Uplink
18
The Geopolitics Issue
January 2010
•
A Pirate Manifesto
•
Call of Duty 4 Modern Warfare 2: Infinity Ward Gets It Right
•
Uncharted 2: Naughty Dog Hits Postcolonial Paydirt
Introduction
The holiday season is here, which means
yet another batch of data confirming what Uplink has long predicted
– namely, the moment the PS3 hit the magic price point of
$300 (the equivalent of $200 in 2000 dollars), the three-console market
would shrink to two. Since the price cut, the PS3 has significantly
outsold the Xbox360, despite being $50 to $100 more expensive than the
latter, and Microsoft's market share has plummeted from roughly
one-third of world home console sales in 2006 down to about one-fifth
in 2009. As a console-agnostic publication, Uplink sincerely hopes
Microsoft learns its lesson, and never again skimps on hardware design,
first party studios, or customer support. That said, Microsoft will
have to wait until the beginning of the next console cycle (starting in
late 2011 or early 2012) to seriously challenge its competitors.
The unifying theme of this issue is
geopolitics, a.k.a. the study of the role of natural, social and
economic geography in shaping human history. As the preeminent art-form
of the transnational era, videogames are unusually sensitive to
geopolitics, for three main reasons. First, videogames are a digital
art-form. They cite, quote and pastiche a planetary library of music,
scripts, images, texts and performances. Second, videogames have a far
lower barrier to entry than other mass media. Not only are they easily
copied and disseminated, but they depend more on universal categories
such as player skill, rather than more specialized forms of linguistic
or cultural knowledge. Third, games are not dependent on advertising
revenue for their sales, which means they are accountable to a
transnational audience in ways other mass media cannot match.
As a result, videogames were the first
mass media to rethink and reinvent geopolitics for the post-Cold War
era. This is nowhere more apparent than the videogame culture's
reappropriation of one of the oldest geopolitical tropes of them all,
namely piracy. Nowadays, piracy has become the favorite scapegoat of
the mainstream Anglo-American media. Just as the US military-industrial
complex wants to brand everyone on this planet as a terrorist, and just
as the US medico-insurance complex wants to reduce all US citizens to
lab rats, so too does the US media-telecom complex, a.k.a. Big Media,
want to turn all of us into copyright criminals.
It is thus high time for those of us who
live, work and play in the digital commons to transform the term
“pirate” from corporate epithet to citizens' badge
of honor. To that end, Uplink
presents its very own pirate manifesto.
Next, we review two of the most pleasant
gaming surprises of 2009 – Infinity Ward's Modern Warfare 2
and Naughty Dog's Uncharted 2.
Both are blockbuster titles, and both
are excellent examples of how videogame culture is channeling
geopolitics in politically astute ways.
A
Pirate Manifesto
“Perspectives must be produced which set the world beside
itself, alienated from itself, revealing its cracks and fissures, as
needy and distorted as it will one day lay there in the messianic
light. To win such perspectives without caprice or violence, wholly by
the feel for objects, this alone is what thinking is all
about.” – Theodor Adorno, Minima
Moralia
(my own
translation)
We live in the epoch of digital culture.
Each year, the means of digital production (computers) become cheaper,
the speed of digital distribution (bandwidth) becomes faster, and the
modes of digital organization (online communities and cellphone
networks) become more ubiquitous. In the past, this was narrated in
terms of specific aspects of digitalization – e.g. the rise
of the digital media, key infrastructures of the transnational economy,
or the invention of new forms of collective association and solidarity
in the post-Cold War era. Today, it has become apparent that the single
most profound change ushered in by the digital revolution is the sum
total of all these processes – or rise of the digital commons.
The pre-digital commons, as the work of
Peter Linebaugh and other historians have shown, gave us such wondrous
achievements as human rights, parks and environmental protections,
public libraries and education, and the ideal (if not always the
reality) of justice for all. Today's digital commons has not simply
built on these achievements, but has gone further, thanks to one of the
most stunning role-reversals in world history.
For thirty-five years, neoliberalism,
a.k.a. the ideology of market fundamentalism, held sway over most of
the planet. Wall Street and its minions unleashed wave after wave of
privatization, IMF-dictated austerity, and manic speculation across the
planet, ravaging entire continents like the remorseless Chimera in
Insomniac's Resistance franchise. One of the keys to neoliberalism's
dominion was its control of the airwaves. Just as late 19th century
Victorian liberalism deployed newspapers and the telegraph to secure
its rule, late 20th century US neoliberalism deployed Hollywood
broadcasting and US consumerism.
Yet there was one adversary
neoliberalism could never tame or suppress: the digital commons. For
decades, the commons patiently eluded the grasp of the digital
capitalists, silicon rentiers and Wall Street Bubble-meisters, who
thought their wealth and power meant that they alone controlled the
weave of digital history. What they could not know was that the more
they transformed the planet into a single interconnected market, the
more the digital commons spun invisible webs of trust, solidarity and
community. Quietly, with almost no fanfare, the digital commons took
root in what Adorno would have called the cracks and fissures of the
neoliberal world-system.
