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Disney’s Strange World is a colorful,
sometimes silly
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adventure through an exotic
alien landscape
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It's definitely a movie that feels geared
towards a younger audience
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but that doesn't mean its message is
childish or shallow
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To explain why, let’s jump to
the halfway point in the story where
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we find our heroes have paused their journey
to play a board game called Primal Outpost
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Ethan: A little Primal Outpost?
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It’s sort of a mashup of Magic The Gathering
and Settlers of Catan
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but the goal isn’t to defeat monsters
or expand territory
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Ethan: A daemon spider!
Jaeger: Kill it!
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Ethan: Ah ah the point is not to kill it.
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instead the players are supposed to
cooperate to build a better world
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Ethan: The objective of Primal Outpost is
to live harmoniously with your environment
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That goal is also a distillation of
the larger message of the movie
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There is no Disney villain to defeat.
Instead the heroes must convince their society
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to abandon the fuel source that powers the
comforts and conveniences of their daily lives
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before it destroys their world
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As far as ecological parables go
that’s a surprisingly radical one.
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Strange World's visuals are borrowed
from old pulp adventure magazines
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but its theme has much more in common
with solar punk narratives.
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Solar punk is a relatively recent artistic,
literary, and media trend
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that uses science fiction as a lens to tell
stories about regenerating ecosystems,
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futuristic permaculture farming, mutual
aid networks, and sustainable urban living.
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The idyllic themes and visuals are evocative
of and often inspired by Studio Ghibli films
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that predate the term by decades,
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especially Castle In the Sky, Princess
Mononoke, and Nausicaa of the
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Valley of the Wind.
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At the moment, solar punk is less of a full
fledged genre in its own right, and
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more of an aspirational idea of a genre. But
it's growing rapidly to now include video games.
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Game narrator: Use toxin scrubbers to cleanse
the soil and sea. Pumps and irrigators
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get clean water everywhere it needs to go,
allowing the natural greenery to grow.
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My favorite example of works explicitly
written as part of the solar punk trend
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are a pair of novellas by Becky Chambers
published as the Monk & Robot series.
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At its core solar punk is an optimistic
reaction to the cynical dystopian narratives
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that saturate much of popular culture
wherein hyper-capitalism has thoroughly
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ruined the world in one terrible way
or another.
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At this point most of us have seen so many
spectacular global catastrophes that the
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end of the world can start to feel both
mundane and inevitable.
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Robot: You've seen one post-apocalyptic
city, you've seen them all.
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You might have run across a paraphrased version
of this oft quoted passage by author
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Fredric Jameson from his 1994 book,
The Seeds of Time.
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"It seems to be easier for us today to imagine
the thoroughgoing deterioration of the earth
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and of nature than the breakdown of late capitalism..."
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"...perhaps that is due to some weakness
in our imagination."
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I'd argue that failure of imagination is,
at least in part, the fault of an entertainment
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industry that keeps churning out stories
set in neon-infused corporate dystopias
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and devastated post-apocalyptic landscapes,
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where the fate of the natural world has
already been sealed.
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At their best dystopian stories can serve as
warnings about the trajectory of our own world.
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Ad Announcement: A new life awaits you in
the off-world colony. The chance to begin
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again in a golden land of opportunity...
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But bleak visions of the future have
become so ubiquitous
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and so defanged of socioeconomic critique,
that much of the genre
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has been reduced to a series of
stylistic choices and narrative cliches.
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From time to time, we do see fleeting glimpses
of possible better futures momentarily peeking
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through in otherwise dystopian settings...
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Vi: Is that a real tree?
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Ekko: Pretty cool huh? When I first saw it
I knew this was the place.
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Ekko: If a single seed can male it down
here, so could we.
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But even those brief visions of ecological
sustainability only seem to exist as part of
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an impossibly distant future, in some alternate
universe, or inside of a virtual simulation
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Strange World offers a refreshing
break from that pattern
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because although the environment
is in great peril,
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there’s still time to save it.
