
Newsweek's N'Gai Croal and MTV News' Stephen Totilo at Rockstar Games' offices in New York City on June 22, 2007
Note: This email exchange with MTV News reporter Stephen Totilo ran on N'Gai
Croal's Level Up and MTV's Multiplayer blog, in three separate installments, from June 25th-27th
2007. We now present it here in its entirety, under a single permalink,
for easier printing, emailing and archival purposes.
***
Sometimes, you've just got to roll with the punches.
Gratified by the growing, passionate and influential audience attracted by our first Vs. Mode exchange on God of War II, MTV News reporter Stephen Totilo and the staff of Level Up began to loosely plan out future discussions/debates. Last month, we wrestled with the Halo 3 multiplayer beta. We had always intended to tackle Rockstar's brutal stealth-horror game Manhunt 2
upon its release, because the Level Up crew very much enjoyed the first
title--if "enjoyed" is indeed the right word--and we were curious to
see what the company had planned for the franchise. But you know what
they say about the best laid plans of mice and men.
So last week, when all hell broke loose--first with the banning of Manhunt 2 in the U.K., followed by the Adults Only rating here in the U.S.,
the banning of the title in Ireland, and Take-Two's decision to
"temporarily suspend plans to distribute Manhunt 2 for the Wii or
PlayStation platforms while it reviews its options with regard to the
recent decisions made by the British Board of Film Classification and Entertainment Software Rating Board--we
began to despair. But we persevered, Rockstar accommodated us, and we
got to play the first third or so of Manhunt 2 on Friday afternoon,
with the opportunity to play as many additional missions as we can get
through on Monday June 25th, so that we can debate and discuss the game
for this week's Vs. Mode.
As loyal readers know, the staff of Level Up is fond of film
parallels, and this controversy certainly warrants another one. Is
Manhunt 2 the new "Bonnie and Clyde," the new "A Clockwork Orange," the new "Last Tango In Paris," with Level Up and Totilo serving as the modern-day Pauline Kael and Andrew Sarris, valiantly defending it from the Bosley Crowther-type bluenoses who Just Don't Get It? Or is it just the new "I Spit on Your Grave," the new "Deep Throat," the new "Hostel: Part II," with us blindly playing the roles of apologists, sycophants and fanboys?
We critique.
You decide.
Welcome.
***
To: N'Gai Croal
Fr: Stephen Totilo
Date: June 23, 2007
Re: We Got Static
N'Gai
I guess you and I have some explaining to do for those who follow
these e-mail exchanges of ours. We're doing something unusual by
writing about Manhunt 2.
We're writing about a game that isn't out. We're writing about a
game that, in its current form, will never appear on store shelves and
has been put on hold by its publisher, even though the game is done.
We're writing about the first game deemed unfit for any rating by the
official board that rates games in the U.K. in a decade. We're writing
about a game that, in the U.S., currently has an 18-and-older Adults
Only rating, a label issued by the Entertainment Software Ratings Board
to just 23 porn and gambling titles,
a few adventure games that have sex scenes in them, and one
hyper-violent game called Thrill Kill. (The ESRB website lists more
than 1,000 titles as M, which is for gamers 17 and up; more than 8,400
listings for games rated E for Everyone).
We're writing about the controversial Manhunt 2, and in keeping with
Vs. Mode tradition, we're only writing about it because we played it
and played it extensively. Now how'd we do that?
You were the one who kept telling me in 2003 to play the first Manhunt,
the one released for PlayStation 2 and Xbox. I was leery. It was a
stealth game. I find stealth games frustrating, because they ask you to
skulk around for minutes and suddenly pounce on a bad guy and then
sneak some more, usually with a high penalty for failure that forces
you to re-play levels many times. But you said this one was a standout.
I believed you could be right. The first Manhunt was made by Rockstar
North, fresh off their groundbreaking work on Grand Theft Auto III and Grand Theft Auto: Vice City.
You said they did some special things with audio. As death row
inmate James Earl Cash, the player wasn't just sneaking around, killing
wretched-looking gangsters. He was doing this because he was taking
orders from a sick-sounding voice in the headset he wore on his ear. A
gamer could wear a PS2 or Xbox headset of their own, and hear the
wretched glee of the Director as he pushed the player from one kill to
the next and celebrated the player's skill at bludgeoning heads and
inserting shards of glass into soft tissue. During tense moments, the
headset's microphone could pick up a gamer's anxious breathing and send
enemies to investigate a rapid exhale. That all seemed like an
interesting use of sound technology, but the game didn't sound like
something I would enjoy--or that I would want to be caught enjoying. I
was slow to pick it up. When I did, I didn't have the patience to sneak
around. I quit after level four.
Somewhere in my ongoing quest to get you to sit down and play
through a Zelda game I decided I'd have to throw you a bone. So when Manhunt 2
popped up on the PS2 release schedule for the summer--and then also,
shockingly, got slated for the family-friendly Nintendo Wii--I decided
we could do a Vs. Mode exchange on the game. That way you'd owe me.
We pitched Rockstar a month or so ago, asking if they'd let us play
the game early so that we could be done and ready to discuss it by the
time it came out in early July. We got some signs of interest, but I
was skeptical. Rockstar's company philosophy is to let games speak for
themselves. They don't brag about their games very often. And they
defend their often-controversial content even less. Then they got the
AO and the U.K. rejection and I was certain our drive had failed.
Somehow we got the green light.
I don't really need to tell you any of this, though. You were there.
We played Manhunt 2 for a full afternoon at Rockstar's headquarters on
Friday. I think we need to talk about that.
You're the Manhunt expert. Do you think we got a genuine experience
of the game? The first game opened with a screen that offered a few
tips:
"To best experience Manhunt you should...
"Turn off the lights...
"Close the drapes...
"Lock the door...
"Then get ready to kill!"
They don't mention it, but I think it would also have been good to
play it alone. The experience of the game--and I would assume, it's
sequel--is designed to instill panic in the player. You play the game
for tension punctuated with rushes of action, to some extent the same
reason people ride roller coasters.
We played Manhunt 2 in an office. For much of our session we sat in
the same room and swapped the controller back forth between levels. I
had a cup of Reese's Pieces at my side.
I wonder how the people rating the game played it. I wonder if their
room was well lit or if they locked the door. I wonder if that matters.
For that matter, I wonder how the people who made the game played it.
What were all those people thinking? Did they absorb what it would be
like to be an average Manhunt 2 gamer? Does it make a difference?
I have a lot of thoughts about the game that I want share with you,
I hardly where to begin. The thing you know the least about my Manhunt
2 session is how I experienced the first level, because it's the only
one I played when you were in a different room.
The first level of Manhunt 2 is the only one that matches the
description most reporters--including myself--have used to explain the
game: it has the player controlling Daniel Lamb, escaping an insane
asylum where something has gone horribly wrong, the helpful voice of a
guy names Leo accompanying him with each step. We'll talk more about
this level later, I'm sure, but rest easy knowing I experienced its
highs and lows. I got Daniel urinated on by one angry inmate still
behind bars. I discovered another who had hung himself. I performed my
first stealth kill--with a syringe--and watched Daniel vomit because of
his quick-passing guilt. I learned to sneak around and figured out how
to get past some characters without killing them. I learned the motion
controls and swiped the Wii's movement-sensitive remote sharply one way
then another to knock a man's head off with an axe. I made my escape. I
played the part of a crazy man.
