Column: 'Diamond in the Rough': How Does This Make You Feel, 'Partner'?
March 31, 2009 8:00 AM |
['Diamond In The Rough' is a regularly scheduled GameSetWatch-exclusive opinion column by Tom Cross focusing on aspects of games that stand out, for reasons good and bad. This week, Tom discusses questionable and offensive imagery and themes in Resident Evil 5, and how these elements undercut the rest of the game.]
One thing that has been repeated about Resident Evil 5 is that the game may include offensive imagery, but that you become inured to these images when you get in the thick of combat. This might be the case during certain sequences where you don’t have time to think, but there’s no escaping it for long.
As soon as you do, Chris and Sheva find a butcher’s block, topped with a dead animal and buzzing flies. The game’s helpful text blurbs will then say something like “The smell is awful. Why would this be here?” A butcher shop with meat in it isn’t offensive or out of the ordinary, and in fact is part of everyday life all over the world.
However, the peculiar Othering of normal occurrences (like a butcher shop having meat, knives, and flies) so that they fit into a frantically horrified conception of village life in Kijuju is pervasive and carefully orchestrated.
This is What's Horrifying
This kind of characterization is prevalent throughout the first two chapters. Some of the initial establishing shots are careful to emphasize the flies that are everywhere, and thus, the unclean, eerie aura that such sounds bring to each scene. If you are going to depict this kind of situation, you need to have a strong authorial voice, one that presents the events either as “objectively” as possible (a task few, if any, attempt), or one that clearly directs the player and takes a side.
Art does not exist in a vacuum, nor do any forms of media or entertainment. You cannot make this game and portray these events and not telegraph your feelings as regards the proceedings. And Capcom hasn’t; from every “creepy” slaughtered animal to every collection of skulls and candles in a shack (”It must be some kind of ritual,” Chris advises us), Capcom’s intentions are transparent.
They work very hard to show you that this particular West African Town is poor, dirty, and dangerous: that people are vicious, violent, and skulk around the heroes. Furthermore, their houses and places of business are even more alarming, filled with “bizarre” practices. It should be noted that this kind of ignorant, traditionally stereotyped imagery is considered to be a good way to scare Capcom’s audience. Stop and think, why is it “scary.” What’s being coded as horrifying and alarming in this game are poor, “West African,” people who froth at the mouth and cannot be trusted due to their violent natures.
This is brought home hard when you realize what other “scares” the game has in store. It doesn’t have any, aside from the well done “partner has to hold the light source” section in the mines. The game is really about two things: it’s about a really excellent action game, and what the designers hope will scare you in their portrayal of these people and their homes.
Spreading the "Infection"
Another defense of Resident Evil points out that you are killing zombies just as you’ve always killed them. It’s not like you treat them different than Leon treated the Ganados, right? This does not take into account how the game depicts the “African” zombies’ violent nature and activities, as well as the spaces they inhabit within the game. Early in the game, you are treated to a scene where a white woman is dragged off kicking and screaming, only to be found infected with the virus, and thus, no longer pure.
There are other characters that you’ll see killed by the infected humans (and other enemies), but none are treated in this way. When Chris and Sheva find a black villager who has just been infected, Chris wearily approaches the infected man, not realizing the danger, but quickly withdraws when the man screams in pain as the virus takes over his body. When Chris finds the white woman, he grabs her, and supports her, before she turns into a vicious member of the infected.
There is a way (among many) that a designer could humanize the victims of the virus, before they were infected. It’s a very straightforward technique, and one that even the most by-the-book movies include. Before the dehumanizing, physically disfiguring virus or condition affects the victims, the fiction can try to show what their lives were like before the infection. People going about their business, children going to school, social gatherings, etc. have all been used in countless movies to show what “the people” are like before the war/virus/disaster.
While this does of course lead to other problematic characterizations (the “innocent,” “humble,” townspeople who need saving, for instance), at least it shows that the authors of the fiction want to emphasize the difference, the before-and-after nature of the infection. In Resident Evil 5, there are no such characterizations. From the first frame, the villagers you see are either infected or acting violently, suspiciously, or both.
Capcom has pointed out that everyone’s infected, so none of them are “people” anymore, which makes it acceptable and necessary to kill them. By not including images and videos of uninfected villagers, Capcom is making it clear (possibly accidentally) that none of them are human. They barely take the time to stop and amend this issue, at they only do it once memorably.
