This blog is a collection of some random writing I've done over the past few years. I don't write as often as I'd like, but this is what I have to show that isn't hyperspecific or technical and dull.
Tuesday, April 22, 2014
Demon Souls Review
I wrote some reviews a few years ago for actionbutton.net that seemed to get lost somewhere in the internet. At the time, Demon Souls had not been released in the US and I wanted to give complimentary games writing a shot.
"a review of
Demon's Souls
a videogame by From Software
published by Sony Computer
Entertainment (Japan and Asia) and Atlus (US)
text by jacob munford
Score: 4 stars out of 4
Bottom Line: Demon's Souls is
“the pocketwatch that you can give to your grandchildren”
My original plan for this review was
to steal the IGN format of game reviews, with the terrible segmented
'graphics' and 'gameplay' sections and all, and write a sardonic
review where the reviewer sees all of Demon's Souls successes
as faults and tops the whole thing off with a 7/10 at the end of the
article. My bottom line would be: Demon's Souls is not for
everyone, but hardcore gamers will eat it up. For a while, I thought
this was clever. But it isn't, really. It's too easy. It would be
like challenging a cab driver to a fencing match. It doesn't actually
celebrate what a real piece of goddamned work this thing is.
But the reason taking the piss out of
game reviewers felt so appealing to me in the first place is that the
reviews for this game write themselves. When this game comes out in
America in October 2009, expect to see plenty of game writers warning
about the ways in which the game is difficult to a fault, the combat
isn't as well-animated as something like Dynasty Warriors and
that the multiplayer system is clunky and awkward. Expect 7s. Expect
a metacritic score of 7.6. Expect to be disappointed when whatever
you read for your product reports makes you breathe a bit deeper.
Here's the facts, man. Demon's
Souls is a game about struggling with discomfort. Demon's
Souls uses the typical fantasy environment and milks logic out of
it with the ferocity of a teenaged farmboy who is forced to go to an
all-boys school. There are castles and forts in this game, you know.
But these castles and forts aren't comfortable places. Most castles
and forts aren't, really. There's crumbling stone everywhere. You
fight through these things with the passion and verve of a human
being surrounded by monsters, since that's what you are. If you are a
broadsword-wielding meatbrick, expect to learn about the timing and
pacing of home invasions. If you decide to use a rapier, expect to
dance like you ain't never danced before. Stakes is high, y'know what
I mean? You can die easy if you aren't on point, all the time, and
combat is as serious as basketball would be in a movie about
basketball. The combat doesn't snap or pop like it does in games like
God Hand, but it's just a different type of music. It is
spare, with offbeat percussion and open air. You can call it
difficult if you aren't willing to put your back into it, but games
don't typically make us earn it. It's nice to be regarded as somebody
who isn't interested in having my food injected directly into my
stomach.
In this game, dungeons are a tone as
opposed to an aesthetic. The levels are dangerous worlds that loop
with forward momentum, but roll back up into themselves as a comfort.
They are laid out like darkened, rarely-used rooms in a basement. You
trace your hands across the walls to see how they feel. You find a
corner and feel assuaged, as most mapmakers do. But the consistent
lack of light in the room is a reminder that you've only found the
border of an entire open space, and you can't see a thing. The
problem with games that let you play mapmaker is the assumption that
drawing a map is the end goal of exploration. No way, sisters. That
shit is nothing but liner notes. The reality is that anything worth
exploring will have dynamics: dullness and danger and reward and
tension. If you are the type of person who can lose yourself in an
environment, Demon's Souls can play you like a stringed
instrument.
The game is designed around
anticipations and expectations. When you get near the end of the
game, you realize how clockwork everything is. The atmosphere is not
accidental, it is pathologically constructed. It is the culmination
of well-punctuated kineticism combined with crystalline-structured
maze making and line drawing. But early in the game? You don't know
what's around the next corner. You hope it is something that you can
handle. You are getting to know this person and are navigating their
personality like a sailboat in cold waters. The game allows you to
bring other players into your game, but the reality is that these
people are nothing more than guiding flags. They may show you where
to go, but not always how to get there. They can't speak, only nod.
You aren't on an equal plateau, you don't get the same things. It's
awkward and alienating. It can only serve to show you how to stand on
your own two feet.
