
Most video games are violent: Call of
Duty and its murder of brain cells, FIFA with its brutal abuse of an
innocent sphere or Little Big Planet and its eager dismemberment of
level design. Violence is ever-present in video games and is probably
unavoidable lest we play Cooking Mama forever (but then what of those
poor animals we're cooking?).
It is not, however, the violence in games that is my issue, it is the
killing. There are games that cast you into the role of an
insignificant soldier who murders hundreds of other insignificant
soldiers until an insignificant soldier murders him (or now,
incredibly, her) but there are also games that cast you into the role
of a fully developed character with a history and ties who murders
hundreds of insignificant NPCs. And that's fine, that's the purpose
of insignificant NPCs – EXP, loot, points, something to use bullets
on. My problem arises when after murdering hundreds of insignificant
NPCs the game kills a significant (for the sole virtue of being
connected to the protagonist) NPC and whispers “Isn't that just
awful?” Well, yes, yes it is. It's awful that you've made me murder
hundreds or thousands of insignificant NPC who all had their
insignificant NPC lives but you ask me to care about the one NPC who
you spent 25 minutes of gameplay/cutscenes characterising. Don't ask
me to sympathise with a mass-murderer unless he is driven by some
sort of moral code which justifies the killing in his own psychotic
mind. If the character doesn't even attempt to justify the killing
then he's simply a sociopath.


I have had this issue with The Last of
Us and more recently with Mafia II. If I spend 95% of the game
murdering people, only the deaths of the protagonist or his
inevitable side-kick can have ANY impact. A game that understands the
balance of death is Yakuza. Now, Yakuza is a very violent series but
also shows glimpses of self-awareness about its own violent nature.
There is an interesting exchange after the protagonist, Kazuma Kiryu,
beats the shit out of his friend, Dojima Daigo, to convince him to do
his bidding. Daigo makes a joke about Kiryu always using violence and
Kiryu says that it's the only way he knows – that's self-awareness.
The devs know that the use of violence for every situation is
ridiculous and play up to that fact through their main character.
Where Yakuza finds the balance of death is in not killing. You don't
kill any insignificant NPCs (well, you can shoot them in the later
stages but nobody seems to really die) or significant NPCs. The game,
through cutscenes, kills several significant NPCs in each instalment
instead. This gives the deaths more impact on the account that they
are deaths alone and further weight is added when you consider the
characters who die, particularly in the first installment. Every death
is a 'moment'. Every death has an impact on both the world and the
characters in it. Every death takes away a fully developed character.
In a sense, Yakuza is the pacifist among violent games. Sure, you
beat the shit out of hundreds of insignificant NPCs, but you let them
go after they pay you to stop beating the shit out of them. Sure,
people die, but when they do it leaves a mark.
No comments:
Post a Comment