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In the opening scenes we learn Avalonia has
progressed from a pre-industrial village society
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to a techno-futuristic one thanks to a newly
discovered energy source called Pando.
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Though grown and harvested like vegetables,
Pando is set up as a clear metaphor for fossil fuels.
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Searcher: Hmm, Pando battery is dead.
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Meridian: That doesn't make any sense,
I picked those pods an hour ago.
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When Pando begins to mysteriously fail,
The Avalonians embark on an expedition
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to save their way of life.
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Callisto: Our mission is to follow these
roots until we reach the heart of Pando...
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Callisto: ...and stop whatever's harming it!
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They're determined to find a way to keep
their fuel flowing.
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Even if that means going to war and
exterminating an entire alien species.
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Since this is an on-the-nose allegory for
climate change, it turns out that
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Pando is a parasite, which is very literally
killing the world.
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Ethan: This place is alive. It's a living thing!
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Searcher: So, all this time we've been
living on the back of this giant creature?
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Ethan is the first to make the connection
and understand the severity of their situation.
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Ethan: And Pando is killing it.
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And after convincing his family to join
the cause, they all demand change.
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Ethan & Searcher: A giant creature!
Others: What? A giant creature? You can't be serious.
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Searcher: Okay, listen, this place, this world
that we live on is a living thing
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and Pando is killing it. If we wanna
survive Pando has to go.
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Others: What?
Callisto: You want us to Pando?
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Jaeger: They don't know what they saw
out there!
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But their leaders are dead set on maintaining
the status quo, and deny the truth of
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what's happening to their ecosystem.
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Searcher: Callisto?
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Ethan: Dad!
Meridian: Get your hands off me!
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Callisto: Emotions are running really
high right now, and I don't know
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what you think you saw, but we came down
here to save Pando. That plan hasn't changed.
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Searcher: You have no idea what you're doing!
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Ethan and his family are even arrested and
briefly imprisoned for pointing out
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the scientific reality.
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Searcher: You're making a big mistake!
You can't do this!! You have to listen to me!
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The conflict is short-lived and the deniers
are soon convinced.
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Meridian: Now do you see what we're
dealing with? That's a heart.
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But the scenario mirrors our own struggles
over the environment here in the real world.
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Ethan: ---aaaand, times up!
Okay, fine. It's dead. See. You killed it.
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Jaeger: That's what I'm talking about!
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Just like we saw during that game of Primal
Outpost, the goal of ecological sustainability
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is self-evident to younger people.
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Ethan: For the 27th time, there are no bad
guys. The objective isn't to kill or destroy
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monsters. You're just supposed to build a
working civilization utilizing the environment
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around you.
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But the older generations express confusion
and frustration at the idea.
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Jaeger: Uh-huh, yeah, I don't get this game.
Searcher: Ptth! Me neither.
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Ethan: Oh come on! It is not that complicated!
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Searcher: No bad guys? What kind of game
has no bad guys?
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Jaeger: That's just poor storytelling.
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Ethan: Okay, you know what? You want bad
guys? Fine! You two are the bad guys!
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They're stuck in their ways, comfortable in
their lifestyle, and they can't fathom making
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the sacrifices necessary to solve the crisis.
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The real villain in this story isn't a person.
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It is instead a rigid worldview that
refuses to accept the need for change.
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In the end the people of this strange world
are convinced to destroy Pando and
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give up the creature comforts that it
provides in order to save their world.
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On one level, this is exactly the type of
happy ending we've come to expect in
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animated movies--the revelation that the
planet and everything living on it
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are all interconnected is something
we've seen before.
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What's different here are the messages
about our future and how we get there.
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Meridian: Alright, next stop no power,
cold coffee, and angry masses!
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Meridian: Who's ready to go home?
