1. Introduction
From theatre performances of mythological themes and novels built upon arrays of folktales to the relatively modern term ‘transformative works’ referring to the plethora of fan-created work published online, audiences and creatives have proven the need for space to explore, complete, and re-imagine existing stories and the tropes and themes surrounding them (
Coker 2017). With the emergence of new tools and technologies, the opportunities artists have to explore popular and obscure narratives and imagine them anew are ever increasing.
Stories of adventure and discovery (of faraway lands or the depths of human experience) have always had the power to induce curiosity and creativity. Sometimes regardless of their actual, often widely debated artistic value, certain narratives become powerful enough that their influence can be felt through multiple mediums over a significant period of time. What separates these works from others around their time can be attributed to multiple factors of varying significance: whims of the audience both past and present, message, controversy, academic debate, new themes and tropes and historical context (
Jauss 1970). Classic and popular literature or stories spanning through multiple universes often see adaptations of varying fidelity and purpose (e.g.,
The Great Gatsby,
Fitzgerald [1925] 1994, or the Marvel Cinematic Universe).
Joseph Conrad published Heart of Darkness as a serial in Blackwood’s Magazine in 1899 after visiting Belgian King Leopold II’s Congo Free State in the 1890s. Since its debut, the novella has been a topic of discussion concerning the effect of colonialism on Africa and the general public’s view of the colonies and their inhabitants—arguments about Conrad’s work and its place in colonial and postcolonial literature are still prevalent in academic circles. Beneath a story of adventure lies a narrative much scrutinised and discussed: while demonstrating a critical attitude towards western colonising efforts in Africa, the novella also tells a story of European values inevitably degrading in the oppressive atmosphere of the African jungle. This view—the effect of the other on widely accepted western morality—permeates not only the novella, but its subsequent adaptations from the big screen to the interactive.
Heart of Darkness has seen multiple different adaptations in a variety of mediums throughout the years since its release. From film
Apocalypse Now (
Coppola 1979) to the release of well-known and critically successful computer games
Far Cry 2 (
Ubisoft Montreal 2008) and
Spec Ops: The Line (
Yager Development 2012), these vary greatly in how closely they follow the original narrative, what kind of message they attempt to convey, and how they use the different tools of each medium to achieve that goal.
The process of adaptation takes the skeleton of its original source and layers new meaning on it based on its original connotations and any new context that is applied to it throughout. Different approaches (e.g., remakes, re-imaginings, reboots) are commonly used to achieve the same purpose: to use the source material, its relevance and context as building blocks to present the story through a new lens, add relevant historical and societal commentary or call upon well-known elements of the original work to underline its message, all by using the tools of their designated medium to their advantage. As Jenkins says in his 2017 essay (
Jenkins 2017) ‘Adaptation, Extension, Transmedia’:
Anyone who thinks seriously about adaptation knows that each makes some unique contributions—in terms of their selection and interpretation of material and how they use the affordances of the new medium in ways unavailable to the original producer, if nothing else.
Retellings are naturally framed by the format, how the source material is considered at the time of its adaption, as well as by the new creators—the prevalent influence of the old adds to the depth of interpretation of the new, and through the process more nuanced meaning is created.
That Heart of Darkness has been adapted so many times and in such variety is unsurprising. The signature elements of Conrad’s writing: faraway settings, dramatic conflicts between human characters and the brutal forces of nature, themes of individualism, the violent side of human nature and prejudice all make for an intriguing world to build upon. Its themes are universal enough to be relevant in the context of the Vietnam War as seen in Apocalypse Now, and the novella itself with its historical background and wider literary impact still influences works such as the 2010 graphic novel adaptation. These can be considered traditional adaptations in a sense that they adopt a linear story into another linear medium: film or graphic novel, the audience is presented with a static narrative that is unchanged after its release regardless of the context they transplant the source material into.
What Far Cry 2 and Spec Ops: The Line provide in contrast to these other mediums is that they implement a linear story into a nonlinear medium using a genre (first-person shooter) in which the primary emphasis is not traditionally on deep storytelling. Through the games’ interactive nature, the role of the audience changes from passive spectator to active participant: players have the ability to significantly shape the story through their actions.