It was dark. It was brutal. It was horrific. It implicated me as a
role-player in some vile actions. It was all exacerbated by something
that may have been intentional or may have been a programming bug or
been intentional, I don't know. The Wii remote has a speaker, and about
halfway into my progress in the level, the remote started emitting
crackling static. The pattern of the static kept switching. It didn't
seem to relate to any particular action on the screen, and it bothered
me. It made me uncomfortable, physically, because it was annoying. It
was as if I played half the level while sitting on a thumbtack. The
interactivity and design of the level kept me engaged and wanting to
know what I was going to have to do next. Some would say that qualified
the level as being "fun." But my innate discomfort because of the
static--to say nothing of other elements in the level--prevented me
from getting any joy from the level. Instead, I played it... perturbed.
It made me feel a little crazy, like an asylum inmate.
I wonder if that was a good thing, for a game designed to put you in
control of a crazy man. It gives you some of the feeling of going
crazy. It reminded me of a building that scientist built in the virtual
online world Second Life that uses that world's video-game-like
technology to let people virtually walk through a series of rooms that contain sights and sounds that patients suffering schizophrenia say they experience.
It's an interesting bit of role-play that may or may not have been
aided by the static buzz: buy Manhunt 2, if you want to feel crazy.
(Which is cheaper than going to acting school and hoping to land a part
in the next "Rain Man" or "The Silence of the Lambs.") Then again, the
speaker crackle may have been a programming fluke.
We played five more levels of the game's 16 total together. We need
to talk about the Wii gestures that make you pantomime some brutal
acts. We need to talk about the idea of horror in a video game, and
what to make of a game that asks you to kill without suggesting as in,
say, Super Mario Brothers, that killing is clean. I want to know what
you made of things.
But there's one thing I don't want to talk about, and that's the
ratings. At heart I'm still a reporter, and I don't have the facts
about the content of the final two thirds of Manhunt 2, nor do I know
what content made the ESRB apply that AO. I won't debate that, though
we certainly can compare the content in this game to others, including
the first Manhunt.
OK. Have at it.
-Stephen
***
To: Stephen Totilo
Fr: N'Gai Croal
Date: 6-23-07
Re: The Miseducation of N'Gai Croal
Stephen,
Thanks for your recap of how we came to be embroiled in what I've affectionately dubbed "The Satanic Versus."
Where to begin, indeed? I suspect that we're going to spill a lot of
pixels on this one, so I hope that you and the readers will show me
some forbearance as I use a big chunk of this post to clear my throat.
Because with the AO rating bestowed upon Manhunt 2--which means the de facto
banning of the game in the United States, because Sony and Nintendo do
not permit AO-rated titles to be released on any of their
systems--along with the de jure banning of the game in other
countries like the U.K. and Ireland--Rockstar Games has vaulted into
the rarified territory occupied by the likes of D.H. Lawrence, Stanley Kubrick, Vladimir Nabokov, Bernardo Bertolucci, Bret Easton Ellis, Larry Clark, Clive Barker
and others who have seen their work banned, dropped, declared
obscene or given the most restrictive ratings possible. Since this
rarely so happens with games, Rockstar's own Hot Coffee controversy
notwithstanding, I think it's important to look at other media to help
understand what's going on here. And with film being the medium that
I'm most familiar with, I'll focus on that.
The comparative media aspect of this debate is interesting to me
because as a student of film during my college days, I was (and am
still, somewhat) very interested in material that pushed viewers'
buttons and their limits. This wasn't always the case. I didn't see a
lot of movies growing up, because in addition to not having a console
in the house, we also weren't much of a movie-going family. As a
result, I came late not just to movies, but challenging movies in
particular. I saw "Taxi Driver"
for the first time the summer before I left for college. It was on TV
late one night, I watched it, and being completely unprepared for what
I saw, I hated it. I'd never seen anything like it, and its insinuating
portrayal of one man's desperately isolated psychosis was far too much
for my young mind to process--I felt like I wanted to take a bath
afterwards and wash the mental grime of Travis Bickle from my memory.
When I got to Stanford, one of the campus rituals was rounding up
the dorm and heading over to Memorial Auditorium to watch Sunday
Flicks, the student-run film series. It was there that I saw "The Cook, the Thief, His Wife & Her Lover" and "Wild at Heart."
I watched "Henry and June," the first film to receive the then-newly
conceived NC-17 rating, at an off-campus movie theater. I saw "A
Clockwork Orange" during Friday night movie rentals in my freshman
dorm. For a kid who'd had a light-on-movies childhood, my mind was
blown, and while I didn't fully understand or appreciate everything
that I saw, it opened my tastes up to a wide range of cinematic
experiences, which was only reinforced by studying film from my
sophomore year on. So when I subsequently watched "Taxi Driver"
again, I realized that my initial hatred for the film had in fact been
a mélange of confusion, repulsion and attraction to the material. It
had indeed been insinuating, for it had lodged itself in the recesses
of my mind like a dormant virus, and having spent a year being exposed
to enough other challenging cinematic experiences, I could finally
grasp what Martin Scorsese and screenwriter Paul Schrader were trying
to accomplish with "Taxi Driver," and loved it. To this day, it's one
of just a few candidates for my favorite film ever made. I had gone
from despising challenging movies to embracing them; in fact, my
decision to start reviewing movies for the student paper is what led to
me to become a journalist in the first place.
During my senior year, I was hired to run the Sunday Flicks series.
And while Flicks was primarily intended to entertain and make money, I
wanted to bring back some of the provocative spirit of the kinds of
movies that I'd seen at Flicks during my freshman year. So among the
many Hollywood movies designed to put butts in seats, I sprinkled in
Mike Leigh's "Naked" and Remy Belvaux, Andre Bonzel and Benoit Poolverde's disturbing satirical mockumentary of a serial killer, "Man Bites Dog."
The former provoked a number of walkouts; the latter prompted a
half-exodus--along with complaints, letters to the editor of the
student paper, and an attempt by my bosses at the student union to fire
me. Rockstar, c'est moi! (I refused step down, it turned out that they
couldn't fire me without a warning, and I served out my term.) The most
interesting response the night I screened "Man Bites Dog" was from a
couple that walked by me on the way out. When I asked them why they
were leaving, they politely answered that they'd seen enough to know
that it wasn't for them, but that they'd be back next week. In other
words, they'd made a decision that was right for them, but they had no
interest in trying to impose their tastes upon others, a
live-and-let-live mentality for which I could only have the utmost
respect, and is especially relevant to those parts of the world where
Manhunt 2 has been de jure banned.
I haven't written about movies much since college, but I continued
to go to the theaters, and I continued to favor challenging movies upon
their release in theaters. I enjoyed "Natural Born Killers,"
mostly for the way Oliver Stone does violence to the viewer as much
with the film's editing and score as he does with its content, to say
nothing of the demented sitcom flashback with Rodney Dangerfield as the
twisted patriarch. I liked Larry Clark's "Kids" and "Bully,"
not in spite of his pruriently vampiric fascination with the bodies and
behavior of teenagers, but because of the way he mines that fascination
to capture the amoral confusion of wayward teens. I'm a huge Lars von
Trier fan--regardless of what the critical establishment has to say, I maintain that "Manderlay"
was the best film I saw last year, by a country mile. I still have
problems with "Se7en"--there's still something too high-concept about
its "seven deadly sins" depiction of the villainous John Doe, as
compared to, say, the more straightforward cannibalism and skinning in "Silence of the Lambs"--but
I have grown to appreciate the virtues of the way the filmmakers
carefully place Morgan Freeman's wise, patient, despairing and
ultimately renewed Detective William Somerset at the center of the
story.
