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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Sunjeev Sahota’s The Year of the Runaways: a subtle study of “economic migration”

Sahota’s Man Booker-shortlisted novel goes to places we would all rather not think about.

This summer’s crisis has reinforced the ­distinction that is often made between refugees, who deserve sanctuary because they are fleeing from conflict, and “economic migrants”, those coming to Europe in pursuit of “the good life”, who must be repelled at any cost. The entire bureaucratic and punitive capacity of our immigration system is pitted against these ne’er-do-wells and their impudent aspirations.

Sunjeev Sahota’s fine second novel, The Year of the Runaways, now shortlisted for the Man Booker Prize, takes a closer look at “economic migration”. Why do people – many of them educated, from loving families in peaceful communities – leave their old lives behind and come to Britain? Are they fleeing desperate circumstances or are they on the make? When they arrive here, do they find what they were looking for? Should we welcome them, or try to persuade them to stay at home? The book illuminates all of these questions while, much to its credit, offering no simple answers.

Sahota interweaves the stories of three people whose reasons for emigrating are as individual as they are. Both Avtar and Randeep are from Indian Sikh families that might be characterised as lower-middle-class. Avtar’s father has his own small business – a shawl shop – and Randeep’s father works for the government. Both boys are educated and Avtar, in particular, is smart and motivated. But with employment hard to come by and no social security net to fall back on, it doesn’t take much to make leaving the country seem like the only option. Avtar loses his job, his father’s business is failing and he has high hopes of earning enough to marry Lakhpreet, his girlfriend-on-the-sly. Randeep’s family’s finances fall apart after his father has a psychological breakdown; their only hope of maintaining a respectable lifestyle is for their eldest son to take his chances abroad.

For Tochi, the situation is very different. He is what used to be called an “untouchable” and, although people now use euphemisms (“scheduled”, or chamaar), the taboo remains as strong as ever. He comes to Britain not so much for financial reasons – although he is the poorest of the lot – but to escape the prejudice that killed his father, mother and pregnant sister.

Tying these disparate stories together is the book’s most intriguing character, Narinder, a British Sikh woman who comes to believe that it is her spiritual calling to rescue a desperate Indian by “visa marriage”. Narinder’s progress, from the very limited horizons for an obedient young woman to a greater sense of herself as an active participant in her destiny, reminded me of Nazneen, the protagonist in Monica Ali’s Brick Lane. But Narinder is a more thoughtful character and here the Hollywood-style journey of personal liberation is tempered by a recognition of the powerful bonds of tradition and family.

Once in Britain, Avtar, Randeep and Tochi enter a world of gangmasters, slum accommodation and zero job security, with an ever-present fear of “raids” by immigration officers. They work in fried chicken shops, down sewers, on building sites and cleaning nightclubs. Health care is off-limits for fear of immigration checks. Food is basic and the only charity comes from the gurdwara, or Sikh temple, which provides help in emergencies.

Avtar and Randeep struggle to send money back home while living in poverty and squalor that their families could barely imagine (at one point, Randeep notes with understandable bitterness that his mother has used his hard-earned contributions to buy herself a string of pearls). In the meantime, their desperation leads them to increasingly morally repellent behaviour, from selfishness to stealing and worse. Even if they do eventually find a measure of economic stability in Britain, they have done so at the cost of their better selves.

It has been pointed out that the novels on the Man Booker shortlist this year are even more depressing than usual and The Year of the Runaways certainly won’t have raised the laugh count. At times I had to put it down for a while, overwhelmed by tragedy after tragedy. It was the quality of Sahota’s prose and perceptions that brought me back. He is a wonderfully subtle writer who makes what he leaves unsaid as important as the words on the page. A wise and compassionate observer of humanity, he has gone to some dark places – places we would all rather not think about – to bring us this book. Whether we are prepared to extend a measure of his wisdom and compassion to real immigrants, in the real world, is another question.

“The Year of the Runaways” by Sunjeev Sahota is published by Picador (480pp, £14.99)

Alice O'Keeffe is an award-winning journalist and former arts editor of the New Statesman. She now works as a freelance writer and looks after two young children. You can find her on Twitter as @AliceOKeeffe.

This article first appeared in the 08 October 2015 issue of the New Statesman, Putin vs Isis