Cuphead and the Racist Spectre of Fleischer Animation

GoddamnyamanProf

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Nobody said the game should have the racist imagery

No that's not the implication.


Be a CAC brehs :scust:
The article laments the exclusion of any racist imagery as "white-washing" and you yourself, among others, said they could have "included some of that history in the game." What exactly are you referring to if not the problematic imagery you now claim "nobody said the game should have"?

And of course that's the implication as logically there is no alternative. The creators had a choice to either include references to the more offensive aspects prevalent in the animation of the time, or not. They chose not to, and according to you the game is still problematic. What is the alternative then, other than simply not making the game at all?

I'm open to discussion if I'm missing something. You can save the lazy insults.
 

MeachTheMonster

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The article laments the exclusion of any racist imagery as "white-washing" and you yourself, among others, said they could have "included some of that history in the game." What exactly are you referring to if not the problematic imagery you now claim "nobody said the game should have"?
It's whitewashing because by the devs own admission they don't know much about the history and decided to purposely ignore it. Yet they designed a couple of the bosses and songs around black peoples art, or more accurately a caricature of black peoples art, but did not include one character in the game with brown skin.

Plenty of things could have been done in game and out without drawing racist caricatures.

And of course that's the implication as logically there is no alternative. The creators had a choice to either include references to the more offensive aspects prevalent in the animation of the time, or not. They chose not to, and according to you the game is still problematic. What is the alternative then, other than simply not making the game at all?
No. As I said above there's plenty of alternatives.

And I never said the game itself is problematic. I said the game plus the devs stance on why it is the way it is, is problematic.

I'm open to discussion if I'm missing something. You can save the lazy insults.

Basically there's a couple choices they could have made:

Put the racist stuff in the game and spend a substantial amount of time educating people on why the characters look the way they do.

Make the game as they made it, and spend time outside the game talking about the history.

Or pretend the history doesn't exist.


They chose option 3.

I personally love the game and have no ill feelings towards the devs, but they chose option 3 which is the worst of their options IMO.
 

Zero

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i would rather see more black people make indie games that handle history better. stop pinning your hopes and dreams on white dudes and japanese people. spend any significant time around white men and you will see why you should be glad they avoid race when making a retro game.
PymqFjU.gif


It's amazing how people don't get this.
 

Sonic Boom of the South

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Cuphead and the Racist Spectre of Fleischer Art | Unwinnable

Cuphead2_header.png

Cuphead and the Racist Spectre of Fleischer Animation
By Yussef Cole • November 10th, 2017

Cuphead is a 2D platformer with run-and-gun gameplay reminiscent of classic games like Mega Man. What sets Cuphead apart from its predecessors is its unique aesthetic which pays stunning homage to early 20th century American animation. The artists at Studio MDHR, the Canadian company which developed the game, have done an impressive job recreating the dynamic rubber-hose character animation that producers like the Fleischers and Walt Disney made famous in the 1930s. By setting their game in this aesthetic, however, Studio MDHR also dredge up the bigotry and prejudice which had a strong influence on early animation.

When asked in a Rolling Stone interview about the unfortunate associations of Cuphead‘s 1930s aesthetic, lead inking artist for the game, Maja Moldenhauer replies: “It’s just visuals and that’s about it. Anything else happening in that era we’re not versed in it.” But these visuals are weighed down by the history that brought them into being, despite the developers best efforts at stripping them of the more overt caricatures that are rife in cartoons for most of the first half of the 20th century. By sanitizing its source material and presenting only the ostensibly inoffensive bits, Studio MDHR ignores the context and history of the aesthetic it so faithfully replicates. Playing as a black person, ever aware of the way we have historically been, and continue to be, depicted in all kinds of media, I don’t quite have that luxury. Instead, I see a game that’s haunted by ghosts; not those confined to its macabre boss fights, but the specter of black culture, appropriated first by the minstrel set then by the Fleischers, Disney and others -twisted into the caricatures that have helped define American cartoons for the better part of a century.