Even having gone through my earlier conversion with "Taxi Driver," I
still struggle sometimes to absorb a movie that legitimately challenges
me. I hated "Raging Bull" when I first saw it during my sophomore year. (It's now one of my favorites, too.) Ditto for "Fight Club,"
which I absolutely despised when I watched it at a screening before its
release. On my first viewing, I found it thoroughly fascistic, because
I thought that the filmmakers' sympathies lay completely with Tyler
Durden's creed before trying to absolve Ed Norton's narrator with the
film's last act. But as with "Taxi Driver" and "Raging Bull" before it,
something about "Fight Club" stayed with me. I watched it again a few
weeks later, and upon a second viewing, I was now completely on the
filmmakers' wavelength. I could finally see its carefully calibrated
satirical elements; how the titular Fight Club, upon the shooting death
of Meat Loaf's Robert Paulsen, becomes one of the self-help groups that
the film had mocked during its earlier scenes; and that while the Fight
Club had been necessary to snap the narrator out of his torpor, the
film's ultimate message was that he needed to grow the hell up. (Add
another movie to My Favorites.)
My point--yes, dear readers, I do have one--is that I'm extremely
comfortable with material that is at or beyond the outer limits of what
a mass audience will embrace. One of the enthusiast magazine editors I
respect the most, and whose opinion I value, very much disliked the
original Manhunt. Not in a "this game should be banned kind of way,"
but in a "this isn't my bag kind of way." It just wasn't for him. And
when I recommended it to you, I was concerned that it might not be for
you either. But I recommended it to you nonetheless, because as I've
said to you and others many times, the original Manhunt was one of the
most memorable experiences I've had from the previous generation of
consoles.
Why? Two reasons. First of all, Manhunt delivered on a purely visceral level. As you and I have discussed ad nauseum,
Rockstar is practically without peer when it comes to establishing mood
and tone. That's because a) they're really good at it, and b) the mood
and tone of their games are radically different from just about anyone
else working in this still-nascent medium today. The premise, nicked
from the famous 1924 Richard Connell short story "The Most Dangerous Game,"
isn't really that different from, say Impossible Mission. But the
decaying, rust belt locations; the subtly spooky, largely ambient
soundscape that rarely tells you how to feel about what's going on; the
freakish assortment of gangs, racists, survivalists, cops and SWAT
teams that are out to get you; the grainy security camera filter
applied to the brutal killings you carry out--it all added up to
something I'd never experienced before, and, like "Taxi Driver,"
"Raging Bull" and "Fight Club," I've found it unshakable. Despite the
broad-brush similarities in their mechanics, when it comes to stealth
games, Splinter Cell is far more like Metal Gear Solid than either is like Manhunt; and when it comes to survival-horror games, Silent Hill is far more like Resident Evil than either is like Manhunt. It is singular.
The second reason I was so taken with Manhunt is because of what you
mentioned in your opener: the man who has rescued you from execution
and brought you to the abandoned town of Carcer City, where you must
kill or be killed, all for his amusement. And as you point out, he
gives you orders through your earpiece. He tells you where to go. He
tells you what to do. He tells you what minimum level of violence he'll
accept in the surveillance camera-meets-snuff film killings that you
must commit for his pleasure before he will open the doors or gates
that will let you proceed to the next area. He sounds awfully familiar,
doesn't he? His name? The Designer--I mean, the Director. Yes, at the
heart of Manhunt is a brilliantly twisted joke. Rockstar grabs the
translucent veil of mildly disreputable innocuousness in which most
action titles cloak themselves, tears it open and exposes the sinister
truth that lies just beneath the surface: in an awful lot of
videogames, the developer and the publisher are asking you to virtually
kill an awful lot of virtual enemies, over and over and over again.
Manhunt is just more honest about this than most, and cleverly,
brutally so to boot.
This, like many of the movies I enjoy watching, is clearly at the
outer limits of what a mass audience will sign up for. And that's a
dangerous place for any artist to operate, because when some official
body (private or public) or group determines that an artist has crossed
a line, said artist is unlikely to find many defenders--even among
their fellow creatives. We saw that earlier this year with Super Columbine Massacre RPG!
And we're seeing it again with Manhunt 2, where it's unlikely that many
publishers or developers will rush to Rockstar's side. Heck, Paul
Jackson, the director general of the U.K.'s Entertainment and Leisure Software Publishers Association--the
trade organization whose purpose is to represent publishers such as
Rockstar and its parent company Take-Two-- backed the BBFC's decision,
stating, "A decision from the BBFC such as this demonstrates that we
have a games ratings system in the UK that is effective. It shows it
works and works well." (He later added, "I would say that I was
surprised at some of the language the BBFC used when they reported on
the matter, but we'll be talking to them about that separately.")
The situation here in the United States differs from that in the U.K. and Ireland. As I stated earlier, the British Board of Film Classification and the Irish Film Censor's Office
have banned Manhunt 2 from being released in its current form, and
based on both the language in their respective rulings and the six
missions we played on Friday, it's hard to see how Rockstar could make
any changes that would satisfy those organizations without completely
gutting the game, pun intended. Here's what each had to say:
British Board of Film Classification: Rejecting a work is
a very serious action and one which we do not take lightly. Where
possible we try to consider cuts or, in the case of games,
modifications which remove the material which contravenes the Board's
published Guidelines. In the case of Manhunt 2 this has not been
possible. Manhunt 2 is distinguishable from recent high-end video games
by its unremitting bleakness and callousness of tone in an overall game
context which constantly encourages visceral killing with exceptionally
little alleviation or distancing. There is sustained and cumulative
casual sadism in the way in which these killings are committed, and
encouraged, in the game.
Although the difference should not be exaggerated the fact of the
game's unrelenting focus on stalking and brutal slaying and the sheer
lack of alternative pleasures on offer to the gamer, together with the
different overall narrative context, contribute towards differentiating
this submission from the original Manhunt game. That work was
classified '18' in 2003, before the BBFC's recent games research had
been undertaken, but was already at the very top end of what the Board
judged to be acceptable at that category.
Against this background, the Board's carefully considered view is
that to issue a certificate to Manhunt 2, on either platform, would
involve a range of unjustifiable harm risks, to both adults and minors,
within the terms of the Video Recordings Act, and accordingly that its
availability, even if statutorily confined to adults, would be
unacceptable to the public.
Irish Film Censor's Office: A prohibition order has been
made by IFCO in relation to the video game Manhunt 2. The order was
made on 18 June 2007 under Sec 7 (1) (b) of the Video Recordings Act
1989 which refers to 'acts of gross violence or cruelty including
mutilation and torture.'
IFCO recognizes that in certain films, DVDs and video games,
strong graphic violence may be a justifiable element within the overall
context of the work.
However, in the case of Manhunt 2, IFCO believes that there is no
such context, and the level of gross, unrelenting and gratuitous
violence is unacceptable.
The thing is, while I can quibble with the BBFC and the IFCO's
descriptions of the game, for the most part, I can't really disagree
with them.
