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It's Okay If The Blood Is Green

November 30th 2007 11:14
I have just completed 69% of a Guitar Hero 2 song on Expert mode. (Radium Eyes, for the curious.) Since that's about 68% more than I had done before, it's quite an achievement, and plainly means I should talk more about video games. Well, it's plain to me, anyway.

I'll start with responses to the previous post.

ANanoMoose (hi again, Nano) pointed out that, since interactive violence horrifies the censors, in many cases games don't avoid threats, but avoid opportunities. The sheer horror that a game can deliver is... not so sheer. As Nano says, not all games should feature on-screen child murder, but to automatically never include on-screen child murder is to take out a weapon from your arsenal. And - also as Nano says, I should be thankful to have so much of my post prewritten for me - "That...kind of neuters any impact it could have had." Either way, a child gets murdered... it's just that if it's treated gruesomely, you care.


I'm reminded of a scene in Metal Gear Solid 2 - this paragraph might well contain spoilers, so be careful - and the director talking about it. A character has just died in Otacon's arms, and after the long (very long - this is a Metal Gear game, after all) cutscene, Our Heroes turn towards camera and do their Power Walk, and then you get the chance to play the game again. For about five minutes. Until the next cutscene.

Kojima saw this scene originally, so the story goes, and said "Where's the blood?" The character had died in Otacon's arms - why wasn't his long, very white labcoat spattered with blood? The animators defended their bloodless decision with all the power and passion they could manage, saying that if Otacon was bloodsoaked, it'd detract from the beauty of the scene. But Kojima was adamant. What beauty? Character's just died. Character's gonna stay dead. Bloody Otacon's coat.


So when Otacon leads the Power Walk towards camera, he's guilt-red. And that was the right decision.

Okay, that's it for the spoilers.

My point, and Nano's point - tying back into the previous posts - is that violence elicits an emotional reaction. Omit the consequences of violence, and you might well bring up just the desensitisation the critics are terrified of.

That can go too far, though. If the gore becomes the point of the scene, and there's a chance we should be ignoring the character in peril in favour of look-how-much-blood-can-shoot -out-of-her-eyeballs... well, that's something else altogether. And in many cases - Chiller, some views of Manhunt, every splatter film ever*, and most cases of what happens when you give a teenager Flash - that's what you get. If the intended emotional reaction to horrible violence is "Wow, cool!", we got a problem.

(Or do we? Still, that's something to argue later.)

Harry pointed out another reason this is suddenly a problem now, best illustrated thusly:

Contra, NES

A pitched battle scene in 1988...

Bioshock, Xbox 360

...and today.

Small wonder moral guardians would be more concerned about a game with graphics like the latter. If you have to squint and look out of the corner of your eye to make sure that the victim's entrails are being pinned to a wall, it's perhaps not a very big deal. With photorealistic graphics and surround sound, there's a little more concern. "As these programs become more photo realistic," Harry says, "even computer game standards like shooting someone will be called into question." And I think we're getting a little of that even now - with the Soldier of Fortune series, if nothing else. Enhanced graphics and interactivity are both of them gifts, but... there's always a downside to anything, isn't there? Or if not a downside, then pitfalls to avoid. Every silver ingot has a cloudy lining. ...Or something like that.

It's easy to paint the censors as a legion of Thomas Bowdler clones, not only out of touch but with no desire to be in touch, and that's easy because... frankly a lot of the time it looks pretty much true. But censorship is important. For the same reason we don't let Mrs. Ostermeyer's Year 4 class sit in on a matinee showing of Extreme Teen 24, we should think twice before letting Pious Preteen Billy take home a copy of "Disemboweler IV: the game where condemned criminals dig at each other with rusty hooks"**. And given that I recently saw a party of preteens playing one of the M15 rated Call of Duty or Medal of Honour or Seriously Dudes It's World War II Again You Like That Stuff Right? games in a Domayne store, in full view of the clerk, I suspect we're taking video games a lot less seriously in that regard than we take film and literature... and much like the comic book industry, I suspect that's why we're getting screwed in a decidedly X-rated manner.

Still, I didn't make this blog to talk about censorship all the time. Next up: But I Don't Wanna Go To The Louvre Today, or, Art Is Okay, But So Is Button-Mashing.

* Hyperbole. I accept that splatter films can easily be art. But I think it's rare that they're taken to their full potential.
** The Simpsons, Season 6 episode Homer Badman.
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Alternate title: Oh Yes... There Will Be Gibs.

LAST TIME, ON SCRIPTED BOSS BATTLE:

I asked how come the video game Rule of Rose is banned in Australia for its portrayal of warped sexuality, damage of innocence, and fiendish violence; while the film Hard Candy - which features warped sexuality, damage of innocence, and fiendish violence - is just fine.