Demon's Souls is the right kind
of game. It is confident in itself. Playing it correctly can make you
more confident in yourself. I've heard people call this a dungeon
simulator, but that isn't quite right. Simulation is a dirty word,
you know. It implies an echo of something else, something more
concrete. Demon's Souls is as real as the inside of a watch.
It ticks consistently. The watch hands never stop moving clockwise.
Anybody who can read an analog clock will understand the facade of
the watch and hear the ticks of clicking gears but if the watch
breaks, be at a loss as to how the thing fits together. Watchmakers
are old and lazy symbols for beings of internal order and momentum.
But these guys? These Demon's Souls guys? These guys are
watchmakers. There's no other way to describe them. They've made a
well-oiled machine that will only stop doing its job when it is
ignored."
Crisis Core Review
Here's the next review for actionbutton. This piece is much more negative than I feel comfortable with today, but then again games have certainly earned their fair share of bile.
"a review of
"a review of
Crisis Core: Final Fantasy VII
a videogame by Square Enix
published by Square Enix
text by jacob munford
Score: 1 stars out of 4
Bottom Line: Crisis Core: Final Fantasy
VII is “one of the more pleasant terrorist acts that I have taken
part in”
People who write about games are
called games journalists, despite the fact that the majority of what
they do has nothing to do with journalism whatsoever. Some are
journalists, but the majority are critics. Scratch that, the majority
are just game writers. But let's pretend this is journalism for this
review because I'm going to do some undercover investigative
journalism posing as somebody who could possibly give a shit about
the story of this game. This game is an extension of the story
of another game that was released about 10 years ago. People like
that game, so when the guys who made this game they
made it with similar scope and ambition. The characters created in
that game come back for this game and...fuck
this. Long story short as possible, the plot of Crisis
Core: Final Fantasy VII is that there are a bunch of people with
angel wings, but only one angel wing. One of the bad guys has a black
angel wing. Some of the good guys have white angel wings. The
conflicted guy has a big angel wing and a tiny angel wing. If this
isn't depressing to you, go buy a book or failing that, a thick metal
cable. Then just do what comes naturally.
Like most Japanese role-playing games
these days, Crisis Core: Final Fantasy VII is an extended
exercise in tedium. Playing through the 'story mode' is pretty
excruciating in the way that most of these things are: you walk from
point A to point B, interrupted by pointless and weightless fighting
approximately nineteen times per minute. These hikes are then
interrupted by small movies with poor writing and subpar voice
performances. It's a lot like running a marathon where you have to
tie your shoes every five seconds. Oh, and the track is nothing but a
straight line and you have explosive diarrhea. Did I mention that it
is about 20 hours long?
The reason why this game is worth
writing about is because of something that the game calls 'mission
mode'. You can access 'mission mode' by standing still at a glowing
diamond and going into the menu usually reserved for the type of
minute statistic tweaking reserved for magic mathematic
pornographers. 'Mission mode' also happens to be the finest terrorist
attack perpetrated upon game development since the original Final
Fantasy VII. 'Mission mode' is a list of somewhere around 200
scenarios where you navigate your character through one of five total
environments. These scenarios are usually finished in about two or
three minutes. They consist of a point A, a point B and a treasure
quest in between. The point B usually has a boss battle that is more
difficult than the regular interruptions.
The beauty here is that in attempting
to add content to their game, Square Enix has compromised their
entire product catalog. The missions are a distillation of every
reason that anybody even plays these games, all wrapped up in a two
minute package. They aren't satisfying in themselves, but at least
the missions are bite-sized. Think about what to expect from Final
Fantasy XII. Or XV. Or XXVV. Unless you are
especially invested in the ways that action figures emote, every
single one of these games will be a 60 hour extension of one of these
two minute missions. These missions even have stories! Missions start
with two sentences from a soldier or villager or (holy shit!) Final
Fantasy VII character and end with two more sentences. If one of
these missions were released as a web browser game entitled “Every
Final Fantasy Game Ever”, internet dudes would lose their business.
It would become a meme that posters at kotaku would link to and have
a laugh at. The creator would probably get praised and interviewed.
Instead, somebody made about 200 of them and put them inside of an
actual Final Fantasy game. The first time I played through one
of these missions, I fell off of the chair I was sitting in. I felt
the way that Teddy Roosevelt probably felt when he was warned about
how dangerous exploring the Amazon was by a guy who then immediately
fell in the Amazon and eaten by piranhas.
