Manhunt 2… Something for the kids, honey?

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 2 a 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.)

Are you going to San Andreas?

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.

Crazy jumps 
Bike stunts 
Base jumping 

Second chances (cont.)

I finished (re)watching the Miami Vice movie yesterday, and I can confirm my impression that it improves on repeat viewings, at least for me. It’s still one of Mann’s weaker films, mainly because the characters are more sketchy, but it makes for a nice change from all of those ’80s and ’90s cop buddy movies. The main reason for this is the characters’ professionalism. You get the impression that these guys are good at their job, and so are the criminals.

In so many other films, neither the good guys nor the bad guys are very professional. Usually, the cop characters seem to be (bad) stand-up comedians first and policemen second. Similarly, the villains of such pieces fail because they’re so easily manipulated. How often in these action movies do you have to suspend your disbelief so much that it’s almost at sea level because the characters act in such stupid ways?

Yes, the professionalism of Mann’s Miami Vice also means that it packs less of an emotional punch. To some extent, the conflict between the guys wearing white hats and the ones in the black hats is so cerebral that I was fascinated, but I didn’t necessarily care. Ricardo’s relationship feels a bit more real, because there’s a sense of history; Sonny’s affair with the high-class gangster moll doesn’t seem like the sort of relationship that has a future, but the erotic charge between Colin Farrell’s Sonny Crockett and Gong Li’s Isabella is nevertheless quite effective.

It’s unlikely that anyone who completely hated the film the first time or who doesn’t like Mann’s work would like Miami Vice on a second viewing. If you don’t fall into either one of these camps, you may want to check it out again in the slightly extended version.

P.S.: And to make up for yesterday’s puerile homoerotic joke, here’s a different ’80s joke. Enjoy! (Note to self: Mwahahahahaha. Erm.)

Second chances

Yesterday I started watching Miami Vice, Michael Mann’s recent film update of the quintessential ’80s neon series. I’d seen it at the cinema, and while I’d enjoyed the gorgeous visuals, I’d been rather underwhelmed on the whole. Now that I’m seeing it on DVD (in a slightly longer version), I like it a lot more. Some of that is probably down to the lack of expectations on my part. (I’ve talked about my Mann-love here before), some of it may be due to the Michael Mann atmosphere: his films tend to have a strong streak of loneliness going through them, which may not work as well in a packed cinema.

It’s rare that my appreciation of a film changes from “meh…” to something better on repeat viewings. The opposite happens a bit more frequently, but it’s still fairly unlikely. But sometimes I see a movie at the cinema and something about it stays with me. SOmehow my brain knows it needs to give this film a second chance. And sometimes it’s those films that I end up liking most.

Just for the record: 12 Monkeys was a film that I needed to see two or three times to like.

And now, for your appreciation, some more Mann love:

Brokeback Speedboat

… yet there’s method in’t

On the Waterfront is another one of those films that are parodied so often (at least the “I coulda been a contender” scene) that you feel you’ve already seen it. At least I did – and boy, was I wrong.

I’d previously seen that other big Kazan flick starring Marlon Brando: A Streetcar Named Desire. The latter is definitely a great film, but I must admit that I sometimes find Tennessee Williams too much of a drama queen. I expected similar high-class melodrama from On the Waterfront but was startled by the movie’s stark realism, both in its writing and its acting. So often, films from the ’40s and ’50s, especially films featuring sexuality and violence, seem rather arch these days. Even when they’re supposed to be realistic, they feel somewhat stiff and stagey.

Not so with Waterfront. Even the child actors are convincing (which is rare enough). One thing that helps the film’s realistic feel is that so much of it is filmed on location. None of the fake sets and back projection that you get in most films of the time. In fact, the movie has an almost documentary feel to it.

All in all, there were only two things that didn’t quite work for me, pulling me out of the realistic atmosphere. The first of these was the ending; I couldn’t really buy the scene where the badly beaten Brando walks down the dock, his fractured ribs probably sticking in his lungs like so many splinters. That one wasn’t so bad, though; what struck me more was Brando’s ex-boxer makeup which made him look like a Neanderthal wearing heavy mascara.

