A Review: Catching Teller Crow

“In telling this tale, we were informed by two sets of stories that are the inheritance of Aboriginal peoples. The first set are stories of our homelands, families, cultures; the stories that speak to the connections which sustain us and which we sustain in turn. The second set are the tales that entered our worlds with colonization; stories of the violence that was terrifyingly chaotic or even more terrifyingly organized on a systemic scale. Both sets of stories inform our existences, and thus our storytelling.”

(Kwaymullina 191)
Spoilers ahead!

Catching Teller Crow is a novel about a grieving father, Michael Teller, that can see the ghost of his daughter Beth. Michael Teller is a police detective and was sent to investigate a murder in a rural Australian town. During the investigation Beth notices another ghost following them and befriends her. And as it turns out, the girl, called Catching, is the key to solving the murder and uncovering the town’s secret.

         The novel deals with many different topics such as grief, trauma, and relationships. It is clear from the first page that Beth is worried about her father as he does not deal with well with Beth and her mother’s respective deaths. If we were to see the ghost of someone close to us, we would probably assume that we are losing our mind or that it is a manifestation of our grief. But for Aboriginal people this would not be that strange. Some Aboriginal people believe that humans go through different stages of existence (cf. Books+Publishing). Similarly, that everything is connected is part of Aboriginal systems (cf. Kwaymillina 2013, 4). So seeing a ghost would not be that strange as they are just souls at another part of existence. And because everything is related, Beth’s and Catching’s stories are related even across time.

         Beth and Catching tell their stories in different ways. Beth ‘talks’ in prose. Catching in verse. According to the authors, Beth’s voice is like a river ‘sometimes fast and sometimes slow, but always saying a lot’ and Catching’s voice is like ‘the beat of the rain, sometimes steady and sometimes sharp and uneven. She says little, but every word has weight.’ (Wyld). Even though both stories have a lot to say about the two girls, Catching’s verse makes her story feel more important- and it’s not just the words either. The historical implications behind her story, the being taken by strangers, being talked about as if she isn’t there, the fear, makes it feel real.

         Let’s now talk about Crow, the last girl mentioned in the title of the novel. Crow is and remains a mystery in the novel, but her being a crow tells us a lot. Crows are most known to represent good or bad omens- even death. But those black birds are also known for their intelligence and adaptability. They can also be a sign for transformation and the future. And maybe this is all true for Catching Teller Crow as in the end of the novel (the chapter called ‘The Beginning’) all three girls turn to crows.

“We bathed in the clouds and sang in the sun and let the world paint our souls and our souls paint the world. And wherever we went, we went together.”

(Kwaymullina 190)

References:

Books+Publishing. “Reaching out: Ambelin and Ezekiel Kwaymillina on ‘Catchin Teller Crow’”. https://www.booksandpublishing.com.au/articles/2018/07/05/110945/re   aching-out-ambelin-and-ezekiel-kwaymullina-on-catching-teller-crow/. Accessed Feb. 19, 2023.

Kwaymullina, A., B. Kwaymullina, and L. Butterly. “Living Texts: A Perspective on Published Sources, Indigenous Research Methodologies and Indigenous Worldviews”. International Journal of Critical Indigenous Studies, vol. 6, no. 1,   Jan. 2013, pp. 1-13, doi:10.5204/ijcis.v6i1.106.

Kwaymullina, Ambelin and Ezekiel Kwaymullina. Catching Teller Crow. Penguin Books, 2019

Overwatch’s Australia: The Freak, The Queen and… the Māori?

The gaming industry is notoriously known to struggle with representation of diverse characters. Protagonists still tend to be male, white, cis, and able-bodied most of the time. AAA titles with the most basic protagonists still make tons of profit, while male gamers with a sexist mindset often react with outrage when faced with one of the rare, non-sexualized representations of women, because ‘everything has to be woke nowadays’.  Despite more than valid criticisms and controversies surrounding the company and its policies, Blizzard’s 2016 game Overwatch (upgraded to Overwatch 2 in October ’22), offers a rather exemplary diverse roster of characters for its player base of up to 1 million daily players.

