This essay argues for the importance of James Baldwin’s last house, located in St. Paul-de-Vence in the south of France, to his late works written during the productive period of 1971–87: No Name in the Street (1972), If Beale Street Could Talk (1974), The Devil Finds Work (1976), Just Above My Head (1979), The Evidence of Things Not Seen (1985), and the unpublished play The Welcome Table (1987). That period ushered in a new Baldwin, more complex and mature as an author, who became disillusioned while growing older as a black queer American who had no choice but to live abroad to get his work done and to feel safe. Having established his most enduring household at “Chez Baldwin,” as the property was known locally, the writer engaged in literary genre experimentation and challenged normative binaries of race, gender, and sexuality with his conceptions of spatially contingent national identity. The late Baldwin created unprecedented models of black queer domesticity and humanism that, having been excluded from U.S. cultural narratives until recently, offer novel ways to reconceptualize what it means to be an American intellectual in the twenty-first-century world.
This essay examines the influence of Sir Walter Scott‘s historical romances on the artists of the Hudson River School of American landscape painting. Scotts writings inspired paintings of medieval castles, fictional and actual, as well as scenery related to Scott‘s life and literary works. Many American artists visited these sites first-hand and painted or sketched them, providing a visual record of the tourist experience of Great Britain.That so many American artists engaged in painting castles suggests the paradoxical nature of American culture in the nineteenth century, when commentators clamored for a uniquely American culture, even while American authors and artists copied or borrowed from European culture. Castles function as perhaps the ultimate European signifier in otherwise generalized landscapes. This essay argues that those American artists who included castles in the landscape gave American culture a modicum of legitimacy in an era of rising American nationalism.
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Considering Gothic dimensions of the videogame medium, then Gothic themes in survival horror videogames, the paper proceeds to explore Silent Hills narrative aesthetics and gameplay in relation to the Gothic. Considerations include: the intrusion of sinister alternative worlds, fragmented narrative forms, a sense of the past impinging upon the present, and the psychoanalytic dimensions of the series. Throughout this paper attention will be paid to ways in which Gothic themes resonate with or are transformed according to the dictates of the videogame medium.
Through the prisms of psychoanalysis and narrative theory the article addresses the concepts of temporality and transgenerational phantom in Elizabeth Gaskells Gothic piece ‘The Poor Clare’ (1856). Gaskells text, which revolves around an ancestral curse, is but a loose repetitious narrative characterized by the circularity of its structure and tone – its end casting one back into its middle – with its narrator narrating the past locked into the present, which is completely determined by the future, by the curse to be fulfilled. Narration becomes unsettling and obsessional, revealing the texts shared phantoms/foreign bodies as these implicate the characters and the narrating persona in a complex web of unconscious identifications and psychic splits, eventually coming to congeal around the biblical prophecy: ‘the sins of the fathers shall be visited upon the children’. In being reiterated throughout, the cryptic and (encrypted) words reaffirm both the efficacy of the curse –which always already doubles back on the one that has hurled it – and the texts playing out of desire and trauma, thus rendering the celebrated subject of the Enlightment both an ailing subject and an alien to itself.