Yes, there is a "bleakness and callousness of tone," though it's
certainly not "unremitting," as evidenced by that one darkly comic
sequence during our joint play session that prompted us to first drop
our jaws to the floor before laughing out loud. (Since you were
wielding the Wiimote and nunchuk during that scene, I'll give you the
honor of describing it to our dear readers.)
Yes, the overall game context "constantly encourages visceral
killing with exceptionally little alleviation or distancing," though as
you point out, the protagonist is sufficiently horrified by his first
kill that he drops to his knees and vomits.
Yes, there indeed "is sustained and cumulative casual sadism in the way in which these killings are committed, and encouraged."
Yes, the game does have an "unrelenting focus on stalking and brutal
slaying," and there is a "sheer lack of alternative pleasures on offer
to the gamer."
And yes, the game does include "acts of gross violence or cruelty including mutilation and torture."
My response to all of that is, so what? What does that have to do
with adults like you, or me, or the aforementioned magazine editor
making our own decisions as whether or not we want to play this game?
What does that have to do with the countless number of adults in the
U.K. or Ireland for whom the BBFC and the IFCO have decided to play
nanny, wag their respective index fingers, and say, "We know better
than you, and we in our infinite wisdom have decided that you can't
play this game"? Unless they have good reason to believe that this game
is an imminent threat to the public order, or that it will in and of
itself incite adults to violence, their decision seems to me to be
based on taste, and I will never believe in substituting anyone else's
tastes for my own.
In the U.S., where many retailers would likely refuse to stock an
AO-rated title, the game hasn't been banned. But that doesn't mean that
gamers will ever be able to play it in the form that you and I are
experiencing. Here, it's ultimately Nintendo and Sony's whose judgment
is being substituted for ours, because they, along with Microsoft,
don't allow AO-rated games to be published on their systems. I find
this more than a little strange, because the PSP and the Wii both have built-in parental controls--as
do the PS3 and the Xbox 360--which would prevent minors from playing
Manhunt 2 on a properly configured Wii or PSP. (The PS2, however, does
not have parental controls for games, just DVDs.) I'm somewhat
sympathetic to the fact that unlike with other forms of disc-based
media like CDs or DVDs, the platform holders themselves a) approve all
of the games for release on their respective systems at various stages
of the development process, ranging from initial concepts to gold
masters; and b) handle all of the disc replication for games made for
their individual machines. By being that hands-on, they're more
vulnerable to external criticism than a DVD manufacturer like Samsung
which has nothing to do with the movies released by, say, Vivid
Entertainment. But sympathy doesn't mean approval; I don't accept their
judgment over what entertainment I should consume anymore than I do the
IFCO's or the BBFC's.
Their refusal to approve AO-rated games for their systems
illustrates one of the useful benefits of an industry ratings system:
plausible deniability when it comes to material that walks the line. If
people like Jack Thompson or Hillary Clinton get upset over an M-rated
game, Sony, Microsoft, Nintendo, retailers and publishers can point at
the ESRB. If Take-Two and Rockstar get upset over the effective ban
that ensues from an AO rating, Sony, Microsoft, Nintendo and retailers
can point at the ESRB. There's no need for genuine discussion or
debate--there's too much money to be made to risk upsetting the apple
cart; besides, it's just those arrogant, secretive so-and-so's over at
Rockstar, anyway--so they'll just issue terse statements and leave the
hullabaloo to people like us. Meanwhile, the infantilization of the
medium continues, unabated.
You've said that you don't want to get into the ratings process,
which I understand. But I suspect that we'll find ourselves drawn into
doing so as we continue our discussion, because of a couple of
statements that ESRB president Patricia Vance made to Kotaku in an email interview. The first exchange that I found particularly germane concerned the Wii:
Kotaku: With the Wii, developers can now make games that
allow gamers to physically act out violent acts and see them occur in a
game. Games such as Godfather, Scarface and Manhunt 2 all do this. Do
such controls have an impact on a game's rating? If so do you think
that supports the argument that a game's interactive nature makes it
more dangerous than more passive experiences like watching a movie,
listening to music or reading a book?
Patricia Vance: We've always been very clear about the
fact that the degree of player control is one of several elements that
the ESRB considers in the assignment of ratings, including the content
itself, it's frequency, intensity and realism, context within which it
is presented, and the reward system. The interactive nature of games
certainly differentiates them from more passive forms of media like
films and televisions, which is why the ESRB system takes these other
unique characteristics into consideration.
The second exchange address the fact that the first Manhunt was
rated M by the ESRB (it was also approved for sale in both the U.K. and
Ireland):
Kotaku: Rockstar has said that they feel that Manhunt 2 is very similar to the original
Manhunt in the level and type of violence depicted. If that is the case
why did one receive a Mature rating and the other appears to be on the
verge of an Adults Only rating?
Patricia Vance: Obviously, Manhunt 2 is a different
product from the original Manhunt. The raters evaluated the submission
for Manhunt 2 and determined that the AO rating was the appropriate
rating assignment. Per our statement from 6/20, it would be
inappropriate to comment further at this time.
We've played five missions into the Wii version, so there's a lot
that we can say in future posts about how its gestural controls impact
the experience. And since I've played the first Manhunt in its entirety
(imagine that, a game that I've finished and you haven't) I'll be able
to expand on some thoughts that I'm already forming--some obvious, some
less so--about why the various ratings bodies may have decided to be
tougher on Manhunt 2 than they were on the original. And finally, as
has been the case with our earlier Vs. Modes on God of War II and the
Halo 3 multiplayer beta, I've got some ideas about what Rockstar could
have done to make both Manhunt games even better than they already.
But I've said enough. (No, no, really, I have.) So I'll stop here for now.
Cheers,
N'Gai
***
In Part I of our Vs. Mode exchange with MTV News reporter Stephen Totilo--which is also being posted on his blog MTV News: Multiplayer--Totilo
explained how we got the opportunity to play the first six levels of
controversial Adults Only-rated Manhunt 2, then plunged into a swift,
graphic recap of the opener. (This included a disturbing crackling
sound coming from his Wii remote; whether it was a bug or a feature
wasn't clear, but it made him feel even more like the game's
protagonist, asylum inmate Danny Lamb.) The Level Up staff, meanwhile,
reminisced about how our film school education helped make us sanguine
about extreme subject matter, before concluding with a full-throated
defense of why a ban on the game--whether de jure, as in the U.K. and Ireland; or de facto,
as in the U.S.--demonstrates a complete lack of respect for the ability
of adults to determine how they would like to be entertained.
Today, in Round 2, the conversation gets more pointed. Totilo accuses us of failing to adequately describe the content of Manhunt 2
in our defense of adults' right to play it, and goes on to wonder why
more videogame aficionados aren't willing to interrogate the violent
nature of many of the games that they play. We return fire with an
assertion that what troubles many about violent games--and blinds many
gamers, developers and publishers to what should trouble them about the
medium--is inextricably linked with the very definition of what games
are. Read on.
***
To: N'Gai Croal
Fr: Stephen Totilo
Date: June 24, 2007
Re: Manhunt 2's movie moment
N'Gai,
Thanks for the Final Fantasy-length letter. I just wish you hadn't censored yourself.
No, I'm not joking.