One of the first artists to make a name for himself with animation, James Stuart Blackton, would often animate in real time during vaudeville shows. In 1907 he produced his “Lightning-Sketches,” which involved converting the written word “c00n” into a minstrel caricature and “Cohen” into an anti-semitic stereotype. Vaudeville theater, which evolved out of the remnants of minstrel shows, often employed stereotypes and racist caricatures such as these for comedic effect. Many animators frequented vaudeville theaters after work, and were inspired by its methods.

The truth is racist stereotypes make for easy laughs (ask any faux-edgy comedian). And animation has always been a comedy-centric medium. In his book, Birth of an Industry, Nicholas Sammond writes:

“The stereotypical depiction… borrowing both from well-established graphic traditions and from minstrelsy, variety shows and vaudeville, also traded on an economy of efficiency in which characters immediately telegraphed their seemingly inherent natures and from that their place in the gag.”

Many early cartoon characters were tricksters, layabouts, and thieves, archetypes born from the depiction of the lazy slaves minstrel shows specialized in. Cuphead happens to star a pair of tricksters, Cuphead and Mugman, who make a deal with the devil over a gambling debt, an activity often linked in 1930s cartoons to the implied sinfulness and savagery of black Harlem and the era of swing music and jazz.

Cuphead2.png


1930s Harlem and the jazz culture centered within it are a major part of Cuphead’s aesthetic, from its big band soundtrack to the design of characters like King Dice whose pencil thin mustache recalls the iconic look of Cab Calloway -himself a major player in early cartoons both as a cameo and as a caricature. Jazz culture tended to have a fraught relationship with the animation industry. According to Sammond: “…the jazz caricature of the early sound years seemed to pay homage to an imagined libidinous freedom of swing music and culture and to immediately offer up guilty punishment for taking pleasure in its apparent excesses.”



For example, Jay Z recently released a music video called The Story of O.J. in which he and the rest of the cast are animated in explicitly racist caricature, with big pale lips eclipsing dark faces. The video uses this striking visual imagery to accompany a song about the realities of being black in a world that still sees you as a stereotype (which makes Jay-Z’s own gross anti-Semitic stereotypes that much worse). Here, the caricature has a purpose, which is to remind us of our history; to proclaim that it isn’t behind us, and that we can’t, as O.J. tried, truly ever shed our skin color.

Similarly, the artist Kara Walker, uses a cutout style to create giant tableaus featuring mammies, sambos and other black caricatures to engage in the “…the meaty, unresolved, mucky blood lust of talking about race…” as she tells Vulture in an interview. What is made evident by her art, is that race is not a solved matter, not a period in our past that we, as a society, can claim to have solved. Most black Americans cannot help but recognize this depressing fact, and the events of the past year have made it hard for anyone but hardcore bigots to ignore.

Cuphead3.png


The images in Walker’s work and in The Story of O.J. are meant to provoke, to pick at a wound that has never truly healed. But Cuphead is just supposed to be a fun game; and it is -beautiful too. Yet playing it brings along that particular queasiness one gets when being forced to ignore problematic parts of media in order to enjoy it. After all, it’s difficult to enjoy the same images that brought down houses I would never have been allowed to enter. It’s hard to overlook a style that was also used to belittle and stigmatize blackness to the extent that we are still fighting to regain our own image. As Samantha Blackmon writes in her excellent piece on the subject: “My life, my experiences, and the body that I live in makes Cuphead and its artistic style problematic to me because of all that it has come to mean in the last 85 years or so…”

It’s a mistake to whitewash history, not if we hope to improve upon the present. After all, the animation industry is still so white that a roundtable about diversity last year had only white men on it. The videogame industry is no better. It’s difficult to argue against the idea that this lack of diversity winds up having a strong effect on the kinds of stories that get told, and the sort of aesthetics and time periods studios feel comfortable borrowing from in the first place.

