I’m one of those who liked a lot the finale to the first season.

Season 2 as a whole has been something else. A key aspect is that Nic Pizzolatto didn’t even attempt to follow up on what Season 1 represented, and instead decided for something completely different. If you ask which one was the best season, everyone, including me, will say that the first was simply better. So, for someone who saw the first, didn’t think it the best thing ever and so is considering whether or not to watch the 2nd, it seems the answer is straightforward: if you’ve watched season 1, and that one was better, there’s no real necessity of watching the second too since you’ve already seen the best it had to offer, unless you’re a fan. I’m sure that’s the rationale for a lot of people. Yet it’s the wrong one, because the two series are so different that they deserve to exist, and be seen, independently. There’s still the same fingerprint, it’s like two unrelated books by the same writer, but that means season 1 doesn’t effectively overshadow or replace season 2.

But then the finale itself mitigated this point of view I had, because in the end the merits of the series seem to evaporate, somehow. I think the whole finale has been conceived as a reaction. Same as End of Evangelion was a reaction of the director to the assault of the public. It’s like Pizzolatto decided to give the public the finale they demanded, something fitting a canon, an active reaction to the criticism.

Up to episode 7 I kept reading critics about the overwrought dialogue that I justified in the other blog post, and criticism about characters, and the omnipresent accuses of misogyny. I’d toss all that away, but the finale managed to make all these things worse, and so making them more tangible even to me. What annoyed me the most is that both plot and characters were railroaded toward a form I’d call “plot karma”. As if instead of telling a story, the point was to give a demonstration. So having these characters locked into a fixed plot karma that doesn’t follow actual karma rules, being disrespectful of the audience’s preferences, but wanting to prove and impose its moral relativism.

It’s disappointing because if the first season felt so fresh and different from everything else, this one traced a trajectory that lead right back to the derivative Hollywood writing, with its pre-determined patterns of plot twists. Especially watching Ani being pushed to the sidelines for the second half of the episode not only is infuriating to watch, but also radically incoherent with the character. If season 1 finale had its own flair and defiance of conventions, season 2 follows the ineluctably of fixed-pattern writing, with characters trapped in their mandatory pay-offs. So after a season of earning the public’s sympathies, they end up surrendering to the fact they are only movie-like characters, as fake as everything coming out of Hollywood. “Plot karma”, or things being locked into a too obvious trajectory, with dialogues that start the episode whose only purpose is to foreshadow everything that will follow, leading-on. As if the show has been chocked to death by the audience’s demands and expectations.

I feel like I’m being very wrong, but that’s what I got from this finale: the idea that Pizzolatto hated the audience’s response to the first season, and so decided to lash out with rage, feed the public with the artificiality they demand. Instead of offering them the bliss, he offered them a virus, working as an antidote and triggering a negative response.

So: the idea that all this was deliberate. A disruption. Forcing the public to watch, and so triggering a kind of rebellion against the thing they are watching. And refuse to accept it.

But beside this hidden, probably non-existent layer, remains instead the explicit theme: the dreamlike, fatalistic experience of things moving toward a single point/ending. Omega Station (the title), as the ultimate point, impossible to escape. Omega Point as the predetermined destination that all these characters are locked in.

Observe Velcoro in the whole end section: spellbound, as if observing himself doing things, instead of doing things. As if he’s sitting next to YOU, on the couch, watching himself in True Detective. Until he looks up to the trees, and observes these tightening plot limbs closing in, closing in. Narrowing as a cage, all around him. Out there in the open, yet claustrophobic. As if reaching past the layer, to the writer and the audience, asking “is that it? really?” Yes, really. I’s written right here.

And so, I imagine, the desire to break this spell, deny it. Demand characters to be more than contrived puppets stuck in their predictable and cliche-ridden patterns, just because the plot karma demands so.

Like Frank, Pizzolatto decided that rather than sitting idly by while his empire was dismantled in the inevitable backlash, he’d burn it all to the ground.

Taking advantage of a brief discussion on Twitter to explain an idea here. I’ve still some philosophical things to archive on the blog that are already a few months old. Eventually I’ll haul it all over here.

The thing I wrote on Twitter (the purpose is to squeeze it down to a really simple and intuitive level that can be immediately understood):

(about Free Will and eliminativism)

The contradiction is born of dual path, one inside the other, both true. It’s perspective.
Free Will literally exists or not depending from where you look. Both Points of View are “true”.
Elimination being BOTH logical and impossible creates a contradiction because it juggles two planes.
Reduce perspective to one plane and Free Will EITHER exists OR doesn’t (the contradiction is resolved) – WHO IS ASKING?
“WHO IS ASKING” (or saying) is the ultimate solution to Free Will paradox

What surprises me is that no one seems paying attention to how plain is the paradox born from the contradiction. A contradiction is literally just a statement that is apparently both true and wrong and can’t seem to be solved, or brought down to ONE solution.