This isn't actually an argument, you know. By very similar logic I could ask how come an eleven year old can go to the movies and see Finding Nemo, but if he asked to see Jaws - which is also about fish! - he wouldn't be allowed! However, I do believe that this is symptomatic of a larger trend, and it's one I continue with the following actual example from my last post:

So how come, down here in Australia, I could head over to the local mall and catch a showing of Saw IV, and yet Manhunt is refused classification and effectively banned?

Well, because it's the player doing it, of course.

I haven't played Manhunt and honestly don't much want to, and I haven't seen any but the first of the Saw movies. However, I have kept largely up to date on both by means of Careful Research. In Saw III, the trapmaster's "Angel Trap" pulls open a woman's ribcage; in Manhunt, your character can saw straight through a hunter's neck with garrotting wire. In only one of these cases is it someone to whom the audience is attached doing the killing... indeed, in that case, we've told our boy Cash to do it, and specifically to do it with a lot of violence. It's an entirely different feeling.

However, I do think that critics and censoring boards tend to react to this interactivity much as the man with the assault rifle and the twitchy temper reacts to a spider skittering in the corner of his vision - that is to say, disproportionately. It is a bit of a bugaboo that video games can not only feature horrible, horrible things, but can actually make the player do horrible, horrible things - but like many problems, this one has an opportunity hidden inside it. Controversy is a delivery system for art. So - torture porn perpetrated by the player. How has the gaming industry been dealing with it?

Entertainment in which horrible, horrible things are done to helpless victims might be in vogue at the moment, but hey, Ecclesiastes 1:9, King James Version: "The thing that hath been, it is that which shall be; and that which is done is that which shall be done: and there is no new thing under the sun". The particular "oldest trick in the book" I'm thinking of now is Titus Andronicus, and Shakespeare probably stole that one from a Greek myth, unrepentant serial plagiarist as he was. We've not had a video game yet where you have to hammer the Square button and rotate the left thumbstick in order to slaughter a woman's sons and serve them to her in a pie as the punctuation mark on a sentence of horrible feuding and war, but that's not to say it won't happen. The oldest related game I can think of is Chiller.

In case you've neither played this game nor seen a web page about it, it's a light gun shooter game, famous for its highly challenging opponents such as "Guy Chained To A Wall", "Guy Locked In A Guillotine", and the cunning "Guy Whose Head Is Stuck In Some Kind Of Press". And you may have a gun, freedom of movement, and all manner of deadliness at your disposal, but they'll stick it to you with their mighty ribcages, and ability to bleed! Pictures and review here.

Now, strangely enough, Chiller didn't lead to a rennaisance in shoot-'em-ups that involve chained enemies. One could say, though, that it was one step in a march towards more and more bleeding and organs in our video games... and environment kills, of course. So, what are we thinking? The Doom games and Quake games, Soldier of Fortune, Mortal Kombat, and all the other components of the mantra that - recited backwards to a U.S. Senator - will summon Jack Thompson from the hoary realms of ancient, forgotten lands.

But these aren't Chiller. The difference is both plainly apparent and extremely important. If Sub-Zero beats Scorpion, yes, he'll tear off his head and a large section of his spinal column. But if Scorpion beats Sub-Zero, he'll burn him alive with his fire breath. There's really no retaliation Guy Locked In A Guillotine can take against your fearsome bullets. It's generally considered a lot more acceptable to disembowel somebody who's planning on disembowelling you than it is to tear the spine from someone who doesn't have much more than a discouraging glare for you. The latter borders on rudeness.

One brief digression comes to mind, and that is the secret map Grosse in Doom 2. At the end of said map, one finds four identical copies of Commander Keen hanged in grottos, and has to slaughter them in order to move on. ...It took me a while, because frankly, I quite like Commander Keen and didn't want to kill him. But apart from that - published games? None come to mind. Thousands upon thousands of Flash games where one can brutalise captives, free from the regulations and marketability of the open market, but even these were considered really more diversions than games.

I think there's two reasons for this; first is, of course, that there's little challenge in hurting someone who can't fight back.

Wiggum: They're easier to beat than a suspect in shackles.
Lou: Pretty easy to beat a suspect in shackles, Chief.
Wiggum: Well, that's the joke, Lou. It's on the Simpsons, and their easy beatability.

But second is that it's tricky to place your sympathies when one person is clearly in power throughout, and then triumphs. Place your sympathies with the victim, and you'll be frustrated - especially if the director's sympathies aren't there. Place your sympathies with the victor, and... well, where's the win? The only triumph possible is a minor celebration of sadism, essentially making the player a petty voyeur. This is the problem that I, personally, have with the Saw series... when the director talks of a deleted scene, saying "He begins to question because he's near the very end, maybe this wasn't right. Maybe none of this really worked. Maybe he is a murderer. Maybe he is a killer... For the first time, we actually see him break down and cry", it makes it clear to me that we're meant to think that Jigsaw is a pretty noble guy, really, and that just doesn't work. All the worse, then, if we're meant to not only sympathise with this person, but be this person.

