Super Muffin
Neo Member
This article is trying embarrassingly hard to paint the game in a negative light. There's a lot of omissions here which would heavilycontest the author's point.
Do you disagree with Robert Rath's assertions in this piece?
I.e. the societal context in which Division sets itself has ramifications on how we interpret and understand the cues in the game. To set it up point by point, you have:
- Rioters. Thats a loaded term to start with, given the complicated history of labeling black protesters rioters in order to violently suppress them
- hoodies, ball caps, and often sport bandanas over their faces
- Lord of the 212s and Five-0
- In post-Ferguson America, a game where tactical teams -- with no official oversight -- clean up the streets by gunning down people in hoodies is difficult to dismiss as fantasy entertainment.
- The Rikers are escapees of Rikers Island, and take revenge on society by capturing, torturing, and killing anyone wearing a uniform.
- Their leader LaRae Barrett is a violent [Black] woman who gives rousing speeches about striking back at the society that victimized them.
- The Cleaners are a band of city employees gone awry, who attempt to eliminate the infection by torching anyone, or anything, they suspect might be infected. Cleaners speak in blue-collar New York accents, like a bit-part cabdriver in Seinfeld.
It isn't as simple as skin color or ethnicity. Visual and linguistic cues can also establish which social group is being referenced, along with the context in which looters and rioters are usually used exclusively on one specific group (mostly applied to Black Americans in the US).
There's no denying that it's not a very good representation of the Clancy brand. Ubisoft, at this point, has co-opted the Clance to mean "vaguely present-day-ish military action movie plot". I also disagree that there's no tactical depth here due to RPG mechanics. It's actually the opposite. If I get a truck of enemies dropped on me in a mission, the team is going to work out a plan. Which skills to use, where to set up, who to focus down first, that sort of thing.
The term Rioter: It's true that it does have a complicated history in America, but that's largely an American thing. Here in Canada, and elsewhere, riot doesn't have the same racial connotation, at least that I'm aware of. Considering we've had about 4 racially motivated riots total, this doesn't surprise me. I don't think it has the same connotation in Sweden, either.
Lord of the 212s and Five-0: This doesn't say anything to me on its own. I'm honestly not sure how this is racial in any way.
Tactical teams gunning down people in hoodies: Simplification. This sentence presumes that a player is randomly gunning down poor innocent people in hoodies who are just exercising their right to assembly and protest. I would be on board with this imagery being disturbing if there was an early mission with your character gunning down civilians running in a panic, or people looting TVs, but it's been months since NYC has collapsed, according to the game. Anyone covering their face with something other than a filter at this point or still alive and dressed in a prison uniform is a bad dude.To talk on the rioters, they are objectively awful people who aren't trying to just get by or survive. They're, at the start of The Division an organized gang stealing resources from people to stockpile.They are a criminal gang. The game is not shy in showing the player why they are terrible people.
The Rikers: Are a GROUP of escapees from Riker's Island that stuck around just to murder JTF members. The game doesn't claim that this is every single person in jail at Riker's Island, these are the dudes who just want to kill anyone in uniform as brutally as possible.
Cleaners: To me are the embodiment of the "don't tread on me" right-wing nutjob fantasy. They can't trust the government to fix the situation. Some of them know you're a clandestine government agent, and that you're trying to fix the problem, and just don't care.
I don't disagree with you or the piece you quote, but baggy clothes, hoodies and bandanas are a practical choice stemming from actual criminal street gangs and the need to be able to conceal weaponry and identity, so its only "dressing black" in as much as hip-hop culture has appropriated gang culture.
Before guns were quite as prevalent as they are today, urban criminal clothing ("street punks") was much more along the lines of leather jackets and jeans etc for the practical consideration of being body armour in a knife fight
So this character who calls out the Division is a bad guy? And the game dispenses of him by having the player kill him?
Right, but the Division cannot escape the context in which it is received and the context it relies on to depict a major US city in contemporary times. This context is what is feeding the interpretation and analysis of the game.
The story of the game, given what little there is, is that the whole thing is started by a Division agent gone rogue in the first place.
You never actually shoot any "looters" either, since the three enemy types have clear ideologies (a private security force, ex-cons, and sanitation workers). The enemies also shoot you on sight without a chance for negotiation and you actually fight anyone for property, outside of trying to recover supply drops or medical supplies.
It's a misreading though, or at least one based on a misunderstanding of the game.
This article is trying embarrassingly hard to paint the game in a negative light. There's a lot of omissions here which would heavilycontest the author's point.
“It’s the first time I’ve ever been asked about it, and it hasn’t really crossed any of the meetings that I’ve done on it before.”
When I pressed further on the game’s themes, whether it was the inherent anti-capitalist message in centering the game around a virus spread through money, or the draconian justice of armed peacekeepers indiscriminately shooting down looters and escaped Riker’s Island inmates (another class of enemy in the game), he told me, “At the end of the day, it’s a videogame, it’s an entertainment product… There’s no particularly political message with it.”
Sure, I just think the design choice of hoody + bandana as criminal wear can be pretty easily defended and is probably the weakest part of the overall argument.
The game is as seriously political as "escape from New York". I never once thought about the political ramifications of my actions as I put on my trendy skinny jeans or went to battle with the bullet sponge flamethrower bosses
How can it easily be defended? The game is set in the US and implicitly carries with it a host of cultural references by virtue of the context it places itself in.
The majority of the game I played the story first. So I didn't play through the DZ much until after I hit 30 which was 40+ hours of time into the game. This entire thread is talking about representation in the game which is pushed by the story.
So I am going to go through your posts one by one because it really doesn't seem you understanding what we are talking about.