As opposed to many other games, Far Cry 2 and Spec Ops: The Line also focus on hostile game mechanics and emphasise disempowerment systems that are designed to be part of their message. The games are not only difficult to play, but systems players can generally rely upon when playing similar titles (time investment results in character progression, reliable weapon system, regenerative health, etc.) are not in place anymore, or are altered to serve a different purpose. This results in a peculiar and frustrating experience that serves to emphasise the underlying message of Conrad’s original story.
Elements of adventure and other well-liked storytelling tropes present in the novella return to some degree in all four adaptations, striving to drive their messages forward while preserving select aspects of the original work forming a scale that ranges from works of faithful adaptation (Heart of Darkness—A Graphic Novel) to those using the novella and its cultural footprint as inspiration that informs a separate story (Spec Ops: The Line). These archetypes—a journey upriver as a metaphor for the journey to the depths of the human self, war, violence, the brutal forces of nature, the overarching mission, the idea of home (Europe, America) as a counterpoint to these faraway places—are all prevalent in the pieces examined. Adaptations of Heart of Darkness, despite the variety in their medium, execution and fidelity to the original text, have, amongst others, something very important in common: they all attempt to deliver a message that goes beyond the experience of adventure, and into questioning whether violence, exploitation and following a system that enables those is worth the cost of lives and the crisis of identity that will inevitably follow on a personal, national, or global level.
This article examines Joseph Conrad’s
Heart of Darkness and select subsequent adaptations:
Apocalypse Now (
Coppola 1979),
Heart of Darkness—A Graphic Novel (
Anyango and Mairowitz 2010) and computer games
Far Cry 2 (
Ubisoft Montreal 2008) and
Spec Ops: The Line (
Yager Development 2012) in search of recurring patterns, character archetypes and messages that prevail through these various interpretations. It reflects on the effectiveness of storytelling methods different mediums use and the messages these adaptations carry in comparison to the original novella, while considering how all stories blend historical fact with the original fiction and its new intended meaning, and how these morph or distort the source material.
3. Discussion
Paul B. Armstrong, editor of the Fifth Norton Critical Edition of
Heart of Darkness (
Armstrong 2017) says in his introduction:
One of the peculiarities of great literary works is that they have a life that goes beyond what their authors originally intended.
The message
Heart of Darkness carries is something literary historians, critics, and novelists have debated, analysed, and re-interpreted over and over since its publication. For where it sits within history, both in literature and in the movements of the economic and political powers of the world, it stands out as a piece that criticises the system ultimately leading to its birth. Yet a very important point to consider when reading
Heart of Darkness is that Conrad—voluntarily or involuntarily—still falls into setting Africa as a counterpoint to Europe, its jungles and local population capable of eroding the moral standards it stands for (
Said 1993). He sets the two continents in opposition: one of history and civilisation, another one of an impenetrable wilderness and a sense of oppressive separation (
Achebe 1977).
In a sense, Conrad’s criticism of imperial efforts is blind to many of the injustices it carries. Chinua Achebe, Nigerian novelist in his article ‘An Image of Africa: Racism’ in Conrad’s “Heart of Darkness’’ (1977) says:
Conrad saw and condemned the evil of imperial exploitation but was strangely unaware of the racism on which it sharpened its iron tooth.
Part of the reason for Conrad’s prejudices lies within the context of his time, his view of Africa and its inhabitants is by no means a unique opinion. Yet acknowledging that Heart of Darkness with all its virtues and its arguably controversial elements influences the view of Africa in the eyes of the rest of the world puts its message and effect into perspective. Being adapted several times through several different mediums serves to carry that message further.
John Ellis (
1982) in ‘The Literary Adaptation’ talks about the cultural memory of literary works. This phrase calls attention to a pattern that emerges through each adaptation of
Heart of Darkness and indeed, broadly speaking, any extended universe based upon adapting and re-adapting literary or other narrative works. The novella’s cultural memory can be interpreted to include all adaptations of it: from novels inspired by it to the deliberate rework of the narrative into a new setting, these leave footprints—impressions which add to the commonly understood concept of
Heart of Darkness. In that, each adaptation has the potential to influence further rework of the novella, adding to this interlocking network of narratives the same way other iterations have previously done: the novella’s setting and protagonist–antagonist relationship appear in
Apocalypse Now, discussion around Conrad’s work influences visual depictions of characters in the graphic novel, the film’s visuals and military setting reflect in
Far Cry 2 and
Spec Ops: The Line.
