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73 pages 2 hours read

Margaret Atwood

MaddAddam

Fiction | Novel | Adult | Published in 2013

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Symbols & Motifs

The Red Sox Hat

In Oryx and Crake, the naked Crakers were endlessly curious about Jimmy/Snowman’s clothing, and his nostalgic replica Red Sox hat was hard to explain. They wouldn’t understand baseball, or even sports, and certainly not the idea of teams. Jimmy often found himself trying to explain the words that slipped out of his mouth or the trash the Craker children found along the beach because those words belonged to a frame of reference that was fully embedded in a culture that was gone. For instance, how to explain “toast” to someone who doesn’t know about bread, flour, wheat, or cooking? Along with his watch and one-eyed sunglasses, he claimed that he needed them to listen to Crake. As Toby and the other MaddAddamites would discover, the most efficient way to satisfy their questions is to say that it’s of Crake, but since Crake is their creator, which is true, the idea that he is living and can listen to Jimmy without being there makes him supernatural. Thus, he and Oryx become deified. This makes the hat an irreplaceable religious relic, an artifact that allows the wearer to speak to Crake, who none of them have ever seen. It must be explained why they can’t ever see Crake or Oryx (whom they did meet), so Jimmy tells them that they flew up to the sky together. When Toby attempts to convince Blackbeard to tell the story, he is terrified to put on the hat, believing that it will turn him into a human like Jimmy or Toby who wear clothes.

Much of the Crakers’ pseudo-religious lore arises from the arbitrariness of their inability to understand things outside of their experience. For instance, the dome, a word that they can’t comprehend, looks like an egg. They think literally, so it is an egg. The fish has become a necessary part of the ritual because Jimmy was struggling to find enough food, and he enlisted the Crakers to find and cook a fish for him so he could tell them stories. Not all the fish are good to eat, and the Crakers struggle with fishing or understanding that fish have to be fresh or not frogs, but once fish are a part of the ritual, they are non-negotiable. Even Blackbeard, who is biologically a requisite herbivore, takes a small bite of the fish so he can tell the story. To the other Crakers, he explains that eating the fish is a sacrifice that honors the difficulties Crake faced when he created them. Through the Crakers’ religious rituals, which are mixed up in true stories of real people who matter to them, the novel suggests that many vigorously practiced rituals in world religions might also have arbitrary origins. Much of what is taken literally might have been meant figuratively. Crake wouldn’t have expected his creation to develop religion, as he tried to stamp out their creative impulses completely, but the book suggests that religion arises out of a natural desire to make sense of the world.

Pigoons and Other Animals

When Jimmy was a child, his dad was a part of the team that created the pigoons (a portmanteau for pig and balloon), the enormous pigs that were modified to contain multiple human organs that could be harvested for transplants. They were also experimenting with implanting human neocortex tissue. The Corp cafeteria swore that they didn’t serve pigoon, but there seemed to be a lot of pork on the menu. When his father took him to see them, Jimmy saw the pigoons as his friends, but later, when he encountered them in the wild, they were aggressive enemies. Their part-human brains make them dangerously smart. They become a staple on the menu of the survivors’ camp because they kill them to protect their camp, and the giant pigs provide a lot of meat. The Gardeners were strict vegetarians, although eating meat was allowed for survival reasons, including the need to blend into a certain environment. Zeb taught a survival skills class where the kids took turns eating rabbit. Now, long after the Gardeners have officially disbanded, they have all adapted to having meat in their diets, especially Rebecca, who is the cook and responsible for making sure they all eat enough protein. Unlike their rooftop in the pleebs, in their camp in the middle of nature, wild animals are the enemy. Many of the strange lab splices, which seem to make up most of the animal population, are dangerous and aggressive. They’re also edible, but even slugs are being executed as invaders, first with salt, then with ash, which Toby thinks is probably painful.

