
If you haven’t been following the news on Splinter Cell: Blacklist, about five minutes into the first mission, there’s a scene where you jam a knife in a man’s clavicle and twist it to get information out of him.
Yes, there is a scene where Sam Fisher tortures somebody. You have to do this, by the way. There’s no way around it. You wiggle your thumbstick and make this terrorist groan and cry, and then you’re faced with a moral choice to either knock him out or kill him.
Needless to say, the implication that torture is A-OK while killing is the moral choice was not something that sat well with some people. The game isn’t out until next year, but Ubisoft is apparently not backing down on this one.
Specifically, the game’s director, David Footman, had this to say:
What people won’t say, but what they’ll dance around, is that is the price of freedom to protect Americans and their sedans and SUVs. If it makes you squeamish and uncomfortable, maybe that’s the point.
My problem with this is twofold. First, needless to say, is the concept of torture as entertainment. Secondly, though, is this attempt to avoid criticism by hiding behind reality in a game that has nothing to do with it.
If this were a serious military sim, like ArmA II, I might give that some credence, but it’s not. The Splinter Cell series is and always has been set in an escapist fantasy idea of the military and America, made to seem “real” with lots of jargon and techno-babble. And that’s fine, it’s not Shakespeare, it’s an over-the-top action franchise. I can fault the writing but really, the goals here are fairly modest and the series generally achieves them.
But in reality somebody like Sam Fisher, to the degree he exists at all, would be unlikely to torture somebody in the field because torture doesn’t work. The CIA has has found no evidence that it works. Victims of torture such as John McCain have flat-out stated it was ineffective. The Senate spent three years looking into it and found no evidence that it’s an effective technique. There’s also the fact of the matter that it’s against just about every military code of conduct, international law, and basic ethical training you can find on the subject.
This isn’t to say the threat of violence isn’t used, or than a United States special operative has never tortured somebody. It’s just that it’s not going to be the first option.
It’s not even that it’s offensive that’s the problem. Great artists can make you think by offending you. But anybody who’s seen the demo knows that’s not the intent of the scene to create any sort of moral dilemma. It’s a story point, at best; there’s no way to fail this moment. You don’t illustrate a moral dilemma by making people do something.
I should make clear that I’m not expecting Ubisoft to give in to moral outrage on the part of some gamers and change the scene. Even if they wanted to, the game goes on sale in a few months and yanking that part out may well be impossible, logistically. That’s not the problem here. The problem is that instead of confronting the outrage head on, or talking about it, they’re chickening out.
What it comes down to is that any game I review on this site, I buy with my own money. There are a few reasons for that, not least of which is that if I’ve got $60 of my cash sunk into something, the flaws and the virtues will be that much more vivid.
If Footman had said “It’s a fantasy, and not intended to reflect reality”, I’d respect that. If this torture were an option in the game, I’d be willing to give him a fair hearing as to why that was the case. But to just put it in, make the player do it, and then when it gets a hostile reaction, try to justify it by spouting what anybody with Google can verify is a line of B.S.?
Sorry, Ubisoft. No sale.
UPDATE: Zack Cooper, community manager for Blacklist, got in touch with me and raised what I felt were a few good points. With his permission, here’s what he had to say, excerpted:
I do take exception to a couple of things that you seemed to state as fact, though.
Notably, suggesting that there was no way to avoid the interrogation scene. We haven’t communicated as to whether that is the case.
I also think it’s unfair to state that Blacklist is striving for something (or not striving, as your piece suggests), based on the previous entries in the series. There is no doubt that we are going for some hard-hitting stuff, and taking some big risks… Not merely for the sake of entertainment. We are actually hoping to (genuinely) get the gamer to think about their actions, and the reason behind them.
That’s good to hear. Whether it’s successful is another matter, of course, but if Ubisoft is willing to talk, and clearly they are, I’m willing to listen.




This isn’t the first time they’ve done this- in Conviction, there’s a sequence where Sam smashes up a bathroom with a bad guy’s face to get information. You move around with him in a headlock, and the interact prompt comes up for different objects (sink, urinal, garbage can). Hitting the button makes Sam slam the guy’s head into the object, shattering ceramic (and probably most of his face) and advancing the dialogue.
Sam Fisher has always been hostis humani generis.
