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Murder Sims: Modern Warfare 2 vs. Uncharted 2 -- Opportunity...but No Motive?
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Tuesday, April 06, 2010

Editor's note: Think Modern Warfare 2's kill-the-innocents No Russian level is controversial? Think again. Chris gives a new perspective on in-game violence and is willing to bet the mental welfare of his hypothetical future son on it. -Shoe


Devil's advocate time. Let's assume for a second that anti-games lawyer Jack Thompson, Fox News, the Daily Mail, and that Australian guy no one likes is right. Games! They're evil things, inspiring you to maim, murder, take drugs, engage in promiscuous sex, and become an all-round bad egg.

I bet you, my average hardcore Internet-equipped gamer friend, can feel your blood pressure rising already at the premise, right? Actually, both sides of the games-and-violence debate manage to irk me to no end whenever it rears its ugly head. Both the "we're an art form" and the "you're the anti-Christ" camps manage to inadvertently (or not) abuse statistics and syntax. Gamers with a little knowledge can happily call shenanigans when lazy journalists claim X percent of murderers have played a game at some point (correlation is not causation, so the two pieces of information may be irrelevant to one another).

Conversely, though, we in the games-loving camp will often tout papers by folks like Texas A&M University's C.J. Ferguson (check this for what is certainly a better researched debate than the one you're reading) as gospel truth that video games don't cause violence, when most with common sense will tell you no evidence of a link is not the same as evidence of no link. Just because -- as some joker put it -- your window's closed in the morning as it was at night doesn't mean I didn't sneak in your room while you were asleep and sniff all your underwear. Or something.

So with reasonable doubt on both sides, let's give the nutters the benefit of the doubt for a change, shall we? If games are harmful, what do you think is worse for a morally dubious teen to play?

    or        ?

 

Modern Warfare 2's No Russian level was as clear an attempt to court controversy as Mortal Kombat's Fatalities. It never really managed to gain all that much traction in the mainstream press, but it certainly had gamers talking before the title's release. This was all at once pushing the envelope and helping the medium to be taken more seriously and going a bit too far, depending on whom you listened to.

How you would play the shocking airport level in which you, cast as an undercover agent infiltrating a terrorist cell, are charged with shooting a terminal full of innocents was a major talking point for a while. Whether you went in and shot everyone up, just took in the atmosphere, or skipped the section altogether, it's hard not to argue the unsettling atmosphere of the scene (in isolation, anyway -- any artistic effect this might have had got lost by the rest of the game being just so undeniably silly).

Uncharted 2, meanwhile, was a spectacular blockbuster gaming romp. Garnering a Teen rating in the U.S., a 15 in the UK, and a moderate C rating in Japan (Japanese content ratings run the alphabetical gamut from A for "A-OK" to Z for "ZOMG, you just shot his head off"). Sure you'll find a splash of blood here and there, but the "Uncharted 2 killed my son" stories wouldn't hit the front pages of tabloid rags, would they?

Here's the thing, though -- I felt distinctly more uncomfortable with aspects of Uncharted than I ever did with Modern Warfare, and the difference is one of motive.

In MW2, the terrorists give you a machine gun and tell you to kill everybody standing in your way, but hey, you're a "soldier" -- it's your job. The game might call into question the morality of following orders in its own ham-fisted, shoddy way, but ultimately, little in your actions within the game can be too ethically dubious. After all, you're acting in self-defense most of the way. Even in No Russian, the backstory of trying to maintain your cover with the terrorists will help you live with yourself should you choose to open fire

Meanwhile, at the start of Uncharted 2, Drake -- that is, you -- sneaks into a museum to steal an artifact. He insists on dealing with the patrolling guards stealthily in a prior cutscene. It's shocking then, when halfway through the level, and merely as an excuse for a tutorial introducing the stealth takedown when hanging from a ledge, you pull an unsuspecting guard over a balcony and toss him to the jagged rocks some 70 feet beneath you.

And thus starts a cavalcade of killing. And while for the most part, the other guys are shooting first, with stealth attacks being a bigger part of this sequel over its predecessor, why do sneaky takedowns nearly always lead to a snapped neck rather than a choke hold and a headache a couple of hours later? Why does Drake -- so initially concerned about opening fire on people -- never question his own actions, instead rattling off cold one-liners? After all, here is no soldier, but a thief, and despite being so likable in his dialogue, his actions are incongruous with the character.

While MW2's violence in essential to the game's existence, you almost get a sense in Uncharted that the combat is there to pad the story and give the player something to do in between the spectacular set pieces and the platforming. For all its interactive-movie ambitions, an Uncharted film would inarguably have a much lower body count. Most telling is its self awareness -- in taking down the final boss you are challenged: "You think I'm a monster, but how many people have you killed, just today?" A valid point...but one that seems to have little influence on Drake.   

Gratuitous violence in games, then, doesn't so much have to do with opportunity to kill but the motives presented. To that end, I'd probably be happier if my hypothetical teenage son was playing Modern Warfare over Uncharted -- just as long as he wasn't spouting racial epithets online.

If you see my face in the paper in 20 years as the parent of a kid gone nuts, you'll know what to blame.

 
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Comments (12)
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January 29, 2010
It's interesting that you were more uncomfortable with the violence in Uncharted than Modern Warfare 2. For me, it's the opposite -- mostly because you're mowing hundreds of people down in the name of a country which is still murder no matter how you put it.