By focusing your analysis on the decisions of the British Board of Film Classification and Entertainment Software Ratings Board you've offered a de facto
defense of Manhunt 2 that you could have given--and I'm certain would
have given--the game had you never played it. I respect that. But in so
deftly arguing why games and gamers should be treated with the same
respect for intelligence and range of taste as films and filmmakers,
you managed to write 3700-plus words that never describe any of the
features of Manhunt 2 that would obviously set it apart in many
people's minds from any movie they've ever seen or ever heard of.
For example: the game's prime mechanic, the three tiers of stealth-murder. Other stealth games, like Metal Gear Solid and Splinter Cell
ask the player to sneak and ask the player to kill. Failing to sneak
into that kill alerts the intended victim, which either makes them put
up a fight and/or forces you to re-try a few minutes' worth of the
game. You either pull off the sneaking well or you fail. The better
players might be able to actually sneak by enemies instead of sneaking
up to them and killing, but for those who choose to go in for the kill
there are only two possible resolutions: a successful stealth kill or a
failed one.
The Manhunt series is different. In Manhunt I can put a plastic bag
in my character's hand and stalk an enemy thug who is pacing through an
alley. I can tiptoe up to within a few feet of him, softly as to not
alert him. My character will raise his right hand. That's the cue that
I'm within range of a kill. I press a button on the controller. A
targeting reticule surrounds the enemy's head. It flashes white. If, in
the first game, I then trigger the kill the camera angle switches and I
see my guy throw a bag on the enemy's head and suffocate him. It's
nasty. But if I had waited while the white reticule flashed--if I had
had the nerve to keep my guy right behind the enemy, maybe even tiptoed
in step with his pacing to keep close--then the white would have turned
to yellow and the triggered kill would involve not just a suffocation
but a follow-up punch to the bagged head. Had I waited longer, yellow
would have gone to red and the murder would have been more grisly.
You talked about your initial revulsion at seeing "Fight Club."
You initially viewed the film as fascist. Then you watched it again,
and as far as you're concerned, you got it. You figured out what the
filmmakers were really trying to say. I think we could say you feel you
played your role as movie-viewer better the second time. What reward
did the filmmaker have for you? A subtler understanding of what you
just watched. What was Rockstar's reward for you when you played your
role as a stealthy gamer better? A more grisly murder to watch your
character commit. On a deeper level there may be "Fight Club" readings
and mis-readings that you could have applied to the first Manhunt.
Maybe a mis-reading would have been that the game is pro-violence.
Maybe playing the game in full reveals that is actually anti-violence.
Whether that's the case or not, I certainly believe that games can be
interpreted in their entirety, and maybe one can view understanding the
game properly as some sort of super-reward for playing the game well.
But the moment-to-moment rewards of Manhunt are an increasingly vicious
spectacle.
From a game design perspective, this is smart stuff. The Manhunt
games, like few others, have a system that actually rewards brazen
play. I see a parallel with the city racing series Burnout,
which gives the player extra speed boost power for every near miss and
for every second they drive on the wrong side of a double-yellow line.
I like the Manhunt system and think other games should reward bold
displays of skill. (For those who can't sympathize because they are so
put off by Manhunt's content, let me put this in terms of a made-up
game: imagine a game called Manhunt that puts you in control of a woman who is seeking Mr. Right.
If you have her approach a guy and just briskly say hello, then maybe
you'll just get a clipped greeting in reply without the guy breaking
his stride. But if you finesse that hello, maybe he'll stop and smile.
And if you really finesse it, maybe he'll stop, smile, ask you your
name and ask you for your phone number. That's how the real Manhunt
works, but with plastic bags and, as far as I've seen, only man-to-man
murderous interaction).
Given this central mechanic of the game, I don't have hard time
seeing how people would find Manhunt and Manhunt 2 to be a class apart
from any of the movies you mentioned. This game asks something of the
player--clinical killing--and then it encourages them, but notably does
not require them, to accent that killing with a butcher's callousness
or even a torturer's sadism. Is this game series a laboratory for human
behavior, testing how far a player will go? Is it a game that revels in
the interactive nature of the medium by presenting players with
opportunities that will haunt them, a horror experience genuinely
distinct from horror films because it allows the player to choose how
revealing of their own dark side they want the macabre experience of
Manhunt to be? Or is this just violence porn? Is it condemnatory,
bad-taste over-kill?
I respect defense of games as speech. But I think for too long those
who write and talk about video games--and I'm thinking primarily of
reviewers--have ignored the effects of ultra-violence on games and the
nature of that violence as it relates to the quality of what we play.
I'm not talking about anything that would affect how games are rated.
The people who rate games seem primarily concerned with how the
interactivity of games possibly teaches or at least desensitizes gamers
to real violence. What about how gamers have been desensitized to
violence in games? It seems to me that the very thing that makes a game
a game--its interactivity--encourages game makers to fill their
creations with an inordinate amount of one of the most reliably
engaging things there is to do with the press of a controller button:
squashing enemies in Super Mario, shooting them in Call of Duty,
committing an act of virtual violence. As a result, gamers'
entertainment is soaked in far more blood than other forms of
entertainment. Is it a wonder games get such a bad rap?
Yet who would argue that Ratchet & Clank would be more fun if Ratchet went pacifist and negotiated peace deals or if the next World War II first-person game
shelved the rifles and focused on repairing tanks. I don't think it's
weird that so many people are freaked out about games. I actually think
it's weirder that so few gamers are freaked out about games. What are
we having fun with?
I played a near-final version of a PS3 game called The Darkness
on Saturday. It's a first-person shooter with a twist. The twist is
that you gain two magical snakes that slither in the air in your
peripheral vision and can snatch a dead enemy's heart with their long,
sharp teeth. But before you learn to do that the game teaches you to
wield a pistol in each hand and trigger special execution kills. Just
tap a button. I did. My game's anti-hero put a pistol in a mobster's
mouth and fired. And that wasn't even the point of the game. The snakes
are. Frankly, the gunplay felt gratuitous.
This is what I think it comes down to really: What's the point?
Until the day an ultra-violent game impresses upon the world that it
has a point beyond sadistic thrills, I doubt a game like Manhunt can
find its place. You certainly appreciate the first as in invaluable
psychologically provocative experience. That's not how most of the
world that's heard of the game views it. At least, that's not how they
talk about it. It's easier to decry it as crude rubbish--possibly as
something evil.
I can't dismiss Manhunt 2 like that, though. For one thing, it's
hard to outright reject something that exhibits craft, that exhibits
the signs of being made by talented people. Craft alone is no automatic
apology for subject matter--certainly not in a world where one of the
most technically lauded films of early cinema was "Birth of a Nation,"
a celebration of the Ku Klux Klan. But if you identify craft you can at
least begin to consider a work as serious and worthy of dissemination.
So a few notes on Manhunt 2's signs of craft. Graphically, it's solid. On the Wii it doesn't look quite as good as the first Manhunt
did on Xbox, but it looks good. It's a little grainy and its scene
transitions are intentionally scratchy. Camera work is a little wobbly.
This isn't bad programming. It's an attempt to make the game feel just
a bit verité, a bit homemade. It suits a game that begins in an asylum
and puts you in control of a mental patient.
In some ways its craft seems superior to that of the first game. The
first relied on the video game cliché of the floating health pack. Walk
into this item and your hero's health meter is re-filled. The sight of
a floating health pack is a reminder that you're seeing a video game on
your TV screen. In Manhunt 2, the floating health pack still hovers.
But it also flickers. It looks like a hallucination and suits the
setting.
