Showing posts with label Zelda. Show all posts
Showing posts with label Zelda. Show all posts

Saturday, 3 June 2017

The Abduction of Zelda

I start off most of these with a restatement of my stance on the subject and I still think it's worth repeating: I want more and 'stronger' female protagonists. Where I differ from the vast majority of modern critics arguing for the same thing is that I think their methods are counterproductive and hostile. By always focusing on the negative, you can accidentally end up exacerbating it. They'll defend this by saying they're just highlighting sexism. Exactly, one highlights something because one considers it most important and that's not always a good thing. Furthermore this causes confusion with the artists on what the public really wants (since they only get feedback on what they don't want while all the good stuff is ignored) and hostility from the fans who do like certain things that are being argued against (and this being art and entertainment, the morality of anything done to fictional characters is largely irrelevant anyway).
Therefore I think we should be focusing on the positives. Highlight what we think should be in the public zeitgeist so we as a collective start thinking positively about these characters rather than just keeping them locked into a cycle of stereotypes and negativity. Current media critics do little more than make the entire conversation an annoying bore while they actively train themselves to be offended at everything (and then they suddenly wonder why they never noticed how everything was so offensive before).
This post can also serve as an addendum to my earlier post The Ordeal of Queen Zelda, which attempts to look at Princess Zelda, as portrayed in Ocarina of Time, in function of the monomyth.


The Abduction of Zelda
The Legend of Zelda: Ocarina of Time


One thing I see brought up occasionally is people scratching their heads at the kidnapping of Princess Zelda in The Legend of Zelda: Ocarina of Time and how the scene supposedly makes no sense. Worse are the weird ones who imply (if not outright state) that Zelda, after years of masquerading as Sheik, only gets kidnapped because she revealed herself as a woman, rather than the blatantly obvious fact that she revealed herself to be the princess (at that moment probably even the uncrowned queen) of the land Ganondorf is trying to take over, as well as the wielder of a part of the ancient 3 Goddess'-powered artifact he spent the entire game and the rest of the series assembling.

Tvtropes is just weird about it.

"Badass Decay: Zelda was hit with this the moment she was kidnapped by Ganondorf after revealing herself to Link, for no explained reason; especially if you take account that she spent seven years as a Sheikah warrior."

That just doesn't make any sense. What do you mean, no explained reason? She was blindsided and got magically locked in crystal by one of the most powerful sorcerers in the land. It doesn't seem all that unreasonable for her to require a bit of help at that point.

There's one thing to keep in mind. Zelda's kidnapping is overstated (as it usually is). The Legend of Zelda: Ocarina of Time is a roughly 30 hour game going by my last playthrough (likely a lot longer for a new player. How Long To Beat has it between 26.5 to 38.5 hours depending on playstyle).
Princess Zelda is the mastermind behind everything happening on the good side for about 29 hours of those, which is also a full 7 years in-game, and only gets kidnapped right before the final battle with Ganondorf, after which she's also the one to imprison him for 100's of years until the events of Wind Waker (Link only weakens Ganondorf enough so Zelda's magic can overpower him). For the remainder of the game she's both the one guiding Link (first as Hyrule's princess, then from the shadows as the mysterious Sheikah warrior unimaginatively named 'Sheik') and being a hero behind the scenes in her own right (as mentioned by the Zora princess Ruto, who was helped by Sheik when Zora's Domain froze over).

Firstly, the reason why Zelda gets kidnapped so sudden is very simple. It's established early on that Ganondorf was watching Link as he progressed through the game (merely implied by the nightmare Link has when he first pulls the Master Sword from its pedestal, if indeed a nightmare at all, and outright stated when Link defeats Ganondorf's phantom in the Forest Temple). Since Ganondorf needs both Link and Zelda to complete the Triforce, we can fairly safely assume he didn't intervene directly with Link's quest because he wanted to lure Zelda out in the open, heck he explicitly says this when he finally captures Zelda. Losing the temples is only a minor setback if it means gaining the entire Triforce. 

