Explainer
Culture
Film & TV
Identity
5 min read

Adapting Doctor Who: it's time for change

The fan debate on associating disability with evil lacks nuance.

Harry Gibbins  is a doctoral researcher at the University of Aberdeen. His PhD concerns the intersection between autism and Christian ministry.

Davros, an alien leader sits in the lower half of a Dalek.
Davros: leader of the Daleks.

In an interview with behind-the-scenes show Doctor Who Unleashed, returning showrunner Russel T Davies had this to say about how iconic Doctor Who baddie Davros was to be portrayed in a mini-episode produced for charity event Children in Need last year. 

“We had long conversations about bringing Davros back, because he's a fantastic character, time and society and culture and taste has moved on. And there's a problem with the Davros of old in that he's a wheelchair user, who is evil. And I had problems with that. And a lot of us on the production team had problems with that, of associating disability with evil. And trust me, there's a very long tradition of this.” 

He continues to explain that this led the production team to depict Davros differently. Gone is the facial scaring, the wheelchair, the robotic eye, and the mechanical hand. Now, as Davies explains, Davros is seen through a lens in which disability stops being a way of identifying evil.  

“This is our lens, this is our eye. Things used to be black and white, they’re not black and white anymore, and Davros used to look like that and he looks like this now.” 

Davies’ comments caused somewhat of a split online with some fans. On the one hand, Davies is continuing a tradition that can be traced back to his previous work on Doctor Who between 2005 and 2010. For example, he purposefully wrote Billie Piper’s character Rose Tyler as working class to cut against the gain of the prim-and-proper received pronunciation of previous companion characters. Perhaps Davies was tired of the limited scope of once again portraying the villain as disabled. Just as he didn’t want another female companion who lacked agency and depth, depiction of Davros as disabled simply wouldn’t fit with this modern incarnation of the show. On the other hand, in his comments, Davies seems to suggest that if this character ever appears again, he will not be disabled, even if it contradicts previous storylines, retroactively removing this part of the character as if it was never there to begin with.

Davros isn’t evil because he’s disabled, so why is Davies so hellbent on changing something that wasn’t an issue to begin with? 

But is Davies’ efforts necessary? Reddit user u/Bowtie327 suggests that Davros’ disability isn’t important, “I can’t say I ever even drew a connection around Davros, being evil, and being disabled”, whilst another user u/PenguinHighGround claims that as a disabled person themselves they found him “weirdly inspiring, his (sic) goals are abhorrent, but he didn’t let his physical issues limit him”. X user @Dadros3 highlights how, as a wheelchair user, Davros has become a sort of science-fiction icon. He euphemistically states that “evil comes in all forms, all races, all genders, all abilities, and all disabilities. We cannot stand by and allow the cancellation of something for fear of offence that doesn’t exist”.

We are starting to see where the conversation heads; there are worries of by simply removing disability from the equation no effort is made to necessarily further the cause of disabled representation in media. Similarly, Davros isn’t evil because he’s disabled, so why is Davies so hellbent on changing something that wasn’t an issue to begin with? Whether it's that Davros’ disability wasn’t noticed by a majority able-bodied audience, or that his evil ideology has nothing to do with being disabled, Davros should stay put! 

What becomes clear is that the changes made to depicting Davros is a product of the philosophy of change that is woven into the show’s DNA. 

There’s a nuance that I believe has been missed by these arguments, a nuance that speaks to the philosophy that underpins what has led Doctor Who to last so long. I do not believe that Davies is suggesting that we pretend that harmful depictions of disabled people didn’t happen. Rather, this is a progression of a core part of Doctor Who

Doctor Who encompasses change. Whether it’s the titular character’s face changing every few years, new story motifs coming and going, or even entirely new production teams, change is what keeps the Doctor Who machine whirring. It is clear that in this new era of the show that Davies is looking for a sort of fresh start. That is what keeps Doctor Who alive, and I think it’s what can make it such a great show. The ability to, despite its long history, still tell a new story. Times where I think the show has suffered has been when it has tried too hard to emulate what has come before.  

This is a good opportunity to look back at how disability has been characterised in the media. It is good to sit with this tension even if we didn’t notice it and even if we don’t necessarily take offence. Interestingly, in the brief discussions Davies has had in the behind the scene footage he never mentions offence, nor does he want to attribute blame onto anyone for depicting a wheelchair user in such a way. Instead, he looks forward, just as we do as an audience. Forwards to opportunities to encapsulate the real lived experiences of disabled people, not only and narrowly looking at it as a way of identifying the baddie. Speaking to Doctor Who Magazine in 2022, casting director Andy Pryor stated that he is actually intentionally trying to cast more disabled actors claiming that “If you can’t cast diversely on Doctor Who, what show can you do it on?”. This is even reflected in the set design, with the TARDIS now being completely wheelchair accessible. What becomes clear is that the changes made to depicting Davros is a product of the philosophy of change that is woven into the show’s DNA. 

The original 1975 story ‘Genesis of the Daleks’, in which Davros first appears, is still available to watch on BBC iPlayer; no attempt has been made to alter the original to remove the problematic depiction of disability. These stories are still there for us to watch and learn from, not to pave over and pretend they didn’t happen. Perhaps this means Davies and the rest of the production team at Bad Wolf will be cautious about featuring Davros again. What we can say is that Doctor Who is a unique icon in the television space in the way it demonstrates how we respond to change.  

