POP CULTURE Do
violent games with scenarios from real world cross the line?
The
Courier-Journal
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Thomas
Nord | |
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| "Grand Theft Auto 3" players can maim
or kill while stealing cars. | If you
watch enough violent movies, TV shows, music videos and, yes, even
commercials, after a while you are bound to get a little jaded.
So jaded that you start to develop an open mind, or an outright
insensitivity, to the violent shoot-'em-up video games that the
industry keeps firing onto the market.
Then something like "Under Ash" comes along and resets your moral
compass.
The premise is familiar to anyone who has played video games like
"Doom" or "Quake" -- armed with a weapon, you confront and kill
folks (who would like to do the same unto you) as you work your way
across a digital landscape.
What makes "Under Ash" different is that the perspective is of a
young Palestinian, and his targets are Israeli soldiers occupying
his town.
It is a new phenomenon in video gaming -- the move from fantastic
and violent scenarios to situations in which killers have real-world
agendas and the storylines come from CNN, not science fiction.
Take, for instance, "Hooligans -- Storm Over Europe," a game
produced in Holland and a popular seller on the European market. The
object is to lead a gang of soccer hooligans as it rampages through
a fictional city, coming up against the riot police and rival gangs.
Here's how the game's Web site explains it:
"You must kill, maim and destroy the opposing Hooligan teams. You
muster and control your faithful troops by administering drugs,
alcohol and of course a good dose of violence every now and then."
While neither game is popular in the States, Americans have
latched onto a rather grisly game called "Grand Theft Auto 3."
Created by the video-game company Rock Star, "GTA3" sounds benign by
today's standards, but the title is misleading.
Players, in the employ of a criminal mob, must steal cars. Anyone
who gets in the way -- cops, other gangsters, innocent bystanders --
is liable to end up bullet-riddled and bloodied.
"The content is, simply put, insane-ly brutal. . . . This is a
dark, gritty game," says GameSpy (www.GameSpy.com), a gaming Web
site. "You're a common street thug, and you break just about every
law that there is. . . . You'll interact with all sorts of gangs,
hookers, and corrupt cops. You'll be sent to murder people, to
destroy buildings, and to just generally ruin other people's lives.
It's really pretty good stress relief."
"GTA3" has been talked up by celebrity gamers like Colin Hanks
(the acting offspring of Tom Hanks) and, thanks to being banned in
Australia, has received lots of free publicity. It is moving off
store shelves like a hot-wired Ferrari.
"I got a lot of cops on the Louisville police force who love it,"
quipped Chris Fingar, manager of GameForce in Fern Creek. "The only
thing that bothers them is that you can kill cops (in the game)."
All three games probably were inevitable. Whether fueled by
politics or pure mayhem, advances in video-game technology have
forced creators into an arms race of sorts. With each passing
generation of games, the pressure increases to capture fickle
players who want the most realistic experience possible.
"I'm doubling my business every year," said Fingar, who said
GameForce is close to opening a third store, to join those in Fern
Creek and Valley Station.
Critics have lamented the rise in violent games, a trend that
seemed to take off in the mid-1990s with the popularity of "Doom"
and "Quake," so-called "first-person shooter" games that place a
virtual gun in the player's hand. Complaints about the games gained
power when authorities revealed that the perpetrators of at least
two school shootings -- in Paducah, Ky., and Littleton, Colo. --
were devotees of "Doom" and "Quake."
Gamers say the games are pure fantasy and just a good way to blow
off steam in a stressful world. And some of the criticism is silly.
Those who complain that World War II games like "Return to Castle
Wolfenstein" allow players to take on the role of Nazi soldiers seem
to miss the fact that war-simulation games have been around as board
games for many years.
But other critics are more on target when they worry about games
like "Ethnic Cleansing," a video game making the rounds of the
white-power movement. Modeled after games like "Doom," "Ethnic
Cleansing" allows a player to garb himself as a skinhead or a
Klansman as he scours an urban landscape for Jews, blacks and
immigrants.
Games like "Ethnic Cleansing" are not created by mainstream game
designers. They're the product of outlaw programmers looking to
spread a hateful message. Fortunately, groups like the
Anti-Defamation League are aware of this phenomenon and are working
to warn parents and educators about such games.
Fingar said he would never encourage or sell a game like "Ethnic
Cleansing," but he noted that readily available software makes it
fairly simple to turn already violent games like "Doom" into
something even more sinister.
"I have black employees and customers, so I would never want
something like that in here," said Fingar, whose store sells only
unmodifiable games for console systems like Play-Station2 and Xbox,
as opposed to PC games, which can be tinkered with. "It's immature
people who are making modifications to these games."
Then again, that all depends on your perspective.
Rudwan Qasmiyah, the Syria-based designer of "Under Ash," did not
respond to an e-mail sent to his company, Supersoft, seeking
comment. But in a message printed on the "Under Ash" home page,
Qasmiyah suggested that the game was in response to video games that
target Arabs, usually depicted as terrorists.
"The topics they handled were directed in a way which offends us
as Muslims and Arabs," Qasmiyah wrote. "In spite of the great deal
of hatred and violence such games were charged with, they succeeded
in sneaking to our houses and to the minds of our children and youth
who have been used to spend their times playing with them, firing
bullets from our backs or in front of us at the men of the
Resistance or at the soldiers of the Arab armies."
"Under Ash" is being sold via its Web site
(www.underash.com/emessage.htm), and a downloadable demo is
available.
Meanwhile, a review of "Hooligans -- Storm Over Europe" suggests
that it might not have much of a market in the United States.
"In spite of the interesting idea, this game is definitely not a
winner, and relies too much on senseless violence," noted ActionTrip
(www.ActionTrip.com), another gaming Web site. "And, as I doubt
there are too many football hooligans who are playing video games, I
somehow think this project isn't going to do too well on the
market."
It's a different story in England, which has battled with soccer
thugs for years. According to The (London) Daily Telegraph, the Home
Office, the government agency responsible for internal security, was
less than enthusiastic about the game. Chances are, such scrutiny
will only sell more copies.
"We do not anticipate any difficulty in getting the game in the
shops," one of the game's creators told The Daily Telegraph. "If you
look at the computer-game industry, there are many more violent and
morally reprehensible games out there. We got bored of games where
you have to fight ogres and trolls and just thought it would be a
nice, topical idea."
Fingar, meanwhile, said retailers can and should take measures to
keep hyper-violent games from falling into kids' hands. The game
industry has adopted a ratings system similar to the one used for
feature films, and Fingar said his staff is rigid about it.
"That's why we check IDs," said Fingar, who said 85 percent of
his customers are males between 17 and 25. "We gotta be able to
sleep at night."
But beyond that, he said, the violence is all part of the game.
"If you are mature enough to play it," he said, "you have a right
to play it."
Thomas
Nord can be contacted at tnord@courier-journal.com
or at (502) 582-4628.
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