In 1984, the digital commons could be
glimpsed only in the elite reaches of a few scientific establishments
and the pages of William Gibson's Neuromancer.
As late as the
mid-1990s, its most prominent manifestation was a few hundred million
email accounts, and only a few savvy social movements (most notably,
the Zapatistas in Mexico and assorted environmental groups) had begun
to grasp its political potential.
Today in 2010, the digital commons has
become a transnational reality. Its networks, cellphones, digital
cameras, and videogames have smashed the broadcasting monopolies of
one-party states and corporate newsrooms alike. Its cellphone
solidarities have ignited social revolutions and spawned developmental
states throughout Eastern Europe, Latin America, South East Asia, China
and Eurasia. Its videogames and social networks unite the planet. It is
where 3 billion of us live, work, play and communicate, and best of
all, billions more will be joining us over the next five years.
Ironically, despite their claim to be
agents of modernization, the hegemonic media industries of
neoliberalism – we will call them Big Media for short
– have refused to acknowledge the digital commons. Instead of
embracing the future, Big Media has waged its own version of the US
Terror War in a doomed attempt to preserve its past dominance. But the
target of this terror war is not the chimerical figure of the
terrorist, but the equally chimerical figure of the pirate.
Why is this so? Because after decades of
fleecing consumers, Big Media is on the run.
For almost a century, Big Media has
delivered some of the worst news reporting and lousiest programming on
the airwaves. This is not the result of any moral failing on the part
of its executives, or poor judgement by its owners. It is because Big
Media earns its profits by chasing after the annual $450 billion (this
is Zenith Optimedia's 2008 estimate) spent worldwide by corporations on
advertising expenditures or “ad spend”. This is
about two times greater than the sum total of all the media directly
purchased by consumers worldwide. Put bluntly, we consumers do not get
the mass media we pay for, we get the mass media that corporate ad
spend has bought and paid for.
The digital age is a mortal threat to
this state of affairs. The media revolutions of the 20th century
– radio, film, television, and cable TV – all had
the same basic model: a single pipeline financed by advertising money.
To oversimplify a long and complex story, only a few giant oligopolies
had the financial muscle to build such pipelines, and once they were
operational, consumers had literally nowhere else to go to get their
media content.[1]
Not anymore. In the digital age, the
pipeline model has been replaced by proliferating and overlapping webs
of broadband, satellite and wireless access-points. Consumers are
increasingly downloading what they want, and when they want it, on the
device of their choice. But instead of investing in the new media or
pioneering new business models, Big Media has spent most of its energy
buying off the US Empire's political class, showering hundreds of
millions of dollars on campaign donations and lobbyists.
In the 1980s, the US Congress allowed
Big Media to become even bigger and more monopolistic. This did nothing
to improve the quality of the media, but did pad its profit margins
handsomely. By the 1990s, Big Media's lobbyists were writing some of
the most atrocious copyright legislation ever passed into law (e.g. the
1998 DMCA).[2] When Big Media wasn't suing file-sharers for the heinous
crime of downloading a few songs in MP3 format, it was lobbying foreign
governments to pass toxic trade and intellectual property treaties
which would allow Big Media to exploit captive markets overseas.
Thanks to these efforts, Big Media has
wrought a true miracle. It has created more criminals than any other
institution in human history.
How did it achieve this feat? Simply,
Big Media has redefined piracy as any form of cultural sharing which
does not allow it to extract monopoly-rents for its overpriced, shoddy,
and frequently exploitative products. Where Wall Street's market
fundamentalism destroyed the illusion of the free market of capital, by
running wild in Olympian-sized speculative follies which then required
titanic government bailouts, neoliberalism's copyright fundamentalism
has destroyed the fiction of the free market of culture, by
criminalizing any cultural transaction which does not enrich Big
Media's shareholders.
If you share, you're a criminal. If Big
Media had its way, most of humanity would be in jail right now.
Ever borrow a library book? A nefarious
deed of copyright criminality! Pay top dollar for a new book. (Can't
find a new copy? Not our problem.) Ever watch a DVD with a friend? An
outrageous act of socialism! Charge them the full ticket price for the
use of your TV and DVD player. Be sure to charge extra for food. Give
eight-year-old children free textbooks? The nerve of those little
parasites! Chain them to a bunch of textile machines until they've paid
for their schooling.
These may sound like wild
exaggerations. But they do not extrapolate very far from the real-life
agenda of neoliberalism. Libraries are being destroyed by budget cuts
for public services, while e-book services want to charge you for
downloading classic texts which ought to be the non-commercial heritage
of all humanity. Movie companies are constantly trying to criminalize
media file-sharing by fans and artists. Neoliberal politicians want to
subsidize edu-preneurs and elite schools while slashing funding for
public education, thereby driving non-elite teenagers into dead-end,
non-unionized service jobs for the rest of their lives.
