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Monomyth Analysis of Guardians of the Galaxy

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Jeremy Dang

Humanities 319-01

Professor Kiefer-Newman

December 7th, 2016

Monomyth Analysis of Guardians of the Galaxy

The Monomyth or "Hero's Journey" is an outline of a story developed by the American scholar Joseph Campbell that appears in storytelling, myths, rituals and psychological development. It describes the typical adventure of the archetype known as the “Hero,” the person who goes out and achieves the mission of beneficial interest of a group or civilization. The stages and different variations of the outline consist of The Ordinary World, The Call to Adventure, Refusal of the Call, The Meeting with the Mentor, Crossing the Threshold, The Ordeal, The Reward, The Road Back, The Resurrection and Return of the Elixir. This analysis will point out how Campbell's narrative greatly influenced in the film Guardians of the Galaxy. The story of the Hero depicted in Guardians of the Galaxy does an admirable job using Campbell’s structure of his journey, leaving the familiar, ordinary world because of desire. In pursuit of that need, the Hero ventures out into the world that is far different from his comfort zone. The Hero finds allies, enemies and battles his way through extreme obstacles. At the peak of his effort, the Hero has an all-in moment that determines whether the Hero will accomplish his goal. After the success of the mission or journey, the Hero heads back to his comfort zone to celebrate with his friends and allies or find a new place. From there the Hero is forever changed and better prepared for the next event or in this case, a sequel.

In short, Guardians of the Galaxy is about the Hero, Peter Quill A.k.a. Star-Lord steals and protects a mysterious Orb. Quill who is from Earth, is now the frantically perused by several evil characters but none more dangerous than the villain known as Ronan the Accuser. To help fight Ronan and save the galaxy from his evil plan, Quill teams up with a band of misfits to form the “Guardians of the Galaxy” and saves the world from Ronan and ultimately Thanos.

The “Call to Adventure” is when something disturbs the Hero’s comfort zone, either from external pressures or something that rises from within. Therefore, the Hero must accept the beginnings of what is to come. Campbell states “This is an example of one of the ways in which the adventure can begin. A blunder apparently the merest chance reveals an unsuspected world, and the individual is drawn into a relationship with forces that are not rightly understood.” (Campbell 42). In the film, Peter Quill discovers a mysterious Orb on the planet Morag in another part of the galaxy. Soon after the discovery, he is confronted by Korath and his soldiers. Korath demands Quill to relinquish the possession of the Orb, and of course, the Hero refuses which leads to a shootout. Quill eventually maneuvers his way to his ship, the Milano, and escapes. Little does Quill know, but this is his “Call to Adventure” as he is now the main target of a manhunt lead by Korath’s master, Ronan the Accuser.

"The Refusal of Call” is when the Hero feels the fear of the unknown and tries to turn away from the adventure, however briefly. Alternately, another character may express the uncertainty and danger ahead (Vogler). Sometimes the Hero does not see the importance to answer the call which leads to reluctance or decision making on the Hero’s part. In the film, Quill confronted with this exact problem. Quill finally lands on the planet Xandar after eluding Ronan's henchmen. While on Xandar, Quill takes the Orb to a broker and seeks further information of this mysterious object. Quill mentions that Korath was after it also and upon hearing Korath’s name, the dealer suddenly wants nothing to do with the item and quickly ushers Quill out of the shop. Outside he is confronted by Gamora, another one of Ronan’s associates. She then tries to take the Orb from Quill which leads to a scuffle that alerts the Nova Corps police. Quill later informed of the significance of the Orb and why Ronan was after it. “The myths and folktales of the whole world make it clear that the refusal is essentially a refusal to give up what one takes to be one’s own interest.” (Campbell 49). At this point the call is given, Quill could refuse it and just give up the Orb, but deep down he knows there is a sense of obligation to protect the Orb and bring it back to the Nova Corps where it would be safe.

Along with the journey, the hero is usually accompanied by helpers and allies. Without the assistance of companions or helpers, most heroes would fail miserably. In Guardians of the Galaxy, Quill would find these allegiances with some questionable characters. During the scuffle that involved Gamora and Quill, two other characters, Rocket the Raccoon and Groot were also partaking in the public fracas. All four were arrested and taken to a space prison called Kylin. While being held in the facility, they meet another character of importance, Drax the Destroyer. Initially, the five did not get along too well due to personal history with each other. Drax had a vendetta towards Gamora because of her relation with Ronan who killed his wife and daughter. Quill, Gamora, Rocket and Groot displayed no resemblance of affection towards each other in the earlier scene. Regardless of the negative relations with each other, they all had the common goal of escaping the prison. After the successful escape, the band of misfits learned how to get along and became the "Guardians of the Galaxy." Without the allies or collaborators in this story, Quill would not find success in stopping Ronan’s malicious plan of destroying the planet Xandar.

“Crossing the Threshold” is when the adventure truly starts as it entails the Hero committed to leaving the Ordinary world, whether willingly or persuaded. Upon entering a new region or condition with unfamiliar rules and values, it signifies the Hero’s commitment to his journey and whatever obstacles that lay in front of him. Campbell writes “With the personifications of his destiny to guide and aid him, the Hero goes forward in adventure until he comes to the ‘Threshold Guardian' at the entrance to the zone of magnified power." (Campbell 78) and "The Adventure is always and everywhere a passage beyond the veil of the know into the unknown; the powers that watch at the boundary are dangerous; to deal with them is risky; yet for anyone with competence and courage the danger fades." (Campbell 78). Quill crosses this threshold when he and his newly found friends escape Kylin. In doing so, Quill faces an unfamiliar road in front of him and the uncertainty of the strength of relations with his allies. This showcases his new commitment to his mission to protect the Orb from the reaches of Ronan.

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