The problem of Free Will is exactly the same: a paradox.

These things always work the same. Consider for example the idea of “Nature”. What is the contrary of “natural” in our language? Artificial. And what does artificial means concretely? Man-made. Fabricated.

That is the seed of many contradictions that have significant impact in our lives. For most of everyone human beings have a “soul” and there’s a distinction between them and the rest of creation. The world out there is made FOR us. We are separate from it. Yet, if we believe in actual science, human beings are PART of nature, not distinguished from it. The system of nature closes around us. It INCLUDES us. It is then only consequent that nothing “artificial” can exist. If it’s man-made, and men are part of nature, it’s still as natural as everything else. Nothing can exist in nature that can transcend or violate nature itself.

It is the origin of many ethical problems. Manipulating genes is “not natural”. But if human beings can do it, and human beings are part of nature, then there cannot be anything artificial about it. It was already all part of the “design”, whatever it is. Unless you believe human beings have some special powers that make them distinct.

How is the contradiction born? Of language. But language is only a reference. If you move human beings OUTSIDE nature, and so create a plane, a system of reference that belongs to human being, to oppose to another plane, a system of reference that belongs to the rest of nature, then the consequence is about obtaining statements that are BOTH true and wrong. Because the contradiction originates from the confusion of these two perspectives, and so opposite answers.

That’s the problem of Free Will, being required yet impossible. DO WE HAVE FREE WILL? Has only a true answer:

WHO IS ASKING?

The solution (or the path leading to the solution) is brought by the double-aspect theory:
two aspects of, or perspectives on, the same substance.

The “substance” is one, Nature, Science (the description we make of Nature, the objective eye of God). But the perspectives are two, creating the apparent contradiction.

Human beings exist WITHIN nature, but they create two planes, two levels, that are perceptively separated. First person, third person. Man/nature. Inside/outside. The part of a whole. A slice, a point of view.

Free Will EXISTS within the first person, because of limited access to information. Free Will is concretely a limit applied, a perimeter that delimits a space. An enclosure. This enclosure creates a distinction between inside and outside. And so creates the principles of the two planes that then create a contradiction when you make statements while confusing the plane of reference.

But because Free Will exists within the first person, and the first person is contained in Nature, Free Will also is canceled when the perspective switches to third person. Science (third person) says: Free Will cannot exist. Because science postulates that there’s “one substance”, and so two contradicting truths aren’t possible. The first person/Free Will is “explained away”. Eliminated.

WHO IS ASKING? The question can be answered from two perspectives. First person and third person, yet there’s one substance only, because we can’t forget that human beings aren’t separate from nature, but caught within. So one answer/perspective is included within the other.

True Detective, Season 2, Episode 5:

One day you might find cause to ask yourself
what the limit is to some pain you’re experiencing
and…

you’ll find out there is no limit at all.
Pain is inexhaustible.

It’s only people that get exhausted.

I have this new program, see.

Because my powers of influence
are so meager in this sublunar world of ours,
I try to limit the people I can disappoint.

And I make sure to know the difference
between my obligations and somebody else’s.

Note: That line has been pointed at, across medias, as bad writing because of “who talks like that?” My comment to that is: bad writing that comes around and it is good. No one asks for realism when realism doesn’t add anything. There is not intent for authentic dialogue there, and so no fault.

True Detective is “written”. Charged with meaning, an artificial world. It’s set after the world has already ended. All characters are afterimages on a stage, manipulated as puppets without choice. They are only alive because they suffer. Episode 5 is a distillation of why human beings are utter shit. It’s literally post-apocalyptic setting.

Malazan, The Bonehunters:

‘Nothing can be done,’ Heboric said. ‘We each fall into our lives and that’s that. Some choices we make, but most are made for us.’

Both True Detective and Malazan switch focus from characters to environment, and back. How one shapes the other, and back. Environment as character. How one is a domain within the other.

‘Heboric’s chosen this path, but it’s not by accident. Sure, it’s a wasteland now, but it wasn’t always one. I’ve started noticing things, and not just the obvious ones like that ruined city we passed near. We’ve been on old roads – roads that were once bigger, level, often raised. Roads from a civilization that’s all gone now. And look at that stretch of ground over there,’ she pointed southward. ‘See the ripples? That’s furrowing, old, almost worn away, but when the light lengthens you can start to make it out. It was all once tilled. Fertile. I’ve been seeing this for weeks, Cutter. Heboric’s track is taking us through the bones of a dead age. Why?’

