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Killscreen article
Excerpts:
Crazy. If the game director was being honest when he said they didn't intend to make a political game, then he should have been more conscious of what his team was building.
Excerpts:
Directive 51 is also a highly controversial document. Accused of allowing the president to take dictatorial control in the event of a disaster or terrorist attack, it was both riffed on by conspiracy theorists and criticized in the press. The fact that access to the confidential “Continuity Annexes” were denied to Congress on multiple occasions only adds to this potency. The Division, however, treats it with a strange reverence, fashioning itself as a celebration of absolute power. As a Division agent the player is portrayed as the best hope for the city, an everyday hero in a beat-up parka and jeans, ready to fight anyone who might resist. Empowered by Directive 51, they can cut through the red-tape of the judicial system and civil law, to supposedly impose order back on a lawless city through running battles and military assaults. It’s a muddled fiction to step into, one that casts you as an authoritarian enforcer with an unlimited license to kill, as well as “the savior of New York.” But when the game says New York, it isn’t referring to the citizens or the culture, instead it is referring to that most important of features in a capitalist society—property.
The Division has a serious representation problem. Despite the complexity of its world, and its bleak sophistication, it fails miserably to represent the culture within it. Its crude depiction of a society divided entirely into “us and them” feels like the ugliest of conceits. “Citizens” are classified as those friendly-looking, passive idiots that wander up and down streets looking for a hand-out. “Enemies” include anyone who might take their own survival into their own hands. Within the first five minutes of the game you’ll gun down some guys rooting around in the bins, presumably for “looting” or carrying a firearm. Later you’ll kill some more who are occupying an electronics store and then proceed to loot the place yourself, an act made legal by the badge on your shoulder. Even the game’s “echoes,” 3D visualizations of previous events, seem designed to criminalize the populace, usually annotating them with their name and the crimes they have committed. This totalitarian atmosphere pervades everything—even down to a mission where you harvest a refugee camp for samples of virus variation, treating victims like petri dishes. Developer Ubisoft Massive runs merrily through any complexity and shades of grey in these acts, in what seems like a vain attempt to mask the fact that you are shooting citizens because they are “looters,” constantly prioritizing property and assets over human life.
This is the paranoid fantasy of the right-wing brought into disturbing actualization by The Division. Look at the three gangs that form the main antagonists of the game: The “Rikers” are the prisoners of Rikers island prison that lies off the coast of The Bronx. They are the most obvious member of what The Division presents as societies’ dangerous underclass—known criminals. The “Cleaners” are former sanitation workers, who have decided that the solution to the virus is to burn it out of the city. A gang of blue-collar garbage men and janitors equipped with flamethrowers, they represent the lowest rung of the working class. The third gang are the “Rioters,” a majority black, generic street gang, decked in hoodies and caps that spend their time looting electronics stores and dead bodies. Perhaps the laziest and most repugnant of all the game’s representations, the Rioters might have been clipped from the one-sided and inaccurate media coverage of disasters like Hurricane Katrina. Their collective name even seeks to mark anybody who resists the dominant regime for execution. Together, these gangs present a trinity of soft political targets, those that can be killed with little social guilt or questioning. The Division mercilessly uses these skewed representations to justify its political violence.
It’s a perverse idea of society, one where the government and its agents are the only thing standing between the average man and a host of violent sociopaths that surround him; from the “hoods” hanging on his street corner to the janitor at his office. They want what he has, the man thinks, because it is what they lack. They want to take what he has earned—to destroy what he has built. It comes from a deep seated place of ignorance and selfishness, one that doesn’t seek to understand the world but to divide it up into property and power. This ideology is nothing short of poisonous and yet The Division uses it as the fuel for its world. It borrows, word-for-word, the rhetoric of the New Orleans police department command who after Hurricane Katrina gave the order to “take the city back” and “shoot looters.” It presents those disenfranchised by society as its greatest enemies. It follows neo-liberal dogma so blindly that in one bizarre mission it actually sends the player to turn the adverts of Times Square back on, as if those airbrushed faces and glimmering products were the true heart of New York City, shining down like angels on the bodies of the dead among the trash.
Crazy. If the game director was being honest when he said they didn't intend to make a political game, then he should have been more conscious of what his team was building.