Accumulate, accumulate, and to hell with
human beings and the ecology – this is the Prime Directive of
capitalism.
Purchase, purchase, and to hell with
quality or community – this is the Prime Directive of
capitalism's culture-industry.
The market fundamentalism of the former
is the copyright fundamentalism of the latter.
That is why, instead of bemoaning this
state of affairs, Uplink heartily embraces the culture-industry's term
“pirate”. Yes, Big Media, we are your worst
nightmare come true: we citizens of the digital commons are pirates. We
are outside your law, because your law is unjust. It is the despotism
of greed, camouflaged in the rhetoric of consumer choice.
There is no choice without freedom. But
neoliberalism's freedom is the freedom of the few – those who
already own everything – to take everything from the many
– those who own nothing at all. Beneath its consumer-friendly
veneer, market fundamentalism seeks to transform everything human
beings have ever made, or will make in the future, into a commodity.
But when everything is reduced to a
price tag, then nothing is worth anything anymore. Any crime against
humanity and any despoliation of the environment can be legitimated
with the simple excuse, “It was profitable to do
so”. Trashing the ecosphere will eventually exterminate all
human life on the planet, but that's not a cost which shows up in the
weekly balance-sheet, does it? Mustn't disappoint the shareholders at
the next conference call!
Instead of following the dictates of
total greed, the digital commons follows the logic of total access.
Instead of monopolizing the trading-routes of information, the commons
opens up the possibility of equal informational exchange for all.
Real pirates don't plunder, real pirates
share. The overwhelming majority of what Big Media demonizes as piracy
is simply sharing, i.e. the non-commercial redistribution of digital
copies of music, film, television, literature, media, games and much
else besides.
When physical goods are shared, they are
taken from (or donated by) someone, and then given to someone else. But
digital sharing is different: it does not create scarcity. When you
share a file, you are allowing someone else to make a perfect copy of
the original. Your ability to use the source file is in no way
diminished.
Of course, if someone acquired a digital
copy and then tried to re-sell that copy, that would indeed be
unlawful, though the charge would not be theft, but potential
infringement of the creator's license to control such sales. But this
is not how the overwhelming majority of file-sharing works. Each year,
the costs of creating, storing and distributing files decreases, to the
point that charging for access becomes less and less relevant, and
finally more trouble than it is worth.[3]
To paraphrase web visionary John
Gilmore, the Internet interprets both censorship and pay walls as
damage, and routes around them.
This is not to argue we are headed for a
completely non-commercial culture. Markets and monetary systems will be
with us for some time to come. The point is that the digital commons is
accelerating the emergence of non-commercial forms of cultural
production, distribution and consumption, on a transnational scale.
What neoliberalism never understood was
that most aspects of human life never have been – and never
will be – financialized. After all, money-making isn't what
makes us human. Even bank accounts earn money of their own accord, via
the miracle of compound interest.
What makes us human is our capacity for
friendship and romance, for joy and sorrow, for nostalgia and
anticipation, for child-raising and remembrance, for story-telling and
teaching, for creativity and play – for a thousand things
which have no price tag, and are therefore priceless.
That's why our piracy is not interested
in taking the oligarchic spoils of Big Media and handing them over to
another set of oligarchs. We have something far more dangerous in mind:
the abolition of oligarchies altogether – a polite way of
saying, ending the dominion of capital over the mass media, a crucial
step in ending its domination of human society.
Where Big Media seeks to monopolize
culture, pirates seek its democratization. Where Big Media believes in
one market under the hegemony of exchange-value, pirates believe in one
humanity under conditions of equal exchange. Where Big Media hails
privatization, pirates laud plebianization. Where Big Media wants to
abolish the past and the future, via the perpetual marketing of an
unfree present, pirates want to liberate both past and future, right
here in the present.
The digital commons is where humanity is
beginning to dream its transnational future.
Raise your flags high, fellow pirates,
because the time has come to set sail on the oceans of open source.
Avast, for there be corporate/bankster plunder to reappropriate,
game-worlds to create, and a transnational commons to build!
Endnotes
1. It is true that a few of those pipelines were initially
built and operated by nation-states, especially in Europe, where social
democratic governments invested heavily in quality public broadcasting.
The problem is that the pipeline model is fundamentally vulnerable to
creeping “regulatory capture” by powerful
commercial and oligopolistic interests. After 1990, the the
deregulatory agenda of the EU's indigenous variant of neoliberalism,
a.k.a. euroliberalism, transformed the EU's main public broadcasters
into increasingly commercial and advertising-friendly enterprises.
Similarly, China's CCTV is state-owned, but is as dependent on
advertising revenue as any private broadcaster.
