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The First World War in Computer Games PDF

135 Pages·2015·1.993 MB·English
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The First World War in Computer Games DOI: 10.1057/9781137491763.0001 Other Palgrave Pivot titles Shepard Masocha: Asylum Seekers, Social Work and Racism Michael Huxley: The Dancer’s World, 1920–1945: Modern Dancers and Their Practices Reconsidered Michael Longo and Philomena Murray: Europe’s Legitimacy Crisis: From Causes to Solutions Mark Lauchs, Andy Bain and Peter Bell: Outlaw Motorcycle Gangs: A Theoretical Perspective Majid Yar: Crime and the Imaginary of Disaster: Post-Apocalyptic Fictions and the Crisis of Social Order Sharon Hayes and Samantha Jeffries: Romantic Terrorism: An Auto-Ethnography of Domestic Violence, Victimization and Survival Gideon Maas and Paul Jones: Systemic Entrepreneurship: Contemporary Issues and Case Studies Surja Datta and Neil Oschlag-Michael: Understanding and Managing IT Outsourcing: A Partnership Approach Keiichi Kubota and Hitoshi Takehara: Reform and Price Discovery at the Tokyo Stock Exchange: From 1990 to 2012 Emanuele Rossi and Rok Stepic: Infrastructure Project Finance and Project Bonds in Europe Annalisa Furia: The Foreign Aid Regime: Gift-Giving, States and Global Dis/Order C. J. T. Talar and Lawrence F. Barmann (editors): Roman Catholic Modernists Confront the Great War Bernard Kelly: Military Internees, Prisoners of War and the Irish State during the Second World War James Raven: Lost Mansions: Essays on the Destruction of the Country House Luigino Bruni: A Lexicon of Social Well-Being Michael Byron: Submission and Subjection in Leviathan: Good Subjects in the Hobbesian Commonwealth Andrew Szanajda: The Allies and the German Problem, 1941–1949: From Cooperation to Alternative Settlement Joseph E. Stiglitz and Refet S. Gürkaynak: Taming Capital Flows: Capital Account Management in an Era of Globalization Steffen Mau: Inequality, Marketization and the Majority Class: Why Did the European Middle Classes Accept Neo-Liberalism? Amelia Lambelet and Raphael Berthele: Age and Foreign Language Learning in School DOI: 10.1057/9781137491763.0001 The First World War in Computer Games Chris Kempshall University of Sussex, UK DOI: 10.1057/9781137491763.0001 © Chris Kempshall 2015 Foreword © Esther MacCallum-Stewart 2015 Softcover reprint of the hardcover 1st edition 2015978-1-137-49175-6 All rights reserved. No reproduction, copy or transmission of this publication may be made without written permission. No portion of this publication may be reproduced, copied or transmitted save with written permission or in accordance with the provisions of the Copyright, Designs and Patents Act 1988, or under the terms of any licence permitting limited copying issued by the Copyright Licensing Agency, Saff ron House, 6–10 Kirby Street, London EC1N 8TS. Any person who does any unauthorized act in relation to this publication may be liable to criminal prosecution and civil claims for damages. Th e author has asserted his right to be identifi ed as the author of this work in accordance with the Copyright, Designs and Patents Act 1988. First published 2015 by PALGRAVE MACMILLAN Palgrave Macmillan in the UK is an imprint of Macmillan Publishers Limited, registered in England, company number 785998, of Houndmills, Basingstoke, Hampshire RG21 6XS. Palgrave Macmillan in the US is a division of St Martin’s Press LLC, 175 Fift h Avenue, New York, NY 10010. Palgrave Macmillan is the global academic imprint of the above companies and has companies and representatives throughout the world. Palgrave® and Macmillan® are registered trademarks in the United States, the United Kingdom, Europe and other countries. ISBN: 978–1–137–49176–3 PDF ISBN: 978-1-349-50454-1 A catalogue record for this book is available from the British Library. A catalog record for this book is available from the Library of Congress. www.palgrave.com/pivot doi: 10.1057/9781137491763 This book is dedicated to my Nan who died in December 2014, before its completion. Whilst neither the First World War nor computer games were necessarily her ‘thing’, she always showed interest in them because they were mine. She never failed to show enthusiasm and support for my work and research and, as a result, this title – my first published book – is dedicated to her memory. DOI: 10.1057/9781137491763.0001 Contents List of Illustrations vii Foreword viii Esther MacCallum-Stewart Acknowledgements xiv Introduction: Opening Up a Digital Front 1 1 ‘You Provide the Pixels and I’ll Provide the War’ – Computer Games, Cinema and Narrative 17 2 ‘Good God, Did We Really Send Players to Fight in That?’ – Landscape and Chronology in First World War Games 39 3 ‘It Takes 15,000 Casualties to Train a Player General’ – Combat in First World War Games 58 4 ‘They Will Not Be Able to Make Us Play It Again Another Day’ – The End in First World War Games 82 Conclusion: ... To End All War Games 96 Bibliography 105 Index 116 vi DOI: 10.1057/9781137491763.0001 List of Illustrations 1.1 Great War Mod – background and objectives for France 23 1.2 Verdun 1914–1918 – fighting at Argonne 28 2.1 V erdun 1914–1918 – fighting at Flanders 45 2.2 V aliant Hearts – bodies in the mud 46 2.3 Valiant Hearts – Vimy Ridge 47 3.1 The Great War Mod – effects of battle 65 3.2 V erdun 1914–1918 – going over the top at Picardie 71 3.3 Verdun 1914–1918 – map table 73 4.1 V aliant Hearts – Emile’s journey to the firing squad 92 4.2 Valiant Hearts – graveyard ending 93 DOI: 10.1057/9781137491763.0002 vii Foreword 12 August 1914. My Dearest Daughter I started military training today. I hope everything is well at the farm and the neighbours are able to help you finish the harvest in time. Don’t worry, I will be back soon. Emile1 ‘The game’s storytelling isn’t always as cohesive as it should be ... but these are minor blemishes on a visually beauti- ful game that deftly moves between moments of joy and moments of tragedy, and ultimately doesn’t shy away from the fact that “great” is just about the last thing any war should be called’.2 In 1979, the comic Battle Action started to run what is now perhaps the most famous comic strip about the First World War; Pat Mills’ Charley’s War.3 Battle Action itself was a fairly typical war comic that told tales of combat and derring-do. Stories included Rat Pack, which was based on the Dirty Dozen, Johnny Red, about an air ace and Darkie’s Mob, set in Burma. Most stories took place during the Second World War and followed a fairly similar pattern of hard-bitten soldiers defeating the odds, the Germans and a seemingly unlimited series of impossible (and sometimes implausible) situations. Charley’s War would superficially seem to fit well within this structure – Charley Bourne is a young working class volunteer who enlists in 1914 to fight for the British Expeditionary Force. However, Mills had a rather different viii DOI: 10.1057/9781137491763.0003 Foreword ix agenda from the more traditional war stories in Battle Action. Charley’s War is resolutely anti-war, telling the story of Charley’s struggles, which are more often against vicious officers, ghastly conditions, infighting amongst his battalion and a lack of proper equipment. The comic paints the First World War in a mercilessly unfavourable light, with both Mills and artist Joe Colquhoun relying heavily on first-hand accounts, images and records of the war itself, rather than the narrative versions of it. Mills himself often cites the scene where Charley returns to his trench with a bag. When he is confronted by a senior officer, demanding to know what is inside, he simply says ‘My mate, sir. My mate Ginger’.4 While we are well used to seeing the First World War recounted through literature, poetry and theatre, it is often portrayed in a very specific, formulaic light. Popular culture, however, often takes a more contradictory, difficult route. In the 1980s, comics about the First World War were virtually unheard of, because they were heavily constrained by mythological readings of the war, and of comics themselves, both of which refuted the idea that comics (fun, lighthearted, for children) could portray such serious topics as the war (terrible, hellish, piteous). However, inspired in part by Mills’ writing, and the growth of comics as an important artistic medium in subsequent years, the First World War is now a relatively popular subject amongst comic book writers and artists because of the diverse artistic styles and perspectives available. James Bacon says of Charley’s War that it pioneered this approach, allow- ing the creators of historical war comics to strive for accuracy over more popularist, mythological ideas. ‘Mills does in one sentence what he did every week for six years. He makes one question, makes one think, ask what one knows, and under- stands, and ultimately makes the reader do some research and form their own opinion’.5 Comics are also able to express differing representations of the war because a culture of experimental, thoughtful work by independent artists and writers has evolved within this genre. Previously constrained by their own depictions of a more vainglorious, even ecstatic version of conflict, there is now a recognition that reworkings such as Mary and Bryan Talbot’s Sally Heathcote: Suffragette,6 which discusses the role of suffrage during the war, or the panoramic, meticulous vision of Joe Sacco’s The Great War,7 provide important and diverse contributions to the comics genre. In the years since Charley’s War, comics have developed to the extent that these are seen as important, meaningful contributions, DOI: 10.1057/9781137491763.0003

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