Compare the first level of each game. The first Manhunt is
straightforward in its opening minutes. It's a little plain, actually.
You stalk people in a few alleys. It begins with the least subtlety
I've seen in a game: Your fist victim stands with his back to you next
to a wall spray-painted with the command "Kill this f---ing guy." The
second Manhunt begins as I described it in my first letter, weaving its
tutorial through the asylum's progressively madder halls and cells. You
play the first level of Manhunt 2 with a decent enough goal: escape
that crazy place.
Another example of craft is that one scene that had both of us laughing.
[SPOILER WARNING: Skip the next two paragraphs if you don't
want to read about a scene that may or may not remain in any possible
edited version of the game.]
I
was in control of protagonist Daniel Lamb in the last full level we
played. I walked him down a staircase with a pistol in hand. The game
gave me a cue, instructing me how to kill the man at the end of the
hallway ahead of me with a stealth pistol kill. What struck me was that
he wasn't looking my way. He was half-turned away from me, watching
something through an open doorway. Whatever he was watching sounded
like a couple making love. Taking advantage of his distraction, I
followed orders and killed him.
Then I walked through the doorway expecting to see a TV playing a
dirty movie. Instead the camera angle switched, and the TV you and I
were watching was filled with a movie screen showing a pornographic
movie--a watered down one, that is, with a virtual man and a woman hot
and sweaty but revealing none of their most private parts. Daniel Lamb
was standing right in front of it, fully armed. Then I walked a couple
of steps and the camera angle changed (players don't control the angles
in Manhunt 2, which is a change from the first game). Now the movie
screen was to his back. I couldn't see it. I could just hear it. The
lovemaking continued. I looked out at the rows of empty seats. I was in
a movie theater. A group of hit men rushed in. Suddenly I was in a
tough firefight. The whole time the guns were blazing, those sounds
kept on playing. Do you think that scene was crafted to say something
about sex and violence, by any chance? After I took out each of the hit
men, they lay there and the movie kept on playing. I could hear the
rattle of the film projector and see the dusty beam of light it
projected over Daniel's head and onto the screen. I looked over to you
and to the Rockstar employee who had walked in to see what we were
laughing about and said "I'm going to put an end to this smut." I
pointed my Wii remote at the film projector and fired. The sound from
the movie warbled. The room went dark and quiet. That was quite a
moment--and one that I think is worth grown-up gamers experiencing.
[END SPOILER.]
I'm anxious to hear more of what you thought of the game. And I'd
still like to know what your experience of the first level was like
(you never answer my questions right away, do you?). Also, how do you
think this game compares to the first? People are focusing on the M vs.
AO rating of the two titles. Whether you agree that they deserve
different ratings from each other, do you find one game edgier than the
other?
-Stephen
***
To: Stephen Totilo
Fr: N'Gai Croal
Date: June 25, 2007
Re: It's Not Violence, It's Pixels
It's not blood, it's red.
--Filmmaker Jean-Luc Godard, responding to criticism of the violence in his film "Weekend"
Stephen,
Are you sure that you don't want to join Greg Kasavin and Luke Smith among the recent ranks of journalists-turned developers? Your alternative take on Manhunt as the videogame equivalent of "Sex and the City" is very intriguing. Perhaps the Alpha Moms
who have made the Wii such a hit could use your game as an escape from
the quotidian routine of their suburban lives. But given all the
ratings troubles facing Rockstar at present, allow me to suggest that
your version of Manhunt focus less on the sex and more on the city.
You're absolutely correct that I spent no time describing "any of
the features of Manhunt 2 that would obviously set it apart in many
people's minds from any movie they've ever seen or ever heard of." Then
again, wouldn't the word "features" obviously set it apart from any
movie that people have heard of? Or any book, play, TV show, painting
and sculpture, for that matter? In that sense--among many
others--movies aren't games, games aren't movies, and I fear that you
may have misunderstood why I spent so much time reminiscing about my
film-addled college days. The point was to explain how I became so
relatively sanguine about a variety of extreme subject matter, both in
terms of form and content. But implicit in your challenge is that the
"ultra-violence," to use your subsequent term of art, is the only thing
that many people would have a problem with.
I submit that that is not the case, particularly when it comes to
people who are not gamers. What they often have a problem with,
whenever a videogame stray beyond the bounds of the relatively
childish, and what they can almost never articulate, is a fundamental
objection to what a videogame is at its most fundamental level.
Violence is not the basic unit of gameplay. Rather, it is repetitive
action, reaction and interaction. Repetitive action, reaction and
interaction, along with rules, are what define all games, whether
they're digital or analog. In basketball, the ball is passed, shot,
rebounded, blocked and stolen--repeatedly. In football, the ball is
hiked, passed and kicked--repeatedly. In poker, cards are dealt,
discarded and laid out--repeatedly. In Monopoly, dice are rolled,
pieces are moved, and properties are bought and sold--repeatedly.
This is the essence of a videogame.
But because videogames look like narrative media--particularly film
and television--people are often tempted to compare videogames to other
narrative media. This is why we have to be careful to use the right
analogies at the right time, because videogames are fundamentally not a
narrative medium. A film is narrative; it's always about "What happens
next?" A game is interactive; it's always about "What do I do next?"
Just as something is always happening on a movie screen from moment to
moment, beat-to-beat, in a game, you always need to be doing something;
otherwise, it's not interactive. Hence, repetition.
As long as videogame creators confine themselves to the stuff of
Friday night action movies (PG-13, please), Saturday morning cartoons,
Saturday night Dungeons & Dragons or Warhammer 40,000
sessions and Sunday afternoon sports, repetitive action and interaction
generally don't pose an image problem. After all, who's going to get
their nose out of joint over a lightsaber duel (no blood, please), a butt stomp, a defeated orc (again, ixnay on the ood-blay) or a 360-degree windmill jam? It's when developers transgress beyond those boundaries--when they aspire to the stuff of "Aliens," "Black Hawk Down," "Saving Private Ryan," "Goodfellas," "Night of the Living Dead" or, in the case of Manhunt and Manhunt 2, "8 MM" and...well, let's say a cross between "Memento" and "American Psycho"--that they run into more and more trouble with citizen's groups, ratings boards, censors and even some gamers and some of their peers in the industry.
The mere fact that developers would dare to tackle this subject
matter is enough for the rejectionists to take umbrage. But their ire
is compounded by the fact that the action, reaction and interaction
that they're objecting to is repeated over and over and over again.
Moreover, this is where they can convince even fans of the
abovementioned movies that games based on similar subject matter are
beyond the pale: the sheer amount of repetition required to make a
game, well, a game, translates into an experience that is
quantitatively far more violent than a similarly-themed movie-and if
that weren't offensive enough to their sensibilities, said violence
takes place over a longer running time.
If for example, you were to quadruple the five battle scenes
in "Saving Private Ryan"; turn them into playable missions of 15-30
minutes apiece; and strip the narrative of all psychology and subtext,
reducing it to premise, tone and attitude; you would have Electronic Arts' Medal of Honor: Frontline. Do the same thing with the escape-and-retribution-focused last 30 minutes of "Hostel" or "Hostel: Part Two"--movies
that were approved both in the U.S. (with an R rating) and in the U.K.
(with an 18 certificate), and which Manhunt and Manhunt 2 superficially
resemble--and you have, well, just ask Rockstar and Take-Two.
