Good bye, Six Feet Under season 4. It’s been a wild ride, and it’s been emotional. What with graphic suicides, kidnappings by lunatics, illegal burials in the desert, and men getting squished in half by elevators.
I’d forgotten how much the last episode of season 4 sets up things for season 5. In between the second and the third season, there was such a strong break, and the same can be said to a lesser extent for the end of season 3. “Untitled”, however, the fourth season finale sets up most if not all of the pieces for the next season.
And it delivers the strange but compelling mix of tragedy, black humour and hope like no other series ever has. Yes, there’s some of the darkest material we’ve seen in the series so far, but there’s always rays of sunshine somewhere in between the clouds. Otherwise it would be unbearable at times.
I’m both looking forward to and dreading season 5 now, because I know that it’ll affect me just as much as the first time I watched it. And chances are my reaction to the last episode will be pretty much the same. I hope my love is ready for the spectacle of her guy being a weepy heap for an entire Sunday…
Season 4, I liked you. Perhaps you’re the weakest, most meandering of all five seasons, but being the weakest of such a strong bunch is nothing to be ashamed of. Season 5 – looking forward to seeing you!
The title should already give it away: The Assassination of Jesse James by the Coward Robert Ford is not the kind of movie you watch in order to find out what happens at the end. If that’s why you go to the movies, don’t see this film. If you tend to use the words “pretentious” and “artsy” fairly often when talking about films you didn’t like, don’t see this film. If slow equals boring when it comes to movies as far as you’re concerned, don’t see this film. If you’re hoping for gunslinging action, don’t see this film.
However, do see this film if you want to see a beautifully written and shot, psychologically fascinating, immensely atmospheric and deeply sad movie, and especially if you’re interested in good acting. Down to the last part, The Assassination has an impressively talented cast; for instance, even the few scenes that focus on Garrett Dillahunt’s Ed Miller (I’ve been a fan of his ever since watching Deadwood) tell volumes in themselves. But the film stands and falls with the two title characters, and they both carry their share of the load with distinction. I’d only seen Casey Affleck in the Ocean’s Double-Digit films, where it’s difficult to judge his acting, but his Robert Ford is a complex, riveting creation: in turn wheedling, puffed up, disturbing, pathetic, deluded, but finally truly tragic, he’s a relative of Matt Damon’s Tom Ripley. At one point James asks him: “Do you want to be like me? Or do you want to be me?” Their relationship recalls that of Tom Ripley and Dickie Greenleaf (Jude Law) in Anthony Minghella’s movie, but it goes further than that. And Ford’s longing, loathing looks at Jesse James carry so much.
I must admit that I am also becoming quite the Brad Pitt fan. I used to think that he was a star, but not much of an actor – and there are films where you need stars. It was only in Babel that I recognised he could play a part that was in no way that of a movie star. In that film I forgot for the first time that he’s a pretty boy, and I saw him as the character. The star quality is back in The Assassination, but it needs to be – Jesse James is a myth, so Pitt has to portray that facet of the character – and it’s made deeper and richer by Pitt’s performance. This quasi-mythic outlaw is also a paranoid, superstitious and at times cruel and petty bastard, and he’s got a deep streak of self-loathing. When he turns his back on Ford for the last time to wipe the dust of a picture, we’re basically seeing a suicide at least as much as a murder. While James is no Christ figure, Ford is as necessary as Judas to complete the narrative – and to some extent this is because James lacks the courage himself to end it all, nor to live on. It’s by no means clear whether Robert Ford is really the coward that the title suggests.
I don’t want to go on too much, because otherwise this blog entry will rival the film in length. If you don’t mind slow, long films, if you don’t mind portentousness, if you think that the western genre can do tragedy successfully; if you don’t mind hearing the same three pieces of music repeated frequently (and they fit very well), if you don’t mind artsy choices in the photography, editing and writing. Or simply if you want to see Nick Cave hamming it up with a guitar in a Brad Pitt movie. If any of these apply, go and see the film.