Do you guys listen to hip-hop? The new
Raekwon album is pretty nice. On the end of one of the songs,
Ghostface Killah tells his son to go to the store to buy some bologna
to put on his face. This sentence lasts about three seconds on the
album and is more entertaining than the entirety of Crisis Core:
Final Fantasy VII. Measuring games by how many hours you get out
of them isn't going to help anybody, but would it be such a problem
to have about two seconds of game as entertaining as some shit that
Ghostface Killah says at the end of a song that isn't even on his
album? 'Mission mode' tells me that somebody at Square Enix probably
feels similar. This game gets one star because 'mission mode' is
Square Enix attempting to forge a hot knife to cut through its own
fat. They won't succeed until they realize that the ultimate act of
criticism is to create something better than what they have, but I
guess we should appreciate that they've noticed the poisoned well.
Plus, the fact that you gain levels on a slot machine mechanic is
just hilarious."
Touch The Sun
A friend and I were working on a platformer for a while based around climbing all the way to the sun. All of our work outside of this script was lost in a freak accident, but I like this script/outline enough to share. The premise is that our main character is ignoring their responsibilities in order to climb to the sun and is constantly being reminded of their left-behind life via voicemails once per level.
"Stage 1: Ground
Level 1-1:
Ground level
The
game starts on the sidewalk, with the character beginning the climb at the base of a
building. The level ends at a jump from a smaller building to the side of a skyscraper.
1-1
Script: Dad – Hey. I was calling to remind you about that dinner at my place next month. Your
sister is getting the weekend off. I was thinking that if you could do the same, we might drive up
to the lake. Let me know.
Level 1-2:
Back and forth
This
level has the character jumping back and forth between a skyscraper and another large building. The level ends as the character
jumps from the top of the large
building onto the skyscraper.
1-2
Script: Chris – Hey, are you alright? It got weird last night. You didn't call after dinner. I mean,
you don't have to. But you did before. Anyway, call
me back if you get the chance.
Level 1-3:
Skyscraper
The
level has the character climbing the skyscraper to the very top of the
building. The city
is far below the character now. The level ends with the character jumping onto a small cloud.
1-3
Script: Ray – Man, where'd you put that Mexican wrestling tape with the midget? I was telling Dante about that shit and now I
can't find it. I bought a VCR at
the flea market for like 3 bucks, its got a bunch of stickers all over it but
that's no
thing.
Stage 2: Sky
Level 2-1:
Troposphere
This
level begins with wispy cirrus clouds and flocks of birds. The character climbs through increasingly thicker clouds and volatile
weather. The level ends at the
very top of a nimbostratus layer.
2-1
Script: Dad – I was calling to try to get a hold of you but Ray was telling me that you aren't
answering your phone. If you need something, you know I'll try to help.
Just...uh...just...just get back to me.
Level 2-2:
Stratosphere
This
level has the character jumping between cumulus clouds and airplanes. This level should be filled with soft
blue sky.
2-2
Script: Chris - Ray let me in. I had some stuff to drop off. We found the thing from work. I'm sorry. I don't know...but If you need help
with rent, let me know. The
firm gave me a good bonus, I can cover it. Wherever you are, just come back soon. We'll figure this out.
Level 2-3:
Thermosphere and exosphere
This
level represents the transition between sky and space. The beginning of the level
should start where the last level cuts off, but this level will have the sky
blue transition to
darker shades. This is where auroras occur and space detritus burns up to become
meteorites. This level should end with the encompassing blackness of space.
2-3
Script: Ray - Hey, its Ray. Sucks about
the job, man. I was pokin' around in
your room and found your note. You playing around about that? Or are you really going
to the sun?
Stage 3: Space
Level 3-1:
Space junk
This
level should feature the character jumping between all of the flotsam and jetsam revolving around the Earth. Spent rocket chambers,
junked machines and dirt.
The player could climb through an abandoned, rotting space station
3-1
Script: Dad – Your roommate called me about what you are doing. He also told me about the
job. Um...I don't know what to say. [long pause] I took out some of those books
we always used to buy you with all the pictures of the planets and constellations. Is that
where you are? Are you out there?
Level 3-2:
Deep space
At
this level, the character should seem lost in space. This is the odd emptiness
of space, with distant stars
and weird radiation. What the character is jumping on has become abstract and illogical.
This is where space madness usually sets in, but not for our guy!
3-2
Script: Chris – I don't know if you are even getting these messages, but I want you to know that I get it. Like, I just get it. I get it.