Overwatch is a multiplayer first-person-shooter, commonly described as a ‘hero shooter’. In hero shooters, the gameplay relies on each of the characters’ unique abilities. With a heavy focus on individual characters, representation matters even more than normal. And not everything is bad in the case of this sometimes quite controversial game.

The game takes place in a distant future, with extremely advanced technologies, fully sentient robots, genetically enhanced gorillas and hamsters. The Overwatch is an international task force established to ensure global stability in the face of the robot rebellion against their human creators: the so called Omnic Crisis. In this setting, Australia has a somewhat unique status, as it is a barren, barely inhabitable wasteland, almost completely destroyed in said crisis. Accordingly, the Australian characters are heavily inspired by the post-apocalyptic world of Mad Max. Their chaotic personalities contrast with many of the other heroes, who neatly fit into different, mostly futuristic hero archetypes.

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Junkrat

The first character to look at is the attack hero Junkrat, who would be the result of what happens if you put a mad genius, DC’s Joker and a whole lot of Mad Max into a blender. He is represented as insane to the point of being self-destructive, sporting a self-made mechanical arm and leg. Even in the chaotic environment of this destroyed Australia, disabilities are not a dealbreaker. On the contrary, Junkrat is crafty enough to design his own prosthetics, even without access to the sleek-looking prosthetics some of his colleagues use (sometimes to enhance their abilities). Still, he is one of the heroes with the highest damage output and quite some manoeuvrability, simply due to him not caring about his own physical well-being.

His weapons of choice are a whole lot of bombs, a bear-trap and a remote-controlled exploding tire. Everything about Junkrat is chaotic, from his scorched, still burning hair to his crazed laughter. He even drops bombs upon being killed. While other heroes use high-tech equipment, Junkrat relies on the power of pure destruction inflicted by his rusty DIY gadgets, truly making the best out of his post-apocalyptic home country.

Junkrat’s Overwatch 1 & 2 Default Skins

Junkrat’s voice actor (US American Chris Parson) attempts to mimic an Australian accent, but he is American, nonetheless. Blizzard seems to have learned their lesson in this regard, as the newest released Australian hero, Junker Queen, has an Australian voice actress (Leah De Neise), as well as a few Aussie slang voice lines (for example: “Oi! Pick up your feet, ya’ drongos!”)

Junker Queen

Junker Queen, a tank hero, is an extremely tall and muscular woman, using a shotgun, an axe, and a throwing knife. She combines the brute force of melee attacks with her passive ability that allows her to heal herself in relation to damage dealt to enemy heroes. In her case, hurting others means to protect yourself and your teammates. Additionally, she is one of the most self-confident characters in the game. This translates into an aggressive play-style, which spreads over to the other heroes: Her ability Commanding Shout is a fierce battle cry giving allies a health buff. In Junker Queen’s work environment, you just scream at your colleagues to protect them.

She is not only the tallest woman in the game (only towered over by the other Australian tank, two robots and the German man in giant armour) but is also equipped with an unapologetic brawler attitude rarely seen in female characters.

As her name suggests, she is the queen of one of the escort maps, Junkertown. Junkertown is built out of the remains of an Omnic factory in the Australian Outback.  In Junker Queen’s cinematic short movie, we get a glimpse of a popular hobby in this rather dangerous Australian society: Fighting in the Scrapyard, a gladiatorial arena located in the Junkertown map. We get to see the rough society of Overwatch’s Australia, their use of scrap technology, as well as their awesome queen being the best tank of the game (not biased at all). She is presented as a woman who could not care less about gender roles, while at the same time not remaining one-dimensional or unreasonably violent. Junker Queen is not only surviving in post-apocalyptic Australia, but thriving:

Roadhog

The remaining character is another tank: Roadhog, who is Junkrat’s bodyguard. He is a fat man in a mask, mainly communicating in grunts. His outfit’s accessories further hint at road movies, with a spiked tire on his shoulder and a license place as his belt buckle. His weapons are a shotgun and a hook he can use to pull other heroes towards him and finally…”Whole Hog”; some kind of modification to his gun making it look like a meatgrinder firing bullets in a cone in front of him. To restore health, he inhales from his “hogdrogen” (not a typo). Roadhog, similarly to his boss, is a character mirroring the radiated wasteland they are inhabiting. Due to his hostile environment, he has abandoned much of his humanity and has become whole hog himself. Thus, it is still unknown what his face looks like.