So you can't play it straight... but that doesn't mean you can't play it at all.

In two games I've played recently, the last action wasn't in a desperate fight against the final boss. In both games, the final boss is defeated, laying on the ground, already beaten, already down... and in both games, you have to put in the controller inputs to walk up to her writhing body, and shoot her one last time.

For emotional impact, there's not much that beat those two scenes. It was like cold water down the spine, the perfect brutal epilogue... and it would have been entirely different in a cutscene. This is how the directors of both games used this facet that drives the censors crazy, the interactivity, that it's you doing it, and made an artistic experience that would be impossible in any other medium.

I still don't think we could get much enjoyment from Torture Those Guys!: The RPG, and I hope the Kagero games (which are interesting concepts, and which I want to play at some point) are about as close as we get. But the concept of horrible, horrible things happening, and you doing them, with the directors in full understanding of what that means for the emotion of the game...

Now, there's something interesting.
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I said in my first post - back in 422 B.C.E., I believe, in my capacity as an embedded reporter at the Battle of Amphipolis - that I intend to discuss the political and artistic nature of video games. This is a subject that's been dear to my heart for a while now, and while I won't say that there's no better time than now to talk about it, it's plainly a subject on which there's some controversy. And where there's controversy, you're allowed to have an opinion and talk about it on the Internet: that's permitted by the Internet Loudmouth Accord of 1998.

Roger Ebert says, "To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers". There's a lot of hubbub about that one (and we could argue that the great filmmakers have about a hundred years of work to draw on, and everyone else listed has several thousand, whereas video games have maybe thirty... but that's not the point we're arguing today). There's the issues raised by Hillary Clinton and Joe Lieberman in their battle to get greater censorship on video games, in the grand old tradition of the Democratic Party. (that's satire, there.) Jack Thompson calls Doom a murder simulator, Xenosaga has two hours of cutscenes for every second of playtime, and it's my 360-less understanding that if you go into any game forum and shout "Bioshock's storyline was flat and disappointing!" you can actually begin World War Three.

The argument is there. However, it's my intention to discuss the political and artistic nature of video games - not whether video games have a political and artistic nature. So on this blog, the battle will be treated as already won. Video games are, or can be, art, and to those who disagree, I viciously stick my fingers in my ears and say "la la la la la la la".

And here's a thing you do with art - you compare it to other art! And compare it and compare it and compare it until nobody cares any more. Because I'm a sick and twisted little sod, though sick and twisted in an objective way, the artistic movement I'm currently intrigued by is aptly described as "torture porn".

The Saw films come to mind, naturally, but they're just the tip of the flenser. (A knife designed to flense - to flay away skin. Aren't you glad you read this?) Wolf Creek, Captivity, and the Hostel movies also come up, with a string of imitators following in their footsteps. Torture porn is big money right now. The term was first applied, according to Wikipedia (which is never, ever wrong, even - especially! - when the page is vandalised to be about chickens), to the Hostel series, a description of which director Eli Roth disapproves. "I think that I understand what David Edelstein [of New York Magazine, credited with coining the term] said when he said audiences were getting off on the violence. What that does though is it immediately discredits the film. You know, when you watch pornography, you watch it, you get off, and that's it."*

I don't intend to ghettoise the genre by using that phrase, though. Unlike Roth, I don't much like torture porn; but like Roth, I recognise that it's a valid genre, worthy of the time spent on it. I simply refer to the genre's way of using its gruesomeness and brutality to titillate. (Which it totally does.) But, sure - torture porn exists. It's a valid form of expression. It can bear a story as well as any other genre. And right at the moment, there's good money in it.

So how come, down here in Australia, I could head over to the local mall and catch a showing of Saw IV, and yet Manhunt was refused classification and effectively banned?

...This was meant to be just an introduction, which rather got out of my hands, and now I've got a roleplaying session in eight hours. So I think I'll pretend I meant it this way all along, and continue according to my existing outline tomorrow. If you like, you can read it as a very ironic metasatire on the hype of today's video game industry.

Ahem. TOMORROW: WHY!

* Lifted in whole cloth, including the descriptive bit in the middle, from Really Long Link
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Why I Do The Things I Do

November 13th 2007 09:46
On the whole, unlike fairies and the general active malevolence of spiders, I don't believe in welcome posts - but I fully intend to create this blog now, so a welcome post might well be just the thing. With Scripted Boss Battle, it's my intention to discuss video games, specifically their political nature and the nature of art as relates to video games. It's been done before, certainly, but I don't think you catch my true point - this time, I'm doing it.

Up first: probably something about either torture porn or Disgaea. Not both, though.
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