Too Little, Much Too Late
There’s a boy’s diary that you find in a village in the wetlands, that delivers the kind of humanizing look at the pre-infected society that would have changed the beginning of the game, to some degree. However, it’s power to amend Capcom’s mistakes is blunted by the fact that it’s tasked with explaining the villagers’ propensity for wearing “traditional” African garb. The problem here is twofold. First of all, Capcom stuck this document (an optional read at that) in the tail-end of the 3rd act. The second problem is more serious.
The reasoning they give for these villagers dressing up in “traditional” garb (clothing that has no basis in any regional traditions but is instead pulled from the Kingdom of the Crystal Skull roster of “primitive” clothing) is paper-thin. Apparently the villagers just started dressing in this fashion and murdering each other after being infected. Why did they do this when the other infected failed to do the same?
Apparently this is a symptom of the version of the Progenitor virus specific to that part of Africa (and specifically, the marshlands and the nearby caves), which only affects men. Men who kill their families and villages as they become infected. This may be explained as “how that version of the virus is,” but it also happens to fit conveniently into popular, old, stereotypical visions of what unpredictable, violently traditional African people are. Again, the problem is not necessarily that Capcom is “racist,” it’s that they uncaringly used very old, very vicious racist caricatures and stereotypes to create the foundation of their game and their “new brand of horror.”
The argument that Capcom and the gamers who see this game as being perfectly acceptable just doesn’t understand or are ignorant of these stereotypes is a problematic one. If this is the case, why would Capcom carefully construct Sheva in the way that they have? She’s there for a reason, and it’s to deflect flak from people calling them out on the problems with RE 5’s depiction of violence, white military intervention, and every day life in this particular version of “Africa.”
Thanks, Partner!
It is worthwhile to look at Sheva and the way her Blackness and African-ness is coded as opposed to the way the villagers' Blackness and African-ness is coded. Whereas the villagers are dirty, violent, inhuman, and dark, Sheva is fairly light-skinned, well-kempt, and respectful of Chris and the BSAA and its hierarchy. She is, essentially a “safe” black person, whereas the villagers are “the worst kind.” Also, the inclusion of white and “Muslim” enemies in no way helps the situation.
It’s true that there are people in various nations in Africa who are “white,” but it’s just as true that sing skin color and other ethnic “identifiers” is almost meaningless in parts of the world where being a Muslim does not mean your skin has to be any particular shade. Simply put, this is a red herring: the problems the game has are not alleviated by the inclusion of vaguely area-appropriate non-black enemies.
The game consistently, forcefully presents Kijuju as a dangerous, primitive, scary place, where good, nice white people really don’t want to be caught hanging out around. I want to reiterate that I am not accusing anybody of meaning for this message to be sent, but it’s such an old and time-honored way of portraying Africans that it can’t be swept under the rug. It’s so regressively, unthinkingly stereotypical, it’s almost hard to explain or view in its entirety.
There’s no point at which it’s self-aware, post-modern, or aware of the history of Colonial, Imperial, Neo-Colonial or military trends and actions in various parts of Africa. At its best, it vaguely gestures toward the bad things that have been and are still being done in Africa by foreign, white-owned companies. It never makes it this far, however, muddling in the same direction all Resident Evils have muddled: corporations tend to think only of their research and hurt people.
Something that should be noted is that the game obviously codes these villagers as Poor, Vicious, and Animalistic, but it’s not alone in this. Resident Evil 4 may have been about “Spanish” villagers, but it could have been set in any poor village in any part of the world. It could have been set in America. The significant elements of the initial stages of RE4 hinged on the player’s fear of poor, vicious, strange villagers. It’s not like poor rural people are strangers as villains in the horror genre, they’re often used by directors and writers as the receptacles for various societal fears and repressed urges.
It’s just that RE 4 was the first game in the series to so clearly emphasize their poverty and “uncivilized,” inhuman ways. It doesn’t matter if you, as a developer, don’t bother to humanize those who haven’t been infected. It doesn’t matter if the developer says “they’re all infected.” The onus is always on you (designers and artists) to show the humanity of these people, otherwise you slip dangerously close to the trap that many zombie movies fall into: using zombies as a convenient “inhuman,” “cleansable” population, as has been done in zombie movies (and comics, tv shows, etc.) for years.