Cromagnon out on the town

Art School Confidential

I usually don’t mind characters that do unlikeable things. One of the reasons why I like Six Feet Under as much is because it doesn’t ingratiate itself to the audience. The protagonists’ flaws are part of what makes the series what it is.

Nevertheless, with all the things that happen in the last two seasons of the series, I must say that I came to find Claire’s character arc fairly grating at times. The art school self-centredness and pretentiousness is obviously shown in a critical light, but even with that distancing mechanism I feel so often that someone should shake Claire, or failing that, someone should slap her. Interestingly enough, though, she’s now become so irritating that I even feel a bit of sympathy for Russell, her git of an ex. And that’s saying something. And ironically, only as Claire becomes the art school bitch of the end of season 4 and beginning of season 5 do I find her art visually interesting. Hmm.

 It’s art, innit?

Yesterday, we watched Garden State, which I hadn’t seen before. Since the film was quite the indie darling at the time, and everyone and their grandmother raved about it, I won’t say too much. I liked it, and I think I’ll like it even more on a second viewing. What struck me was how similar the plot was to Elizabethtown (which came later), but whereas I only somewhat liked Elizabethtown when I saw it at the cinema but afterwards came to feel more and more that it was phoney as hell, Garden State manages to pull off the quirkiness much better – mainly because it’s not infatuated with it, as so many ‘quirky’ indie flicks are. At its heart it’s about real people with real feelings, whereas Cameron Crowe’s variation on the theme was about ‘characters’.

P.S.: I’d be scared by my father too if he looked just like Bilbo Baggins…

Scary Ian Holm

A season too far…

We watched another two episodes of the second season of Life on Mars yesterday, and while they were more enjoyable than a couple of the ones earlier this season, they still felt like variations on a theme – and minor variations at that. The impression I got was that they had material for a total of eight or nine episodes, at most. Instead they decided to stretch it to two seasons and 14 episodes altogether, and as a result much of the impact was lost. This could have been a little gem of a series, and instead it turned out to be an okay execution of a clever premise, extended past its sell-by date.

You doity rat (redux)

Quite a few series are milked, the episodes becoming tired, stale rehashes of earlier material. Even fans say that The Simpsons have been going on for too long (although they also argue that the last season has been a marked improvement). Same seems to go for Spooks (another BBC series by Kudos, the producers of Life on Mars), Buffy (I’ve seen few defenses of season 7), The X-Files or most of the Star Trek series.

And then you get series that are killed untimely. Firefly and Deadwood come to mind, but I’m sure there are other examples as well. (Futurama, perhaps, ending with one of the best episodes of the entire series, but it’s being revived right now, so I’ll wait and see.) Series that, quite simply put, had much more to say. Series that quite often also expected something from the viewer, that made demands – for instance, that you tuned in every week. You can’t really tell a good, sustained story if viewers may look in once a month, at best.

Death by trampoline?

To be honest, I can only think of a handful of series that managed to end when they should have. Six Feet Under is a candidate. M*A*S*H, perhaps, although the jury’s out on whether the series maintained its quality, got better, or simply got smug and self-righteous. Most people loved “Goodbye, Farewell and Amen”, but there are some who hated it with a vengeance for being Alan Alda’s soapbox.

I guess that, given the choice, most fans would prefer more material of their favourite series even at the price of diminishing quality. But it is frustrating to see them putting out yet another cop series or medical soap but at the same time not allowing more complex, more ambitious – and, admittedly, less audience-friendly – material the breathing space it needs.

Deadwood is other people

There’s many things you can say about Deadwood – many very complimentary things – but “endearing” may not be the first thing that comes to mind. Seeing Al Swearengen all dressed up and trying his best to be polite (and do without his usual colourful idiom) in his first face-to-face meeting with Alma Garrett was exactly that, though: endearing. Even when he asks Alma to tell her ward, young squeaky-voiced Sophia that there are “no hard feelings”. No hard feelings, that is, about his plan to have her killed back in season 1, since she could have put a spanner in his works. I’m still amazed at the tonal range this wonderful series has (or rather, had – more on that below), and at the complexity of the characters.