It is interesting to observe the evolution of Marlow from serving as a character argued to be the author’s substitute through each of the novella’s subsequent adaptations, both static and interactive. From his straightforward appearance in Apocalypse Now as Captain Willard through the emphasis Mairowitz and Anyango put on the connection between author and narrator to collapsing author, narrator, and antagonist into the player in Far Cry 2, these vary greatly in how they interpret Marlow in moral standing, contextual relevance and his function as ‘protagonist’ in an interactive setting.
Kurtz goes through a similar transformation visible especially in Far Cry 2, where the narrative reveals the player to be, in a sense, the moral successor to the game’s Kurtz-character, the Jackal. By blurring the line between protagonist and antagonist, the game takes an unexpected approach to emphasise one of the novella’s fundamental questions: what happens to a person when faced with the incomprehensible, relentless, and violent forces of nature and human beings?
Apocalypse Now and the graphic novel—although vastly different in approach and fidelity to the original material—stand as examples of straightforward linear adaptations that both view and respond to the novella in ways unique to them. While the film transplants the narrative to an entirely different setting, the graphic novel provides subtle commentary through its visuals while using the original work to recreate the story as accurately as possible within its format.
Games add another layer of depth to the retelling of Conrad’s story by putting the narrative in a context in which the audience ceases to remain a passive observer and through interacting with the games, becomes complicit in how they unfold. Both games lean on this sense of shared responsibility. They offer choices to the player that come with serious consequences and through dialogue (Far Cry 2: e.g., the Jackal encounters) and in-game visual and textual cues (Spec Ops: e.g., loading screen taunts) makes the player aware of the active part they play in shaping the games’ events. In this, interaction and the audience’s expectations towards video games as a medium are used as tools to deliver the message.
In the field of postcolonial game studies,
Far Cry 2 and
Spec Ops: The Line are part of a canon of games that portray—in one way or another—colonial spaces and narratives. Souvik Mukherjee (2018) in ‘Playing Subaltern: Video Games and Postcolonialism’ talks in some detail about identity tourism in
Far Cry 2, the role of the coloniser and colonised in video games and the importance of meaningful representation that takes history and its meaning into consideration.
Soraya Murray (
2018) explores this in a wider context of video game criticism: she highlights the importance of video game analysis and critique that leads to meaningful change in thinking within the games industry.
While Far Cry 2 and Spec Ops: The Line are successful examples of adapting a linear story to an interactive medium (both in a narrative delivery and in a commercial sense), what counts as traditional video games do not necessarily make a suitable vehicle for literary adaptations in general. Often the requirements of the market and the expectations of the players make it difficult to successfully transplant certain narratives into computer game form—sacrificing elements of story to the benefit of well-balanced mechanics and vice versa; marketability; intellectual property rights and other, often unexpected obstacles might make literary adaptations as games an unattractive decision for game developers and publishers. Yet interaction is a powerful tool that is capable of inserting audiences into stories in a way no other medium can: with due consideration, it could be a valuable platform to use in fields from education through academia to entertainment in preserving, reclaiming, and re-imagining classic and contemporary narratives through a new lens.
Looking past the boundaries of traditional game development, artworks, and interactive pieces on the borders of mediums and genres, pieces between comics and film, literary text and games, comics and games do not always meet with the same set of expectations games such as first-person military shooters do. Storytelling mediums that use techniques from literature, film, games, and art based on the unique requirements of the original literary work have the potential to be more flexible—breaking outside the set requirements of one medium can be a powerful tool to discover new means of effective storytelling (
Jenkins 2003).
That Heart of Darkness still has such an effect on adventure stories that strive to explore the depth of human morality is not surprising. Stories of the wonders and horrors of newly discovered lands, faraway settings, and strange people have always had the power to pique curiosity in storytellers and audiences alike. Paired with themes of violence, the terrible force of nature and the fallible nature of human beings, Conrad’s narrative sets the scene for an intriguing world. Using real places and real events as material to retell this story in new ways relevant to the audiences at the time (the Vietnam War, the futile interventions of America in West in African conflicts, the political situation in the Middle-East), these stories about human nature and its weakness against meaningless violence and the brutality of nature stay relevant and powerful even today.