Escape from New York had a political undertone. The fact that it's not the central point of the movie/game/whatever doesn't mean it's not there.
Dat user name.i did not enjoy reading that. But thanx for posting.
I mean, let's unpack that, you have a great point there;
In TPP, your "heroes" are a band of lawless, stateless PMCs that roam around Afghanistan and Africa indiscriminately murdering and kidnapping soldiers, hell bent on getting your revenge for having your other lawless, stateless oil platform in the middle of the ocean shot up.
I hope I never consume media the same way the author does.
Here, here. I can't wait for the gaming industry to grow out of its anemic temperament and get over itself so video games can explore and mature as a medium (especially with vr on the horizon!!) without being so overly didactic and political (perceived or otherwise).
Tom already went into his eternal comfort zoneExcellent analysis. I wonder of we'll ever get Tom to leave his comfort zone.
Ubisoft and Ubisoft Massive need to be better at this. I literally cannot believe the associate director and no one at any meeting said those things in the interview:
How oblivious and ignorant can you be when these people are in charge of multi-million international project.
How can it easily be defended? The game is set in the US and implicitly carries with it a host of cultural references by virtue of the context it places itself in.
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. Its 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 isnt referring to the citizens or the culture, instead it is referring to that most important of features in a capitalist societyproperty.
The US is not a monoculture and you are engaging in critical tunnel vision by assuming that cultural references only go back about 18 months. Hoodies and bandannas were, for example, heavily attributed to white rioters throughout the majority of this century following the Seattle WTO protests. The previous major riot associated with black Americans in 1992 did not have the imagery of attire you are ascribing. Most other recent riots or protests with violent outbreaks had, at least after a cursory image search, little if any overlap between the outfits in question and race.How can it easily be defended? The game is set in the US and implicitly carries with it a host of cultural references by virtue of the context it places itself in.
Sure you can.We just can't have a simple shoot and loot game can we?
Wot? I don't think that means what you think it means... unless the article defends barbaric religious/tribal customs in the name of respecting all cultures or something. xDThis article perfectly encapsulates the way the batshit insane regressive left consumes media, good grief. Embarrassing to read, like cringe material.
Maybe you could be a bit clearer on what the exact problem you are referring to, because the last line of that text block is deeply moronic unless you are critiquing capitalism as bad because personal property (like shelter) tends to root people, families, and culture into specific locations.This is, really, sort of the problem with all fantasies of vigilante justice as a method for peacekeeping.
Here, here. I can't wait for the gaming industry to grow out of its anemic temperament and get over itself so video games can explore and mature as a medium (especially with vr on the horizon!!) without being so overly didactic and political (perceived or otherwise).
Here, here. I can't wait for the gaming industry to grow out of its anemic temperament and get over itself so video games can explore and mature as a medium (especially with vr on the horizon!!) without being so overly didactic and political (perceived or otherwise).
Maybe, but most of them probably weren't open to public scrutiny from the beginning. Most literary criticism is pretty much confined to academic journals and magazines that statistically no one reads, and has pretty much been that way for at least a century.This thread is fucking depressing. Even criticism of incredibly blatant themes such as those in the Division is met with such strong pushback. Did other forms of literary criticism have such a difficult time establishing itself?
So...you're saying you hope games mature by ceasing on self reflection and critical analysis, and instead continue to be nothing more than shiny toys. Huh.
This thread is fucking depressing. Even criticism of incredibly blatant themes such as those in the Division is met with such strong pushback. Did other forms of literary criticism have such a difficult time establishing itself?
Maybe, but most of them probably weren't open to public scrutiny from the beginning. Most literary criticism is pretty much confined to academic journals and magazines that statistically no one reads, and has pretty much been that way for at least a century.
It probably also doesn't help that as a society, we've been primed to see literary criticism/analysis as bullshit, because we've done it in high school and college and know it's bullshit. As an English major, I can't tell you the amount of bullshit I've spun connecting completely fucking unrelated things because I had to.
Hell, I did a paper on how Fuqua's King Arthur movie was connected to Ron Moore's Battlestar Galactica and the Iraq war or some shit like that.
Here, here. I can't wait for the gaming industry to grow out of its anemic temperament and get over itself so video games can explore and mature as a medium (especially with vr on the horizon!!) without being so overly didactic and political (perceived or otherwise).
If you have to overlook details, make logical jumps, and downright misrepresent some facts to make your criticism, it says to me that the author is not confident of that criticism. He might have a point, but I would have found it more compelling if he addresses those things that conflicted with his position.
Honestly, as an English major, all I do most of the time is look for the numerous storytelling flaws that either undermine the message in whatever media I'm dealing with or just make it a shitty story. I really don't give a shit what the authors are trying to push, I just want a decent narrative and characters to give a shit about.That said, I thought that most people would have the basic skill of interpreting a text in a way that's at least a little deeper than the most surface level, but it honestly doesn't seem to be case.
It's obvious very early on the Division aren't entirely good guys. Hell a lot of the early banter is about how the first wave of agents abandoned their post or got slaughtered. The echo about the agent who straight up murders a cab driver drove it home for me.
how do you envision video games maturing?
mario as a form of storytelling
As an English major, I can't tell you the amount of bullshit I've spun connecting completely fucking unrelated things because I had to.
The Division is kind of odd in this regard since the base concept is a bunch of right-wing wank but then it has bunch of stuff that subverts it like various things calling the Division as a concept out somewhat and multiple central characters who aren't straight white men. It's like the developers knew they were saddled to a Tom Clancy concept but then slipped in stuff to try and subvert it as much as they could. Unfortunately that criticism/exploration is mostly just throwaway stuff rather than anything central so it ends up being kind of shallow (unless something changes later in the campaign anyway, but from what I've heard it doesn't).