‘Death and dying,’ Scillara continued. ‘The way we suck the land dry. The way we squeeze all colour from every scene. And what we do to the land, we also do to each other. We cut each other down.’

Well, that’s an oxymoron. Article on the New Yorker:
http://www.newyorker.com/culture/sarah-larson/an-open-letter-to-the-white-walker-army

Even Jon Snow, who, as several characters reminded us, has a pretty face and a sympathetic backstory, isn’t enough to provide all the human intrigue in a scene with seven million undead C.G.I. assholes.

“Game of Thrones,” which is part fantasy, is also mostly a drama, and those of us who are there for the drama, White Walker Army, and for the comedy, such as it is, rate you very low on the emotional-realism scale. We dread your appearance not just because you threaten Jon Snow and his cohorts but because you threaten to drag the show we love further into a realm that we find tedious. As a friend texted me recently, “It’s turning into a video game.”

The reaction I saw to this was about the attack on the genre elements of the show, that a part of the public certainly likes very much, but I’m not interested specifically on that aspect today.

I also believe, and have written a few times, that the more ASoIaF moves away from the political backstabbing and toward its more fantastic elements, the more it actually loses its shine and appeal. It’s not so much because I personally dislike fantasy in my novels (obviously), but because Martin’s skills don’t seem to be there. He’s good at writing the other stuff. So the series seems more on a downward trend not because of its sprawl, but because its direction (ice and fire) is less brilliant and inspired than its core (game of thrones).

I felt something similar when I was reading Erikson’s “Memories of Ice” the third book, also specifically about another zombie army. I could see what the author was trying to do, but I simply did not think it could be achieved. It would be a failure, for reasons that are similar to those expressed in that New Yorker article. Yet Erikson managed to pull it off by resorting to a certain “trick”. And it worked! It was brilliant and it managed to achieve that ambition I thought simply not possible.

Martin is not done, so we all have to wait to see if he pulls it off, or even WHAT he’s trying to pull off. But I think he has a more traditional interpretation of fantasy and that he’s not interested in digging deep. It’s just a layer. But because of this, there’s the risk of disappointment when the reveals will kind of fizzle out, or will look like dry CGI.

The TV show had the merit of pulling in the general public, but to a lot of them the “fantasy” in it still feels tacked on. Something they tolerate more than something they enjoy.

“The School of Mensis controls the Unseen Village.

This hexagonal iron cage suggests their strange ways. The cage is a device that restrains the will of the self, allowing one to see the profane world for what it is.

It also serves as an antenna that facilitates contact with the Great Ones of the dream.

But to an observer, the iron cage appears to be precisely what delivered them to their harrowing nightmare.”

“No, we shall not abandon the dream.”
“Ah hah hah ha! Ooh! Majestic! A hunter is a hunter, even in a dream. But, alas, not too fast! The nightmare swirls and churns unending!”
“As you once did for the vacuous Rom, grant us eyes, grant us eyes. Plant eyes on our brains, to cleanse our beastly idiocy.”
“The cosmos, of course!”
“Let us sit about, and speak feverishly. Chatting into the wee hours of…”
“New ideas, of the higher plane!”
“Now I’m waking up, I’ll forget everything…”

This is an item in the Bloodborne game, but more than trying to figure out the game’s mythology I’m more curious about how you can relate the symbolism to the ideas that actually precede Bloodborne and inspired it.

Without speculating, there are a few aspects that are explicit in the game. One is the idea of a dream, being trapped within without an awareness of the real world. So the dream is like a cage that you can’t escape. If you awake you only find yourself in the same dream, in a circular way without escape (false awakenings). At the same time there’s an idea of transcendence linked to the Great Ones, the Lovecraftian gods of Bloodborne. To escape the cage of a dream one has to transcend the limits of human vision. “Grow more eyes” in the mind, and so being able to see an hidden dimension that was already fused with the normal one.

So, this actual cage around the head is an explicit symbol of the dream as a cage, a consciousness that is trapped within a mind. It is hexagonal because that’s a feature that in the game defines the stuff that pertains the gods, and the existence of the dream/cage depends on the gods, on that hidden layer that is made opaque by the dream itself, the courtain. The gods are the hidden something beyond a veil, an unknown to the current level of experience, which is the dream. The description implies that in order to see the “profane world” one has to surrender the will of the self. But the profane world means the common world, the tangible existence that in this context is represented by “this side” of the dream. That means that the “life in a cage” represented by this symbol only reveals the nature of human-like existence: that of being trapped, with no real will.