In general, these characters play eminently well with, and off, each other. You don’t even need much plot to enjoy what happens when you put Al and Alma together in a room. Or E.B. Farnum and Calamity Jane (although if they were in a room together, chances are only one person would come out). Personally, I wouldn’t mind putting Cy Tolliver in a room with Dan Dority, just to see Dan’s famous impulse control do its thing with the boss of the Bella Union.

Sadly, it’s looking less and less likely that the post-season 3 TV movies will ever be made. With so much garbage and generic rehashes of rehashes on TV, it’s sad that an intelligent, tough, beautifully crafted series such as Deadwood is shelved. But what can you do?

Perhaps David Milch should create a series about a team of forensic crime-scene investigators in the Old West. That should sell like handguns…

The cake is a lie… or is it?

“The Enrichment Center is committed to the well-being of all participants. Cake and Grief Counseling will be available at the conclusion of the test. Thank you for helping us help you help us all.”

“Did you know you can donate one or all of your vital organs to the Aperture
Science Self Esteem Fund for Girls? It’s true!” 

Portal is probably this year’s most written about game, even more so than Halo 3. And for good reason. It’s the first game I’ve every played (and I’ve been doing this since 1982, roughly) that I would call perfect. This weirdly wonderful offshoot of the Half-Life franchise, feeling like the movie Cube, if it had been written by Charlie Kaufman, doesn’t take a single wrong step. The brilliant idea that forms the premise of the game gets the usual Valve polish, but it’s the script that turns this into something special.

 Which is also why I’d rather show than tell. So, here goes, courtesy of YouTube:

P.S.: Portal‘s AI GLaDOS, who gives good old SHODAN a run for her money, is brilliantly written. The funnier she gets, the more disturbing she gets. And the song at the end makes me want to cuddle and cuddle and cuddle this game.

It’s never lupus

Yesterday’s TV series evening was fun. First “Finding Judas” on House, M.D., then Lost‘s “Flashes Before Your Eyes”.

Slap the parents and House both, please…!

Actually, I tell a lie. The “Judas” episode wasn’t fun, though it was eminently watchable. For the first time, House really seemed to lose it completely, becoming a strung-out bastard who used his incisive mind not to help his patient but to hurt those who are on his side. If Tritter wasn’t so clearly a bastard himself, he would have proven that he has a point in much of what he says. House’s words to Cuddy, for instance, were cruel and his general behaviour shitty. His suffering from withdrawal explains it, but it doesn’t excuse it.

Obviously the episode was manipulative (even more so than most of House), but effectively so. I knew they wouldn’t amputate the little girl’s arm and leg, but part of me sat there thinking “Ohshitohshitohshit…” nevertheless. I’m curious to see where they’ll take the Tritter plot and Wilson’s friendship with House, as that storyline seems to be coming to a head. And I wonder whether it’ll ever be lupus…

“Flashes Before Your Eyes” was an intriguing episode of Lost, and a heavy focus on Desmond is always welcome. For all its meandering and self-indulgence, the series has been fairly good at introducing new and interesting characters: Ben, Mr Eko, Desmond. The episode also had some interesting twists, such as the Precog Scot trying to save Charlie (and not Claire, as it appears at first), and the clever use of the flashback convention.

It’s oh-so-British, innit?

I could have done without the fake Englishness of some of it, though. The series’ England feels as if its makers only know the country from bad movies and TV. Especially Fionnula Flanagan’s character felt fake, when she should have been eerie. Still, though, it looks like Charlie – possibly the character who annoys me most – is heading for a rendezvous with the Grim Reaper. Can’t say I’m going to be too sad. Then again, they made me kinda like Shannon and Boone just before killing them off. The Lost writers are obviously bastards.