Review
Culture
Film & TV
Trauma
5 min read

This bad TV version of The Last of Us ruins much more than storytelling

Following up the acclaimed video game doesn't deliver prestige viewing.
A pensive looking woman glances to the side.
Ellie, played by Bella Ramsey.
HBO.

What’s the point of the TV adaptation of The Last of Us

Throughout its second series, I’ve been trying to wrap my head around this question. I’m still short of an answer. 

Turning the two The Last of Us video games into prestige TV was always going to be problematic, because those video games already were prestige TV. You just had to press buttons on a controller now and then.  

The first The Last of Us video game is regularly included in lists of the best video games ever, and it’s not because of any ground-breaking gameplay or because of any technological advancements it made. It’s because of its story.  

It is richly character-focussed, gritty, realistic, and utterly human. The Last of Us Part I (as it’s now known) carries the kind of gravitas and emotional complexity you might expect from the likes of The Sopranos, Breaking Bad, Chernobyl, or The West Wing. It’s already prestige TV.  

So, is the TV adaptation simply an attempt to make this same story accessible to people who don’t play video games? Maybe. That would make sense, were it not for its deeply frustrating second series, the finale of which has just aired. 

The Last of Us Part II was massively controversial when it released in 2020. (WARNING: absolutely colossal spoilers ahead, for both the games and the TV show). Joel – the main protagonist of the first game – is abruptly and brutally murdered in its opening act. This leads Ellie – his pseudo-surrogate-daughter – to hunt down those responsible in attempt to enact a reckoning.  

In the video game, most of the story is told over the course of three days. First, from Ellie’s perspective, then from the perspective of Abby, Joel’s killer. In the TV show, the second series covers Ellie’s side of the story before very abruptly shifting to Abby’s side in the final seconds, leaving the viewers with a cliffhanger. Even as someone who’s played the game and knows what’s going to happen, it felt like a bit of a slap in the face. 

But for someone who hasn’t played the games it must be bordering on nonsensical. Even spread over two series, the story is so truncated, and so much is left unsaid. I can’t imagine making sense of this series without having played the video game first. But the TV show is basically just a live action remake of the game. Which again begs the question: what’s the point of the TV adaptation of The Last of Us

I’ve found this series, and the video game it’s based off, hugely frustrating. Because it’s trying to convey an important message. But both the game and the show contrive to undermine their important central ideas through poor storytelling techniques and structures.  

But in making clear what was left unsaid in the game, the power of the moment is undercut. Much is spoken; little is said. 

Let’s take one example. Half-way through the game (or towards the end of series 2), Ellie has tracked down and tortured one of Abby’s friends for information on her whereabouts. Afterwards, she talks to her lover Dina about what happened.  

In the game, it’s harrowing. Ellie is visibly shaken by what she’s just witnessed herself do. “I made her talk.” She says. And then to Dina: “I don’t want to lose you.” “Good,” comes Dina’s reply. And that’s it. Cut to black. Little is spoken; much is said.  

But where the scenes last about 30 seconds in the game, in the TV show it’s over five minutes long. “I made her talk. I thought it would be harder to do, but it wasn’t. It was easy. I just kept hurting her.” So says Ellie, halfway through the conversation. The writers are clearly trying to make explicit Ellie’s fear that she’s losing herself, and Dina by extension, in her thirst for revenge. But in making clear what was left unsaid in the game, the power of the moment is undercut. Much is spoken; little is said. 

“I know writers who use subtext and they’re all cowards,” Garth Marenghi once said. I can only assume he writes for HBO now. 

It’s a shame the scene gets fluffed as badly as it does, because really it’s the centrepiece of the narrative. Faced with unthinkable violence, Ellie chooses to repay the act in kind. But, in hunting down and torturing those responsible, ultimately Ellie finds herself becoming less and less human with each act of revenge. Here, in this conversation with Dina, Ellie begins to glimpse the reality of this. That acts of violence towards others are ultimately also acts of violence towards her own nature.  

This is, as it turns out, a deeply Christian notion. Where other Ancient Near Eastern creation myths depict their gods as creating the world through violent and bloody struggle, in Genesis God merely speaks life into being. Where Jesus’ disciples would violently overthrow their Roman oppressors, he instead says “those who live by the sword, die by the sword.”  

Moreover, Jesus’ death by crucifixion was unspeakably cruel and violent, encompassing protracted public humiliation, sexual abuse, and mutilation. It is here that Christ draws the suffering of the world to himself, that we might be given the opportunity to live free from the ongoing cycle of violence that surrounds us. Not that we might avoid having violence done to us, but that we might find the strength not to be violent in turn.  

And this is the ultimate paradox at the centre of Christianity: that the greatest show of strength the world has ever seen is found in Christ’s being nailed to a tree.  

Violence begets violence begets violence begets violence. That’s the message of The Last of Us Part II; albeit one conveyed in a rather ham-fisted way. While I’m not optimistic, I hope the next series of the TV show manages to fix the game’s wobbly narrative structure to convey this in a way that is nuanced and compelling. Because it’s a message we desperately need to hear. 

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