So when you ask me about my reading(s) of "Fight Club" and whether I
may have a similar reading of Manhunt, all I can say is that there
really isn't much there for me to read. Again, videogames are not a
narrative medium. What I praised the first Manhunt for in part was the
depth of its formal qualities, not the depth of its content; the
content of a game being the actions that you undertake. This lack of
depth makes games that deal with taboo subject matter--or more
accurately, deal with typical gameplay mechanics in taboo
ways--difficult to explain or defend. It's hard to argue that games
have anything approaching the depth of theater, novels, movies or
television given the medium's newness; its requirement of repetitive
action, reaction and interaction to maintain the player's interest; the
thinness of its characters; the perfunctoriness of its plots; the lack
of complex or even complicated psychology. It would be like arguing
that an activity--a mountain hike, laps in a pool or a game of
chess--is profound.
Any meaning ascribed to an activity comes from two places: the doing
and the context. For games--unlike other narrative media--the story is
merely the context, the backdrop and the stage upon which the poor
players strut and fret, full of sound and fury, signifying nothing.
Would "Macbeth"
have been as deep had it been a Manhunt-like action-adventure? (Sneak
into the chambers of rivals like King Duncan and Macduff and murder
them, while being urged on by the whispers of Lady Macbeth over your
headset!) A Grand Theft Auto-ish open world game? (Rise from lowly
squire to King of Scotland!) Or an Oblivion-esque
role-playing game? (Carry out quests for the three witches! Solve their
riddles! Battle the enchanted trees of Birnam Wood!) I'll let you
imagine what Super Paper Macbeth and The Legend of Lady Macbeth:
Twilight Queen might have been.
Let's return to my sports analogy--or is that your sports analogy?
If I'm having trouble explaining my experience in critical or aesthetic
terms, could that be because I'm trying to take an activity and
contemplate it as if I had somehow been outside that experience, like a
critic of movies, TV, theater or books? Maybe I'm more like one of
those basketball players or coaches you see interviewed at halftime who
speaks only in clichés--"We've got to control the tempo," "They're
going to come out with a lot of energy," "We have to get stops," "This
is a game of runs,"--because how else can you describe a fundamentally
repetitive activity when you're the player? (Ever interviewed an actor
about his or her "process"? It's pretty much the same thing:
cliché-ridden.) Or as Pauline Kael wrote, perhaps more presciently than
even she realized, in her 1962 essay "Is There a Cure for Film Criticism?":
Art is the greatest game, the supreme entertainment, because you
discover the game as you play it. There is only one rule, as we learned
in "Orphee": Astonish us! In all art we look and listen for what we
have not experienced quite that way before. We want to see, to feel, to
understand, to respond a new way. Why should pedants be allowed to
spoil the game?
That's what Manhunt did. It astonished me. Or, to paraphrase myself paraphrasing my friend, screenwriter and journalist Cheo Hodari Coker, it made me shake my ass.
You're right to wonder why more of us aren't freaking out over our
chosen form of entertainment--and by extension, more of the developers
who create these videogames and the publishers who distribute them--but
isn't the answer by now self-evident? We can't. The very fabric of
videogames--their repetitive action, reaction and interaction--is the
original sin for which censorious organizations like the BBFC, the
IFCO, and, ultimately, Nintendo, Sony and Microsoft, would have us
either a) repent, then go forth and sin no more; or b) confine our
blasphemy to acceptable form and content. But as Kael wrote, "Why
should pedants be allowed to spoil the game?"
I am a man: I hold that nothing human is alien to me.
--Publius Terentius Afer, the Roman comic playwright
So now, at long last, my throat being well and fully cleared, it's time for me to tackle Manhunt 2.
You asked me what I thought of the first mission, which centers on
escaping from the mental hospital. I'm going to hold off on answering
that question for now. Because if you skipped the Execution Tutorial,
which I'm guessing is exclusive to the Wii (kudos, Reggie!) for reasons
that will quickly become clear, you missed another sick joke from the
boys at Rockstar. Since gamers are still getting accustomed to the
Wii's gestural controls, many titles include modes that let you
calibrate the controller and/or practice the required moves. Rockstar
Toronto, the makers of the Wii version, use their Manhunt tutorial to
cycle through a series of icons displayed in the upper left hand corner
of the darkened screen indicating which gestures I was supposed to
perform. As I did so, I heard the sound effects of the various weapons,
the sounds of my victims, and saw blood splatter against the black
screen and slowly run down its surface, backed by an ominous
electronica score. But I didn't see my victims, nor did I see my
weapons. For that, I would have to play the game proper.
The first mission was well designed, as you pointed out. I
understand why you would feel that the craft in the second game is
superior to the first, especially with changes like the flickering film
filter applied to the floating health packs; it's very much in keeping
with the sequels sanity-or-insanity themes. And I get why you'd prefer
the comparatively more subtle opening of Manhunt 2, with fellow patient
Leo Kasper urging your former family man Danny Lamb through the
now-overrun mental hospital, to the blunt-force introduction to
Manhunt, with Brian Cox's
malevolent voice urging your death row convict James Earl Cash to, as
the spray painted sign on the wall says, "Kill this f---ing guy." But I
think you're wrong.
We've learned that after Manhunt, Rockstar wanted to tell a more
complex story in Manhunt 2. James Earl Cash just wants to stay alive,
escape from Carcer City, and maybe get some payback against the
Designer--I mean, the Director--while he's at it. By contrast, Danny
Lamb is trying to solve the mystery of how he ended up in the mental
hospital, what happened to his family and what experiments were
performed on him. Manhunt is told straightforwardly, from beginning to
end, in one straight shot; we never find out why Cash was sentenced to
death. Manhunt 2 uses flashback missions to reveal Danny's backstory
and provide clues to his current predicament. The Director is the voice
inside your ear, but Leo Kasper is the voice inside your head. So far,
so good...
...but for the fact that, as I've said time and time again,
videogames aren't very good at telling stories. It's hard for a
videogame to get me to care--really care--about who a character is. But
it's not very hard for a game to get me to care about what a character
does. Even though Manhunt 2 has a more sophisticated structure than
Manhunt, it comes at the expense of the single-minded focus that gave
the original its power. You accused the first game's opening of lacking
subtlety; it reminds me of what one critic said when one of his peers
leveled similar charges at Oliver Stone: "Subtlety is just a choice.
It's not inherently good or bad."
The same is true of what I would ordinarily praise fulsomely: the
fact that players have more choice in Manhunt 2 than they did in
original. In Manhunt, you couldn't complete certain missions until you
accomplished a specific goal set by the Director: kill everyone in the
level; complete a certain number Level 2 or Level 3 kills; etc. For
Manhunt 2, we were told that you don't have to kill everyone; you can
try to sneak past them instead. That's great...in theory. In practice,
it doesn't hold a candle to the rigid structure of original, which,
when married to the context of the Director's orders and Cox's
unctuous, pitch-perfect voice acting--a performance that was in and of
itself as precise and evocative as a well-crafted radio play--delivered
an experience that I haven't had before or since.