While Roadhog is designed in the same Mad Max aesthetic, one aspect differentiates him from the other two. While his ‘official’ nationality is Australian, is has been heavily hinted that Roadhog, whose real name is Mako Rutledge, is of Māori descent.

His first name means ‘shark’ in Māori. Additionally, his ‘Toa’ and ‘Islander’ skins reference Polynesian cultures, including a stuck-out tongue reminiscent of the haka, as well as tribal tattoos. In game, he can also be heard saying “If I wanted to go to the wop-wops, I could have stayed at home.” This “is strictly an informal noun in New Zealand as opposed to Australia which uses ‘out in the sticks’ to imply that it is out in the middle of nowhere.” (Overwatch Wiki)

Roadhog’s Overwatch 1 Default Skin vs. Toa Skin

While Overwatch had some controversies regarding cultural appropriation, it is not unlikely that Mako is a intended to be of Māori descent, as there “are over 170,000 Māori living in Australia – 20 percent of all Māori”. (rnz.co.nz) It is an interesting nod to the relation between the two neighbouring countries, and I was not aware of this demographic situation before looking up the reasons for the controversy surrounding Roadhog’s nationality. Unfortunately, Roadhog’s voice actor is another US American (Josh Petersdorfs). Blizzard missed the great opportunity to give this role to a native Māori, providing some of the much-needed visibility to a marginalised group of people.

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Overwatch sticks to clichés, but it does so consistently with all its characters (the German character Reinhardt does, of course, have beer related voice lines and I can definitely identify with VA Darin De Paul’s fake German accent).  The game is walking the fine line between cultural appropriation and cultural appreciation. Generally, characters stereotyped according to their nationality have become a popular trope in hero shooters.

When it comes to proper representation, Blizzard still has plenty of room for improvement, especially compared with other games such as Respawn’s battle royale Apex Legends (2019), which also includes characters from New Zealand and Australia, respectively voiced by voice actors of those nationalities.

The American voice actors deliver a decent imitation of an Australian accent (though I am no expert whatsoever). Nevertheless, Leah de Niese performance as Junker Queen is the absolute best. But overall, the idea kind of works. All characters are unique and charming, with the Australians delivering plenty of personality and some of the most powerful gameplay.

Finally, one last thing that is interesting to observe is the in-game roles of the characters. Roadhog and Junker Queen are tanks, whose main role it is to shield their teammates and soak up incoming damage. Often, tanks are characters that are physically extremely strong.  Junkrat is an attack hero, whose main role it is to deal as much damage as possible. There is no Australian hero in the support category. I would love to see how an Australian healer would look like in the Overwatch universe. Or is the lack of a support hero a subliminal message about Australia’s image as a hostile and dangerous environment producing confident, reckless, and extremely self-sufficient personalities? After all, if there is no healer on your team, Junker Queen quips: “You softies need a healer!”

Sources

https://overwatch.fandom.com/wiki/Roadhog

https://www.rnz.co.nz/news/the-wireless/374853/broader-horizons-what-it-means-to-be-maori-in-australia

Media Sources

Overwatch Skin Screenshots taken by me 🙂

Overwatch 2 Junker Queen Cinematic Trailer – “The Wastelander”: https://youtu.be/Mb3_hvPGH3g

„Bury me, my Love“ – a Migration Narrative

About the game

A tale about love, hope and exile, inspired by a true story.

“Bury me, my Love” is a video game that deals with migration, the search for refuge, war, and fate. Unlike other visual narratives, “Bury me, my Love” requires the reader to actively engage in the game and to make difficult decisions. The story will change its course depending on which decisions the player has taken.

The tale begins in Syria on March 4th 2015. Nour and her husband, Majd want to leave war-ridden Syria. Nour, a medical professional, manages to get a visa for Turkey and starts her journey to Europe. Majd is a teacher and has to stay back. The player can influence Nour’s movement via text chat; however, Nour also has a mind of her own, which means that she may not do what the player/Majd asks her to do. On her journey, Nour meets with scammers, racists and more, but she also encounters one or two friendly faces. The player can often choose between sending Nour a text message, an emote or a selfie (of Majd).