Acceptable Losses
Post-Night of the Living Dead, George A. Romero was alarmed at how zombies were being used to make the slaughtering of marginalized people acceptable. Romero directly worked against this trend. In the original Dawn of the Dead, an early scene depicts S.W.A.T. members “cleansing” or “clearing” a ghetto.
It’s made clear that the soldiers shoot people who are obviously still human (or show every appearance of humanity); they are not zombies. They’re “being sure,” and it’s acceptable for them to kill these people to be sure, because they’re black and poor. Resident Evil 4 and 5 do the same thing, and they’re not trying to make a point like Romero was. For these games, these players, and these designers, it’s acceptable to depict this kind of situation and present it in this fashion, because of how it “scares” people and makes for a “good setting.”
This is by no means the last word on whether or not “the game is racist.” What it is is an analysis of broader, more easily identifiable trends in the presentation of Resident Evil 5. It’s something that we all need to discuss, and I really do mean “we all.” This can’t be something that gets discussed for five seconds and then thrown out of the bigger sites and forums, only to be caught and rejected again by the smaller sites.
This is a dialogue that we need to have, and it should be as inclusive as possible, featuring voices from various communities and points of view, not just your average 20-30 year old white gamer. If we don’t have these discussions, we’ll repeat this highly regrettable, extremely harmful mistake again and again. If we want to be taken seriously as a form of media and as a block of consumers, we have to take our media seriously, and we have to actually listen to points of view that we don’t necessarily agree with.
[I’d like to conclude this article by saying two things: first, this is a combination of various posts by myself about Resident Evil 5, as well as new ideas I’ve had as I’ve played the game. Second, it should come as no surprise to anyone that this is one of many articles written before and after the release of RE 5 that discuss the imagery and themes within RE 5 that are offensive or troubling.
It would be impossible for me to link to or mention all of them, but I’ll try to link to a good deal of them. You can find a lot of interesting and intelligent discussion going on, in the articles themselves and in the responding posts. I’d recommend checking out as many of them as you can. Related posts and articles: Acid For Blood, Brainy Gamer, The Iris Network, Evan Narcisse, Racialicious, Tom Chick. And those are just the ones I've been reading recently, there are many more great discussions out there]
Categories: Column: Diamond In The Rough








16 Comments
Thank you for this. You make explicit one important fact that seems to be ignored in most discussions of this game. Yes, this is "just how the virus works," yes, the enemies are black because it's Africa, and yes, some poor Africans live as shown in the game. But Capcom chose to combine all these elements together.
At any point in development, there were any number of ways Capcom could have made it better. Give the sidekick dark skin and kinky hair. Show more innocent, healthy, reasonable Africans. Instead, they capitalized on racial caricatures. I've not played the game, but from what I've seen and read, it contains a reliable pattern of choices that all add up to a very worrying portrayal of race.
Gregory Weir | March 31, 2009 9:30 AM
Thanks for this well written take on the images presented in RE5. As a gamer, a black guy, and someone who has recently spent time in Africa, this game produced lots of mixed feelings in me above and beyond the general mechanics and graphcis.
It's interesting that you touched (more eloquently) on some of what I wrote about the other day here: http://www.enjoypatrickresponsibly.com/2009/03/27/resident-evil-5-%e2%80%94-that-was-for-our-fallen-brothers/
And yeah, if we want to be taken seriously, then game presented as iconic to the medium should be held more accountable of what they depict. Whether it's beating hookers in the park, (something the vast majority of us would never do), or propagating distrust in each other through the use of ignorant, old stereotypes (something many of us could use help not doing).
Thanks.
Patrick | March 31, 2009 10:42 AM
We get it, the game is racist.
Your redundant and poorly written article offers little more than "oh noes, you shoot black people. that's racist."
Yes, there are stereotypical undertones present, but the virus in the game is what is making these people crazy and violent, not their heritage. Will you be writing another ineffectual article if RE6 were to take place in Beverly Hills?
Colin | March 31, 2009 11:47 AM
Again, thanks for the article. It's refreshing to read something that's not from member of the kneejerk Capcom defense squad. It boggles the mind to think how so many people switch their brains off, boil the issue down to 'white man shoots black folks' and throw down the 'inoffensive/not-racist' stamp.
