Last year back in late autumn
videogame journalists around the world profoundly lifted up their
flaming torches and pitchforks together and marched through the
internet, forum by forum, news site by site. This collective
hivemind-like outrage was aimed towards the
announcement trailer of Hatred, the
first game created by a Polish company Destructive
Creations. The
game displayed in the video truly lived up to its name, viewers are
presented a man who's dressed up in a leather jacket and a black
heavymetal haircuit and about to commit his “crusade”. We hear
some delightfully colourful monologue where he informs us that he,
and I quote, “fuckin' hates this world and the human worms feasting
on its carcass”. So time to arm up and pew pew in the streets of a
peaceful city and kill as many people as you can before you die. The game
sparked a lot of conversation, as one might have expected. Some
called it “the end of videogames”, stating that the existence of
Hatred undermines what ground videogames have achieved in the eyes of
media these past years and just how ungodly sick it all is. The other
side of the debate however plead towards the freedom of artistic
expression and that a videogame should not be banned just because
some people got offended. All this just threw more fuel into the fire
and the game got its free publicity and advertising.
Now
that the game has been released, I cannot help but look back at the
verbal warfare that took place few months ago and say “This is what
we all got so riled up about?”. Instead of Satan's lost bastard
child, all we got was a mediocre and boring stick shooter with some
decent destructible environment. The game failed to gain any sort of
emotional status. No anger, no guilt, no disgust, just nothing.
Criticizing the game due to these failures has proven somewhat
difficult due to “Uuh, you just don't like it because political
correctness and edginess boohoo” stance some individuals have
taken.
All
this non-civilized debate has however brought up another, more
important question: How did Hatred fail at delivering anything
emotional? Judging by the first reactions to the trailer the game was
practically good to go and able to dig up emotions the players didn't
even know existed. So what went wrong? How can violence be used in
videogames effectively?
Context.
Ah, my favourite part when to comes to analysing basically anything.
The players aren't given sort of context to this bloody “crusade”.
New Game, shoot people. No reason or motivation other than “the
game won't advance otherwise”. This is one of the reasons, the
players are not given any other options except shoot innocents. If
there are no other options, the game should build its world and
characters before any violence in order for the player to feel
self-hatred or guilt. A game where one controls your Average Joe who,
after several dark and grim situations, ends up in the streets with a
gun and the blood of innocent bystanders in his hands, would be an
absolutely terrifying experience if the script is any good. Hatred
however offers no such build-up and throws the player right at the
climax, without knowing any of the character, including the one who
the player controls.
An
excellent example of well done violence can be found in last year's
This War of Mine.
Instead of a group of soldiers, the player controls a group of
survivors, civilians stuck in the war ravaged city. Players have to
make do with limited amounts of food, medicine and avoid soldiers and
sometimes other survivors, lest you end up on the wrong side of the
gun.
I
still distinctly remember a very specific moment during my first
playthrough. A group of bandits managed to sneak in and pillaged our
safehouse, taking our entire medicine cabinet and leaving our cook in
bad shape. I would have to go deeper into the city the following
night to find more resources. After reaching an idyllic area yet
untouched by the war, I found a house occupied by an elderly couple,
spending a quiet evening in their living room. I felt my heart skip a
beat, as I knew it was either robbing them or going back to the rest
of the group, empty handed. I chose the former and breached into the
house. The old man, agitated by my sudden entry, stood up from his
chair and demanded I leave their house. I wish I could've left, if
it didn't put my own survival at high risk. After giving the
situation some thought I did something I still regret to this day: I
repeatedly stab the man until his lifeless body dropped to the floor
and ransacked their house, all the while the man's wife cries over
his dead husband's body.
What
differentiates This Was of Mine's portrayal of violence and Hatred's
are the previously mentioned circumstances. This War of Mine lets the
player experience the whole story from the start, the build up and
the events that lead to violence. Not only that, the game gives
players the choice to avoid them. I could've backed away and leave
and never enter their home. I could've scavenged many other places,
most of which were highly dangerous. Yet this is how it ended. This
man died because of my own choice and cowardice.
Does
this mean every game has to have some deeper meaning behind its
polygons, that every single game needs to find a new , innovative way
to immerse the player into the world? Of course not. Every form of
media has its own “junkfood”, entertainment that you consume once
and hope you get some enjoyment out of. Nothing wrong with that.
However deep down I did hope Hatred would've been bigger than what it
turned out to be. I wanted to foolishly believe that something even
this violent and brutal would've managed to invoke something else
other than bored shrugs. Hatred and Destructive Creations managed
their marketing perfectly, letting the games media and community do
their job for them. It's just a shame that we all made so much noise
for nothing.
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