[pause] Me and your dad and Ray
are on the roof of the apartment building pointing out all the stars that we remembered as kids.
We're kinda drunk. I hope you get to where you want to go, but...I hope
you come back. I miss you. [phone gets dropped and you hear a bunch of fumbling] Shit!
[voicemail cuts out]
Level 3-3:
Comet's tail
In
this level, the character is climbing through the tail of a comet. The tail's
blaze should grow increasingly
larger and brighter as the level goes on. The tail has a bunch of fragments
and chunks flowing through it for our character to jump on.
3-3
Script: Ray – So man, about that wrestling tape...Why you ain't got my shit when I let you hold it? Ha. Remember that shit though?
Sittin' back and listening
to Wu in the summertime? That was great, man. Let me know what it's like up there.
By the way, Chris is pretty cool, man. Good on ya.
Stage 4: Sun
Level 4-1:
The
approach to the sun starts reminding the player of the blackness of space. The corona
will still be faint and thin, with the occasional coronal loop providing some flair.
4-1
Script: Chris – Jesus, I'm sorry about that drunk call. I took a big ol' chunk
out of my phone. I
don't even remember what I said...such a jackass. Ray told me you should be pretty close by now. I
bet it's warm. You know how good it feels when you
walk outside and that sun hits your skin? I imagine that's how you feel right now. Keep climbing.
You'll get there!
Level 4-2:
The
level draws out the approach to the sun. The intensity has increased, with the character jumping through the midst
of a coronal transient.
4-2
Script: Dad – You know, I never told anybody this. When I was your age, I wanted
to drive race cars for a living. I used to do a bunch of skids in the burn pit down the road. When the
time I broke my leg, I had to put that off to the side. Then I met your mom...well, you know
how the story goes...um...I guess I'm trying
to say that I've got your back. Whatever it is. You should just keep going.
Keep going. I...love you.
Level 4-3:
The
level is almost all heat and light. The only thing to break up the consistency
is the flow of the plasma,
swirling and rotational. The level ends with the character jumping into
the sun.
4-3
Script: The level should feature audio blocks all around the level, right
before particularly tricky
jumping parts, as opposed to just at the beginning. This should be just anybody who we can
grab to record something. Dad, Chris and Ray should give short messages, but let's just have as many
opportunities to encourage the player
as we can tastefully work in."
Gained In Translation
This is an essay on poetry and the nature of translation from one of my undergrad classes. I happen to think that academic writing is the entertainment equivalent of eating rocks, but this is probably the best example of a more long-form formal piece.
Gained in
Translation: Ezra Pound's Heuristic Revision of “The Seafarer”
How
important is the role of authorial intent? Many educators have
downplayed the role of authorial intent, stating that as long as the
text can support an idea, the authorial intent is irrelevant. The
problem is that by downplaying authorial intent, the study of a text
can often be broader than the text is meant to support. This
especially true of translated works, a nature of text where authorial
intent should be at the forefront. To fail to consider the author's
relation to his text means that, in issues of language, word choice
and theme, elements can be lost in translation. However, what if
authorial intent is shoved into the spotlight? Would it be possible
for elements to be gained in translation? Such is the question for
“The Seafarer”, a prominent Old English piece of poetry that has
been translated in many different ways, the most famous translation
the fruit of prominent early 20th century poet Ezra Pound.
Just as Pound and his modernist contemporaries revolutionized the
nature of poetry, Pound also changed the nature of translation in his
interpretation of “The Seafarer”. “The
Seafarer”'s themes of distance and exile, although prevalent
in the original text, are enhanced by Pound's heuristic translation.
By
using a more direct translation, the expressions of exile and
distance can be seen in the context of Old English poetic concepts.
One such technique of expression is the use of diction by the poet.
As noted by John Miles Foley, the poet of “The Seafarer” uses
language chronologically removed from the intended audience of the
poem in order to create an atmosphere of distance and exile. The
poet's original intent is to, using archaic terms, create an
atmosphere of what Jeff Opland calls “the joy of the hall”
(Opland 442-467). According to Foley, lines 19b-21b represent an
example of such diction: “Hwilum ylfete song/adyde ic me to
gomene/ganotes hleoþor/aond huilpan swegand/fore hleahtor wera”
(Miller 19b-21b). In this example, words such as 'song', ' gomene'
and ' swegand', roughly translated as 'song', 'mirth' and 'music',
contribute to this atmosphere while using antiquated terms to
represent a sense of distance. In Foley's words, “our learned and
non-traditional poet has returned to the word-hoard for his diction
and has put its older, remembered contents and contexts to use in his
relatively modern poem” (Foley 9). The poet also expresses distance
through his diction in a different way: through his structure.