Zeb’s Bearlift story highlights the novel’s criticism of anthropocentrism, or the belief that humans are superior to other species. Long before Zeb will live as a non-believing vegetarian with the Gardeners, he found himself in a desperate place with the dead body of the man who tried to kill him and no food. He ended up eating part of Chuck, which he doesn’t tell Toby was a difficult, gagging task, much like Ren will one day gag on a bit of rabbit meat as a Gardener child. Later in the story, starving, he kills a bear and eats it raw, wearing the skin and snacking on its fat. Both pieces of meat save his life, and the bear was innocent while Chuck was trying to murder him, but he eats the bear with relish. Later, however, when Zeb becomes an Adam, his vision quest shows him the bear, who forgives him and lives on inside him. When Toby’s vision quest brings the pigoon sow and her piglets, she experiences the Crakers’ ability to speak to animals. Zeb and the men who are protecting her have their fingers on the triggers, but Toby realizes that the pigoons aren’t just smart. They have loved ones, and they love their children. After they form their truce with the pigoons and go into battle, Toby and Zeb are stunned by their intelligence and ability to strategize. They become an equal voice in the trial, and Toby learns to write about them as equals. The novel suggests that animals should be respected and not treated as inferior because perhaps humans are inferior for lacking the ability to speak to them.

Games

At various points in the trilogy, Jimmy, Pilar, and Zeb all bond with Crake over games. To Crake, games seem to be a way to silently gauge intelligence and gullibility. He and Jimmy spent many afternoons playing 3D chess, Blood and Roses, Extinctathon, Three-Dimensional Waco, Barbarian Stomp, and Kwiktime Osama. Even without details about the rules of most of the games, they suggest a culture of desensitized violence. Three-Dimensional Waco presumably references the standoff between David Koresh and US federal agents in 1993 that ended in a fire that killed 75 Branch Davidian cult members. Kwiktime Osama probably references Osama bin Laden and the 2001 attack on the World Trade Center. Crake plays some of these games with Zeb at the HelthWyzer barbecues, sometimes on computers and sometimes with boards. With Pilar, Crake played chess. When Crake lost a game to Jimmy or Zeb, he demanded a rematch, almost as if it were impossible to lose. It’s impossible to know for sure how much Crake felt affection for others and how much he saw people as pawns to be used, but Jimmy was his closest and longest-standing friend, and he was Crake’s final and most personal betrayal.

It’s notable that Extinctathon, the secret chat room that served as a hub for MaddAddam, uses a game as a cover. Zeb notices what Jimmy observes, which is that the game is painfully boring. Presumably, Zeb thinks, to discourage people from wandering in, but it is also another case of a game abstracting something that is horrific in real life—the sheer numbers of animals that have gone extinct—but that society has lost interest in. Users take on the names of extinct animals as code names, and most of these animals are still extant in the real world. This contrast shows readers how much destruction the Corps have done to the environment, and these organizations don’t even try to pretend to care. Crake plays the game for years after Jimmy forgets about it, becoming a grand master with access to the secret chat room. It’s never clear when Crake was brought into the chat room, although his association with Pilar, and possibly Adam, predates his transferring to HelthWyzer High and meeting Jimmy. In the chatroom, secret users are talking about their acts of ecoterrorism and sabotage against the Corps. Whether Extinctathon was ever meant to be played like a game, Crake plays it and makes a killing sweep, using the game to track down the MaddAddamites and force them to work in his lab. As refugees from the Corps, they can either go and do what they’re told, or they can be killed like Crake’s father.

Crake’s final plan to wipe out the Earth’s population and install his designer humans is like a game of Blood and Roses. In Blood and Roses, one side has all the atrocities committed by the human race and the other player has all the accomplishments. They trade: atrocities erased from history for the eradication of accomplishments. In Oryx and Crake, Jimmy complained that the Blood side (the atrocities) usually won the game but winning meant that they “inherited a wasteland.” Crake decided that he could sacrifice the future accomplishments of the human race in a trade for the future atrocities of the human race. The Crakers meant a future with neither. In the balance of atrocities and accomplishments, the atrocity of first murdering all living humans apparently leveled the scales. Notably, the seed of the idea begins with the contents of a chess piece, willed to Crake by Pilar with a sealed letter. Zeb and Toby speculate that Pilar, and by extension Adam, who knowingly sent the chess piece to Crake, knew what Crake would eventually do. Perhaps Pilar’s letter even gave him the idea, but even in his last moments, Crake is playing chess. He uses Oryx as a gambit and cuts her throat, although he is already carrying her because she is unconscious, suggesting she might be sick. Jimmy reacts by shooting him. Crake likely wouldn’t have been able to kill himself and resist watching his experiment, and he needed Jimmy to shepherd the Crakers and get them started in the world.

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