme. By doing so, October shows the ambiguity of historical sources, reminds us not to let our judgement be clouded by prejudice, and points out the contemporary relevance of the medieval material.

The same subjects are continued throughout Chapters Two and Three but approached from two specific aspects of filmmaking: Chapter Two, ‘The Singing Sands’, focuses on voice while Chapter Three, ‘Five Hundred Eyes’, focuses on image and gaze. October begins both chapters with a detailed discussion of technical issues such as special sound effect and camera direction, which may prove hard and somewhat tedious for lay readers. But he then turns to character development and remediation. Two points are particularly noteworthy. First, in Chapter Two, October reads the sandstorm as a metaphor for media, where he ponders television’s capacity to convey, mask, and transform voice. He then turns to adaption and remediation, treating each version of Marco Polo’s story – be it a medieval text or a Netflix series – as giving 'voice to a culturally specific version of The Travels and equally mak[ing] Marco a spokesperson for that cultural point of reference’ (p. 56). Second, in Chapter Three, October highlights the role of the camera in presenting and communicating the story to the audience in the way that pure words cannot. In particular, he introduces the concept of ‘reflector relationship’ – pairing of characters that can ‘grant audiences insight beyond what is possible through the external focaliser’ (p. 77). In other words, the way a scene is staged and shot helps to reveal a character’s unvoiced mind through his/her pair’s behaviour and the movement of the camera, which may in turn better our understanding of the character in the original text.

The following two chapters – ‘The Walls of Lies’ and ‘Rider from Shang-Tu’ – turn to more abstract topics and focus on the trope of travel. In the former, October explores memory as media and reads its retrieval as a form of ‘mental’ travel. Here, he reverts to the footprint and the debate raised in Chapter One, and problematises memory (and television)’s reliability. After all, it is a social and cultural construct; its retrieval is not linear but ‘hops around’ in time and space just as the Tardis, and like the Tardis (that which does not always land where it is expected to), memory too is subject to human error. The same can be said for the writing of The Travels, which occupies a central place in Chapter Five. Unlike what the serial would want us to believe, the historical Marco Polo did not write his travelogue en route but revisited his memory years later. The process itself is ‘very Tardis-like in hopping between one time-place and another’ (p. 105). In other words, it is a product of virtual travel as much as of physical travel. From there, October extends the discussion to cinematic experience and underlines the similarity between watching a TV programme or a film and reading travel writings in the Middle Ages.

If there is a journey, there must be a destination and a home, which October reads as metaphors for ‘other’ and ‘us’, respectively. In the last two chapters – ‘Mighty Kublai Khan’ and ‘Assassin at Peking’, as the characters are finally brought face to face with the Great Khan, the supposed ‘other’, we as readers are invited to consider how remediation mirrors our own time and culture – after all, when we look at the television screen, we are also looking at our own reflections. October details Marco Polo’s description of Kublai Khan in The Travels, compares it to other contemporary accounts, and concludes that his travelogue too is a (re)mediated text: ‘when Marco speaks of the other it is through an agent of mediation that is hidden, that understands difference through an imagination of sameness (one mediated by the memory of home Marco carries with him and that is familiar to his audience)’ (p. 133). Likewise, Doctor Who presents a world of the other ‘promoted by an assurance of European superiority that post-war era had only just begun to question’ (p. 134).

However, where there is clash, there is conversation. Quoting Syed Manzurul Islam’s The Ethics of Travel, October identifies two types of travellers (and TV audience): the sedentary and the nomadic. The sedentary traveller refuses to be changed, their encounter with the ‘other’ only serves to confirm their own identity and superiority. The nomadic traveller, however, is not afraid to cross the boundary and embrace the ‘other’; as they journey on, they constantly review and revise their own identity, gradually becoming ‘othered’. Marco Polo is such a traveller, and so is the Doctor, who through the decades transforms from a higher intelligence who sees the Earth as a barbarian place to the inspiring hero that (s)he has become in later seasons.

Finally, in Chapter Seven (which also serves as a conclusion), October revisits the public v. academic binary and invites us to recognise the transformative power of stories, no matter through what media they are conveyed, and to reflect through these stories. The message is as relevant to medievalists as to those in film or cultural studies, especially when we take into consideration the rise of white supremacy in recent years and xenophobia emboldened by the current political climate. Although it seems a pity that Marco Polo the book does not touch upon these topics, it nevertheless calls these issues to mind and urges us to compare the Middle Ages and our era, and to consider what we may learn from our representation of the past and the ‘other’. All of this, I think, boils down to a simple question: which type of travel do we want to be, the sedentary or the nomadic?