It’s interesting because this angle is the same of the stuff I write about, even if it’s nothing in common with Bloodborne. Why the link? Because Bloodborne is inspired by certain structures and mythos, that feed on the basic “truths”.

Yet the description doesn’t end here, it also creates a separation. On one side it reveals the horror of existence: “to an observer, the iron cage appears to be precisely what delivered them to their harrowing nightmare.” Yet, it also represents a “door”, a passage to what’s behind the veil: “it facilitates contact with the Great Ones of the dream”. As if the awareness of an existential cage also offers a gift of transcendence.

Despite loving Malazan and thinking it has no challengers for what it does within its genre, I also do think it’s weak on certain aspects.

I tried to explain as a mix of aesthetic joined with depth and meaningfulness. The same as you’d get when looking at densely decorated architecture, but where each single decoration isn’t meant to be merely beautiful to stare at, but also with a dense symbolism and meaning.

Games, books, movies or whatever else, if there’s support for deep mythology and where no detail is left to chance. This myth comes from Tolkien. It’s not just in service of “realism”, and so immersion, but also as a way to reward digging and discovering what’s hidden in that depth. It means engaging with the medium, being part of it, enjoying revelations and epiphanies in those rare occasions when everything locks perfectly together, or perfectly realigns to show a new perspective.

Looking for hints, have your mind making the connections, slowly getting closer to find a solution, or a compelling interpretation. This is all about complexity and detail worth having. A medium that matures and takes itself seriously.

A lot of what I tried to describe in abstraction is already possible in the Malazan we have. It part of what makes it really good. And it is also what Malazan has in common with the approach to the lore and storytelling in the “Souls” game, including and in particular with the latest: Bloodborne.

Bloodborne is that aspect of Malazan turned into game. That aspect of active entertainment. Where the medium demands and requires that you engage actively. The problem is: Bloodborne does it even better.

If you know very little or nothing about Bloodborne then here’s an article that will tell you about story and mythology:
http://www.kotaku.co.uk/2015/04/09/whats-really-going-on-in-bloodborne

I couldn’t avoid thinking that the whole of Bloodborne not only would fit perfectly in Malazan, but it would be exactly what “Night of Knives” could have been if it was pushed to its full potential. Night of Knives is that same story, only missing that particular “heft” that is instead fully realized within Bloodborne.

The basic structure of the town turned into hunting grounds and dream dimensions bleeding into reality during a special night (and the moon), is not only the common link between the book and the game, but also the manga “Berserk” by Kentaro Miura, that we know for sure has been a major source of inspiration for Hidetaka Miyazaki, the designer of Bloodborne. These three, Berserk, Bloodborne and Malazan go hand in hand (and of course heavily influencing all three is Lovecraft). The only difference is that Malazan swallows them in a much bigger picture. Yet the other two seize aesthetic and mythology, that smaller slice, and realize them even better.

Not to say Night of Knives is a bad book, but it falls shorts (very short) of that potential that was there. And I’m thinking of a potential that not even Erikson could realize.

So this is what I’m trying to point out: some of the ingredients that make Malazan great are ingredients that went into Bloodborne. Those aspects that come out even more clearly in Bloodborne. And what Malazan lacks when compared not to similar works, but when compared to its own ideal potential, is what instead a game like Bloodborne fully delivers.

What if Truth and Subjectivity are separated? Usually one would think that Truth includes Subjectivity, and so that Subjectivity is just a slice that goes to merge into a Big Picture we call Truth.

This was part of a number of comments I wrote over at Bakker blog to explore the idea of lesser, relative truths. Like a kind of dualism of Ontology. But trying to explain that without resorting to abstraction or philosophy.


Let’s say I put you to sleep. In a definitive way. So you’re like a coma patient on a bed, forever, with no possibility of waking up again. You know nothing of this new condition because you lost all memory of what happened or of your previous history.

Then you start dreaming.

Without any perception of the outside, this new dream reality, Thomas Covenant-like, is all that exists for you. A Reality. A fantasy world you’re trapped in, as detailed and complex as the real one.

This is the error. Your partial information and Subjectivity, a perspectival closure.

But instead *for me*, since I’m out and looking at you, you are effectively in error because I know the truth of your condition. I know you are dreaming, that your Reality is imagined.

Now let’s say we have a way of communicating (BBT). So I can tell you some of the truths. I can demonstrate and persuade you that you are indeed just in a coma, and dreaming. That what you perceive, see and live is just an illusion.

Yet, this knowledge doesn’t awaken you. You’re still trapped in subjectivity and the fantasy world. That world is still your Reality. Your truth. That is your ultimate truth as long it’s true that you can’t awake anymore. As soon you understand you cannot return, the Reality becomes absolute.