Okay, I have to warn you. This is not one of those “I like game/movie/book XYZ enough to bore you with the details” posts. It’s an opinion piece. And it’s about one of those boring topics that the media keep coming back to, usually in the most facile, over-the-top way possible. Especially in the German media, you often get the equation: video gamer = potential murderer and sadist.
Which ticks me off. But what ticks me off just as much are gamers who aren’t able to look at the issue with some critical distance. You can’t have a decent discussion with the likes of Jack Thompson, people who believe that games train you to kill and maim (the word “murder simulator” pops up in their rhetoric), but it’s just as impossible to have a decent discussion with people who don’t have any second thoughts about a game where you’re rewarded for stealthy behaviour with extra-gory executions, and that’s part of the fun. (Warning: the video, showing Manhunt, is quite explicit.)
The people who think that any depictions of violence in games are fair game usually bring up three arguments: 1) “Movies such as Saw or Hostel are just as violent, they’re more realistic than pixellated polygon carnage, and adults can watch them, so it’s hypocritical to want to censor games!” 2) “It’s just a game, and personally I can tell the difference between a game and reality. If you can’t, that says more about you…” 3) “Censorship is a restriction of free speech! And that’s un-American! Why don’t you go back to Russia, commie?”
1) “Many movies are just as violent, but you don’t see them being banned, do you?”
It’s definitely true that films such as Saw or Hostel are at least as violent. They’re also more realistic, because while games have advanced quite amazingly in terms of visual representation, you still wouldn’t mistake a game’s version of reality for the Real Thing(tm). (One point that’s often raised together with this one is that games aren’t kiddies stuff per se. I agree with that – just like not all animation is Disney fare but may be aimed at an adult audience, not every game is Super Mario World.) However, it’s silly to ignore the fact that games are interactive, whereas films aren’t. Quite often, game violence is inflicted by the player’s avatar, controlled by the player. It’s too simplistic to say that you, the gamer, are committing the violent acts, but there’s obviously a causal link between your actions and the on-screen violence.
I’m not saying that this automatically programs gamers to become murderers, or simply to become more violent and aggressive. Most of the studies I’ve seen that suggest such a correlation are questionable in terms of methodology – for instance, they measure an increase in aggressivity in ways that would apply to football or any other competitive sports as well. On the other hand, though, there aren’t that many good studies that show the violence in games to have no effect whatsoever. Until there’s more, and especially better, unbiased research, the argument simply doesn’t hold. And just because individual gamer X who’s been playing violent games since he was 12 hasn’t taken a knife to his parents yet (you gotta love anecdotal evidence!), that doesn’t mean that there might not be other, more subtle effects.
Does this mean we should prohibit all violence in video games? No – but it does suggest that we, critics as well as defenders, should keep a more open mind.
2) “It’s just a game, man! Ever heard of fiction? It’s this thing that isn’t reality!”
When Goethe published his novel The Sorrows of Young Werther which ends with the protagonist’s suicide (yeah, I’ve just spoiled the novel’s ending for you! deal with it!), there was a rash of copycat suicides. People cheer when bad guys get killed in movies. They cry when their favourite characters in a series die. Yes, the emotional reaction is safe to some extent because it’s based on fiction – but it is nevertheless an emotional reaction.
And while the relationship between fictional representations and the reality they represent is highly complex, would anyone really, honestly deny that there is a relationship? Horror movies scare – why else would people watch them? Romantic comedies make you all warm and fuzzy. How many people sit in their seats thinking “Yeah, right, but it’s not real, is it? That’s just an actor, that’s ketchup, and those are digital effects.” Much of the time we watch fiction in order to get lost in it. Fiction can have a real effect on us, so saying that when you put a virtual knife in some poor virtual henchman’s virtual eyesocket it’s just fiction strikes me as naive at best, and disingenuous at worst.