All of this comes with the following caveat: the circumstances under
which I've been playing Manhunt 2 are entirely different from the
first. I'm under the gun, because I'll have only had Friday and Monday
to play the game, rather than experiencing it at my leisure over a few
weeks. I didn't get to experience the introductory level for the first
time all by myself, because Rockstar chose to demo it for us before our
play session could begin. After I got kicked out of Rockstar's plush
demo room with the big screen TV and the 5.1 sound system so that they
could show Grand Theft Auto IV
to some unspecified VIPs (c'mon, Devin; hook a brotha up!), we had to
take turns playing on a single machine in their conference room. And we
were playing it on the Wii, which, as you know, is not my console of
choice, and as a veteran of the DualShock 2 controller, I didn't find the Wii controller
a more immersive substitute, simply because it's not yet second nature
to me. Particularly during the stealth kills, the Simon Says-like
gesture matching meant that I was always conscious that I was playing a
game, whereas the thoroughly familiar Dual Shock 2 would often feel
like an extension of my thoughts. (So much for the BBFC's claims that
there's exceptionally little distancing.)
I have some ideas about how Rockstar could have improved the
executions on the Wii, though I suspect the company would get a Seniors
Only rating were it to adopt them. I've yet to explain my other
thoughts on how Rockstar should have expanded its formal critique of
videogame violence in Manhunt, and how it could have embedded its
premise of sanity vs. insanity into the gameplay of Manhunt 2. But
we've only played a third of the game, and hopefully we'll get to play
some more later today, so perhaps I'll find that they've anticipated my
improvements.
And with that, I bid you good night.
Cheers,
N'Gai
***
In Round 2 of our Vs. Mode exchange with MTV News reporter Stephen Totilo--which is also being posted on his blog MTV News: Multiplayer--things
got a little testy. Totilo got in a dig about our failure to grapple
with the morally dubious range of actions Manhunt 2 asks its players to
undertake. That pushed us to examine the first principles of games, and
question whether the problems that many have with videogames are
perhaps more fundamental than a little bit of the old ultra-violence.
Thankfully, no blood was shed over this disagreement.
Today, in
the Final Round of our debate, Totilo comes out swinging, disputing our
assertion that activities, and therefore videogames, can't be profound.
He also gives Manhunt 2 a thumbs up for its Wii controls before raising
the question of whether gestural gaming will make this pastime seem
more natural to others--or more bizarre. For our part, we drop a series
of thermonuclear thought bombs on everything from how the two Manhunts
could be improved to the role of choices and consequences in games. Read on.
***
To: N'Gai Croal
Fr: Stephen Totilo
Date: June 26th, 2007
Re: Who are we?
N'Gai,
Sometimes you make me sad.
One time you made me sad recently was yesterday. That's when you told me once more that "videogames are not a narrative medium."
Before
I could even grab a box of tissues you chopped a few more rhetorical
onions in front of my face. You said that the newness of games and the
medium's "requirement of repetitive action, reaction and interaction to
maintain the player's interest; the thinness of its characters; the
perfunctoriness of its plots; the lack of complex or even complicated
psychology" made it hard to argue that games have depth. You said, "It
would be like arguing that an activity--a mountain hike, laps in a pool
or a game of chess--is profound."
You know what I have to say? Something I've wanted to say for years now, Croal: "Go take a hike!"
The
world does not believe that repetitive actions lack the profundity of a
book. My brother-in-law certainly doesn't. He is hiking the Appalachian Trail–Georgia to Maine--this summer. I think he could spot some deeper meaning amid his repetitive actions.
I
also bet the people who like long pieces of classical music that repeat
the same musical themes find artistic beauty inherent in repetition.
I
suspect our fellow gamers who killed giant after giant in the majestic
but sorrowful Shadow of the Colossus and will soon blast psychopath
after psychopath in the drowned utopia of BioShock will have little
trouble identifying deeper meanings in their favorite entertainment.
Not
all games can be as shallow as Tetris (nor as good, uh,
coincidentally?) Sometimes some meaning will get in there. And the more
game designers figure out how to embed it not in between moments of
gameplay (Final Fantasy X, Half-Life 2) but actually into gameplay (Silent Hill 2) or in the background while gameplay is occurring (the voice-over during the platforming action of Prince of Persia: The Sands of Time; the value systems expressed through real-time graphics changes in Fable)
the more meaning has the chance of seeping into some games. I don't
want deep meaning in all my games. I don't think I even want it in most
of my games--certainly not in my racing games or any of the descendants
of Pac-Man that I play (except GTA, but not Crackdown).
I'm
just an optimist, I guess. I think games are still evolving and that
there's hope for profundity yet. Now I thought I was supposed to be the
curmudgeon in these exchanges!
Back to talking about the game:
so there I was hacking and slashing with my arms while seated in the
Rockstar offices last Friday and I thought, "this Wii sure makes me
feel more involved with this Manhunt 2 game than I thought I would." At
one point I had the lead character, Daniel Lamb, leaping off a roof and
down onto some victim that must have deserved it, because… why else
would that victim been in the game? Anyway, Daniel had garden shears in
hand. Holding the Wii's nunchuck and remote in my two hands I followed
on-screen cues and hoisted my hands up (Daniel lifted those shears) and
then drove them down (Daniel, shall we say, forcefully gave the shears
to his victim). In another display of Wii-enabled immersion, one of the
Rockstar guys in the office held the Wii remote like a saw handle and
sliced it back and forth while Daniel sawed something other than a 2x4
in the game. You talked, rightly so, about how the repetitious actions
of games weird non-gamers out. But how many repetitions of these
actions do you think it would take to wig out the non-gamers--and maybe
even some actual gamers? I'm guessing one each.
I think the
ultra-violence we see in a lot of video games today is the product of
an upped ante that start rising as soon as developers noticed that it
is action--space ships blasting other space ships, for starters--that
can make a game interactive and therefore fun. Those repeatedly raised
stakes have brought us to Daniel Lamb's raised shears, and in an
unexpected twist, my simultaneously raised hands. It's going to be a
long time before a gamer can describe Manhunt 2 and not have some
explaining about themselves to do. I know I'd wonder why a person who
was into Manhunt couldn't just settle for the gentle swings of "Wii
Sports" tennis.
In September I interviewed Nintendo of America president Reggie Fils-Aime and asked him if he'd try to get Rockstar to support his company.
The developer's owner and publisher, Take Two, hadn't produced its
Grand Theft Autos for Nintendo's GameCube. What about Wii? "I'll be
spending some time later today with the folks over at Take Two to see
what type of support they can give our console," he told me. Look at
the support he got! He might as well have asked 2 Live Crew to re-write
the Super Mario theme song.
But I say, thank goodness they made
Manhunt 2 for the Wii, because it provides a new way to think about
where games are going. Let me quickly establish that I think the Wii
controls in Manhunt 2 are quite effective. They don't force you to
imitate exactly what Daniel Lamb does on-screen, but the spirit of the
player's and Daniel's actions are the same. A sharp move from one is a
sharp move from the other. A powerful swing from me is a powerful swing
from whichever hand Daniel is holding his axe. You pointed out that the
Wii was not your console of choice and that the reliance on gesture
controls made the game feel unnatural But I've played a bunch of Wii
games and feel comfortable with the system. As a result, I felt my
moves were in sync with the game. Without meditation, I can say I, at
times, felt one with it.
When Manhunt 2 asks the player to
trigger the game's signature stealth kills it slows down the passage of
time in the game. This gives players time to do the right move and not
worry that what's happening on screen is passing them by. Then, once
the gesture is properly done, the action reverts to normal speed and
the animations of the stealth kills reach their gruesome climax. In
other words, the game finds a way to both ask you to take the time to
focus on your own physical actions and then restore your attention to
what's happening in the game