Playable Remembrance: Part Three - Digital Perpetrators
Back to video games this week, where we will be taking the
lessons learned from the examination of Holocaust films and looking at a few
games that have directly addressed the issue. In my point of view interactive
media is the natural candidate for expanding on what has already been made in
the name of remembrance. Having any input in a subject, even if just by moving
joysticks with your thumbs, naturally makes the experience more personal to the
viewer or player.
But instead of making the most of this advantageous
position, game developers and publishers have largely steered well away from
traumatic real world events, with some notable exceptions, for fear of causing
offence, being accused of commoditising state sponsored violence, and these
subsequently affecting their profits.
Thankfully, there are developers and publishers willing to
take risks and utilise their mature rated games to discuss the crimes of the
past: one of these developers is MachineGames, who are responsible for the
continuation of the Wolfenstein series.
Their two entries into the franchise, The
New Order and The New Colossus,
are both set in an alternative 1960s where the Nazis won the Second World War
and conquered the world. The games also depict a scenario where the Nazis were
able to continue their genocidal policies.
The New Order
begins with the series protagonist B.J. Blazkowicz waking up in a Polish asylum
where he has spent the past 14 years in a coma. What is it that stirs the
player character? The sights and sounds of SS troops liquidating the patients
as they lay in their beds. This is a direct reference to the Nazis Action T4,
the systematic killing of people deemed to be “defective” which occurred in
Germany in the 1940s, and serves to show the player exactly what kind of world
has been built by the axis victory.
It is not just events like this that take inspiration from
reality, but characters and locations too. The main villain of the series,
General Deathshead, has been reimagined to become a caricature of Josef
Mengele, the sadistic SS “doctor” of Auschwitz who perform horrific medical
experiments on the inmates. He engages in extreme levels of cruelty and
violence in front of the player on many occasions, which helps the player
justify similar levels of violence against the Nazis that they face throughout
the game.
Whilst cartoonish depictions of evil are general tolerated,
no matter how grotesque, several critics have questioned MachineGames’
judgement on one of the levels in the game: the fictional concentration camp of
Belica. Belica is a real town in Croatia, and is close to the very real
Jasenovac extermination camp used by the Nazis and Croatian sympathisers to
kill Jews and Serbs during the Second World War. The
Times of Israel was particularly vocal in its displeasure of this levels
inclusion, asking “…was there a meeting at your organization when somebody
said, ‘…we’re making a video game set at a concentration camp, this may rub
some people the wrong way’?”, with a strong implication that it was insensitive
to the memory of those who died in the camps.
There are even those who argued the opposite; that the
level within the Belica Camp did
not go far enough in its portrayal of the horrors. When Jens Matties, the
creative director of Wolfenstein: the New
Order defended the team’s decisions regarding the level in question,
stating “it's a Wolfenstein game. We
are Inglorious Bastards. We're not Schindler's List”, there were some who
felt that this attitude was distasteful, specifically Luc Bernard, an
independent games developer of Jewish decent, who went so far as to say that
MachineGames had taken “what
the Nazis represent … and [MachineGames are] making it seem like a toy, a game”.
But despite this, The
New Order is critically acclaimed for its intelligent writing and fully
acknowledging the civilian cost of war as well as Nazism more than most games
that look to the Second World War for inspiration. Wolfenstein II: The New Colossus expands on this, by taking the
game to America and showing how a bi-racial society under Nazism would collapse:
Klansmen walk around town freely in their uniforms, aiding the SS in their race
law related duties; predominately black communities like New Orleans are walled
off and segregated from the rest of the country as city sized ghettos,
succumbing to liquidation when the Nazis have had enough.
In a surprising turn of events, Activision has allowed
Sledgehammer Games to take a massive risk in Call of Duty: WWII by having one of the central characters of the
game, the Jewish Private Zussmann, get captured by the SS at the Battle of the
Bulge. CoD: WWII’s epilogue has the other
characters searching every POW, labour, and concentration camp they find
looking for their lost comrade, before finally rescuing him from the end of a
death march.
The fact that this is in a Call of Duty game is staggering by itself, but the way it is
presented is pretty sanitary compared to Wolfenstein’s
efforts. The camp the player searches looking for Zussmann is, for want of a
better description, tidy. The barracks the prisoners were held in are burning
down, the bodies within are covered with blankets, only the odd hand is hanging
over the side of the bunks; the few uncovered corpses that are visible simply
look dead due to gunshots rather than starvation.