Keeping
in mind Foley's theory of creating a figurative distance though using
antiquated language, the placement of such language also contributes
to the themes of distance. In “The Seafarer”, the structure of
the language holds equal importance to the diction. When reading “The
Seafarer”, the structure of the Old English poem guides the
reader's eye to the caesura which separates the poem into two
distinct halves. In “The Seafarer”, the poet guides the reader in
a right-oriented fashion, which is to say that the final conclusion
of the poet can be found in the section following the caesura. “The
Seafarer” is established as a presentation/reply dichotomy: the A
section of the line serves to introduce a concept while the B section
of the line serves as the speaker's response to the concept
presented. For an example, consider line 75, “bravery in the
world/against the enmity of devils” (Miller 75a-75b). In this
instance, the poet uses the A section to introduce the concept of
bravery and proceeds to place it in context to its opposition in the
B section of the line. Affording this presumption, an examination of
the aforementioned lines 19b-21b reveals how this technique is used
to represent a feeling of distance: by placing a physical white space
between images of the poet's longing and that which he longs for.
This passage, in which I have include the caesuric breaks, “At
times the swan's song/I took to myself as pleasure||the gannet's
noise/the voice of the curlew||instead of the laughter of men/the
singing gull||instead of the drinking of mead” (Miller 19b-21b),
shows a particular instance of thematic separation within the work:
the pleasurable song contrasted against “noise” (20b) or the
“voice of the curlew” (21a) against “laughter of the men”
(21b). With this type of structure, the caesura represents a physical
distance within the poem as well as a textual distance for the
reader.
One
interesting distinction to make for “The Seafarer” is one of the
central thematic explorations of the poem: a strange mixture of the
pagan and Christian elegy. This poetry of lamentation is wholly
concerned with questions of distance, with the speaker remarking his
differences with the world around him. As I.L. Gordon aptly
described, a concept known as transience: renouncing the ills of the
world in favor of a personal assertion. In typical Christian elegiac
concepts of transience the moral is that “security is to be found
in God and everlasting life” (Gordon 8) while more traditional
pagan transience acts as “an incentive to bravery, a reminder of
the futility of caution” (Gordon 8). What makes “The Seafarer”
a unique poem is its dual structure: it approaches exile and distance
through the Christian and traditional concepts of transience. The
distinction within “The Seafarer” is not subtle by any means,
there is a direct thematic break from a traditional concept of
transience to a more Christian interpretation at lines 56a-65a: “This
the man does not know/the warrior lucky in worldly/some endure
then/who tread most widely/the paths of exile” (Miller 55b-57b)
representing the culmination of the traditional transience while
“Indeed hotter for me/the joys of the Lord/than this dead
life/fleeting on the land” (Miller 64b-66a) begins an exploration
of the Christian view of transience. Note that in the traditional
view of transience, the poet seeks to once again embrace the land
while eschewing the temporary nature of the same land within the
Christian contextualization. Although both views discuss the nature
of exile, the speaker seems to be directly contradicting himself: is
the torture in relation to his physical distance from his land or a
distance from the permanence that faith offers? This distinct
contrast between the two views of the poetry has been a source of
contention within those whose study it and this precise conflict is
why Pound's method of translation is worth examining within a
literary discussion of the work.
Before
discussing the relation between Pound's translation and the original
text, the nature of Pound's heuristic translation must be defined.
