Saints or sinners? The problem of satire in videogames

There's a fine line between what's fair game for mockery and what isn't. Phil Hartup looks at <em>Saints Row: The Third</em>, a game that steps on a few toes in its pursuit of laughs.

 

The moment I knew Saints Row: The Third was a new and hitherto unseen kind of twisted occurred when I was playing it in co-operative mode with a friend of mine. We’d decided to do a side mission for one of the characters, who was a pimp. Fair enough in the world of Saints Row we thought, not thinking anything of it. Long story short, aforementioned friend found himself playing a mini-game where he had to give a handjob in the back of a car while I drove away from the paparazzi.

Sometimes I miss the days when a video game was about trying to get a frog across a road, y’know?

The Saints Row series is an oddity in gaming. A game series that eviscerates every icon it comes across yet has managed to avoid almost any serious censure. As a series they can be seen to have picked up the baton from the early Grand Theft Auto series in terms of tone. The original GTA games featured an anarchic and gleefully depraved style. You’d get bonus points for mowing down particular groups of pedestrians all in one go, you could get a kill frenzy bonus to go nuts with a flamethrower on a crowded sidewalk and you always got extra points for running somebody down with their own car. Good clean fun.

Then Grand Theft Auto grew up. Not proper grew up, not grown up so that you’d loan it money you expected to get back or let it look after your kids for a weekend, but it started to show more maturity and more character. You could still run down the pavement shooting everybody, but it really didn’t feel like the game wanted you to do that. The violence remained, but muted. Now the game wanted you to talk to Roman about his love life or go play darts with Kate. Everything felt low key and fragile, building to a conclusion that brought more tragedy than triumph.

Enter Saints Row. The first Saints Row game actually started out with a fairly gritty premise, you were a young black guy from a town called Stilwater, a fairly typical rustbelt city. You got beaten down in the street, so you joined a gang, mayhem ensued but it was more of a GTA San Andreas style game than the pure mayhem of the sequels. Saints Row 2 was the first to introduce the elements of craziness that typified the series, with The Third, and the impending fourth and possibly final instalment looking to go even further over the top.

On the surface the anarchism of later Saints Row games is so banal that it can barely be described with words. To really capture the essence of it you have to imagine a noise, two parts a grudging grunt of acknowledgement to one part chuckle. More "meh" than "heh". However it is clear that beneath all the brutal stereotypes and cheap laughs Saints Row has always had a lot of heart. It’s hard to imagine warmth and charm in the game in which the main character is happy to flout any kind of moral or ethical behaviour, but it is there. Also Saints Row games have always supported the anarchy of the game with a solid and sensible set of game mechanics and a sharp presentation meaning that even the simple act of kicking a police officer to death in the street is challenging yet rewarding for the player.

Looking through layers of froth and silliness that characterise the series it is clear that, probably tucked away in some corner cubicle, unsung and seldom acknowledged, there is somebody at work on these games who really knows their onions when it comes to the nuts and bolts of making third person action games.

Compare the Saints Row series to the Postal series and you can see that the heart and soul of the game makes all the difference. Postal games feature the same sort of gross humour but there’s no soul to it. Saints Row games have nailed what makes a good satire, rather than merely being badly made wish fulfilment for people striving to be edgy. Spraying a neighbourhood with sewage is funny. Peeing on somebody until they vomit isn’t. It’s science.

Some things that Saints Row games have got most right relate to the main character. In the first game you began as a black man, but you could change race and clothes and so on at will in various shops. The second game really changed it up however by allowing you to swap sex, not just with a binary switch either, gender was a variable in that game. These settings were dialled back in the third game, a casualty in a generally scaled back customisation system, but the ability to dress your character however you like remains. It’s important to remember too that this isn’t a game like Mass Effect where you create a character from scratch to fit into the story. In the Saints Row series, whatever you look like in the later games (and predictably in the adverts and so on the protagonist is typically a white man) your character started out as a man. This is something that is actually remarked upon quite often in the second game if you do switch the protagonist to a female body. Intentionally or not the Saints Row series are the first mainstream big budget games to embrace the option of a transgender hero.

It would be remiss not to point out though that in its quest to mock everything under the sun Saints Row does manage to walk into a few crass and unpleasant areas. A significant part of Saints Row: The Third involves trafficking women to use as sex slaves. It is implied that your character is a nicer pimp than the people that you are liberating your slave women from. But damn. Even as a joke, in a game of jokes, a game that under no circumstances should ever be considered serious in any way shape or form, even then, that’s not right. But that is the nature of a game where the character is an entirely unapologetic self-serving villain. The majority of games, even when you have an option to be the villain, have you as some sort of honourable outlaw. Saints Row doesn’t do that, you have to be the bad guy, even when you’d rather not.

That can be the problem with satire, when you’re trying to mock everyone and treat everything as a joke you can end up aiming you jokes at those below you on the totem pole, and that’s weak comedy. It can be a fine line between what is fair game and what isn’t. This fine line was what Seth McFarlane nearly garrotted himself with at the Oscars.

