Editor's note: Suriel asks a difficult question about the limits of a video game as an expressive experience. I'm not sold on the idea that a first-person shooter can provide the deft touch that a topic like genocide requires. Perhaps it's possible in another genre, but even then, I have my doubts. It seems Suriel agrees. -James
Watching the movie Hotel Rwanda in my AP English class over the last couple of days, I began to take interest in the Interahamwe Hutu tribe soldiers -- more interest, in fact, than the Tutsi refugees they were attempting to kill. I'm not callous to the plight of the Tutsi, and I'm not siding with the Hutu. I just had a morbid curiosity about the convictions of the soldiers and the conditions of a nation that could lead to the genocide of over 100,000 people.
As many of you likely know, the reasons for the genocide are complex and would take too much time to detail here. What's important for the sake of this article -- and how it relates to video games -- is the way that the Interahamwe serve as the villain in Hotel Rwanda: In many respects, they are an enemy more dangerous and unnerving than any of the zombies, armored soldiers, or monsters that serve as cannon fodder in many titles.
Perhaps the scariest thing about the Interhamwe is our inability to reconcile their behavior. With Nazis, most people are somewhat aware that the leaders were horribly corrupt and demented individuals, and the young people on the ground were following orders like any other soldier -- for them, it wasn't personal.
More fantastically, we also know a monster's line of reasoning: instinct. Whether they're animals trying to feed themselves or genetically engineered mutants designed to kill, enemies without rational thought scare us because we cannot relate to their thought processes. Shawn Elliott wrote a blog discussing just this sort of thing. Ordinarily, it is difficult to justify the death of a human who doesn't know any better, but zombies, he states, “are superficial humans who've lost their human essence.” That is why they're one step above animals on the horror spectrum. We cannot understand what being a zombie would be like, and therefore, we fear being like them. This allows us to feel righteous about killing these empty shells.

The Interahamwe soldiers that massacred their fellow countrymen fall completely outside either of these classifications. Most were eager participants in the slaughter and were completely aware of their actions (though the soldiers forced some Hutus to commit murder). This crucial difference creates a gap in understanding their motives and makes them much more eerie. Most of us simply cannot fathom why people would ruthlessly murder their own kind en masse.
How can video games duplicate such powerfully moving enemies? Inherently, they can't: A lot of the fear the Interahamwe generate comes from the fact that they are a real group that committed real crimes -- much like international terrorist organizations. No matter what we do within the confines of a imaginary world, we know that at the end of the day it isn't real. Fiction is certainly capable of conveying the emotional weight of genocide, but no matter how well it does that, it can't come close to actually being a part of the event.
Logically, Nazis would fall under this category, too. But unfortunately, they've worn out their welcome in the gaming world, and sadly, the medium has poorly portrayed the Holocaust they committed. At this point, Nazis have become caricatures.
Another problem specific to video games is the aspect of failure. No matter how powerful a scene in a game is, it loses much of its impact if you have to retry the sequence again and again. Assuming that a video game about the Rawandan genocide was possible -- and that it could somehow pay the subject matter the appropriate amount of respect -- the people you would be fighting or fleeing would eventually lose their ferocity..
Can games create enemies that are as frightening as those in the real world? Honestly, I don't think so. The hordes of Nazis we fight will always be scarier to our in-game avatars than they are to us.