2. Here is an open letter sent December 9, 2009 by Senate Majority
leader Harry Reid to the Chinese government, scolding them for their
lack of fealty to Big Media. Incredibly, the same bought-off
politicians who unleashed the most gigantic and destructive financial
speculation in human history have the shamelessness to call China's
hardworking masses, who earned each and every yuan the old-fashioned
way – by working hard for them on the world-market
– of being thieves:
“Another issue that has long
troubled the U.S.-China relationship is intellectual property
theft. The creation of works protected by intellectual
property -- from music, movies, and software, to auto parts, clean
energy products, and pharmaceuticals -- is one of the hallmarks of the
US economy. High levels of intellectual property piracy in
China have led many in the United States to believe that there may be a
Chinese policy to undermine American competitiveness in sectors where
we are strong, while simultaneously benefiting from open access to the
U.S. market. This belief is bolstered by policies that
specifically restrict access of U.S. cultural goods and that require
technology transfer by U.S. manufacturing companies as the price of
entry to the market. Whether or not this belief fairly
characterizes official Chinese government policy, there is no doubt
that continuing high levels of piracy, and the maintenance of
restrictions on the access of U.S. companies and products to the
Chinese market, contribute to imbalances that are not politically
sustainable.
Rampant intellectual property
theft in China will not be resolved merely by a press release or a new
policy pronouncement. China needs to take steps and make
progress on a continuous basis. Improved IP protection in
China is in China’s long-term economic interest. If
China hopes to move up the value chain, it must end rampant theft from
those who create value.”
Web: http://www.tradereform.org/content/view/2214/52/
Accessed December 20, 2009.
3. Ironically, while most file-sharing is the direct opposite of theft,
a great deal of what neoliberalism celebrates as digital property could
easily be classified as robbery, simply because so much of it is the
private hijacking of codes and tools which are public property. No
person or corporation should have sole ownership of the tools of the
digital commons, anymore than any person or corporation should be able
to own the use of language or the right to vote.
Call
of Duty 4's Modern Warfare 2: Infinity Ward Gets It Right
In the past, Uplink
has been extremely
critical of the tendency of shooter franchises to bog down in
lackadaisical repetition. This usually took the form of stereotypical
WW II narratives (a.k.a. Call of Duty
syndrome), or else the US
Empire's reactionary fantasies of martial hegemony (a.k.a. Halo
syndrome, though ironically enough, Call
of Duty 4: Modern Warfare 1
also fell victim to this debility). Uplink is pleased to report that
the latest
Call of Duty videogame, Modern
Warfare 2
(hereafter referred
to as MW2),
marks a welcome return to form.
One of the reasons for this is that the
designers at Infinity Ward were willing to learn from the very best,
i.e. to adopt the playbook of Hideo Kojima's Metal Gear Solid 4
(2008).
Whereas Kojima's masterpiece critiqued neoliberalism's commodification
of bodies through the metaphor of nanotechnology, MW2
critiques
neoliberalism's commodification of real estate through the propaganda
clichés of the US Terror War: the war-bubble of the former
is the property-bubble of the latter.
Instead of belaboring this premise with
unnecessary escort missions or extraneous cut-scenes, game director
Jason West wisely chose to strip down the narrative to a pure
adrenaline rush, a strategy which perfectly matches Call of Duty's
jumpy, quick-moving style of game-play.
It is all carried off with surprising
narrative skill, to the point that many US gamers will not necessarily
understand the joke. If Comedy Central's Stephen Colbert ever wrote a
videogame script, the result would be MW2.
The first hint of this is an
introductory scene set in a future Afghani battle-zone, where we
witness the destruction of an office tower by a US air-strike (both an
inversion of 9-11 and a premonitory Dubai reference), and the
transformation of a local school into a battleground (a fairly accurate
depiction of what neoliberalism has done to public education). Next is
a foray into a snowy mountain fortress in Kazakhstan, a glancing blow
at Davos and the skiing resorts of the global banking elites.
Then there is the infamous “No
Russian” level, where terrorists (lead by an arch-villain
named Makarov, one of the bit characters of MW1)
massacre civilians at
a major Russian airport, and pin the blame on an American CIA agent who
was infiltrating the terrorist group. This level received a fair amount
of negative media attention, including an official import ban on the
game by the Russian authorities, though Russia needn't have worried.
The game-play in no way glorifies terrorism, but emphasizes the
profound sterility and pointlessness of the violence. To be sure, the
sequence is not as effective as Hideo Kojima's famous “The
Sorrow” level in Metal Gear
Solid 3,
which forces players to
battle against the ghosts of all the soldiers they have previously
slain. However, it does humanize the Russian victims, and makes players
empathize with Russia's real-life struggle against the terrorists
responsible for such ghastly crimes such as the Beslan school siege.
The real point of the level is to highlight the spectacular destruction
of the airport's tourist trinkets, duty-free goods and glass-and-steel
shops, a.k.a. the economic implosion of the global mall.
The theme of real estate comes into its
own during the next level, set in the favelas of Rio de Janeiro. The
favelas are slums which are the product of long-standing class
struggles in Brazil between the landless poor and the land-grabs of the
rich. Significantly, the game-play emphasizes the difference between
innocent civilians and terrorists – if players kill innocent
civilians, they fail the mission. Then the scene abruptly shifts from
the geopolitical periphery of neoliberalism to its core, in the form of
a full-fledged invasion of the USA by alleged ultranationalist
Russians.