Again, this doesn’t mean that violence in games should be made illegal outright. It just means that the argument is becoming increasingly facile.
3) “Freedom of speech, yadda yadda yadda…!”
Okay, I’m going to out myself here. I don’t necessarily believe that absolute freedom of speech is such a great thing. In the best of all possible worlds it is. In a world filled with responsible, mature people who can look at themselves and their own actions with a minimum of critical distance, free speech would be one of the greatest goods.
In a world where people think that just because you’re allowed to say something it’s right to say it, and where people don’t think that every now and then it’s better not to say something… well, in such a world, I must say that I can live with restrictions to free speech. There is no such thing as absolutely free speech anyway – there are always limits imposed by others. Sometimes these limits are institutionalised (for instance when the government issues laws against hate speech), sometimes they’re internalised. (“You don’t say XYZ because…”.)
I often find that you can’t really talk to people who act on pure principles – because principles, if applied as purely as they’re usually argued, ignore context. And that’s what is woefully missing from this entire debate: people fight over examples of videogame violence, but they don’t really look at the individual contexts. Do I think it’s right that the BBFC denied Manhunt 2a certificate, in effect banning it in the UK? I don’t think it’s wrong, although I think this sort of thing should be applied only after a lot of consideration, and it should be open to appeal. I think it’s important to discuss whether “freedom of speech” means such games should be made and sold. I think it’s important that the in-game context of violence should be looked at critically. Who is the player character, what does the violence consist of? How is it integrated into a plot? Who is it committed against? Does the game reward violence, does it punish it, or does it simply show it? All of these are interesting, important questions that are so often ignored by both sides of the debate. The same act of violence may mean something vastly different depending on context.
If anything should go in games, because they’re fictional and because artistic freedom should be absolute (i.e. it should include such things as gamers being able to chainsaw their opponents in the throat and then dismember the corpses – it’s art, innit?), then there’s nothing wrong with rape games or concentration camp simulators. These games exist (they’re amateur productions), and they won’t stop existing if there’s legislation. But unless the defenders of videogame violence are willing to have an mature, differentiated debate about the issue, acknowledging its complexity, I can live with limits to what is acceptable in games.
Until a game is banned that I really like, and that’s when I’ll probably be shouting the loudest.
(Note: That last sentence is there to acknowledge the contradiction in me advertising GTA: San Andreas one day and ranting against violence in games the next. Hey, I’m a contrary bastard! Also, I’d rather continue the discussion in the Comments, if anyone’s interested. This issue should be debated, and not just in black/white terms.)
Okay, it’s “Plug an old game” time. Yesterday I finished my second or third playthrough of Grand Theft Auto: San Andreas. And it’s still one of the most versatile games I know – it’s probably the truest “sandbox game” that’s out there. For those of you who aren’t computer game nerds like myself, here’s a handy definition from Wikipedia:
A sandbox-style video game (or a video game with an optional sandbox mode) is a video game with an open-ended and non-linear style of gameplay, or a mode of gameplay within a game that is more often played in a goal-directed manner. The sandbox analogy is used to describe this style of gaming because, as with a physical sandbox, the user is simply allowed to do what he or she wishes (with the available game elements and within the limitations of the game engine — the metaphoric toys within, and boundaries of, the sandbox).
Now, what does that mean in concrete terms? San Andreas is a story-heavy game, it’s “played in a goal-directed manner”, but it gives you a lot of freedom in a) how you go about achieving the goal and b) how you spend your time in between missions. The game world is huge – you’re given three virtual cities/states to play around in: LA-inspired Los Santos, San Fierro (based on San Francisco) and Las Venturas, which is eerily similar to a certain desert city replete with casinos and organised crime. And while the story itself is enjoyable enough, some of the most fun can be had just boarding one of the many vehicles (cars, bikes, boats, planes) and zooming around. Personally, I get most of a kick out of navigating the hills of San Fierro on my trusty BMX bike, but here’s some of the fun’n’games that others came up with.