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#in general a lot of them fall into the tech bro mindset and end up getting stuck in their own idealogies
sights-on-the-scifi · 5 years
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Violence in MASS EFFECT.
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Alright Tumblr i’m gonna try even harder to satisfy your content laws... God I hope this posts.
MASS EFFECT 2 Marked a change in the creative direction of the series in many ways not just limited to style and presentation. But also in how it tackled violence in its narrative and gameplay.
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It developed a near uncritical affection for its violence. Removing any semblance of scepticism towards its application with exception to a few storied and mechanical instances all for which will be talked about as we progress.
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VIOLENCE IN GAMES AND OTHER FORMS OF MEDIA AS A WHOLE.
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Before we begin ill like to explain to you why violence in a video game is so fun to the player on a mechanical basis. You see video game violence is complete fantasy that much is obvious just from looking at it I hope, it has no real basis in reality. For example the simple fact being that you are interacting with simulated combat via mouse and keyboard on a flat 2D surface, not with your hands, feet, arms, firearms, grenades and depth perception... Some games like the first CALL OF DUTY title go out of their way to communicate this very important distinction to you with its death quotes system, which communicates a famous anti war saying every time you die on the digital battlefield, and you do die a lot in the game so the words always have time to sink in...
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The chest high wall games of wack a mole and close range engagements you typically find yourself in are inherently ridiculous, but something that is true about these portrayals is the deep psychological stuff that occurs in the back of your mind through play.
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Fight or flight. Those instinctual, primal/animal like areas of your mind that govern responses to threats and general dangers that were extremely useful during our species evolutionary development as hunter gatherers, if a game is designed well enough it can take advantage of those responses and insert them into game-play loops which encourage positive reinforcement when taking down digital combatants... These are the things games tap into and the things military companies etc also tap into as part of training or recruitment programs especially in modern digital age armies where focus groups have to find new ways of getting young people interested in soldiering without conscription and a national crisis to absorb individuals into service positions. Anyone has the capacity to be violent and become a killer you need only the right training and psychological conditioning and in the army that is one part of basic. Popular video games and films provide you with that psychological training in a very subdued, consumer friendly fashion and that is through desensitisation. “Image training”
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It is turned into a power fantasy, for military recruiters it is also an effective strategy for recruitment purposes.
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“War is delightful to those who have not experienced it” Erasmus.
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Violence in real life is brutal, random and horrifying even in a domestic sense to any sane or normal person with the capacity for human empathy (Though sometimes there are forms of desensitisation that override this), not even most soldiers who undergo psychological conditioning to be able to kill are immune to this trauma. Violence is not fair, violence is not graceful and more often than not it is also used irresponsibly in any situation where in it is absolutely necessary to be used, even then those situations are themselves questionable. Especially in present day conflicts waged overseas out of sight and mind of the general public for wealth, oil and resources.
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I have experienced forms of domestic violence throughout my childhood such as being beaten by my parents and having animals ordered to attack me, I understand how awful it can be to live in absolute fear and experience excruciating pain and misery as a result of this so making a post like this I hope makes you think about this a bit more from that personal lens too.
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Games and movies on their own dont cause violence that much is certain from studies no matter how vivid their depictions get, but they do desensitise you to its realities in strange and weird ways both mechanically, visually and also sometimes in the narrative. (Until we can someday reach the point where in we can perfectly simulate reality and violence there is no way in hell military companies are going to rely on it exclusively to train soldiers). But they can rely on the positive mental associations they bring to warfare.
HOW MASS EFFECT 2 PORTRAYS VIOLENCE.
MASS EFFECT is by no means a game that is used as a vessel to drive up real world military recruitment, there is no indication of official army endorsement since it is just a trilogy of science fiction video games after all. But it does include violence that tries its very best to make you the player think its wicked cool in addition to finding it fun if the game-play loop is effective enough. Which in ME2 it is especially effective and the marketing wanted to push that.
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So how does MASS EFFECT 2 and to an extent MASS EFFECT 3 make its violence so fun and “Cool”... Ill break this down into a variety of factors starting with your enemies.
DEHUMANISATION OF COMBATANTS AND KNOWING YOUR ENEMY.