On closer inspection, however, these
ultranationalists aren't really Russian soldiers, but real estate
speculators: the invaders occupy the luxurious McMansions spawned by
the housing bubble, and turn the US military's high-tech command and
control system against itself. The player must slug it out with the
invaders inside the suburban sprawl, fast food restaurants, and retail
outlets of northern Virginia. The result is real estate devalorization
on an epic scale, a spectacle designed to literally and figuratively
hit home with the youthful gamers who work in the real-life versions of
those restaurants and retail outlets, and who did indeed purchase MW2
by the droves. Fittingly, the action culminates in a shoot-out for the
White House, political terrain occupied by the agents of neoliberalism
since 1979.
But Infinity Ward does not stop there.
What happens next crosses over from a satire of US neoconservativism
into a full-blown bashing of neoliberalism. Amidst the confusion of the
attack on Washington, Lieutenant General Shepherd launches an operation
to extract Captain Price, a British special forces soldier and the hero
of MW1,
from a Russian gulag for a secret mission. But why would Price
even be in a Russian gulag in the first place, given that he helped
defeat Zakhaev, the villain in MW1?
A conversation between Price and
Shepherd gives us a clue:
Background
visuals show computerized map
of Siberia. On the sound-track, we hear the voices of
“Soap” MacTavish, Captain Price and Lieutenant
General Shepherd.
MacTavish: “General Shepherd
you're online with Captain Price.”
Shepherd: “Back from the
brink, Captain.”
Price: “Out of the frying pan,
is more like it. This world looks more like hell than the one I just
left.”
Shepherd: “We thought we'd
recovered the ACS before the Russians could crack it. We were wrong.
Then Makarov turned the US into his scapegoat. Next thing you know
there's flames everywhere. What's this image you're sending
me?” Visuals show schematics
of a Russian submarine.
Price: “You wanna put out an
oil fire, Sir, you set off a bigger explosion right next to it. Sucks
away the oxygen. Snuffs the flame.”
Shepherd: “Price, you've been
locked away too long. Better get your mind right, son.”
Price: “Shepherd, are you
willing to do what is necessary to win?”
Shepherd: “Always.”
Price: “We've got ourselves a
pretty big fire. Gonna need a huge bang.”
Shepherd: “You've been in the
gulag too long, Price. Focus on taking out Makarov.”
Price: “No time, Sir, we need
to end this war today.”
Shepherd: “I'm not asking you,
Price. This is an order. You're to –” Click as
Price snaps the connection.
Price: “Looks like we lost our
connection.”
The mystery deepens when Price and his
team infiltrate a Russian submarine base, presumably to prevent Makarov
from firing its missiles. However, once Price gets inside the
submarine, he opens the silo doors and fires a nuclear missile at
Washington DC. Thankfully, the missile explodes in outer space above
the capital, sparing most of the physical infrastructure but triggering
an EMP (electromagnetic pulse) which knocks out all aircraft and
disrupts all communications on the battlefield. Has Price gone
completely mad? How could he manage to launch a Russian missile without
the aid of the Russian government?
The mystery is finally resolved by the
penultimate sequence, wherein the player-character must infiltrate
Makarov's sprawling summer-house in the Caucasus mountains to retrieve
some crucial computer data. The mansion is a reference to the
bubble-era McMansion, while the location is a nod towards Georgia's
lunatic colonial war on South Ossetia in 2008, mercifully cut short by
Russia's successful peace-keeping mission. But when the data is finally
retrieved, the player is rewarded not with a congratulatory cut-scene,
but by rankest betrayal: Shepherd pulls out a pistol and shoots the
player-character dead.
Shepherd has been gaming the Terror War
all along, using Makarov and the ultranationalists as proxies for his
own devious agenda of transforming the planet into a cauldron of
permanent war. That is, where Makarov pinned the blame for his massacre
of other Russians on the Americans, Shepherd launched the Russian
submarine missile as a “false flag” operation to
convince the US government to give him near-unlimited power. In fact,
all of the previous missions were compromised by Shepherd's plan from
the very beginning – including Price's conversation with
Shepherd, which was an elaborate ruse, a stage-play meant to deceive
the US or other intelligence services monitoring the transmission.
But what Shepherd hadn't counted on was
the fact that Price had already been betrayed by his own government
once, and realized he was being set up as the disposable fall-guy one
more time. One of the best moments of MW2
occurs when Price frantically
radios the player-character seconds too late, warning them Shepherd is
their real enemy. Alas, all we can do at that point is watch the life
ebb away from our characters, while Shepherd burns their bodies with
gasoline (incidentally, the cigar Shepherd uses to light the fire is
another MGS4 reference).