Chastising the Saints Row games for stepping on a few toes in pursuit of laughs misses the point though. This is a game series that treats sacred cows with all the reverence of a killing floor. It makes no apologies nor should it. It comes with an adult rating after all.

While as a series it may perhaps never be taken as seriously as GTA now wants to be it deserves praise for daring to push the limits of bad taste in an industry that seems inexorably drawn towards safe bets. Given the collapse of its publisher THQ it seems clear that this commitment to style over sales was not made without a cost.

A still from Saints Row: The Third.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

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The “Yolocaust” project conflates hate with foolish but innocent acts of joy

A montage of selfies taken at Berlin’s Holocaust Memorial layered above images of concentration camps risks shutting visitors out of respectful commemoration.

Ten years ago I visited Berlin for the first time. It was a cold and overcast day – the kind of grey that encourages melancholy. When my friends and I came across the city’s Holocaust Memorial, with its maze of over 2,000 concrete slabs, we refrained from taking photos of each other exploring the site. “Might it be disrespectful?” asked one of my non-Jewish (and usually outrageously extroverted) friends. Yes, probably, a bit, we concluded, and moved softly and slowly on through the Memorial’s narrow alleys.

But not all days are gloomy, even in Berlin. And not all visitors to the Memorial had the same reaction as us.

A photo project called “Yolocaust” has collected together images of the Memorial and selfies taken there that young people from around the world have posted to Facebook, Instagram, Tinder and Grindr. In the 12 photos featured on the website, one man juggles pink balls, a girl does yoga atop a pillar, another practises a handstand against a slab’s base. The last of these is tagged “#flexiblegirl #circus #summer”.

Most of the images seem more brainless than abusive. But the implication seems to be that such behaviour risks sliding into insult – a fear all too painfully embodied in the first image of the series: a shot of two guys leaping between pillars with the tag-line: “Jumping on dead Jews @ Holocaust Memorial.”

Grim doesn’t begin to cover it, but the artist who collated the photos has thought up a clever device for retribution. As your cursor scrolls or hovers over each photo, a second image is then revealed beneath. These hidden black-and-white photographs of the Holocaust show countless emaciated bodies laid out in mass graves, or piled up against walls.

Even though they are familiar for those who learned about the Nazi concentration camps at school, these historic scenes are still too terrible and I cannot look at them for more than a few seconds before something in my chest seizes up. In fact, it’s only on second glance that I see the artist has also super-imposed the jumping men into the dead bodies – so that their sickening metaphor “jumping on dead Jews” is now made to appear actual.

The result is a powerful montage, and its message is an important one: that goofy, ill-considered behaviour at such sites is disrespectful, if not worse. Just take the woman who urinated on a British war memorial, or the attack on a Holocaust memorial in Hungary.

But while desecration and hate should not be tolerated anywhere, especially not at memorials, does juggling fall into the same category?

I can’t help but feel that the Yolocaust project is unfair to many of the contemporary subjects featured. After all, this is not Auschwitz but the centre of a modern city. If public-space memorials are intended to be inhabited, then surely they invite use not just as places for contemplation, grieving and reflection but also for being thankful for your life and your city on a sunny day?

The Memorial in Berlin is clearly designed to be walked in and around.  Even the architect, Peter Eisenman, has been reported saying he wants visitors to behave freely at the site – with children playing between the pillars and families picnicking on its fringes.

So how do we determine what is offensive behaviour and what is not?

A section at the bottom of the Yolocaust website also suggests (in rather sarcastic tones) that there are no prescriptions on how visitors should behave, “at a site that marks the death of 6 million people”. Though in fact a code of conduct on the memorial’s website lists the following as not permitted: loud noise, jumping from slab to slab, dogs or pets, bicycles, smoking and alcohol.

Only one of Yolocaust’s 12 photos breaks this code: the first and only explicitly insulting image of the jumping men. Another six show people climbing or sitting atop the pillars but most of these are a world away in tone from the jumpers.

The blurb at the bottom of the webpage says that the project intends to explore “our commemorative culture”. But by treating the image of the yoga performer – with an accompanying montage of her balancing amid dead bodies – in the same way as the jumping men, the artist seems to conflate the two.

In fact, the girl practising a yoga balance could be seen as a hopeful – if overtly cutesy and hipster – act of reverence. “Yoga is connection with everything around us,” says her tag beneath. And even if climbing the slabs is frowned upon by some, it could also be read as an act of joy, something to cherish when faced with such a dark history.

In an era when populist German politicians are using the past – and sentiment towards Holocaust memorials themselves – to rev up anti-immigrant, nationalist feeling, the need for careful and inclusive readings of the role of memorials in our society has never been greater.

Yolocaust may have intended to provide a space for reflection on our commemorative behaviour but the result feels worryingly sensationalist, if not censorious. Instead of inviting others in to the act of respectful commemoration, has it risked shutting people out?

India Bourke is an environment writer and editorial assistant at the New Statesman.