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Making Sense of Manhunt

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Title: Making Sense of Manhunt


1
Making Sense of Manhunt
  • matteo bittanti DIGRA oh-5

Why We Play The Seductions of Violent
Entertainment
2
BugFix
  • Why We Play
    The Seductions of Violent
    Entertainment
  • Why Do We Play?
    Are We Seduced by Violent Entertainment?
  • Wait is it We, or is it Just Me?
  • I mean, do I need professional help?

3
What is Manhunt? Should I care?
Manhunt RockStar North RockStar Games 11.18.2003,
PS2 4.20.2004 Xbox, PC 18
4
The bare essentials
  • Third-person perspective stealth action game that
    puts you in the role of a death row inmate forced
    to run a deadly gauntlet at the whim of a
    sadistic cinematographer.
  • The levels tend to be structured in a clear,
    linear fashion. Clearing one area gives you
    access to the next area
  • Intense graphic violence

5
The bare essentials
  • By simulating torture and death in its most
    graphic details, Manhunt has become an instant
    classic of gaming sadism.
  • Here violence is rectified by more violence the
    usual cliché - the "hero" has to correct an
    imbalance created by the "bad guys" - no
    longer holds.

6
Where R the academics?
  • Lack of critical studies on games like Manhunt
  • Tautological approach Violent games are
    usually dismissed by academics as violent
  • On the surface, it is the ludic equivalent of a
    slasher movie
  • Yet highly layered with conflicting meanings
  • How can we approach a text like Manhunt?

7
The virtuous/vicious circle
8
PreText
  • the fictitious reason/s that is/are concocted
    in order to conceal the real reason behind
    playing Manhunt
  • What is the appeal of Manhunt?
  • The appeal is constructed among other things
    by trailers, teasers, previews, advertising,
    game covers, marketing

9
Text
  • the game itself and the experience of playing
    it
  • What is the game like and what does it feel like
    playing it?
  • What is the game doing to me?

10
ConText
  • the set of facts or circumstances that surround
    its fruition, reception, and distribution
  • What does the game do to culture and what does
    culture do to the game?

11
Guess what?
  • Text fairly recognizable
  • PreText pretty unclear
  • ConText rather unpredictable

12
How do I study it?
  • Text games studies, film studies, narratology
  • Pretext psychology, anthropology,
    neuroscience, sociology
  • Context cultural studies, media studies,
    ethnography

13
PreText
  • Goldstein (1998) offers a distillation of the
    various accounts that have been offered to
    explain the fascination for aggressive play
  • A) biological/physiological
  • B) psychological
  • C) social/cultural

14
PreText
  • Biological/Physiological
  • To discharge energy
  • To achieve desired level of arousal/stimulation/ex
    citement
  • Hard Wired tendency to practice adult skills
    and roles
  • Hormonal and genetic influences

15
PreText
  • Psychological
  • To engage in fantasy/imaginative play
  • To experience flow
  • To come to terms with violence, war, death
  • To achieve a desired emotional state
  • To experience and express intense emotions
  • (10 more)

16
PreText
  • Social/Cultural
  • Direct modeling by peers or family
  • Indirect modeling influences of media, marketing
  • To belong to a club
  • To exclude oneself from (negative reference) a
    group (e.g. parents, girls, boys who
    disapprove the game)
  • As a reflection of cultural values dominance,
    assertion, and aggression
  • (10 more)

17
PreText_Link
Jeffrey H. Goldstein Why We Watch. The
Attractions of Violent Entertainment Oxford
University Press, 1998
18
Text
  • To analyze the game we have several
    useful tools
  • Game Studies
  • Game Reviews
  • Walkthrough, Guides, Faqs
  • But also disciplines like film studies (!)

19
Text
  • Title Man Hunt Fritz Lang (1941)
  • Press release Manhunt explores the depths of
    human depravity in a vicious, sadistic tale of
    urban horror. To create the morbid atmosphe-re we
    took inspiration from the dark side of
    entertainment, from reality show to snuff
    movies, including blockbusters like 8 MM,
    Se7en, The Running Man.

20
Text
  • Cover
  • Introduction (Full Motion Video)
  • Cut Scenes
  • Theme The Most Dangerous Game (1932), Hard
    Target (John Woo, 1993), Surviving the Game
    (Ernest R. Dickison, 1994), Final Round (George
    Erschbamer, 1993)...
  • Sound Brian Cox as Starkweather

21
Text
  • Urban setting The Warriors (Walter Hill,
    1978), 1997 Escape from NY (John Carpe-nter,
    1981)
  • Killing Styles My Little Eye (2002).
  • Executions The automatically triggered cut-scene
    4-5-second kill animations cannot be skipped. In
    other words, the game forces the player to watch
    every evisceration, every gutting, every
    brutal beheadingwhether he wants to or not.

22
Text
  • Executions also use a video filter effect--as
    though they're being played back in one of
    Starkweather's gruesome movies.
  • Game modeled after a film that looks like TV
  • Player/Spectator/Voyeur

23
Text
  • Phenomenology of the game
  • what does the game do to me?

24
Text
  • The ability of being in control over what takes
    place on the screen, gives the player
    increased control over their own emotional
    states during play (Goldstein, 1998, p. 59)
  • ???

25
Text
  • Because video-game players have more control
    than, say, TV viewers, perhaps the effects of
    violent images are reduced (Goldstein,
    1998, p. 60)
  • ???