In the finale of the game, Price and
MacTavish follow in the footsteps of Kojima's Solid Snake, by throwing
their military careers and official loyalties away, and undertaking a
near-suicidal mercenary mission to bring Shepherd down. With
perfectly-pitched irony, the game ends where it began, namely a secret
mission in the forbidding desert of Afghanistan. Only this time around,
Price and MacTavish are hunting Shepherd and his praetorian guard.
Astonishing as it sounds, the player-character steps into the symbolic
shoes of the real-world Pashtun insurgents who are in the process of
defeating the US colonial occupation of Afghanistan.
Price's words before the finale, capable
voiced by veteran British actor Billy Murray, are the prescient epitaph
of the US Empire:
“This is for the record: History is written by the victor.
History is filled with liars. If he lives, and we die, his truth
becomes written – and ours is lost. Shepherd will be a hero.
Because all you need to change the world is one good lie and a river of
blood. He's about to complete the greatest trick a liar ever played on
history. His truth will be the truth. But only if he lives, and we
die.”
The conclusion is a transparent homage to one of the most famous
moments of gaming culture, Valve's superlative “Surface
Tension” level in Half Life
(1998). But where Gordon Freeman
had to save the world by himself at the end of Half Life,
the
player-character in MW2
is part of a multinational three-person team, a
subtle nod to the rise of multiplayer gaming. Let's hope all three
characters will return for the next iteration of the franchise.
Uncharted 2: Naughty Dog
Hits Postcolonial Paydirt
In 2007, game studio Naughty Dog
released Uncharted:
Drake's Fortune, one of the
first top-tier action
titles for the Playstation 3. The game was an enjoyable action romp
loosely based on the 1930s and 1940s adventure and science fiction
serials, with a passing nod towards their Spielbergian remakes. While
Uncharted
delivered splendid in-game visuals, topnotch dialogue, and
refined jumping mechanics, its game-play was limited, and its storyline
had some key weaknesses.
Simply, the game never quite translated
its narrative promise into a game-play premise. Protagonist Nathan
Drake was a likeable rogue, but the script and character development
broke down midway through the game. Most of all, what should have been
an ingenious mid-game twist – the discovery that the secret
treasure everyone is scrambling for is the bearer of a terrible curse
– was undone by the story's lack of postcolonial history.
There was no narrative continuity between the ruins of a vanished
Spanish colonialism, the remains of a Nazi treasure-hunting expedition,
and the obvious parallels to the disintegration of today's US Empire.
Ironically, Uncharted
ended up being too
similar to the formulaic Hollywood adventure serial for its own good.
The classic formula works like this: a guileless American hero stumbles
into the wreckage of other peoples' colonialisms, but somehow manages
to set things aright, like FDR in WW II. What such narratives
overlooked was the sordid history of the US colonial occupations of the
Philippines, Cuba and Puerto Rico, as well as its imperial
interventions in Latin America. This is most painfully apparent in the
plot twist at the end of the game, a distant echo of the
“heroic white man saves world from
villain-of-color” trope typified by Buck Roger's battles with
Ming the Merciless.
Uplink
is happy to report that Uncharted
2: Among Thieves
does more than just fix the flaws of its
predecessor. Naughty Dog has permanently raised the bar of the 3D
action-adventure game. The scriptwriting, voice-acting, facial
animation, and set design are some of the best of any contemporary
videogame, the characters are credible and complex, and the
finely-honed game-play keeps pace with the riveting storyline.
Most of all, Uncharted
2
gets
postcolonial history right. It does this by setting two of the staple
character-types of the 20th century action action adventure film
– the archeologist and the treasure-hunter – in
motion towards their colonial prehistory. At the dawn of the capitalist
world-market, Portuguese and Spanish colonialists plundered
Meso-America for its gold and silver ornaments, while British and Dutch
colonialists did the same throughout India and Indonesia. Once the gold
was exhausted, these colonial Empires switched over to an accumulation
model based on agrarian exports and mining, financed by the unpaid
labor of African slaves, South Asian coolies and European indentured
servants. This required a more sophisticated system of labor control,
which then necessitated research into local cultures, traditions and
histories. In general, this research was deployed as a means of
colonial rule, or as its ideological justification; it took centuries
for anti-colonial intellectuals and social movements to recuperate and
reappropriate their own histories in more emancipatory ways.
Uncharted 2
critiques the legacy of
colonialism in two ways. First, it transforms the theme of treasure
into game-play. By swinging, climbing or exploring hard-to-reach areas,
the player can collect a total of 101 optional treasures. After
obtaining each, a 3D image of the item is depicted in the inventory
screen. These treasures are facsimiles of real-life archeological finds
(various coins, masks, religious items, etc.). While they are not
necessary for completion of the game, they do reward players who wish
to master the game's level design, and showcase the complexity and
creativity of the world's precapitalist cultures. Another set of
treasures can be earned by completing Uncharted
2's
superbly-designed
multiplayer and online cooperative missions.
Second, archeology is transformed into
postcolonial geopolitics. Indeed, each new space Drake investigates
turns out to be the site of escalating political and social conflict.