Secondly, why did he capture Zelda instead of Link, or why only Zelda and not both of them? Well he is still underestimating Link and says as much by claiming everything he did was merely the result of Link somehow having the Triforce of Courage. He simply doesn't take this kid from the forest seriously. Furthermore, by virtue of being Courage he knows Link will immediately come to face him anyway.
No... It was not the kid's power I misjudged, it was the power of the Triforce of Courage!
Heck, had Sheik not intercepted Link when he first walked out of the Temple of Time during his adult years, he might have gone to face Ganon right then and there and likely lost (maybe that's where the Failed Hero timeline according to Hyrule Historia came from: Zelda herself might have gone back in time to prevent Link from facing Ganon too early, thus causing the second split).
Zelda on the other hand is Wisdom. She knows better than to foolishly run into danger head-on and instead calculates her approach. Indeed when she knew she couldn't go up against Ganondorf, she hid for 7 years and undermined his rule from the shadows. This attitude is symbolically reflected in Zelda's frequent use of bows, especially later in the series: She prefers to strike from a distance. Unfortunately she slipped up by revealing herself to Link.

"I knew you would appear if I let this kid wander around!"


Conclusion


In short, Ganondorf took Zelda seriously as a threat, unlike Link who he found merely amusing. Zelda had to be removed from the game while he thought he could just toy with this boy from the forest. That is why Ganondorf kidnapped Zelda rather than Link.

Links and References


How Long To Beat: The Legend of Zelda: Ocarina of Time
The Legend of Zelda: Hyrule Historia
Vicsor's Opinion - The Ordeal of Queen Zelda

Saturday, 27 December 2014

Lili: Child of Geos

It's a game about a girl picking flowers on an island.

No, I'm serious, someone made a pretty decent game about picking flowers.


Lili: Child of Geos
She's definitely not being a hipster. She needs those to see.
The game told me so.


Okay, so basically Lili: Child of Geos is what happens when you take the towns from The Legend of Zelda (I got a Majora's Mask combined with Wind Waker feel), quests and all, and put them in a game of their own. Then you put in enemies that you defeat by running after them, jumping on their backs and picking their flowers while avoiding thorns. Add in a few RPG elements and a little player choice whether they would rather do the quests or deflower (hue hue hue) their enemies and you are set. Meanwhile you also get to collect a bunch of new costumes and masks to dress up Lili.

No really, picking bloody flowers!


The game references other video games and pop culture regularly and is very humorous about it. As I said, it is clearly inspired by and a love letter to The Legend of Zelda. They aren't even at all subtle about this fact. You often collect items straight from those games (including the Master Sword and a piece of the Triforce), one of your pets is Navi (excuse me, "Nobbi") and as costumes you can unlock Link's tunic and his hat. So yes, if you so choose you can essentially play entirely as a female Link, although you'll probably have finished the story by the time you are able to do so.
In this regard, Lili: Child of Geos is rather like a foil to Ittle Dew, another funny game which also takes heavy inspiration from the Legend of Zelda. Except Ittle Dew goes with 2D Zelda and focuses on dungeons, puzzles and outdoor adventuring, while Lili goes with 3D Zelda, quests and town interactions. So if you see someone complaining that Link should be a girl for once, you can point them in the direction of these two games. They go great together.

Not subtle at all.


Our protagonist is the titular Lili, a school girl who arrives on Geos to do a report on flowers. Pretty soon however she gets sidetracked into becoming a freedom fighter saving wooden Constructs from their oppressive masters, the Spirits, particularly from the regime of their leader, the Mayor. You do this by, again, picking flowers. Lili's character development lies in that over the course of the game she goes from being overly concerned with pleasing the professor (who is also her father) with her report to being courageous enough to forge her own path, wherever it might lead. 
Lili is basically the straight girl to all the weird inhabitants of Geos (although occasionally they get to point out some of her weird behavior too). She has the habit of being a kleptomaniac like Link is, with the joke being that Lili really has no use for half the stuff she picks up as they are just mostly humorous references to other games and pop culture. She also picked up Link's tendency to be the scourge of all surrounding pottery.


Girl has priorities.


So the characters, even the villains, are likable and funny (humor is subjective though so no guarantees whether you like them there). It does mean the story is essentially just a lengthy chain of jokes rather than having any sort of consistent narrative. Your end goal is to dethrone the Mayor and his presence is felt throughout the adventure, but that's really just the framework for the humorous situations Lili keeps getting into.
The graphic design is absolutely gorgeous and imaginative. Every corner of every area is stunningly crafted. Geos might not make a lot of logical sense, but it's definitely a place you'd want to visit just for the sights alone. Heck, because of Lili's optimistic nature regarding her adventure, you'd almost be tempted to step outside your door in search of adventure yourself (yes, I tend to enjoy protagonists who are also enjoying the game themselves).


