Features// Is it a MadWorld of Violence

The bad guys are utterly throwaway cannon fodder

Posted 3 Apr 2009 17:48 by
In case you've just climbed out of a deep, dark concrete pit that you were thrown down because your violent rage was such that it endangered society – MadWorld generated some controversy in between its announcement and release. Last August, for example, The Daily Mail quoted Mediawatch UK director, John Beyer, as being so horrified by its portrayal of chainsaw-based violence that he said, "I hope the British Board of Film Classification (BBFC) will view this with concern and decide it should not be granted a classification."

Mass media hysteria was the order of the day.

On the flipside, the game's director, Shigenori Nishikawa, said, "I feel the type of violence you see in Tom & Jerry is very close to the type of violence you see in MadWorld."

Definitely some disparity going on there, eh? One of the questions we're left with is, 'Is the violence in MadWorld anything we should actually get our frilly knickers in a twist about?'

For the record - I'm not going to get into whether MadWorld belongs on the Wii or not. Personally, I'm quite happy for folk in a free market economy to buy appropriately age-rated games. The game's UK Chart début suggests that they're not bothered, but that's not the point.

The fact is, I found the violence in MadWorld to be thoroughly unaffecting.

My review of it contained the sentence, “the black, white and red colour palette of the game, combined with its heavily comics-influenced art style, takes the edge off much of the violence.” The Evil Editor raised an eyebrow at that. It's still, comic book art style or not, a representation of violence, he said. He thought it was pretty horrible.

But, I argued, the art style makes the violence so far removed from our experience of real violence that it fails to connect with it.

But then I considered Charlie Brown.

It was time for a think.

If Schroeder wandered into Charlie Brown's house and bludgeoned him with a horse cock, I'm pretty sure I'd be horrified (not to mention more than a little mortified). Peanuts is further visually removed from a real world representation of violence than the rugged black, white and red graphics of MadWorld.

Then I thought about Gears of War – another game with chainsaw action. That has plenty of blood sprayed across the landscape. It also has far more realistic graphics than the heavily-stylised MadWorld. Again, it left me fairly unaffected.

Then I thought about Maus, Art Spiegelman's graphic novel about the Holocaust which tells its story using mice – perhaps the most powerful portrayal of violence I've ever consumed.

Something was clearly wrong with my earlier theory.

Here's what it is... It's not the realism of violence portrayed in games, film, TV, comics or literature that gives it impact, it's the context – the conceptual structure surrounding it.

Charlie Brown getting his head staved in in Peanuts would be horrifying because you've been made to care about the characters and accept them as, in their own way, real.

Derek (played by Edward Norton) in American History X stomping a black criminal's head into the curb makes your skin crawl. In this case it's not because you care about the car thief, but because the tone of the film and the portrayal of events prompt you to accept its events as 'real'.

The horrors suffered by the characters of Maus is disturbing because a) you've been drawn into caring about them and b) you know, from history lessons, that they represent very real events.

MadWorld and, in my experience, games in general, don't portray violence that is genuinely upsetting because the context they present it in is too far removed from reality.

In the case of MadWorld, I daresay that I could have been in some way disturbed by the violence, despite its heavily stylised appearance, if it hadn't been so intentionally ridiculous. The whole set-up of Running Man-style death sports played out as entertainment is self-consciously ridiculous.

The main character (whose name I've already forgotten, he's so generic) is a knowing pastiche of Schwarzenegger-style he-men. The bad guys are utterly throwaway cannon fodder with nothing to hint that they are 'real' people. The manner in which they meet various deaths is so over-the-top that it fails to engage you emotionally in any significant way. In short, there's nothing to make you sympathise or engage with any of the characters in there or their situation, so why should you care about the violence?

One way in which violence's representation can give it more impact is to give it a realistic appearance. In games, however, even this is usually undermined by the game's broader context. Characterisation is often (necessarily, for the sake of gameplay) thin. The scenario is usually far fetched at best. The story, the world and the characters are all just structures to hang gameplay on. You're not prompted to suspend disbelief and treat it as real in any meaningful way.

