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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Conjuring the ghost: the "shape-shifting, queer, violent, hippie genuis" of David Litvinoff

A new biography tracks down the elusive Kray confidant who became a friend of Mick Jagger and Keith Richards.

David Litvinoff is a mythic character to anyone with an interest in London during the Sixties. An intimate of the Krays, he was a tough and violent Jew from the East End. He was also a musical genius with an unrivalled knowledge of jazz, the blues and rock that made him a valued friend of Mick Jagger and Keith Richards. It was his ability to move from the East End to Chelsea, from the dives of Soho to Notting Hill, that was the critical factor in the extraordinary vision of London that Donald Cammell and Nicolas Roeg conjured into the film Performance, for which Litvinoff is credited as dialogue coach. And yet, even though all this is known and recorded, he remains a ghost, a figure who wrote nothing and who systematically destroyed all the records of his life he could lay his hands on. Even his exact role in Performance is shrouded in mystery. He is said to have dictated much of the script to Cammell. This biography claims that Jagger’s mesmerising song on the soundtrack, “Memo from Turner”, was in fact a memo from Litvinoff.

Multiple reports describe him as the most brilliant talker London had known since Coleridge, but although there are rumours of tapes they have always been just rumours. I’d have thought he was a figure who would defeat any biographer – a shape-shifting, queer, violent, hippie genius lost in a mist of hallucinogens – but Keiron Pim’s account of this extraordinary character is a magisterial work of scholarship. He tracks down all the living witnesses; he has also unearthed letters, and even some of those long-lost tapes.

The story that emerges is even harder to believe than the legend. Litvinoff came out of the Jewish East End but he was from one of its most talented families. His name was not even Litvinoff: his mother’s first husband went by that name but David was the son of her second, Solomon Levy. Long before he met the Krays or the Stones, he was a gossip columnist on the Daily Express, practically inventing the Chelsea set that shocked the prim Fifties. By that time he had met Lucian Freud, who painted him in an astonishing study, the working title of which was Portrait of a Jew. Litvinoff was furious when Freud exhibited it with the new description of The Procurer, and the bad blood between these two men, both of whom inhabited the drinking clubs of Soho and the Krays’ gambling joints, remained for the rest of their lives. In fact, it is Freud who comes over as the villain of the book, fingered by Pim as the man behind the most violent assault on Litvinoff: he was knocked unconscious at the door to his own flat, on the top floor, and awoke to find himself naked and tied to a chair suspended from the balcony, nose broken and head shaved bald.

I learned much from this book: a period working for Peter Rachman before he became involved with the Krays; sojourns in Wales and Australia when he was fleeing threats of violence. The big discovery for me, however, was Litvinoff’s encyclopaedic knowledge of the jazz and blues traditions that gave birth to rock’n’roll. He taught the Stones a lot but he taught Eric Clapton even more – they were both living at the Pheasantry building on the King’s Road, and Litvinoff seems to have had unlimited access to the most recherché back catalogues and the most recent unreleased recordings. The book traces, but does not comment on, a transformation from an amphetamine-fuelled hard man in the Fifties and early Sixties to the oddest of hallucinogen hippies by the Summer of Love in 1967.

But, for all Litvinoff’s knowledge, wit and gift for friendship, his tale is a tragedy. A man who could talk but couldn’t write; an out gay man long before it was acceptable, who seems never to have been at ease with his sexuality; a proud Jew without any tradition of Judaism to which he could affiliate. Above all, this was a man who lived to the full the extraordinary moment when London dreamed, in Harold Wilson’s Sixties, that class was a thing of the past. Back from Australia in the early Seventies, Litvinoff awoke again to find that it had indeed been a dream. His suicide in 1975 was cold and deliberate. He had outlived his time. 

Colin MacCabe edits Critical Quarterly

Jumpin’ Jack Flash: David Litvinoff and the Rock’n’Roll Underworld by Keiron Pim is publisyhed by Jonathan Cape (416pp, £16.99)

This article first appeared in the 25 August 2016 issue of the New Statesman, Cameron: the legacy of a loser