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In most family-friendly movies with
environmental themes, saving the earth--
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Linda: There are rare birds living around
here! You can't cut down these trees!
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--is framed in terms of conservation
rather than systemic change.
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Ted: And we can start by planting this!
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And the solution almost always involves
promoting some small, personal action
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like picking up litter, turning off the
lights, or planting a few trees.
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Planeteers: Go Planet!
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Captain Planet: The Planeteers want you to join
them in keeping our planet clean, healthy, and beautiful.
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Wheeler: Don't litter!
It's completely uncool.
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Captain Planet: The power is yours!
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This type of message is designed to shift
the onus for change away from the large
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institutions who are actually at fault and
onto individual people.
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What makes Strange World so different is
that the environment isn't saved as a
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result of a bunch of personal choices. It's
saved by fundamentally transforming
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the way an entire society operates.
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They must quit Pando cold-turkey.
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The allegory for us in the real world is pointed.
We must follow the example of the Avalonians
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and stop extracting and burning fossil fuels.
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And we can't do it slowly over ten, twenty,
or thirty years. The transition to green energy
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needs to be immediate.
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Contrary to what big energy companies want
us to believe, there's no quick technological
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fix just around the corner that will stave
off climate collapse.
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Husband: Smells so clean!
Wife: Mm-hm!
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Coal Rep: Is regular clean clean enough for
your family?
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False solutions like clean coal, carbon
capture, or hydrogen fuel are just
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smoke-and-mirrors greenwashing campaigns
meant to distract the public from our
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continued investment in dirty energy.
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Coal Rep: Clean coal is supported by the
coal industry--the most trusted name in coal.
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If we really want to save planet Earth, we
simply cannot keep producing and consuming
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in the wildly unsustainable ways that
we do now.
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Now of course reorganizing an entire society
that's been dependent on harmful energy
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will require enduring an uncomfortable
inconvenient period of readjustment.
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But eras of great transformation can also
spark creativity and innovation.
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The Avalonians in Strange World don't need
to permanently return to an agrarian way of life.
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They work through a period of hardship,
with no power, and cold coffee, but they do
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it together as a community, and eventually
start inventing renewable, wind-powered
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technology to get the lights back on and
the airships flying again.
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The optimistic message that ecological
harmony is in fact achievable puts
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Strange World squarely in the solar punk
camp, despite the lack of solar panels
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in the story. It is a little ironic that a
story about radical environmental
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sustainability comes from the Walt
Disney company,
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though it's not the first time filmmakers
have snuck calls for systemic change
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into a piece of corporate media.
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These clips of a beautifully animated
futuristic farm, for example, are part of
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a yogurt commercial of all things.
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Brands have long tried to associate
themselves with visions of the future,
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and we can appreciate the rare positive
message while also recognizing that
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in a truly better world there is simply
no place for the corporate structures
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and systems that have brought our planet
to the brink of annihilation.
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When Strange World was released in theaters
it faced calls for boycotts from reactionary
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pundits who were angry about its diversity
and its storyline, where being gay is
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framed as a completely normal thing
that's no big deal.
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Ethan: That's really sweet!
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The film's choice to center characters of
color is reflective of another critical
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element in solar punk world building
because it acknowledges that many of
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the ideas surrounding sustainable ecology
aren't drawn from far-future science fiction
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but are instead rooted in African and
Indigenous traditions developed
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well before Europeans colonized the planet.
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Lyla June: By tapping into preexisting
natural systems, Native farmers have
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been able to cultivate the same plots of
land for centuries without ever depleting the soil.
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The rise of solar punk media underscores
an important truth--
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Computer: Mega-restricted area.
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--while it is necessary to understand the
severity of the climate crisis that we face
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grim proclamations of our impending doom
aren't enough to spur people to mass action.
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Stories that instead helps us envision the
kind of future we actually want can be
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motivating, inspirational, and, critically,
make that better future feel like it's
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within our grasp.
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Thanks so much for watching!
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