If all else fails to detach you from in-game violence, there's always the mechanics of death. In a world where you can constantly come back and start again, why should you care about death and, by extension, violence? You might argue that this constant resurrection cycle is not the case for enemies and supporting characters, but enemies are usually just endlessly re-used clones while supporting characters don't often get much screen time because that would get in the way of the game's point – playing.

So, for me and, I suspect, the majority of gamers, in-game violence is seldom repulsive because it (willingly) surrenders any genuine connection between what you see on screen and our experiences and perceptions of real violence.

Or maybe I'm just a product of 25 years-worth of amoral, bloody media consumption who's become completely desensitised to violence and should be chucked down that concrete-lined pit...

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Comments

ohms 4 Apr 2009 23:26
1/3
I don't think I even saw blood like that in Tom & Jerry, not a valid comparison really, but I think portrayed violence affects different people, differently.

In my case, when I was 12, watching movies like Terminator or the Exorcist, I was never really shocked by the violence, gore, blood, just scared by the frightening aspects of the overall imagery. Not even the imagery actually. Kids imaginations run riot with scary stuff. Context matters little to children. The disturbing idea that's planted in a child's mind does much of the work.

The head-stomping in AH X is actually off screen iirc, so the revulsion there is all about what your imagination conjures up. Some of the best, or maybe worst, scenes of violence, are often like this (the ear hacking in Reservoir Dogs also), but it is the film that puts the seed of that thought there. We don't get this in games.

Today, some violence affects me more, because I am aware of real-world consequences of many things I see, that I know are not real. I have children now, I have a role to protect them from such things. The imagery can be disturbing, yes, but it's the context that is more relevant to me. Adults can tell the difference though, and choose not to watch/play something. Children's curiosity would always make them keep watching far longer than they should.

Game violence, how it can affect/corrupt youngsters is not an easily quantifiable thing, it could be worse than movie violence in some ways, now that you're holding the virtual tools of violence in your hand, there's no implied violence/torture here. I'm making generalisations here, maybe it's impossible to pin this down, but we cannot deny, it can have an effect on youngsters.

Adults can understand the images they see in a game (or movie), it's children who cannot always detach the real from the unreal, because what they imagine can be as real as their fears can make it. Banning is pointless, so really an enforceable rating system is all that's needed, and responsible parents. At least something could be done about the former.

Nothing can be done about The Daily Mail , unfortunately.
Joji 5 Apr 2009 13:39
2/3
Firstly, you have to look at where Madworld is coming from. Madworld is a japanese game, and japanese games haven't really done violence like this one has done before. Platinum Games chosen art style is akin to Frank Miller's gritty work,and taking a black and white approach is one of the bravest moves I've seen for a game in a long time, especially for a starting developer.

Since japanese manga also makes use of black and white well, at times for me, watching videos of it reminded me of the likes of Fist of the North Star, where the body parts fly like confetti, and blood is splattered like paint. Its over the top all the way, that your suspension of disbelief is in a good place. If you've ever seen the Fist of the North Star anime, it remains a classic film, for doing those kinds of things that manga and anime does so well. Exaggerated to the max and unashamed of it.

Platinum needed something with an edge, to make an impact and it worked well. I do feel that you shouldn't worry too much about its violence, Mark, which is very adult tongue and cheek at heart. In context of the games setting, it's taking influence also from the like of The Running Man, a book and film which in turn are both very bizarre, where man kind has progressed but also backstepped, into a type of neo gladitorial form of entertainment. Now in the Running Man film, its death scenes are brutal, but all the time through out, we are reminded that this is just entertainment. I think Madworld does this same thing, with the addition of its over the top commentry by comedians. John Dimaggio of Bender/Marcus Fenix fame is a former stand up comedian, and Gregg Proops is a well known comedian from Who's Line Is It Anyway, plus other films etc. As such, their comedy brings all the violence back down to earth, and that its just a game.