There's a pot in the background. It must be destroyed!


There are really only two major flaws with the game. First is the length. I nearly completed it 100% in less than 5 hours (all what's left is "Break 1000 Vases" and "Scare 500 Birds, which I'm not overly concerned in getting). Just completing the game won't get you over 3 hours. Once you figure out how everything works, finishing all the challenges probably won't give you much of an issue either.
The second is that the game still shows some signs of being made for mobile tablets, specifically the menus and the controls which take some getting used to. It's not a deal breaker, I figured everything out just fine in the end, but the first half hour of the game was really a confused wrestling with the controls.

The entire, kinda small, map.


The game is definitely fun, funny, beautiful and worth at least checking out. However because of the short time you get to spend with Lili you may want to wait for it to be on sale. I definitely hope this isn't the last we've seen of Lili. I would love to go on an adventure with her again.

What a very nice stalker shrine you have there.


Links & References


STEAM - Lili: Child of Geos - Complete Edition
Images from Lili: Child of Geos - Complete Edition

Lili is on the Female Protagonist List

Friday, 15 November 2013

A Diverse Cast of Characters

On Tumblr there's a couple of images going around showcasing video game mascots from the late 80's to now, and how apparently every single one of modern gaming mascots is a 20-35 year old white dude with short hair, a stubble and a scowl with the exception of Chell from Portal 6 years ago. So I'm going to take the time to do some ranting of my own.


A Diverse Cast of Characters
A Rant to an Invisible Fanbase


Okay, I don't disagree with diversification in gaming but the people arguing in favor of it really need to clean up their act. The "We Can Do Better Than This" on one of the images itself is fairly innocuous, but a couple of blogs spreading the images complain about there only being 1 female character and have the line "THIS IS NOT OKAY" underneath them. Yes, I want more diversity in video game protagonists too, but the apparent lack of diversity doesn't annoy me nearly as much as its opposition pretending we have to start from scratch in fixing it.




So ... presenting a list of 8 characters as representative of the last 10 years of video game "mascots". Right. Five of which I managed to avoid because they are from games I haven't even played.  

Okay, elephant in the room number one: none of these previous characters have gone away. Only Raziel is really starting to drop into obscurity. A lot of the others even had major releases in the last year. You can't really mourn women being archaeologists when you could last be one in March of this year. Or how about that Nintendo crossover fighter coming up that features literally half of the characters from before the early 2000's?

Cole MacGrath, Nathan Drake, Marcus Fenix and Chell could arguably be considered mascots, but I think for the BioShock franchise the Big Daddy has more of a right to call himself a mascot (but he's evidently too interesting for this list). I had to look up what the guy from The Last of Us' name is, I guess marketing has put too much emphasis on the female character Ellie. As for Soap MacTavish ... really? He might be the main protagonist of the 3 Modern Warfare games but while actually playing the first Modern Warfare (in which he's actually the main player protagonist), he might have as well been a bar of soap for how much I actually learned about him. I hardly call that mascot material.

Like I often said in previous posts, this is once again people giving free advertising to the things they don't like to see and pretending the good things don't exist, just so they can give more weight to their complaints. You can just as easily fill up those 8 slots with 8 athletes from the covers of sports games released this year alone and say it is not okay that all these jocks are filling up gaming protagonists. That's not even a stretch considering the average FIFA game sells at least thrice as many copies as The Last of Us did.


The Supposed Market

Mass Effect was indeed marketed with that particular representation of Commander Shepard, but the problem there is that we are talking about a game that allows for character customization. The female version of Commander Shepard turned out to be so popular that for Mass Effect 3, she was also put in the spotlight. So on one hand I'd grant Shepard mascot status, on the other I have reservations about calling a character a mascot if he doesn't necessarily appear in the game at all. Especially since this list seems to already mix up mascot with player protagonist.


Inclusion of Female Commander Shepard in Marketing


The effect female Shepard's popularity had in the attitude shift in marketing is also emblematic of what happens when enough people actually do speak up. I said it before and I'll continue to hammer it in. The people publishing these things want to make a profit above all else, they are perfectly willing to change their strategy if it means more money in the bank. You aren't going to change them by attempting to pull the ground beneath them. You have to highlight what you do like and ask for more of that.