An example of Nour’s stubbornness can be found in the beginning. Sadly there is a shooting on her way to the airport. Therefore, Nour decides to go the cheaper route through Damascus, even though the texts that I had chosen and therefore Majd’s answers should have discouraged her.

The decisions that Majd has to make often are hard. After Nour has made it to Izmir because a friend of Majd knows a smuggler there and this friend safely made it to the UK, she contacted the original smuggler and a couple more. Now, the first smuggler is a bit cheaper (900€), but he will only leave the next day and there are 50 people on a 9-meter boat, which is quite a lot. The other smuggler that Nour has found on Facebook will leave tonight, takes 1100€ but guarantees that no more than 40 people will be on board. Now, the following screenshot shows the decision the player has to make after receiving that information.

Which decision am I going to make? Will I go with the presumably trusted but also more dangerous smuggler? Or the more expensive and possibly safer alternative? One of these decisions could cost Nour her life and that is quite a scary thought. It has to be taken into consideration that Nour only got 2,500€, and her journey won’t be over after taking a boat to Greece.

After three playthroughs it becomes clear how difficult it is to get to a safe place, however, on the third playthrough I finally managed to get Nour into Germany.

Experience and Review

Playing the game was an incredibly frustrating experience. Not only is it so hard to get Nour to a safe place, but you’ll also have to read a lot of their chat while only being able to make very few decisions. One playthrough can take up to four hours, which is quite headache-inducing due to the repetitiveness of the gameplay: Read Nour’s messages, read Majd’s automated messages, choose a response, and read Nour’s messages. This may, however, show how difficult it is to be in Majd’s position, who can only watch his phone and wait for Nour’s messages.

Also, things often didn’t go the intended way and that was annoying as well. If a decision was made, it was impossible to go back and retake it, and if Nour died due to the decisions taken, the game had to be played again – from the beginning. There are also so many decisions that it feels impossible to remember which ones I’ve taken in an earlier playthrough. Hence, it would be nice if it was possible to go back to certain chapters in Nour’s and Majd’s journey and see how other decisions would affect her. 

Furthermore, the game evokes a sad atmosphere thanks to the music that is played at certain points in the game. The music has a nostalgic undertone, is sad, and often feels a little dramatic. Sometimes the music also sounds almost hopeful. The music underlines the fact that we’re witnessing a family that is being torn apart. A husband who helplessly has to see his wife leave without him. A journey that is dangerous and may separate them infinitely. You can go here to listen to the soundtrack: https://www.youtube.com/watch?v=THLFaJxo-v8

The experience is intense. And frustrating, annoying, and immersive. Overall, the game does a good job of displaying the refugee experience. If you want to read more about the process of designing the game and the developers’ motivation and journey, go here: https://www.gamedeveloper.com/business/the-emotional-rollercoaster-of-making-a-video-game.

Review of Pat Grant’s ‘The Grot -The Story of the Swamp City Grifters’

Pat Grant’s graphic novel The Grot was published by Top Shelf Productions in 2020 and is a collaboration with the artist Fionn McCabe. It is the first of three books that together form the collection The Story of the Swamp City Grifters. Grant wanted to tell a story about con-artists but was facing the problem that in our modern time most of the scamming happens online. Since he thought a story that mainly takes place on the internet would not be interesting enough, he wanted to come up with a different, but still modern setting. Therefore, he created a dystopian Australia ‘ravaged by a plague, filled with con-artists swindling others in a world where people are scrambling for resources and constantly taking a crack at hitting big and becoming rich’. (Petras, 2020) A place called Falter City becomes a magnet for people who are looking to make a fortune, but instead, they are confronted with disease, greed, and foul play.