Minjie Su
Linacre College, University of Oxford

May 12, 2020

Moberly & Moberly: Interaction and Whimsy


A haphazard and half-formed listicle research agenda for medievalists and medievalismists in need of more interaction and whimsy in these moribund times

Kevin Moberly, Old Dominion University
Brent Moberly, Indiana University

[A slice of this (the first section) was pre-published in "Medievalism in the Age of COVID-19: A Collegial Plenitude"; here is the full version with all the recommendations]

Joust (1982) – If you must social distance, then what better way to do it than armed with a six-foot lance astride an ostrich (or a stork) soaring over an ever-rising lava lake. The gameplay is as simple as it is allegorical: keep flapping and don’t let the buzzards get you down. Originally released as an arcade game, Joust has been ported to any number of home entertainment systems and is still widely playable on the web. It also lives on as a sort of ghost in the machine, with cameos in World of Warcraft: Cataclysm (2010) and Ernest Cline’s Ready Player One (2011). For those of us with as-of-yet unspent research monies, a restored version of the original arcade cabinet is available for around $3000.[1]

Conquests of the Longbow: Robin Hood (1991) – Christy Marx’s Conquests of the Longbow was the third mass-market game in 1991 to feature Robin Hood—a moment of ludic synchronicity motivated by a desire to capitalize on that year’s release of the feature film Robin Hood Prince of Thieves. Marx’s expressly antiquarian take on the Robin Hood legend is the best of the three by far and still remains compelling today, especially for those of us whose summer trips to Nottingham have been cancelled due to the quarantine. The game calls upon players to serve both as the conscious of a wistful Robin Hood and as putative scholars of his legend, charging them with assembling the authoritative account of his deeds as they guide him through the dream visions, inventory puzzles, and “authentically medieval” minigames that comprise the bulk of the game’s narrative. For those more interested in Nottinghamshire than in its most legendary forebearer, the game renders the shire’s most infamous tourist traps as late-twelfth-century versions of their present selves. Free to play on the web, or $6.00 on gog.com.

Trüberbrook (2019) – The year is 1967, and the rural German village of Trüberbrook finds itself at the heart of a potentially catastrophic quantum convergence. At the center of the village stands a suit of armor memorializing the town’s thirteenth-century margrave and savior, one “Hilarious the Unready.” In keeping with its namesake, the margrave’s armor does not survive the events of the game and only has a small role in the game’s overall narrative. Nevertheless, its initial prominence in a game that bills itself as a “sci-fi mystery” along the lines of “Twin Peaks, The X-Files, and Stranger Things” raises important questions about the continued significance of the medieval in a world increasingly defined by the hard sciences. Aside from this, the game is worth playing for its scenery and sets, which were hand-crafted as miniature scale models and then digitized for the game. $30 on Steam. A downloadable travel-guide to Trüberbrook is free, but requires the base game.

World of Warcraft (2004 to eternity) – Not the original, but arguably the most enduring neo-medieval wasteland. Where else can one cavort with the likes of Jhordy Lapforge, Hemet Nesingwary, and Harrison Jones, all while saving Azeroth from a revolving cast of underwhelming and largely interchangeable baddies. Never quite satisfied with the serious business of its own medievalesque narrative, the game indulges in a seemingly endless meta-commentary on the popular works (Peter Jackson’s [and J.R.R. Tolkien’s] Lord of the Rings, J.K. Rowling’s Harry Potter, and George R. R. Martin’s A Song of Ice and Fire, among many, many others) that have come to define contemporary medievalism. Available for Windows and macOS, the game requires a monthly subscription to play. This subscription, though, includes seven expansions worth of content and, for those of you who are curious as to whether the game is still as addicting as it was when you had a dissertation to finish, access to the recently-restored “Classic” version of the game.

Assassin’s Creed Unity (2014) – Set during the French revolution, the game is not as noteworthy for its plot, which has something to do with the Knights Templar, as it is for its take on Notre-Dame de Paris. The “real” Notre Dame is arguably itself a simulation, having been so extensively “restored” by Eugène Viollet-le-Duc in the mid-nineteenth century as to be, as Michael Camille argues, paradoxically more medieval than the original.[2] Assassin’s Creed Unity infuses this simulational logic with the imperatives of the late-capitalist tourism and culture industry, and the end result is a doubly impossible version of the cathedral, one that recalls Viollet-le-Duc’s distinctive restorations but from the context of Revolutionary Paris, nearly three-quarters of a century before such work began. UbiSoft made the game available for free in the weeks following last April’s catastrophic fire, but it will cost you $30 to play today. Yes, there are probably cheaper or more historically accurate ways to experience Notre Dame in all its pre-fire glory, but do any of these ways include Templars?

Carcassonne (2017) – For those needing another Viollet-le-Duc fix but with less Templars this time, there is always Asmodee Digital’s adaptation of the classic board game Carcassonne. The game’s take on medieval travel and commerce, rural or otherwise, is just as fanciful as the picturesque witches’ hats that Viollet-le-Duc grafted onto the towers of Carcassonne proper, but this doesn’t make the game any less engaging or charming. The digital version of the game follows the original closely, but without the unhygienic uncertainties of reaching into a bag of tiles that has just been pawed through by the unwashed masses, one’s immediate colleagues, or some combination thereof. It also adds, among other things, a medievalesque soundtrack, animated tiles, and a nifty field tracker that makes it much more difficult for your opponents to sneak their dirty meeples onto your estates. The game is available for desktop and mobile platforms for just $10, but expansions and the winter tileset cost extra, which here again, is unfortunately completely in keeping with the original board game’s business model.