We have a lot of people complaining about what they don't like, but these same people vanish in smoke when they actually get what they claim to want. Are you out there and do you actually want these things or are you just here to complain about sexism? The Internet exploded when it was revealed publishers didn't want to publish Remember Me because a female protagonist wouldn't sell (Link broken). Instead of all the blogs chewing these publishers up, a more convincing counterargument would be the game's massive success.

Except that's not exactly what happened.

Remember Me vs. Duke Nukem Forever

No, I don't consider it a fair comparison between Remember Me and Duke Nukem Forever. I just want to show Remember Me couldn't even scratch at the sales of a widely hated game. This is hardly a rare occurrence. Games with a female protagonist do very often sell worse than games with a male protagonist.

The Castlevania games on DS shows the same strange phenomenon quite clearly to a certain degree. These games are all similarly rated and fairly similar in gameplay style (so I won't entirely rule out gamer fatigue), nevertheless its sales numbers are strangely ordered by player character. Solo male protagonist at the top, both male and female protagonist in the middle with only a slight drop in sales, and a larger drop with a solo female protagonist. This is especially strange, when at the time of release, Order of Ecclesia was widely praised for breathing new life into the franchise. They even cross-promoted the game by having main character Shanoa as a roster fighter in the Wii game Castlevania Judgment.




Sure, every time you mention things like this it will be pointed out that the lack in sales have to do with a lack of marketing budget or the game being released at the wrong time. However it also showcases how this huge supposed untapped market really isn't there, or at least not visibly so. After all, My Little Pony: Friendship is Magic didn't become a powerhouse of a franchise among adult males because Hasbro started marketing to them. They simply showed up when a few people discovered it was actually pretty good and its popularity spread through word of mouth.
One of the few times I can remember when this happened anywhere recently in the gaming community with a female protagonist is with Bayonetta, after it was sold at a reduced price and not profitable enough anymore to be picked up for a sequel until Nintendo decided to bite.




Yes, there is the occasional game that really manages to do decently out of the gate like Portal, Mirror's Edge (you know, that low-hanging fruit a certain colorful character keeps parading as the best games ever) and Tomb Raider, but exceptions aside the problem is not just a one-way street solely to blame on marketing or developers not trying. For there to be effective marketing, there needs to be a visible market.

And I again want to reiterate: I also want more variety in the mainstream gaming community. I also think the quality of white male characters has dropped to exceedingly bland. I love strange ideas for player characters. I love female player characters. I just tire of seeing lots of people complaining while I seem to be the only one walking to the store to actually pick up these games. It's the annoying cycle of people yelling at me because I'm supposedly on the wrong side of the fence while I'm actually investing my money on the things they claim to want while I'm the one watching it all fail. Boy, that was one hell of a sentence.



Ignoring the Indie Market

Unless there's something to chastise the indie scene for, it often goes largely unnoticed when it comes to positive examples. No, we'd rather directly force the big budget triple A developers on top to instantly drop everything they are doing and cater to our sensibilities. The problem with doing it like this is that we are tearing down existing infrastructures for what is essentially a gamble on their part. 

So with my suggestion above to highlight the things you like, how about you also help cultivate the little guy? After all, a triple A developer doesn't magically fall from the sky.

This ...
... also started out like this.

So instead of complaining that Nintendo isn't drastically altering its formula right away to accommodate a solo playable Princess Zelda, is it too much to ask to put some of that effort into showing some support for an existing game inspired by The Legend of Zelda that already has a female protagonist?

Ittle Dew (2013)

I mean, why are we approaching these issues as if we absolutely need to redistribute a very finite amount of resources? Is it honestly that impossible for several different groups and fanbases to coexist together that we must tear down what other people enjoy instead of building stuff of our own? Diversity isn't just a tool to bludgeon other people with. Diversity includes the norm and things you don't like.

Now in a few hours Contrast will be officially released. I got my pre-order waiting to unlock. So how about we stop complaining and finally put our money where our mouths are?




While you're at it, go check out Blood of the Werewolf. It's not normal I can easily break into top 10 on leaderboards.