The game capitalizes on racial tensions and stereotypes, especially in Japan where opinions on black people are already pretty messy, and at the freaking very least we need to be adult enough to have a conversation about it without just being dismissive because we're afraid of being censored.
Colin is exhibit A here, I guess.
Colin: I think you accidentally responded to the wrong article. It's okay, it happens. In this article 'shooting black people' was only really mentioned in about one sentence, and the rest was on very valid issues of stereotypes that were deliberately used to make white and japanese people feel uncomfortable.
One of the big 'scary' elements of the game was practically a 'walking through a bad neighborhood' simulator for white kids for frick's sake. I'm not one of the people who thinks the game needs to be taken back to the shop to be censored, I just think we freaking need to be grown-up enough to actually acknowledge the offensive things the game does do. Even if you disagree, being knee-jerk dismissive is just as childish as sticking your fingers in your ears and tuning the whole thing out.
P.F. | March 31, 2009 1:35 PM
I'd love to read a book or university thesis or even a well-written blog article that attempts to explain the exact kind of inappropriate reaction Colin had to this entry. To say it has anything to do with fanboyism or "capcom defense" is, in my opinion, dismissive and just incorrect. This kind of reaction stems from the teenager mentality that has been fostered through years of "we're going to take your games from you because they're bad" threats from the MSM and the simultaneous calcification and unification of the "core" community through resistance to this. It's interesting, because, despite the fact that it's time to grow up and discuss this stuff as adults, it appears that the very folks who want this to be taken seriously are the same who are too scared to think a game might have an ignorant undertone for fear of Jack Thompson / The (boogey)Man coming to take the games away. When I wrote a piece simply _asking_ if Braid might be misogynist in nature I received no end of abuse-- and, if anything, the Braid evangelists are the ones who should be most receptive to this type of criticism. They're the ones standing on top of buildings proclaiming "This is art!"
It's almost enough to turn me off the entire medium. It's sickening. Thanks for writing this article; as I'm not big on the post-RE1:DC Resident Evil releases, I had been ignoring this, hoping an article spanning the entire argument would arise. You've prepared that article succinctly, and with a professional, honest tone. Thank you.
Brilliam | March 31, 2009 3:14 PM
As someone who grew up in the minor hysteria surrounding D&D and had his books confiscated (briefly) by his parents, I'd like to point out that there is a group outside of the government able to censor the games accessible to one segment of the gaming population. So some portion of the "rabid RE defenders" may be concerned about well-intentioned parents taking action, whether or not RE is actually racist.
On the other hand, turning a group of people into zombies is dehumanizing them, and that does make it easier to dehumanize the non-zombified survivors. I don't think anyone would have to work very hard to come up with ideas for RE6:Beverly Hills. In that case (RE6:BH) the dehumanizing might fall under all sorts of categories in addition to racism...
I haven't had a chance to play through RE5 (I'm still trying to get through Biohazard 4), but I would find it reassuring if the games made an effort to make the players empathize with the villagers. Such an inclusion would both increase the horror of the situation and reduce the dehumanizing aspect which is so troubling.
Do I have to hold out and hope that the next zombie survival game gets it right?
Brad | March 31, 2009 5:16 PM
The following article seems quite relevant: http://www.amptoons.com/blog/archives/2005/12/02/how-not-to-be-insane-when-accused-of-racism/
Gregory Weir | April 1, 2009 9:49 PM
Thanks for this article.
Tim | April 5, 2009 9:27 AM
Thanks for the article. This one truly does a intelligent discussion on the very meaningful issue.
I've read many articles on this issue, but most of them were busy covering their rear. They all tried to make it sound as if "it's okay. It's just how it looks. Other than that, everything is fine." In fact, as you've mentioned, it is a real problem that needs to be addressed, and make other developers aware of it.
Peter Park | April 16, 2009 9:57 AM
This is the single best article I've seen discussing this particular issue (and there have been quite a few). Many thanks for the mental stimulation.
Jickle | April 19, 2009 2:23 AM
It's just a video game, get off your high horse. One could argue the same points for Resident Evil 4 as Leon guns down the poor and dirty villagers.
If resident Evil 5 was set in any other nation would this even need to be discussed, the fact remains that it is set in a small town in Africa and the most prominent skin colour would be very dark or "black".