Whilst a valiant effort for such a major title, I still feel
Wolfenstein has addressed the
Holocaust better. The presentation is not sanitary: the inmates’ barracks are
shown as overcrowded and dirty, with the sound of flies heard everywhere; there
are emaciated bodies strewn across the playable area, and even striped uniforms;
and a two-legged forklift is used to murder a prisoner in the courtyard. Even
through the lens of an alternate history, there is no doubt in the players mind
that this camp is exactly the same as the camps in reality. CoD: WWII’s cleaner depiction leaves room for suspicion, with the
player feeling that this has only been included for dramatic effect. This is unfortunate
as this situation is based on the real-life ordeal that Jewish American soldiers
endured in the Berga labour camp, and the air of suspicion is uncomfortably
close to how the
US Army treated these men after the war, deciding that they were fantasists
and liars.
There is one other game that attempted to deal with
Holocaust directly, but ultimately failed. The aforementioned Luc Bernard’s own
game, Imagination is the Only Escape,
was due to be set in 1940s France during the Vel' d'Hiv mass arrests of Jews in
Paris, with the player assuming the role of a young boy in search of his
mother, whom he lost in the chaos. The pitch received critical praise for the
premise alone, with
PureXBox reporting that “the medium as a whole needs games like these to
materialize if it’s ever going to achieve any sort of respect when compared to
other forms of creativity, such as movies, books, or even art in general”.
There was also reportedly positive feedback from German and Jewish audiences.
Despite all this praise, we are still yet to see Imagination is the Only Escape aside
from a few screenshots and pieces of concept art. So where is it? Unfortunately, Bernard has been unable to find either a publisher or publish
the game himself, with several failed crowd funding campaigns over the past few
years. I suspect this is because Bernard is attempting to use the game and its
cartoon aesthetic in order to engage with younger audiences. This is a noble
idea, but utterly terrifying to publishers and marketing teams, and ultimately
drove the money away.
Thankfully we have games willing to explore other traumatic
events that hold less of a taboo status. With the centenary of the First World
War, there have been several games in recent years looking to explore the
soldier’s experience in the trenches. Games like Verdun, Tannenberg, and Battlefield 1 seek to educate the player
through gameplay experience: M2H and Blackmill Games sought to create a
realistic damage model for Verdun and
the Tannenberg expansion and focused
the gameplay around close quarter’s infantry combat; Battlefield 1 chose an arcade-style experience which empowered the
player, but included elements such as poison gas grenades, flamethrowers, and
tanks to provide gameplay elements that were oppressive and terrifying. The depth
of the sound design also goes a long way to enhance this, with soldiers
screaming as they are burnt to death, choking on the gas, or cut down by
machine guns.
It’s not just historical settings that receive this
treatment, but games with contemporary also take this learning through
experience route. Without a historical context, developers have been able to
place the player in the shoes of the ones committing war crimes. Call of Duty: Modern Warfare 2’s
infamous “No Russian” level is the clear example of this, with the player
engaging in a mass shooting in a Moscow airport. The generic conventions of the
first person shooter imply the player needs to pull the trigger, and the
narrative attempts to coerce the player into doing so too, but actually the
player can go through, more or less, the whole level without firing a shot.
In this sense then, the game attempts to punish the player
for compromising their morality, and indeed does so when the player character
is killed by the other terrorists at the end of the level. The player can
reflect on what they just engaged in, recalling the visuals of civilians
running for cover, screaming and bleeding out as the crawl away from the
terrorist mob. Previous iterations of this level were
said to have been even more traumatic, but cut due to fears it would be
seen as melodramatic.
Due to the threat of backlash, Infinity Ward made the entire
level optional for those who wished to skip “disturbing content”, but there are
some who felt that this
was a cop-out. An example of a game that truly forces the player to commit
atrocities is, of course, Spec Ops: the
Line. With its direct emphasis on the 2003 Iraq War, there are several
segments that are derived from actual events and war crimes committed during
the invasion.
The most infamous of the atrocities the game forces players
to commit is the “White Phosphorous” sequence. Inspired by American forces
using of white phosphorus shells, a type of explosive shell containing a
chemical that ignites on contact with oxygen and is banned from being used
against combatants by the Geneva Convention, as an offensive weapon against
insurgents in Fallujah and in areas where civilians were still present.
In Spec Ops, this
reformed into a section where the player and their team must use White
Phosphorous against rogue US troops in order to advance. Directed by a spotting
drone, the player’s last Phosphorous shell is aimed at a large tent. After walking
through the area they’ve just shelled, the player learns that the tent was full
of civilian refugees. Despite being forced into this situation, the game chastises
the player through its narrative: “They have turned us into fucking killers!”
shouts one of your team; a loading screen then tells the player “The US
military does not condone the killing of unarmed combatants. But this isn’t
real, so why should you care?”
But this is just a look at learning through gameplay
experience. Where I think traumatic events need to be discussed is not behind
the barrels of virtual guns, but through the use of educational games and
intrinsic systems of learning. This is what we’ll be looking at next week, from
games to museums to multi-media art projects. See you then!
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