Monday, 27 May 2013

The Ordeal of Queen Zelda

I have seen examinations of Link from The Legend of Zelda in regards to the monomyth before. While I think that's interesting, what bothers me is how we examine a fairly blank character while reducing the worth of the titular Princess Zelda to just a damsel in distress. As I see it, although not our focal point in the story, princess Zelda is in fact the true protagonist of several Legend of Zelda games, as their names imply. We merely hook into her story from the perspective of Link. Similar to how Hideo Kojima introduced Raiden in Metal Gear Solid 2 to give us a perspective on Snake without having our own projections as a player cast upon him.

The idea of this examination was sparked because of a video by Dangerous Analysis on YouTube, which can be found here in which he discusses a similar idea.

The Ordeal of Queen Zelda
(The Legend of Zelda: Ocarina of Time)




One of the biggest mistakes in pop culture labeling Zelda as a "Damsel in Distress" is the characterization of it as her character archetype when in fact it is not. Damsel in Distress is not her role, it is a role she occasionally takes on during her story arch of a particular game. Other roles she takes on include mentor, messenger, and even hero.

In Majora's Mask for example, she still bestows Link with a magical gift that helps him on his quest without ever physically appearing and thus never being in danger. Furthermore games like Spirit Tracks blur the lines of "in distress" by having Zelda's body taken while her spirit takes on the role of guide (similar to Navi, Midna and the King of Red Lions) while also being playable through the ability to possess certain types of armor.

In this particular context, I shall be looking at princess Zelda's role in relation to The Legend of Zelda: Ocarina of Time, although it is my belief that the same principles here apply to Wind Waker and Twilight Princess as well (although in Twilight Princess, Zelda takes a back-seat to Princess Midna).

Story situation

In Legend of Zelda: Ocarina of Time, we catch up with the current incarnation of Link as he has been hidden by his mother and the mystical Great Deku Tree among the Kokiri of Kokiri Forrest to protect him from a war that raged years ago. After he vanquishes the curse cast upon the Great Deku Tree, he sets off to meet the princess of Hyrule, Zelda. He learns of a man from the desert who swears allegiance to the king, but Zelda's prophecy reveals him to be a traitor. Together they formulate a plan to keep the Triforce save from Ganondorf, who plans to use its power to take over Hyrule.

The plan fails when they accidentally provide Ganondorf with access to the Sacred Realm where the Triforce is hidden, Link is locked up for 7 years until he is physically mature enough to wield the Master Sword in order to become the Hero of Time, and Zelda goes into hiding while fighting back against Ganondorf under the guise of Sheik.

The Damsel in Distress

"A usually beautiful young woman is placed in a dire predicament by a villain or a monster and has to be rescued by a hero". By that definition, this certainly happens at one point in Ocarina of Time. Zelda, as the rightful heir to the throne of Hyrule and the keeper of the Triforce of Wisom, is certainly of value as a prisoner to Ganondorf. The problem is that this only happens at the very end of the game*. During the rest of the game Zelda's role could very well be seen as her being the hero of her own story. Of course the frequency with which she is kidnapped in the Zelda series as a whole does become annoying after a while but that still shouldn't mean "Damsel in Distress" is an accurate descriptor of her character.

There is also the issue of the final battle. During the first fight between Link and (Gerudo) Ganondorf, Zelda is locked up in a crystal. After the battle Zelda is freed and they escape Ganondorf's crumbling castle together. Ganondorf survived and reemerges to battle Link again in his pig form. Zelda herself is not very helpful during this time but it is important to note that when Ganon is weakened, she is the one to imprison him. This and considering Zelda is an active combatant in Wind Waker and Twilight Princess, one could speculate that her sitting back to watch the battle rather than be a participant has more to do with 1998's limits on technology rather than an attempt to portray her as a weak character. 

One argument that has been made is that Link, unlike Zelda, has the ability to escape being imprisoned by himself during his visit to Gerudo Fortress. What is left out in that argument is that Link's imprisonment is not necessarily a part of the narrative. The mission in Gerudo Fortress is to infiltrate without being seen to rescue the imprisoned carpenters. Link being imprisoned here is merely a failure on part of the player to do this effectively. In essence the player is transported to the beginning of the board as a sort of soft Game Over. What is in play here are gameplay mechanics, not story elements. 

* During my latest playthrough  I took 30 hours to complete the entire game, which included 100% completion. Out of these 30 hours,  Zelda is 'in distress' for 1 hour and 30 minutes at the absolute most.