I would like to hope that the majority of the world that has played or viewed this game is intelligent enough to recognise it for what it is, a video game.
The world needs to stop been so freaking politically correct.
James | April 19, 2009 12:18 PM
Take or leave the arguments, but for god's sake, don't ever say that a fiction HAD to be a certain way. Fictional stories don't determine themselves. These plot elements are catalysts/tools for the author used to tell their story & drive gameplay.
Austin Walker | April 19, 2009 1:28 PM
You're certainly right about the characters and locales stereotyping going on in Resident Evil.
However, for good or bad, it's been consistent through every title in the serie. The fact that people only seem to notice now, when an iteration involves black people in Africa, says more about the commenters than it does about RE5.
It also illustrates that this perceived racism isn't intrinsic to the game. If people are genuinely unfamiliar with bad stereotypes, why should we choose to remind them?
nescire | April 19, 2009 2:05 PM
I don't no why I read most of this because i don't care. At least now I know if I want somebody to study my work I just need to throw some Africans in there.
Grant | April 19, 2009 9:04 PM
I've got to say that I agree with most, if not all, of your comments that you've stated in your article. I happen to have played the game myself, and I have a few observations of my own.
Like most people I have spoken to about the game, I found it hard to really feel anything about the people/zombies I shot in the game. I definitely agree with your point about there being no real attempt to humanize the victims with the virus, and everybody I killed was really just an obstacle, rather than a human being. On top of everything else you've mentioned, I find this to be a missed opportunity. There was no reason to feel that shooting villager #276 in the face was wrong, no reason to think about the fact the group of people you just blew up with a grenade all had jobs and families prior to becoming infected with the virus. There is no attempt to make you think twice about your actions, and I think a large part of this is due to the fact that these people were always zombies to you. I understand that a lengthy section experiencing the village before infection would definitely go against RE5's bigger focus on action rather than survival horror, but I still find it to be a missed opportunity.
I actually picked up on the distinction between how Chris reacted to the black villager and the white woman and found it quite strange, but initially for a different reason. I found it completely ridiculous that a highly trained, BSAA agent who had plenty of prior experience with people infected with various viruses designed to essentially create flesh-eating zombies would ever get close enough to someone who had a high chance of being infected and ask them if they were okay. On the other hand, I have heard that one of the higher-ups working on the game has stated that this particular female was originally supposed to be Sherry Birkin (the young girl that Claire saved in Resident Evil 2), and that Chris would've grabbed her and asked if she was okay because he knew who she was and had a vested interest in her. However, once they realised that there is no canonical reason for Chris to know her or to have any attachment to her, she was changed into the generic white female in the final version of the game. This doesn't explain why the cutscene wasn't changed to reflect this though, and leads people to the assumption that Chris is either an idiot, or that there is a bit of a double-standard when it comes to the particular races present in the game.
Anyway, that's my two cents. Thank you for such a thought-provoking article that doesn't just go 'it's just a game guys!'.
ashuramgs2sub | April 26, 2009 11:58 AM
Hi,
I am so grateful when a member outside of the targeted "demographic" points something like this out. I watch many games being played by gamer family members.
I am African descended so I refused to watch Res Evil 5 from the get-go. Previews of the game only confirmed my worst suspicions. Sheva's presence doesn't save the game for me. Better to have invented a new male character from the same ethnicity to partner with her in order to take the sting out of the imagery. The visual of the infected Kijuju villagers at their most basic condones genocide based on ethnic and cultural differences. It promotes the "enlightened" West Vs. The rest of the Savages.
I did watch Resident Evil 4 and the imagery was not orchestrated to equate all Spaniards with being "nonhuman" and worthy of extermination.
There is a problem with doing this to Black peoples given that institutionalized racism is endemic to Western society.
Most nonBlack people seem painfully unwilling or unaware of this reality.
The imagery in Resident Evil 5 is a subtle form of persuasion that unwary gamers can easily export into forming opinions about peoples they've never met. This is no different than Griffith's "Birth of a Nation" as far as I'm concerned. In it's time Birth of a Nation was a blockbuster. If this title does the same it's a clear statement of our society despite Obama's presidency.
Remember kids get access to Mature titles all the time.
Shame on Capcom and blessings upon Tom Cross for going against the blatant groupthink.
Jarla Tangh | April 30, 2009 8:20 AM