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MASS EFFECT 2 takes players to the Terminus systems and other parts of the galaxy that do not fall under official council law, so naturally this means there is an seemingly over abundance of private military and mercenary organisations. But ME2 is not interested in what these things represent completely, more so it is interested in using their presence as a convenient means to provide the player with thousands of disposable henchman to shoot, stab, pull and blow up in a variety of fun and exciting ways!... (Those gamified ways) All the while giving you the excuse to not feel bad while doing so no matter how cruel you are in the application of your response to incoming fire.
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In fact throughout the whole ME2 experience you probably kill more mercenaries comprised of Turians, Humans, Asari, Krogans, Vorcha and salarians, more so then you do the Reapers or Collectors who are supposed to be the primary antagonists of the series... Which it seems is pretty antithetical to the overall themes of uniting the galaxy to fight a common threat which threatens all life, perhaps you have already done the job for em in this regard. What you are seeing here is a form of precision engineered dehumanisation of combatants for purposes of providing a player with something to shoot and kill without much thought and sympathy... and the military also employs this tactic in real life to dehumanise other humans for soldiers to shoot and actually kill.
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Make your enemies faceless, inhuman or “irredeemable” cannon fodder and the feelings you get for uncritically slaughtering them all are palpable, especially with such entertaining gameplay systems that make the whole endeavour that much more exciting. The same was true for Cerberus in ME3 effectively turning the whole organisation into faceless storm-troopers with filtered voices and intimidating armour again another form of enemy dehumanisation in addition they are all conveniently indoctrinated so thats another justification hooray!. More bad guys to shoot right?
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You dont have to feel bad if there is nothing to feel bad about right? You are Commander Shepard! Or a soldier in the military you are right in all actions and decisions you make by virtue of the fact you fight for a cause like stopping the Reapers.
VIOLENCE AS AN ONLY MEANS TO A DESIRED END.
Despite MASS EFFECT’S status as an RPG experience, the games rarely if ever provide you with substantial opportunities to employ diplomatic solutions to various problems where in it would seem feasible that it can be at least attempted.
Most of the time you will be exhausting dialogue options on a screen and shooting faceless thugs behind chest high cover throughout the entire experience.
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In the narratives themselves this refusal to resolve conflicts peacefully are actively supported by characters or hand waved as being frivolous by the plot and sometimes even Shepard himself. Kill or be killed rains supreme in again, But in real life that mindset is far from being realistic or preferable.
THE BADASS CHARACTER CLICHE.
Something that will severely age the MASS EFFECT 2 experience is its over reliance on making every single character a BADASS stereotype. Even beloved Mordin Solus falls victim to this strange fixation with violent attributes and histories being considered wicked cool bro! In combat Mordin will utter lines that hint to the fact that he very much enjoys the killing he is participating in.
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“Killed that one!”
“Thought I was harmless did you?”
“Oooh headshot!”
“Here... Enjoy” (Plays during times he sets people on fire with his tech attacks)
He also lists at one disturbing point in the story, all the ways in which he has killed people. Which includes using lethal drugs and... farming equipment, thats funny right? Actually MASS EFFECT 2 seems to include a lot of moments like that in where people list off hilarious methods they have used to kill people.
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Every character in one way or another has the capacity to kill and does kill, they kill quite a lot of people actually and in some cases this is celebrated with gleeful enthusiasm by the plot.
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Even Shepard can participate in a little bit of casual BADASSERY no matter if you are renegade or paragon. Be that shooting through hostages, threatening Batarian thugs, shooting Konrad in the foot or generally acting like a ruthless prick all for the fun of it like when you trick a injured mercenary into thinking he is going to die from minor wounds. This is a stark contrast to ME1 which at least tried its best to codify violent or aggressive acts as morally questionable. You are the first Human spectre in that game after all a shining beacon to all humanity in the new frontiers of space, what you do in that story is emblematic of the attitudes the whole of humanity express going forward.
Jack is probably the most blatant example of this new approach to violence the series took for reasons I have already described in previous posts.
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To be clear, I’m not saying MASS EFFECT 2'S inclusion of glorified fantasy violence is entirely a bad thing. I just think that if you are gonna include violence you best be a little more intelligent when it comes to its usage in mechanics and narrative. Because it can be a powerful thematic tool if used right, in some cases there are moments in ME2 wherein it does get used extremely well but those moments are also still few and far between.
We can do so much better.
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