Archive for the ‘Splinter Cell’ Category

The guy on the right has a daughter too, Sam. Did you ever think about that?

For me, Splinter Cell: Chaos Theory was about being Sam Fisher, Modern American Ninja, and fighting the battle for his soul as he walked the line between hero and monster. The game kept careful records of how you dealt with guards; you could sneak by, incapacitate them, or kill them, but violence reduced your score. Most enemies could be interrogated for more information by grabbing them from behind and making vague threats. You had separate buttons for lethal and non-lethal melee attacks, extremely limited ammo (you could have up to three clips for your assault rifle on each mission), and a wide variety of less-lethal projectiles to experiment with.

I felt like a real hero. I could work hard to avoid killing people as I achieved my objectives, and the game not only enabled that, it supported it. You’re the kind of person who prevents wars, stops trouble, and does so with the lightest touch possible. You could be an unstoppable assassin, but you aren’t. You’re better than that. You know you’re a hero because you go out of your way to do no evil. I would kill in self-defense, and then feel regret afterwards, wondering if Sam’s surrender would have been more ethical than killing innocent soldiers and grunts. I was given the luxury of thinking like that, whether I was up against naive South American revolutionaries, conscripted North Korean soldiers, or US veterans turned civilian contractors.

It hasn’t stayed that way. With Splinter Cell: Conviction, some people have talked about the inability to move bodies as indicative of the series’ turn toward action over stealth; personally, I’m more disturbed by the inability to complete the game without a huge body count. You can sneak through some areas, but others are unabashed action sequences in which you must systematically kill everyone in the room. Or a whole series of rooms. Or basically kill everyone in a multistory office building. They don’t count your kills and deduct them from your score anymore; quite on the contrary, they give you special tools so you can kill more people faster.

In Splinter Cell: Conviction, I wade through the corpses of my fallen enemies, and interrogate people by smashing their faces into concrete. I don’t feel like a good person. I’m not Batman, Dark Knight, doing what has to be done to protect the people from evil. I’m John Rambo, the empty male power fantasy. It’s kind of sad; like Rambo before him, Sam Fisher has been transformed over time into an empty, unstoppable killing machine.

The battle over Sam’s soul used to be mine to fight. But this time, the writers decided the outcome for me. He lost. He slid down the slippery slope and became a butcher.

So much for conviction.


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Batman and Joker
“You are truly incorruptible, aren’t you? Huh? You won’t kill me out of some misplaced sense of self-righteousness. And I won’t kill you because you’re just too much fun. I think you and I are destined to do this forever.”

Batman doesn’t kill people. It’s too easy: Once he does, he wouldn’t be able to go back to never killing. He’d do it again, and again, because it’s easier to solve problems that way. And where does it stop? He kills a killer, a rapist, then a drug dealer, a robber. A corrupt cop or politician. Bruce Wayne is a dangerous man, and Batman is just a vigilante. He can only justify his own existence by not killing people.

In most games, the player doesn’t have that freedom. They trivialize life: That businessman was funding terrorists, therefore, he deserved to die. This criminal was mugging someone, therefore, you can cut him down in a fight. If it’s just pixels on the screen to him or her, mass murder is meaningless, leading to the mindless and endless body count of most games. The player sits on their computer and kills dozens, hundreds, even thousands of simulated people, without a second thought. Even games with alignment systems and complex moral choices rarely give the player the simple choice to not murder by the truckload. It’s just not exciting otherwise!

In my plays of Tom Clancy’s Splinter Cell: Chaos Theory, I’ve been torn in many situations. You get a higher stealth score for avoiding a body count, but aside from that, there is no penalty on most missions for killing the bad guys. Several even have no penalty beyond score and severe chastisement from your superiors for killing civilians or allied soldiers. There are various less than lethal tools at your disposal for dealing with enemies, but often the easiest and most efficient solution to a problem is a bullet to the head. If you choose to ignore your score (and it doesn’t matter much to me), then the choice to kill or not to kill becomes one for you to decide for yourself. I like that choice — a lot.

The freedom to embrace a Batman morality to your heroism, declining to kill those you run across simply because they’re your enemy, is a freedom I crave in many games. I wanted it in Far Cry 2, and railed against the simulation boundary when it deprived me of the opportunity to play a character I could believe in. I want the freedom to play the fantasy of a badass hero who has the sense of mind not to become a heartless butcher of men — and the freedom to fall short of that ideal, to fail in its pursuit. In many games where I can’t do this, I’m shaken from the game, and lose some of my sense of immersion. Not everybody wants to enter a fantasy where the only answer to evil is to kill everyone. Sure, it’s easy to solve the problem by killing them. Batman would say it’s too easy.

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