The first of these sites is located in the contemporary semi-periphery:
Drake and two co-conspirators break into a Turkish museum in order to
find a clue necessary to find Marco Polo's legendary missing treasure.
The sequence is an artfully-disguised version of that staple feature of
videogames, the introductory training level. The player is not allowed
to blast their way through the level, but must master the use of
nonviolent stealth and cover techniques.
Each subsequent space features an
additional element of game-play, while matching this game-play to a
geopolitical context. The space of the Turkish museum is clearly a
reference to the politics of museums, and their claim to represent the
national or pre-national past. Next, Drake visits an archeological dig
in the jungles of Borneo, where he has to openly battle the hired thugs
of a rival treasure-hunter and uncover the secret of Marco Polo's past
(i.e. another artfully-disguised staple of the videogame culture, the
combat tutorial). This is the stage of archeological fieldwork, where
new historical objects are uncovered.
Finally, the space of the museum
(stealth genre) and the space of field-work (action genre) are fused in
the cities and mountains of Nepal, where most of the game takes place.
It is also where Drake's battle against the mercenaries merges
seamlessly into the real-life anti-colonial revolutionary war which has
raged in Nepal for some time. For decades, Nepal was a deeply
impoverished, semi-feudal state governed by a monarchy, until its
long-suffering peasants finally rose up in a ferocious guerilla war in
1996. In 2006, a peace deal was signed which paved the way for an end
to the monarchy and the inception of parliamentary rule.
The choice of Nepal presented Naughty Dog with
a formidable narrative challenge. Simply, any mass media
representation of the semi-peripheries or true peripheries of the
world-system runs the risk of degenerating into a toxic Orientalism,
either by exaggerating the innate nobility of the less-industrialized
peoples, or else condemning them for their irredeemable backwardness.
(Incidentally, this danger is not limited to First World media
productions, but applies to all media cultures, including those of the
semi-periphery.)
Uncharted 2
ingeniously transformed this
danger into a narrative opportunity, by rewriting the
treasure-hunt into the categories of postcolonial history. In effect,
the designers fused the stealth genre and the action genre into the
postcolonial action-adventure epic.
Much of the credit is due to game
director Amy Hennig. Hennig, who also wrote the script, ensured that
every single aspect of the game – storyline,
characterization, and dialogue – was linked to some
aspect of postcoloniality. Just consider the stupendous train sequence
which occurs midway through the game. This was the first railway
sequence in a videogame which depicts realistic mass and momentum
– that is, objects and people on the train sway left and
right, exactly like real life. However, the sequence is not just a
technical tour de force, it is also a transparent homage to India's
Bollywood film industry: symbolic shots of trains are one of the most
characteristic and enduring icons of South Asian cinema.
A lesser game might have sabotaged the
sequence with unnecessary flashbacks or clumsy transitions. But the
entire sequence flows smoothly from beginning to end, ramping up the
difficulty level in precise lockstep with the increasingly epic
scenery. The result fuses Hollywood-style visual panache with
Bollywood-style suspense.
What ties it all together is the
scintillating game-play. Naughty Dog must have carefully studied MGS4's
perfectly-honed balance between stealth and action, because Uncharted
2's control system is
exquisite. With just a few simple button-presses,
players can run, dodge-roll, leap to cover, peer around corners, and
even shoot at enemies while clinging to walls and ledges. Drake's
stealth attack rewards patience and tactical subtlety, while the
weapons have enough variety and firepower to satisfy action
aficionados. Most satisfying of all, Drake's physical movements,
occasional reactions and gestures are animated with extraordinary
realism and attention to detail.
While climbing, Drake will not plunge
randomly to his death, but will signal that another ledge or perch is
accessible by looking around and raising an arm in the appropriate
direction. Instead of requiring the player to continually press a
button while climbing – a source of endless frustration in
other action games – Drake automatically hangs from beams or
cling to ledges. It takes a solid button-press to drop from climbs, and
if the fall isn't too steep, Drake will automatically roll to survive.
The exquisite controls are matched by
some of the best scriptwriting, voice-acting and characterization of
any recent videogame. There is not a single dud line, wrong intonation,
or false moment in the entire game. One of the most subtle but
rewarding touches is the complete lack of “dead
air” during the climbing sequences: Drake is always talking
or bantering with a companion, sometimes in person, sometimes via
radio. Nor are his companions lowly sidekicks, they are fully-realized
characters fleshed out with superb voice-acting. In the few moments
Drake is genuinely alone, he will occasionally make realistic quips and
asides appropriate to the situation.
Nolan North, as the voice of Drake,
delivers a performance so good it deserves to become the platinum
standard for all future action-adventure games. Emily Rose and Richard
McGonagle deliver outstanding performances as the voices of Elena and
Sully, respectively, while Claudia Black deserves kudos for her work as
Chloe, a spirited Asian-Australian treasure-hunter with an agenda of
her own. Meanwhile, Steve Valentine's oily Flynn and Graham MacTavish's
malevolent Lazarevic are the perfect foils for our heroes. There is
also the quietly charismatic Schaefer, an elderly German mountaineer
who has settled in rural Nepal, capably voiced by Rene Auberjonois.