They are Billions (2019) – In this Steampunk take on the tower-defense genre, you must defend your settlements against wave after wave of an infectious and unrelenting horde. If any of the infected make it through your defenses, they will infect your villagers, who will then infect their neighbors, and things get exponentially worse until your entire colony is overrun. The game’s survival mode is as addictive as it is punishing, and its swarming mechanics are a wonder in their own right. Still, and in much the same way that The Quiet Place was eminently watchable, but yet…, it’s hard to stomach the racist and colonialist implications inherent in the unironic spectacle of explicitly white imperialists facing off against wave after wave of dark and infectious natives. If the game was tone-deaf before the pandemic, it’s even more tone-death now, especially given the Trump Administration’s recent push to capitalize on the pandemic to further its anti-immigrant agenda and, more generally, the ways in which the handling of the pandemic has been troubled by systemic racism. $30 on Steam, but only if you find yourself in need of perhaps the most explicit example as of late that parts of the gaming industry still insist that fascism makes compelling gameplay.

King’s Quest V: Absence Makes the Heart Go Yonder! (1990) – If you are in need of a comfort game right now, any of Roberta Williams’ original King’s Quest games (or their fan-enhanced remakes) will serve, but King’s Quest V seems particularly apropos to today’s woes. Here, a middle-aged King Graham returns from a walk only to find that his castle and its contents, including his family, have been quarantined (in a bottle!) by the evil wizard Mordack, all because Graham’s son Alexander turned Mordack’s brother into a cat at the end of King’s Quest III: To Heir is Human. Graham is accompanied on his adventures by Cedric the Owl, the adventure-game precursor to Microsoft’s Clippy. This means that the game also counts as productivity software. Free to play on the web, or $10 bundled with King’s Quest 4 and 6 on gog.com (Windows only).

King’s Quest (2015) – The Odd Gentlemen’s reboot of Sierra’s venerable King’s Quest franchise offers a decidedly melancholic and neoliberal account of King Graham’s past. Graham arrives in Daventry with only five coins and a help-wanted poster in his inventory. Yet, Graham’s entry into the kingdom’s professional class of “knights, dentists, and other protectors of crowns” is far from assured. In order to secure his rightful place in the franchise, he must first overcome the kingdom's moribund bureaucracy and what, at least in the neoliberal imagination, is its private-sector corollary: a trade union comprised of bridge trolls. The first (and most substantial) chapter is free on Steam. The remaining chapters will cost you, though.

Bioshock (2007) – A plane crash leaves players stranded in the undersea city of Rapture, which was constructed by Andrew Ryan as an objectivist refuge for the world’s elite but is now on the verge of collapse and teams with mechanical and genetically-mutated horrors. On the diegetic level, Rapture and its grotesqueries bear witness to the postlapsarian failure of Ryan’s utopian project. The ravaged city, however, also testifies to the failure of what, to many early-twentieth-century social reformers, was one of the chief promises of the medieval as articulated through the architecture of such icons as the Empire State Building and Cathedral of Learning: the hope that the excesses of industrial capitalism could be tempered and even redirected by invoking the values of a presumably less alienating and mechanistic era. Bioshock immerses players in a nightmare vision that is explicitly constructed as the logical consequence of such hopes, one in which player agency is manifested through a horrific form of chivalry that forces players to choose whether or not to sacrifice girl-like little sisters in order to endow their characters with the sort of quasi-medieval, quasi-magical abilities that are commonplace in more-explicitly-medieval-themed games.

The Night of the Rabbit (2013) – with only “two days of adventure left” before the start of the new school year, a young Jerry Hazelnut apprentices himself to a white rabbit who promises to make him into a “tree-walker,” allowing him to cast magic and travel between worlds. This choice frees Jerry from the dreary prospects of the impending school term and the grey realities of an ever-encroaching suburbia, but it ends up costing him more than just that night’s dinner. A lyrical meditation on memory and loss and the allure and limits of fantasy, with hand-drawn backgrounds, compelling voice acting, and a moving soundtrack. $20 for Windows or macOS, but a free demo is also available.


[1] Here and throughout, we are providing purchase links for informational purposes only. Lest we be seen as complete and utterly unrepentant shills, these are not affiliate links, and we receive no commissions from them. Full disclosure: we did consider affiliate links but given the limited and generally parsimonious nature of our readership, we eventually determined that it would be more economically feasible to just file for unemployment.
[2] Michael Camille, The Gargoyles of Notre Dame: Medievalism and the Monsters of Modernity (Chicago and London: The University of Chicago Press, 2009), 357-358.