Yael Farber: “I find it very deadening not to be engaging with things that are difficult or emotional”

An interview with the director of <em>Nirbhaya</em>, a new play about the Delhi rape case that shocked the world.

I was in Barcelona when I heard Jyoti had died. I didn’t know her name then but I knew she was a young woman like myself and my friends, and that her death highlighted a need for change.

On 16 December Jyoti Singh Pandey boarded a bus in Delhi with a male friend, Awindra Pandey. What happened next is etched into public consciousness. The driver and his five companions beat Awindra unconscious then took turns to rape Jyoti on the floor of the bus as it circled the streets. When she fought back they raped her with an iron rod which destroyed 90 per cent of her intestine. They then threw the couple from the bus and attempted to drive over them, before disappearing into the Delhi night.

The news was broadcast and people prayed for Jyoti’s recovery. Not knowing her name they lit candles for a girl they called Nirbhaya, the Marathi word for Fearless. Nirbhaya has now become a familiar name for a young woman who fought to live, but who eventually died, a beautiful, intelligent girl who has in death become a potent symbol for change.

When I heard that writer and director Yael Farber, moved by the incident, was creating a play around it, I felt this was to be an important production and wanted to hear more about the ideas behind it, so I met with Farber in a small Edinburgh cafe to discuss her show.

After seeing Nirbhaya I am somewhat in awe of her. I left the auditorium feeling completely drained yet absolutely alive. Jyoti’s story is a framing device; in between Jyoti boarding the bus and getting attacked five other women tell their stories of rape, violence and abuse. The testimonies glisten, these women hold nothing back.

Although Farber felt strongly about the case the idea to create the play originated from one of the actors. “There’s an actress in Mumbai who was one of the performers, Poorna Jagannathan. She contacted me on Facebook because she had seen my work and said ‘Women are ready to speak here, will you come and make it work?’ and of course that was an amazing invitation and I said yes.

“It was very quick to do the work for this year but we just felt this time next year this story would have passed back into the tide of indifference. This young woman died and if her life were not to be in vain we have to carry forward what it evoked on the streets.“

Farber is keen to see attitudes towards women change, and she hopes Nirbhaya will be part of a larger process of breaking the silence. “We didn’t want to just tell the story about Jyoti because to do that is to suggest it’s an anomaly in some way. What we wanted to do was show that this sits inside a larger frame, a wider tapestry of an endemic violence against women. We felt that by bringing personal testimony it provokes this civic gesture which

is that these five women get up every day and break their silence in front of witnesses as a way of saying ‘this is the only way forward, if we begin to speak, we begin to take apart this idea that we should carry the shame’ because we live in silence when there is a currency of shame and when you start to speak you are.”

I ask Farber about the creation of Nirbhaya and she tells me how closely she worked with the actors . “It’s testimonial theatre which is different to verbatim [in that] it requires the engagement of a playwright, and that was my role. I gathered their testimonies and did a lot of research and interviews and group sessions with them but then I, I would go away and craft and find the words and trajectory to condense it, each piece could only be possibly ten minutes.”

Something I found poignant in Nirbhaya was a child’s yellow dress which was handed to Poorna by Japjit Kaur, playing Jyoti. “Theatre is about evoking memory, thoughts, sensuous responses to things and sensory responses to things,” says Farber. “If she just told us she was a child and [the abuse] happened then we will hear it but if we see a little yellow dress we will understand it and we will remember what it was like, to wear your favourite yellow dress and you know just to evoke that image inside us because we want to bring the audience on a journey with us. With each story Jyoti hands [the actor] their object, in other words saying ‘remember yourself, speak about this, tell your story, bring your testimony.’”

I mention the recent case of a thirteen-year-old abuse victim being labelled ‘predatory’. Farber frowns and shakes her head. “Extraordinary, but yet it’s appalling but not extraordinary, this kind of stuff happens all the time and I, think across the world in different ways, we, we create some kind of diversion from these, and we have to find ways to break the silence.”

It is apparent in Nirbhaya that as well as seeing the injustice in the world (she has previously written about apartheid) Farber also sees beauty – the performers speak about Delhi as ‘a city where god runs in the wires’ and the way Farber speaks has a flow and rhythm akin to poetry.

“There’s such brutality and difficulty, but there’s such beauty as well,” she says. “The sacred and the profane live alongside each other, so inside all that difficulty and pain, there is immense, very profound sense of spirituality and divinity.”

Was it not difficult for her, though, writing about such an intense and horrible subject matter?

“I find this kind of work very fulfilling, so for me difficulty is part of it. Of course it’s difficult, of course it’s emotional but I’m grateful for those things,” she says. “I find it very deadening not to be engaging with things that are difficult or emotional. It’s not easy, but it’s my work and it’s where I draw my purpose from. For me, difficulty is part of all the work I do. I trust if something is difficult because it’s usually worth it.”

A performance of Nirbhaya. Photo: William Burdett-Coutts
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It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.