Last but not least, there is Tenzin, who at first seems to be merely
Schaefer's assistant. In fact, Tenzin all but steals the show, thanks
to some nifty voice-acting by Pema Dhondup. Dhondup is a
second-generation South Asian active in the media industry, whose
parents came from the Tibetan-speaking area of India.[1]
One of Naughty Dog's savviest design
decisions was to employ authentic Nepali and Tibetan dialogue in the
storyline, but leave it entirely untranslated (Nepali-speaking fans of
the game quickly posted their own translations of the dialogue).[2]
This is not just excellent game-design – Drake's bewildered
reaction to Tenzin and his Nepali hosts becomes our own – but
is a subtle hint to the player to do some quick online research.
The names “Schaefer”
and “Tenzin” are not accidental, but have
significant historical referents. At one point in the game, Drake and
Tenzin discover the remains of a Nazi expedition in search of the lost
kingdom of Shambhala. In point of historical fact, Nazi Germany created
an “Ahnenerbe” organization in 1935, as one of the
more obscure tentacles of the SS (its full name was the Ahnenerbe
Forschungs und Lehrgemeinschaft, or literally, “Society for
the Study and Research of the Ancestral Heritage”). The
Ahnenerbe sent an archeological expedition to Nepal in 1938, lead by a
zoologist named Ernst Schaefer, who had trekked extensively through
Nepal. After the war, Schaefer wrote up a report on the expedition
entitled Fest
der weissen Schleiern
[“Festival of the White
Veils”].[3]
The name “Tenzin”,
on the other hand, is a nod towards Tenzin Norgay, the celebrated
Nepali sherpa who led Edmund Hillary to the peak of Mt. Everest.[4]
Similar to the Tenzin of Uncharted 2,
Tenzin Norgay spoke Nepali as
well as Tibetan. As it turns out, this is just the first of three
ingenious rewritings of Himalayan-related figures or media tropes. The
second is the myth of the abominable snowman, which Uncharted 2
rewrites into the ferocious guardians of Shambhala. The third is
the
hidden paradise of Shangri-la, most famously depicted in Frank Capra's
adventure epic, Lost Horizon
(1938). But whereas Capra's Shangri-la was
an utterly reactionary phantasm, an idyll of Imperial whiteness,
Uncharted
2 depicts Shambhala as a
dystopia of madness and war.
In the final chapter of Uncharted 2,
we
discover that the treasure Shambhala hides is not a jewel, but a
natural resource – the crystallized sap of a strange tree.
The sap has remarkable healing powers, and transforms ordinary soldiers
into fearsome warriors. However, it is also highly volatile and prone
to explode. Even worse, it eventually turns those who consume it into
uncontrollable monsters. It is, in short, the perfect metaphor for the
violence of colonialism: an anagram for the centuries of gold, sugar,
tea, rum, and latest of all, petroleum extracted by colonialism and
neocolonialism, which generated untold power and wealth for the few,
while inflicting inconceivable misery on the many.
Thankfully, Uncharted
2
avoids the flaw
of most other action-adventure stories – the scapegoating of
other peoples' imperialisms by the whitewashing one's own. If the
central villain, Lazarevic, is Uncharted's
version of the private
military companies or PMCs famously denounced by Hideo Kojima, neither
does the game shy away from the issue of historical responsibility.
At the end of the story, Drake has to
face up to the responsibilities of his actions. It is not just that he
unwittingly allowed Lazarevic to gain access to Shambhala, and must
defeat the latter. It is that others would follow in Lazarevic's
footsteps, and wreak still greater havoc. Drake – and by
extension, we as players – must shut down the war-machine of
neocolonialism for good, by turning its own explosive potential against
itself.
Endnotes
1. Pema Dhondup runs an independent media production company called
Clear Mirror Pictures specializing in Tibetan-related media services.
Web: <http://www.clearmirrorpictures.com/index.htm>.
Accessed January 12, 2009.
2. These two discussion threads provide complete translations:
Web:
<http://www.gamespot.com/ps3/action/uncharted2amongthieves/show_msgs.php?topic_id=m-1-51863476&pid=955125&page=0>.
Accessed January 12, 2009.
Web:
<http://boardsus.playstation.com/playstation/board/message?board.id=uncharteddf&thread.id=83632>.
3. Web:
<http://www.channel4.com/history/microsites/H/history/n-s/nazimyths.html>.
Accessed January 12. 2009. A photo of the real-life Schaefer and a
description of the expedition is available here:
<http://en.wikipedia.org/wiki/1939_German_expedition_to_Tibet>.
Accessed January 12, 2009.
4. Web: <http://en.wikipedia.org/wiki/Tenzing_Norgay>.
Accessed January 12, 2009.
Stay tuned for Uplink 19:
The God of War Issue!