Tom and Jerry animations were always laced, in a lot of war propaganda and commmentry, which is funny to see now, and yet important to reference the views of that era. Unfortunately, the reason we don't see Tom and Jerry on TV anymore, is because of the PC crowd, who think the violence of it is too extreme. This is a real shame, since plenty of kids will never know the simple joys of such animation. So while Pokemon is popular, it does little to teach you about the real world. Fearmongers win again, in the name of lamely laced protectionism.

The world at large sees the results of real violence everyday on the news. Once you've seen the true darkenss, that's really going on out there, all films and other media have to do their best and hardest to keep shocking you, and in many respect can't match the real world. Do we sit and watch the TV news and web, searching for all the gory footage of true death and destruction? No, very few people do, and therefore while a mind can seem indifferent to such violence, many will humbly acknowledge how crazy humans can be, when we as a race, are unmasked for all to see, then move on, to the more important questions of why these things happen.

I'm sure many out there, will try to blame games for such violence, especially when there are school shootings etc. The truth, that many people of a certain age play games, never is risen, because in the quest for crowning blame, the news media carry the poisoned chalice, and hide the truth from sight. I'm all for keeping kids away from violent games, until they can play, understand and digest such games properly. Its up to parents to educate their kids though, preferably before they discover the forbidden fruit of GTA4, at a friend's house. In truth, I don't think games corrupt young kids, because if this were the case, films and movies would be in the dock all the time, and have to be proved beyond a shadow of a doubt. Kids, like all of us are learning and so corrupt themselves. They have a choice like all of us, play some GTA4, or watch that horror movie or walk away. Such allegations are made easier when the games industry does little to defend itself.

What does corrupt young kids is adult apathy, lack of understanding of themselves and others, teaching in right, wrong and respect from peer to child and vice versa. This is simple stuff that should start at school, and if necessary, become a part of school teaching. Despite any teachings which should still be encouraged, man is at best flawed, and whether teen or adult, some will go crazy in one way or another. I also think that's what is missing is early introductions to controlled violence for kids, such as martial arts. I truly believe, that if martial arts became part of school P.E in the U.K , in a similar way that it does elsewhere (or how boxing usd to in schools), all that discpline and respect would come back to kids again. In turn, with help of this, violence in the streets would drop too, as they'd rather be training and competing etc. My solution to a big problem...lol.

Violence is games, books and films is hard to make real, so its really down to the subject matter that's carrying it, to have varied impact. Madworld is a crazy action fest, almost born of a genius Joker like mind. While its violent and slapstick, its message underneath could be taken in the same way the Running Man was. Man is at bestgreedy savage beast still, despite any material, industrial and interlectual achievements. On top of that, I still think us beasts have a problem with admitting we enjoy such game/film/book violence, and thus lie to ourselves and others, in fear that others might think we like it in real life.

All people are different, so how you accept and digest anything, will appear different too.

Madworld, when I get a chance to play it, I'll play for fun and more importantly, because I'm not going to act it out for real. Hopefully, that 18 rating will stop kids doing just that too.

Sorry for the mega raply.
E-Henry 16 Apr 2009 16:23
3/3
Just thought I'd say, excellent and thought provoking article. It struck me though that the distancing between reality and art is really down to individual perception and prior experience. I recently watched Cannibal Holocaust and all of the acts perpetrated onto humans were without any real shock value - compared to the horrific (real) acts carried out on the animals in the film. This is partly because I'm a big horror film fan so seeing people butchered in semi-convincing savagery is all part of the fun and partly of course due to the needless cruelty of disembowelling live animals.

I assumed it was primarily the latter but I think now it's half and half.

Anyway, I'd like to see a follow-up article illustrating games that have (and should have) caused revulsion - and the games of the future.

P.S. When can I buy Ubisoft's "Salo - the game"?
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