The logistics of translation do not heed themselves to a direct
representation of the original text: there are too many cultural,
linguistic and contextual barriers between languages for a direct
translation to properly represent the careful manipulation of
language that poetry requires. This is especially true for dead
languages, such as Old English, for which there is only historical
context to represent in the transcription of words. The distance
between the reader and author is measured not only in years but in
stages of linguistic development. Traditional translation methods
attempt to create a modern gloss for a distinctly un-modern text. To
Pound, this method of translation was the obstacle to understanding
poetry such as “The Seafarer”: he states in “I Gather the Limbs
of Osiris”, “The drudgery and minutae of methods concern only the
scholar” (I Gather 22). To Pound, we can only approach a work such
as “The Seafarer” with our modern perception and attempt to
adjust the original text into our modern world. Direct interpretation
of the original text does not allow the modern reader to directly
engage with the poem. To explain this thinking, he makes note that
when somebody describes a piece of visual art, they take note of the
differences to their modern world: the date and location of its
conception, the author's historical significance, the relations to
other works of art and other details. To Pound, this is a fruitless
endeavor, “A few good days in a gallery are more illuminating than
years would be if spent in reading a description of these pictures”
(I Gather 23). This level of thought resulted in a new type of
translation, where the translator eschews textual accuracy in order
to focus on the literary qualities of the original text. Ming Xie, in
her essay “Pound as Translator” dubs this “heuristic
translation” (Xie 4) and outlines the concept as thus: “the new
version is justified to the extent that it can direct the reader's
attention to certain intrinsic qualities of the original, while at
the same time bringing about the equivalent effects of these
qualities in a new poem. Such translation is based not so much based
on “The Seafarer” as a source-text of translation, as on “The
Seafarer” as a poem,a poem that has been strongly made and can be
re-made with a directly matching strength” (Xie 4). It is with this
concept of translation which Pound approaches “The Seafarer”,
attempting to enhance its themes of distance and exile.
Pound's
method of heuristic translation serves to further the themes of
distance and exile found in the original version of “The Seafarer”
by continuing the poet's use of alienating diction and structure. The
poet of “The Seafarer” was interested in using word choice and
poetic structure as a way to alienate the reader in the fashion as
the speaker is being alienated within the poem. It is with this
concept in mind that Pound recognizes the authorial intent of the
poem and reinterprets this sense of exile in his modern version of
“The Seafarer”. Although often accused of unintentionally bad
translation, it should be noted that Pound's version of “The
Seafarer” utilizes many linguistic elements of Old English in order
to alienate the modern audience, much as “The Seafarer” poet
utilized language from the past. For instance: consider lines 8-10 of
Pound's translation: “coldly afflicted/my feet were by frost
benumbed/chill its chain are;chafing sighs/hew my heart round and
hunger begot/mere-worthy mood” (The Seafarer 8-10). As John Corbett
points out, Pound's text is intentionally obtuse, “Pound here
systematically disrupts present-day English sentence structure, going
beyond the disruptions usually found even in poetry, to the extent
that subject-verb relationships are obscured...the reader has to
decide whether 'hunger' is the subject or the object of 'hunger
begot'. Do 'chafing sighs' beget the hunger or does hunger beget the
'mere-worthy mood'?” (Corbett 2). Pound's distortion of modern
language utilizes many Old English concepts which are now alien to
the modern reader: the laissez-faire attitude towards sentence
structure and word placement, the alliteration which had fallen out
of favor and supplanted by rhyme and kennings, combinations of
established lexemes, such as “lone-flyer” (The Seafarer 63) and
“whale-path” (Seafarer 64) in substitute for a more complex
modern terms. In translating as such, Pound has both created a new
version of “The Seafarer” that is indelibly Pound's but also
utilized the tools embraced by the original author to emulate the
effects of the original poem. However, it is Pound's reconstruction
of the poem which affords the right of a heuristic translation.
Pound
omits religious references within “The Seafarer” to strengthen
the themes of exile and distance by eliminating what he has as
thematic inconsistencies. Pound's omission in part of his goal to
represent the poem with a singular theme of exile and distance. To
Pound, “his main interest in the poem is its essential music and
its prosodic movement which he believed to be the embodiment of the
poem's secular heroism in the face of physical harshness, solitary
exile and spiritual anguish” (Xie 3). His interpretation heighten
elements of the secular heroism while omitting the themes of
Christian transience. In fact, his version of “The Seafarer” ends
at line 99a, omitting over 20 lines of poetry. However, Pound's
version of “The Seafarer”, although an inaccurate translation, is
more concise in its thematic expression. It has been argued that
Pound's translation eliminates many issues in the original poem: “In
the nineteenth century it was widely believed that the overtly
Christian ending of the poem...was an evangelical accretion to an
essential secular beginning...finally, almost as a non-sequiter that
is further isolated by a metrical shift, the speaker exhorts his
listeners to praise God” (Corbett 3). The poem has a very uneasy
relationship with itself: it shifts wildly without intent or purpose
from secular longing to Christian longing to Christian proselytizing.