26
Text_desperate gameplayers
  • I felt evil, and queasy, and numb. Eventually, a
    strange kind of self-loathing set in, followed by
    a low-level depression. During the final
    stages of the game, I found myself actually
    turning away from the TV during the execution
    animations, waiting for them to be over
    (Scott Jones, GameCritics.com, 2003)
  • Is this reaction peculiar to videogames?

27
Text_s
28
Text_s
29
Text_s
30
Text_s
31
Text_s
And more Comparative analyses needed?
32
Text_Gender
33
Text_Link
Carol Clover Men, Women, Chain Saws. Gender in
the Modern Horror Film (1993) Princeton
University Press
34
ConText
  • Flashback February 2004, UK
  • Murder by PlayStation
  • 14-year-old Stefan Pakeerah is brutally murdered
    in a park. The parents said their son was lured
    to a park by a 17-year-old player of the game
    (Warren Le Blanc), who stabbed and beat
    their son to death with a knife and claw hammer.

35
Bingo!
  • Text

ConText
36
ConText
  • When one looks at what Warren did to Stefan and
    looks at the brutality and viciousness of the
    game, one can see links, Stefan's mother told
    the BBC.
  • Stefan's father was more specific, telling
    Reuters, Stefan's murder compares to how the
    game is set out, using weapons like hammers
    and knives. If games like this influence
    kids, they should be taken
    off the shelves.

37
ConText
  • The Daily Mail led the charge, running the
    headline Murder by PlayStation and
    starting a sensational campaign to ban
    violent games.
  • Some retailers like Dixons decide to
    remove the game from the shelves.

38
ConText
  • A few weeks later Local police announced that
    they had indeed found a copy of the game,
    but it was found in the victim's
    bedroom.
  • Question How did Stefan come into
    possession of the M-rated game?
  • Who bought it for him?
  • The result?

39
ConText
40
ConText
  • The level of interest in Manhunt, according to
    a report in the Daily Mail newspaper, is
    higher than it was when the game was
    originally released.
  • A spokesperson for HMV, which still stocks the
    game in its 200 stores, told the
    newspaper that demand for the game had
    significantly increased.

41
Bingo!

Text
ConText
  • Again, is this peculiar to digital games?

42
ConText
  • Flashback 1993
  • James Bulger was a toddler who was abducted and
    murdered by two eleven-year-old boys, Jon
    Venables and Robert Thompson, on Merseyside, in
    the UK.
  • Outcome immense public outpouring of shock,
    outrage, and grief, particularly in Liverpool and
    surrounding towns. The trial judge ordered that
    the two boys should be detained for very, very
    many years to come.

43
ConText
44
ConText
  • Had the murderers been watching violent films in
    the days and months prior to the murder?
  • Did these movies contribute to making the pair
    act in the way they did?

45
ConTex
  • As Jamie's death was similar to the death in
    the film, and the father of one of the boys had
    been known to hire this film the week before
    the murder, The Sun newspaper explicitly
    named

46
Chucky made me do it!
47
ConText
  • . as the movie that triggered the killing
    and printed a full front-page picture of the
    menacing Chucky.

48
ConTex
  • However, no evidence that the boys had
    watched such movies was formally
    presented to the jury, but the case gave
    rise to a national debate about the acceptability
    of violent media.
  • Although no films were subsequently banned by the
    British Board of Film Classification,
    several video rental chains voluntarily
    stopped stocking Child's Play 3 and
    other titles listed by The Sun.

49
ConText
  • Flashback 3 1912
  • Boy is to hang for picture play
  • Young Bishies Express Robbery Tragedy an Exact
    Reproduction from Movies Slew Trusting Friend
    Waited for Whistle at Long Curve So the Shot
    Would Not Be Heard
  • (Philadelphias Record, 1912)

50
First Person Shooter
  • Movie in question is
  • The Great Train Robbery by Edwin Porter (1903)

51
ConText
  • There were, as it happens, serious reasons to
    question the newspapers claim. ()
    Even if the killer had seen it, the movie
    couldnt have possibly have suggested the
    train whistle ploy, since there is no such
    scene in Porters film
  • (Harold Schechter, 2005, p. 119)

52
Link
Harold Schechter Savage Pastimes A Cultural
History of Violent Entertainment Saint Martin's
Press Inc. 2005
53
(No Transcript)
54
TextMix
  • Its not that I want to harm anyone () but
    thinking about violence seems to relax me and
    give me comfort
  • (John Waters, director, 1995)

55
(No Transcript)
56
TextMix
  • Repetition works, David.
  • Repetition works, David
  • (Wayne Gale, Natural Born Killers, 1994)

57
(No Transcript)
58
TextMix
  • Despite all the stereotypes I believe that media
    scrupulously avoids glorification of murderers
    and violence
  • (Poppy Z. Brite, writer, 1996)

59
(No Transcript)
60
Faces of Death
61
Faces of Death
62
Faces of Death
63
Game over (?)
  • The contemporary viewers ability to suspend
    disbelief in FMV is by and large predicated
    upon the acceptance of more-linear narrative
    structure (There is) only one motivation that
    could circumvent this fact and make it possible
    for the viewer to accept control of the
    narrati-ve as part of the entertainment narrative
    () the opportunity to commit other immoral
    acts, or acts of violence
  • (Will Self, writer, 1995)

64
Cont_at_cts
  • Matteo Bittanti
  • IULM University, Milan, Italy
  • mbittanti_at_libero.it

65
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