After World War II, when the NAACP and other organizations ran campaigns criticizing explicitly racist caricatures in animation, the industry responded by simply ceasing to create black characters of any kind. In Christopher P. Lehman’s The Colored Cartoon he writes: “No theatrical cartoon studio created an alternative black image to the servile, crude, hyperactive clowns of the preceding half-century. The cartoon directors of the 1950s, many with animation careers dating back to the 1920s, had no experience in developing such a figure.” Studio MDHR, in interviews, is quick to point out that they avoided stereotypes in Cuphead; that they focused on “the technical, artistic merit, while leaving all the garbage behind.” The truth may be dirty, and often uncomfortable. But it’s preferable to offering up a bleached white past, while pretending nothing was lost in the process.
It's Impossible To Separate Cuphead From The Era That Inspired It

Ethan Gach

Yesterday 7:15pm
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Cuphead is a beautiful looking game with tight controls and grueling combat that culminates in game unlike many others. But as a throwback to the animation of the early 20th century, it finds its muse in a troubling past it never gets around to actually confronting.


There’s a famous saying often attributed to Sigmund Freud that goes “sometimes a cigar is just a cigar.” While he almost certainly didn’t actually say it, the quote lives on because of the appeal of its underlying logic: not everything has another layer, a hidden meaning, or a secret agenda. As persuasive as this logic can sometimes be, however, it’s often born of exhaustion or hopelessness rather than insight, like when when J.J. Gites is told at the end of the movie “Forget it Jake, it’s Chinatown.”

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A lot of people have wanted to do the same with Studio MDHR’s latest game and say something along the lines of “sometimes a cup is just a cup.” But over at Unwinnable, Yussef Cole convincingly shows why that’s not the case. In an essay titled “Cuphead and the Racist Spectre of Fleischer Animation,” he argues that the imagery used in the game borrows from tropes and characters intended as a rebuke against the culture and music associated with black people in the 1930s. By taking the “good” parts of this tradition of animation and leaving the bad, Cuphead ends up whitewashing the past.

He writes,

“By sidestepping this kind of over the top caricature, Cupheadattempts to represent the best of the jazz era’s relationship with cartoons. And there is a lot of good to be found. Calloway is an electric performer and cartoons like the Fleischer’s 1933 films The Old Man of the Mountain and Betty Boop in Snow White do far better justice to his inimitable style. At the same time, these examples feature his voice in the body of an old white man and a white-faced clown, respectively. When it comes time for cartoons to represent him as a human being, his lips balloon up, his eyes grow, and he is forced into the minstrel mold, the only way that animation studios seemed to be able to envision black characters for decades. That Cuphead follows the path of the Fleischers and hides what could have been his likeness behind an anthropomorphic talking dice is historically in line with black representation in animation. Once it became faux-pas to depict black characters as minstrels and racist caricatures, then the solution appears to be not depicting them at all.”

At two different points, Cole quotes the creators behind the game. First is an interview with artist Maja Moldenhauer who said, “It’s just visuals and that’s about it. Anything else happening in that era we’re not versed in it.” The second time it’s something designer Chad Moldenhauer toldKotaku a couple weeks ago,

“We went into the game knowing that what we wanted from the era was the technical, artistic merit, while leaving all the garbage behind. You can find it in everything from the era: film, advertisement, everything. We wanted to take the style but make it our own. We tried to focus on our likes and dislikes and steer away from any of that.”

“All the garbage” in this case means the deep-seated racism and reactionary politics which surrounded early American animation. Art doesn’t arise out of nothing, from no one and from nowhere. People create it. The dream of being able look to the past and extricate what we find free from baggage is understandable, but as Cole shows, can have the unintended consequence of compounding the sin. Where characters of color were originally depicted with racist imagery, they now risk not getting depicted at all.

You can read the rest of Cole’s essay over at Unwinnable.

ABOUT THE AUTHOR
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Ethan Gach
Kotaku weekend editor. You can reach him at ethan.gach@kotaku.com

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Faux white wokeness:mjlol:



Fake outrage:russ:
 

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I like those old cartoons and movies from that era (film & animation lover in general) and I'm well aware what was going on during that time.

The game is just a homage to that era of animation and really don't know why they need to include the racial history behind the way jazz was depicted. The game doesn't even feature real people in it
 

Doctor Wily

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So universal pictures signed off on/produced that :ohhh:

The same universal pictures company thats behind the gears of war movie too :russ:

Im pretty sure they'd sign off on/produce a Cuphead cartoon since they've put out minstrel visuals in the past.

Im Just sayin court :manny:
 
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