GTA IV, Morality Tale?

Once and a while, the mainstream media picks up and follows the release of a particular video game because of its impact on society. Such is the case with any entry of the Grand Theft Auto series. IV, which is actually the eighth title of the popular anti-hero series, was released at the end of April and went on to break all the records the previously existed for first week sales. Listening into Z103 on the way to work on launch day, the morning crew found some bright light who camped out all night and, when interviewed, said he didn’t care too much for many of the new features that the game introduces, “I just want to shot people!” And so begins the controversy again where the game will be blamed for every homiside, shooting and violent crime on this side of November while the supporters of the series will do themselves no favours like the young man Z103 talked to just by acting like the thugs that the game portrays.

As a Christian, I won’t ever own the game and highly doubt whether I’ll ever play a friend’s copy, although GTA IV did strike up some curiosity last week when speaking to one of my gaming friends who holds no allegiances to God but is pretty observant. He mentioned that the game, with fancy next-gen graphics and a deeper, longer story was different than its predecessors since, in this new, more detailed version, the wounds you inflicted were actually graphic and not fuzzy, pixilated renditions; the game code was more realistic so that people didn’t just keel over and die but actually begged for their lives, cried out in agony and added a sense of victimhood that never existed before; and the game was more open-box (a challenge given the freedom this game gave you before) where as the anti-hero, you are now charged with making moral decisions as you go about your life of crime and immorality.

Yesterday, while visiting another friend, I got a chance to see the game in action by watching a mission through which the hero, Neco, was sent to kill the biker-boyfriend of the mob boss’s daughter. The mob boss, my other friend observed while we were chatting, was messed up — there was a strong correlation between his drug habits and the deteriorating relationships he had with friends, family and *business colleagues*. Later on, during online mode, the game spit out “player 1 2nd amendmented player 2″ after the former shot and killed the latter in an airport. It seemed to me like the rumours of hidden messages in this game were true, even to the point where I now wouldn’t be surprised if I was told that Nico could get STDs from some of his dating activities that take place in the game (and which caused the infamous “Hot Coffee” affair in the last GTA game). Could it be that publisher Rockstar games is actually trying to explain to young and impressionable gamers that bad choices in life have consequences?

While it’s still a little premature to say, it might also be suggested that just by striving to give gamers that more realistic experience — right down to going to a bar to play pool — Rockstar is inadvertently making its games so life-like that the ugly side of crime, promiscuity and general ungodliness are all seeping out of the woodwork. If it is this intense, the publisher of GTA IV might have also found a way to reach out to a demographic law enforcement, governments and churches have struggled decades to make contact with. Ironically, Rockstar’s realism might just have the unintended consequences of making the acronym GTA a cultural fossil, given enough upgrades to gaming hardware.




Comments (1) to “GTA IV, Morality Tale?”

  1. Very nice article. I’ve played GTA 4, and find myself almost as attached to some of the characters as i would be if it were a good movie.

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