The speaker can “...sing us 'a true song' about himself and his
travels, but whether this is ultimately to inspire our sympathy, awe,
or religious devotion is unclear” (Corbett 4). What is clear is the
effect of Pound's translation: the reading of the speaker's secular
heroic notions have inspired poets such as Edwin Morgan, Tom Scott
and Alexander Scott to create their own reinterpretation of The
Seafarer's tenuous balance between secular and Christian. However, in
doing so, it must be kept in mind, that Pound eliminates some level
of significance from the original poem: it's conflict between
Christian forms of exile and a more secular view are part of what has
fascinated scholars since its inception. In fact, A.D. Horgan
suggests that it is the Christian elements that “[provide] the
contours of the work” (Horgan 1). However, making an argument that
a literal translation is somehow more ethical than a heuristic
translation can be debunked. After all, most pieces of art are an
extension of some literal quality: an emotion, a happening, an
action. As Corbett states, “...just as we do not really expect
claims to veracity from novels or films...we should not expect an
acknowledgment of 'otherness' from a self-evidently 'literal'
translation” (Corbett 11). Or perhaps in plainer terms, “May I
for my own self's song truth reckon” (The Seafarer).
Pound's
translation of “The Seafarer” both modifies and heightens themes
of exile and distance within The Seafarer by reinterpreting the text
for a modern audience. Poetry is a display of sorts, a physical
representation of our fascination with language. However, language
changes at a rate untenable for direct translation. With the layers
of historic, linguistic and thematic distance between the modern
reader and the original “Seafarer”, it would difficult to
experience the poem without a level of heuristic translation. Pound's
old axiom to 'Make it New' is associated with the beauty of
innovation, but perhaps we should be using it to look backwards. “The
Seafarer” is an extension of man's desires and dreams, lain dormant
obscured by layers of age and distance. Pound's revelation? Make it
new.
Works Cited
Corbett, John. ‘The
Seafarer: Visibility and the Translation of a West Saxon Elegy into
English and Scots’ Translation and Literature, Vol. 10,
Part 2. Edinburgh University Press, 2001.
Foley, John Miles.
“Genre(s) in the Making: Diction, Audience and Text in the Old
English Seafarer.” Poetics Today,
Vol. 4, No. 4. (1983). Jstor. Grand Valley State University Lib.,
Allendale. 10
October
2007. <http://www.jstor.org/>.
Gordon,
I.L. “Traditional Themes in The Wanderer and The Seafarer.” The
Review of English Studies,
New Series, Vol. 5, No. 17 (1954). Jstor. Grand Valley State
University Lib., Allendale. 10
October
2007.
<http://links.jstor.org/sici?sici=0034-6551%28195401%292%3A5%3A17%
3C1%3ATTITWA%3E2.0.CO%3B2-I>.
Horgan, A.D. “The
Structure of The Seafarer.” The Review of English Studies,
New Series, Vol. 30, No. 117 (1979). Jstor. Grand Valley State
University Lib., Allendale. 10
October
2007. <http://links.jstor.org/sici?sici=0034551%28197902%292%3A3
0%3A117%3C41%3ATSOTS%3E2.0.CO%3B2-H>.
Miller, Sean. “The
Seafarer”. Anglo-Saxons.net.
<http://www.anglo- saxons.net/hwaet/?do=get&type=text&id=Sfr&numbering=1>.
Pound, Ezra. “I
Gather the Limbs of Osiris”. Selected Prose 1909-1965.
New Directions Publishing, 1975. 19-45.
Pound, Ezra. “The
Seafarer”. Ripostes.
LION. Grand Valley State Univeristy Lib., Allendale. 11 October
2007.
<http://gateway.proquest.com.ezproxy.gvsu.edu:2048/openurl?ctx_ver=Z39.88- 2003&xri:pqil:res_ver=0.2&res_id=xri:lion-us&rft_id=xri:lion:ft:po:Z300226863:3>.
Xie,
Min. “Pound as Translator”. The Cambridge
Companion to Ezra Pound. Ed. Ira B. Nadel. Cambridge University
Press, 1999. Cambridge Collections Online. Cambridge
University Press.
Grand
Valley State University Lib., Allendale. 10 October 2007.
<http://cco.cambridge.org.ezproxy.gvsu.edu:2048/extract
?id=ccol0521431174_CCOL0521431174A011>
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