The reason for the downfall of the world as we know it is not mentioned in the visual narrative. Similarly, the reader does not get to know the details about why people can get so rich in Falter City. It becomes clear that there is a special type of algae that is very valuable. Ryan Carey suggests that the world in Pat Grant’s graphic novel has changed so drastically because of climate change, and that the algae might be some kind of energy source. (Carey, 2020) The world Grant creates may also remind the reader of the North American Gold Rush, during which people also left everything behind to travel across the country in the hope of becoming rich. 

In Pat Grant’s graphic novel The Grot, the reader follows the two brothers Lipton and Penn, who make their way to Falter City with their mother and plan on becoming rich by selling medicinal yogurt. On their journey, it becomes clear very quickly that their hopes might be naïve and that life in the swam is very dangerous due to a plague, a lot of fraud, and horrific work conditions. Lipton and his family receive multiple warnings. For example, when they arrive in Falter City a lot of people are waiting at the harbor. A man tells them: ‘Most of them are trying to leave. Not everyone gets rich out here and if you can’t afford the ticket then the only way back is to work your way back… fight for a spot on the pedal deck.’ (Grant, 2020) But the family is blind to all the warning signs and so full of greed that they choose to ignore the misery that is surrounding them everywhere in this hostile environment. 

The relationship between Lipton and Penn is full of tension and mistrust, and in an interview, Grant stated that he is very interested in sibling relationships. The two can be seen as dual protagonists. While Lipton is trying to make his mother proud and succeed, Penn is not really interested in setting up their business. They spent most of their time in Falter City separated from one another but are both outsmarted by con-artists in the end. (Carey, 2020) 

Grant’s first graphic novel Blue, which was published in 2013, already made it clear that the artist is not afraid to present unsympathetic and disagreeable protagonists. While Lipton seems quite naïve but could still be seen as a sympathetic character, his brother Penn, his mother, and basically every other character are far from likable. For example, Lipton’s mother states that she wants her son to profit from the diseases that are killing many people in Falter City. (Grant, 2020)

Pat Grant’s art style is very unique and contributes a lot to the uneasy feeling that the reader is left with after finishing the story. The artist uses mainly brown, green, red, and yellow in his panels. These muddy and earthy tones create a discomforting and dense atmosphere. In addition, Grant is not afraid to show ugliness, which adds to the unpleasant feeling. The artist has been praised by critics for his drawings. For example, Carey wrote: ‘These pages don’t just look good, they look great – and while no art is “perfect” in and of itself, this art is perfectly and uniquely suited to tell this story.’ (Carey, 2020)

Other than the specific art style, another quality of the graphic novel lies in its very authentic dialogues. Grant manages to remind the reader of the Australians ‘characteristically blunt method of communication and inherently wry sense of humor […].’ (Carey, 2020) 

In terms of the topic of migration, one could say that The Grot is very different from the other visual narratives that we discussed in our class – the main difference being the reasons and motivations behind migration. While we got to know a lot of comics and graphic novels where people are forced to relocate, the families in The Grot move because they want to make a fortune. Therefore, we also have a different social composition in Falter city than in the spaces where other visual narratives take place. In most of those, we have a small group of migrants that comes to a foreign place, where there is already an established community living. This often leads to tensions between the two groups. In Falter City on the other hand, it seems that almost everybody is a migrant. Still, with the following quote, it becomes clear that this place also has a history of repression of other cultures: “Here they are…the five islands. Each island used to have an indigenous name but no-one remembers those.” (Grant, 2020) This quote, among other, shows that Grant is also subtly criticizing society.

Sources: 

Grant, Pat. The Grot. Top Shelf, 2020.

Belinda, Yohana. “The Grot“, A Telltale of Con Artists during Pandemic by Pat Grant. thedisplay.net, 2020. (https://thedisplay.net/2020/06/15/the-grot-pat-grant/)

Carey, Ryan. Swamp Thing: Ryan Carey Reviews The Grot By Pat Grant. solrad.com, 2020. (https://solrad.co/swamp-thing-ryan-carey-reviews-the-grot-by-pat-grant)

Petras, Matt. Pat Grant, ‘The Grot,’ and the difficult, demanding task of creating a graphic novel. sequentialstories.com, 2020. (https://sequentialstories.com/2020/07/29/pat-grant-the-grot-and-the-difficult-demanding-task-of-creating-a-graphic-novel/)