I have to say I enjoyed reading this article though, and it was refreshing to see a point of view that was somewhere in-between.
Lance_darnell
January 29, 2010
I agree with Brian, this article displayed a good point of view that not many people see. Whatever happened to the Sam Fisher style of "sneak by everyone and don't kill anyone?"
Default_picture
January 30, 2010
Sneaking by and killing nobody got pretty frustrating, so I am kind of glad that it is axed from a lot of games. It's okay sometimes, I guess, but I think games need to let you at least incapacitate your enemies.

Or, at least use the Tenchu model. If you get caught, the game gets really hard.
Mikeminotti-biopic
April 06, 2010


I think context is more important here than motive. Uncharted 2 takes place in a fun world of adventure, where everyone is very clearly either good or evil. I feel no less bad about the goons I kill in that game that I do the countless Nazis and Stormtroopers I've seen bite the dust in movies.


Default_picture
April 06, 2010


You're not the first (nor will you be the last) to point out the throwing the guard over the roof scene in Uncharted 2, and I'm not the first (nor will I be the last) to point out that if you look down, you can actually see the guard swim to safety.  And honestly, that museum chapter is quite possibly the only part in Uncharted 2 where the enemy isn't someone that would shoot Drake without a moment's hesistation, so the self-defense line of reasoning that you attribute to MW2 applies here just as well.  Why all of them would so dutifully follow Lazarevic's orders to their deaths is certainly a valid question, but Drake being willing to shoot at those who're shooting him is not such a leap that would make me question the character.


Hib1
April 06, 2010


Like Mike said, I think context is more important than motives. MW2 works under the pretense of being realistic (it is not) while Uncharted 2 has some evil Blue Men Group members running around a lost city.  Within the context of the game, killing those nameless goons is no more evil than Mario jumping on turtles or James Bond gunning down some more nameless goons to save Britain. And then again, the airport scene in itself isn't that bad, but the whole context around it and the brutal tonal shift between this particular scene and the one before and after it, that kinda screws over any potential that scene had.



But I do understand your point of view. If we talk purely about motives, Uncharted 2's gameplay and characters are totally out of sync.


Pshades-s
April 06, 2010


HEAR HEAR. This is a wonderful article, very playfully written. Your knowledge of the Japanese rating system impresses even me, and I live in Japan!





I never played Call of Duty so there's little I can say to its intent/emotional impact, but I definitely found the disconnect between jokey Nathan Drake and murderous Nathan Drake to be jarring. I also didn't care for the combat, which is why I stopped playing the game altogether, but that bizarre fusion of funny character with homicidal action wasn't doing Uncharted any favors.


Me_and_luke
April 07, 2010


I think Daniel brings up a good point here.  While I was certainly taken aback by the "No Russian" mission, the seemingly bipolar nature of Ezio -- Assassin's Creed 2's protagonist -- was almost as jarring.  Ezio's plotting and murderous demeanor inconsistently meshed with his sophomoric, charming, and easy-going persona early in the game.  It just didn't feel right.  As much as I lauded Ubisoft's attempt to give the main character a little more...character, I think Assassin's Creed 1's Altair was ultimately a more believable assassin.


Default_picture
April 07, 2010


Amy and Evan covered the topic of violence in Uncharted extensively in a 1up interview:



 "...you almost have to take the gameplay as a metaphor. Maybe that's going to sound like a cop-out, but, we want the game to be fun at the end of the day. It's not to be taken seriously."



 http://www.1up.com/do/feature?cId=3175544



 Also, in the moment when Drake pulls the museum guard off the roof, if you watch closely, the guard comes up to the surface of the water and swims away. 



 



  


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April 07, 2010


Funny how certain aspects concerning Uncharted 2 comes up considering I just finish the game a few hours ago. There's quite a few things that I felt were off putting by the game (many of which I'll eventually bring up in an article I'm going to work on),but what I did notice was the mash of Nate's witty personality amist the fact that he was killing off a bunch of nameless soldiers guys working for a sadistic war criminal lunatic. The part that Chris Carlton mention where Lazerivic asks "You think I'm a monster, but how many of my mean have you killed, just today?",made me think about how the the fighting aspect of the game seemed thrown in just as filler for everything else that pieced the game together,and how the stealth action for that matter was just shoddy and not up to par to other games that have pulled it off right.That asides,as far motives,the correlation between it and Modern Warfare 2 are not quite as distinct,rather that as for as the moral choices go with MW2 you're shooting the bad guys because it's your job--save for the No Russian level,that was basically pushing freedom of expression and art form abit too much just to garner attention--while for Uncharted you're shooting them because they started it.


Profile_pic
April 07, 2010


Yup, yup, yup. I'm totally with you. I wrote a similar blog about Uncharted 1 but wasn't happy with the ending, so it's been sitting in my Drafts box for the last four or five months.


Default_picture
April 09, 2010


my hyperactive spam filter meant I only just realised this got front paged (cheers Shoe) and I had to go back and read through it to remember what I'd actually written. Good comments all- context is indeed important though the disconnect between Drake's personalities isn't endearing as Daniel points out (by the way dude, don't know if you were here when they made the switch from the more understandable numbers to letters- there was a big fuss about keeping the Z rated games out of the hands of kids and in their own special section, but it just lead shops to make big red signs directing you to the Z rated games shelf and presumably helping sales if anything. Japanese censorship and age ratings is an interesting topic I might delve into at some point) .


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