Princess Zelda and the Monomyth

So let's take a look at the various step of the Hero's Journey as proposed by Joseph Campbell and how the several elements can apply to princess Zelda. An often strangely ignored aspect of the Legend of Zelda story structure is the reward for the hero. For Link's quest, Zelda is not the prize to be won (further evidenced in Majora's Mask). Link's reward is the restoration of the status quo.

But what is Zelda's reward? We know that there was a king during the time of Ocarina of Time. He wasn't mentioned again after Ganondorf's takeover so we can assume he was murdered. Therefore after the end of Ganondorf's reign of terror, it is Zelda who ascends the throne as queen of Hyrule. This also applies to Wind Waker, in which the King of Red Lions dies with the destruction of Hyrule, and Twilight Princess, in which Hyrule is taken over during Zelda's corronation.

Departure

  1. The Call to Adventure: Zelda's dream of dark stormy clouds warning her of Ganondorf's treachery.
  2. Refusal of the Call: Zelda doesn't take action against Ganondorf until Link comes along. (Humorously enough, Link's refusal of the call is him turning over in his bed while Navi nags him to get up)
  3. Supernatural Aid: Zelda's prophecy from her dream as well as her gifts by being a princess Zelda. 
  4. The Crossing of the First Threshold: The escape with Impa from Hyrule Castle.
  5. Belly of the Whale: Link is sealed after retrieving the Master Sword, Ganondorf takes over Hyrule Castle. Zelda is forced to flee and unable to return home. Her Sheik persona is born.

Initiation

  1. The Road of Trials: The resistance against Ganondorf during Link's 7 year absence. We see the results in her actions as being victorious in rescuing Princess Ruto and we see her fail against the shadow from the Kakariko well.
  2. The Meeting With the Goddess: Just like how Zelda represents Link's 'goddess' in this instance, so does Link's return represent hers. 
  3. Woman as Temptress: Although not shown or hinted at in the game, in the (non-canonical) manga, Zelda/Sheik hides by becoming a follower of Ganondorf and thus has a taste of the winning side.
  4. Atonement with the Father: Zelda receives her part of the Triforce and sets out to face Ganondorf along with Link. 
  5. Apotheosis: The Sheik persona disappears to make place for Zelda's return.
  6. The Ultimate Boon: Sealing Ganondorf into the corrupted Sacred Realm and saving Hyrule. 

Return

  1. Refusal of the Return: Zelda's hesitance to give up her Sheik persona in fear of Ganondorf finding out about her. 
  2. The Magical Flight: The escape from Ganondorf's crumbling castle. 
  3. Rescue from Without: well this is where her status as a Damsel in Distress comes into play. Zelda has to be rescued by Link in order to help defeat Ganondorf.
  4. The Crossing of the Return Threshold: Zelda has gained an understanding of her kingdom by traveling it as a Sheikah warrior, and now returns to take dominion over it.
  5. Master of Two Worlds: Zelda understands her power and, unlike Ganondorf, how to control it for the good of others.
  6. Freedom To Live: Zelda ascends her father's throne as Queen of Hyrule 
Even other aspects commonly associated with the hero myth such as the miraculous birth can be applied to Zelda through the nature of the trinity that Zelda, Link and Ganon represent as the elements of the Triforce.

Surely you can argue over this model, but if so many aspects of Joseph Campbell's monomyth can be applied to the character of Zelda (and not every hero's journey incorporates them all anyway), is it not disingenuous to just label her as a simple "damsel in distress" or a "helpful damsel"?

Princess Zelda simply does not qualify as a flat character and that makes reducing her worth to a single sentence meaningless and short-sighted. Princess Zelda is a three-dimensional character with her own emotions, motivations and story who grows throughout the story. What she goes through as a damsel in distress is merely part of her character. It is not her entire definition.

Conclusion

While none of these arguments make the need for a game with Zelda as a playable character any less severe (no, the CD-i games aren't proper substitution, make this happen instead), I do think we need to rethink Zelda's position in the games that carry her title as a character worthy of recognition. At the very least there's no need to pretend she is any less than what she is.


Links / References


Patmore Chris, 2005, Character Design. Hilversum. Librero.
Forster, E.M., 1927, Aspects of the Novel