I spent most of the weekend playing games where you control either a villain or, at best, an antihero type. My three primary focuses were Grand Theft Auto IV, God of War: Chains of Olympus and Overlord. I found it interesting that each game had the same basic premise of casting the player as a less than heroic fellow, but all three go about it in completely different ways.
GTA, for example, casts you as a reluctant sociopath. Niko Bellic spends a lot of time bemoaning his lot in life, guilt-tripping his way through abhorrent actions and self-destructive behaviors but the freedom permitted by the game’s design dictates that it is a sort of phony-feeling character device. One review of the game I read questioned the way that Niko will, in one moment, berate himself for being a hired killer and in the next moment he’ll be offering to whack someone because they scammed a guy he’s just met. You can appreciate Rockstar trying to put a conscience on their protagonist, but in a game like GTA you end up having to suspend some disbelief in the character himself because the way he’s written and the way he acts under the player’s control is rarely consistent.
It’s actually a sort of characterization that works better in God of War. Since Kratos is such a bloodthirsty savage by design, his combat tells you most of what you need to know about the character: Anyone who jams a blade onto an opponent’s neck and yanks the body away is not the kind of guy you take to prom. But the story portions of the game is where his hint of humanity is revealed and the internal struggles that he endures through each game are highlighted precisely because they provide a startling contrast between what you come to understand about him through waves and waves of dismembered, brutalized foes. Where GTA tries to get the player to experience the turmoil inherent in the character through several remarks and a number of either-or scenarios (kill this person or let them live) and allows you to behave in a fairly responsible manner for a time, eventually you’ll encounter a mission where you have no choice but to bump off someone who may not exactly deserve it.
The difference is simply in the fact that while God of War is on a rail and can therefore manipulate the experience, GTA has to balance the open, almost role-playing elements with a scripted narrative and the two don’t always mesh cleanly together. And then there is Overlord, where the whole “you are the bad guy” thing is a device used primarily for comedic effect. Overlord is, at root, a sort of strategic fantasy action puzzle game (hi, adjectives!) but while it is often compared to a game I didn’t play, Pikmin, the whole conceit in this case works because it serves to complete the theme which is mostly a light send-up of your typical fantasy tropes. And in truth you aren’t exactly the nefarious boot-stomping psycho you might expect: You’re essentially the malevolent racist dictator who enslaves humans to free them from the influence of the other fantasy races like Halflings and Elves. I’m not far enough in to be sure but I imagine that there is some opportunity for subtext here that is missed, perhaps intentionally, just to keep things breezy. It would be pretty easy for the game to descend into the kind of darkness that would have made it even less accessible than it already is.
Since games are so good at wish fulfillment and fantasy exploration it makes sense for them to occasionally cast the player as the antihero. Even some characters in games who are true heroes at their core are at least presented on the surface level as, at best, chaotic neutral types (Marcus Fenix from Gears of War springs to mind). It is interesting though to watch as developers who may already struggle somewhat with the perceptions of their industry try to find the right tone to take with games where you ask the player to be something less than the classic “good guy.”
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