See, that I’m willing to excuse (to a point) because it’s an over-the-top scene and it’s not like we haven’t seen that in a thousand action movies. This is a lot different, at least in my view.
That’s an interesting view (in the actual sense of “hmm, makes me think”, rather than “iiiinteresting, this person is CLEARLY WRONG” like the Interwubs usually use it). I found the face-smashing more visceral (and it occurs to me that it happens a second time, later in Conviction) than the knife-twisting seems like it would be. In either case, it IS something that Sam should know won’t work, although at least in Conviction he has the excuse of having very little time, and being rather at the end of his rope (Sarah is dead, etc). The “which end of the pistol do I use to make them lie down” choices were much more important earlier in the series, I think- as Sam becomes more focused on being stealthy through quick, decisive action vs. hiding in the shadows, it becomes more about whether the player is going for the no-kill playthrough, which Conviction had no actual bonus for doing (especially since you can’t control whether or not he uses his gun during melee strikes).
TL;DR: Sam exists in squishy moral territory at the best of times (5th freedom, etc), and it’s likely to get worse as the SC games become more about speed and violence than hiding in the dark.
Honestly you need to go on the internet more, shit like this doesn’t even phase me now. I wouldn’t even notice it if it weren’t for all the crying of people who aren’t dead inside.
I got the nickname of “The Event Horizon of Awful Things” because I was able to top my friends, in college, in terms of finding disturbing things online.
I wonder what Ubisoft is going to make players do in Splinter Cell: Oswald Prison.
Splinter Cell: Uptight Prom Date
Splinter Cell: Penn State Shower Room.
Two more for the dlc list:
Splinter Cell: Abu Ghraib
Splinter Cell: Guantanamo
Hannnng on a minute. We can still enable flick lit cigarette on youngest son mode, right? Because if they’re taking that out it’s a non-starter for me.
I think the “forcing people to commit an action” argument doesn’t have much traction. If it were a genuine choice, people who would think twice about it wouldn’t do it at all, and not reflect upon themselves (the ones who would do it probably never reflect upon themselves). Certainly someone who is offended by the moral implications would tell themselves that “I’m not responsible; they forced me.” But that doesn’t remove the content of the game. Making that excuse illustrates that something is wrong and needs to be excused. This is what we examine.
However, the cop out very badly undercuts their argument.
You’ve got a point.
If I were doing it, not to armchair quarterback, I’d give the player two crappy options, Maybe torture the guy and get the information with a stealth penalty, such as enemies discovering the torture victim and thus actively hunting for you, or don’t torture him and have your mapping system severely limited.
Good point- an interesting example of actually giving the player a choice (even if it doesn’t matter, and isn’t ever tracked) is the different ways to play the airport sequence in MW2. My first playthrough, I played it pretending to be a bad guy, since I figured there’d be a point where not doing so might get you caught. Once I found out what happens either way, I started playing through first only shooting when fired on (guards, the riot cops), and then attempting to make it through without ever firing. Makes for an interesting meditation on choice vs. ridiculously linear design. (Just don’t tell the Infinity Ward writers that their entire plot could have been aborted by shooting the bad guy in that first act, and that there’s never any justification for why he doesn’t as soon as it becomes clear what they’re doing.)
I just think it’s funny that the game’s director is talking about the extremes needed to go to protect the United States when the game itself is being made at Ubisoft Toronto.
Pfft, Canada is our hat.
But, but, our SUV’s, who will save them!?
Depending on why they do it, torturing the bad guys for information (depending on the scenario) can elevate the emotions of the game, comic, or movie. Maybe that makes me a bad person. I’m thinking of the scene in (the uncut) Taken, when we see Liam Neeson torturing the guy with the spikes in his knees and electrocuting him. Several scenes in 24. Garth Ennis’s Punisher. I know there are others. But I found it helped you to feel the rage the person is feeling. I haven’t played the Demo, so I haven’t seen what it is exactly, but the only game I enjoyed it in and felt bad for was the highly underrated Punisher video game that came out a while back. That was over the top, but I loved it.
See, for me it depends on the context. “Taken” is about a desperate father, not a government agent (and part of me wonders why Liam Neeson isn’t in jail at the end of that movie; he causes, what, FIVE international incidents?) This is government-sanctioned behavior.
I agree with Dan, but you as well. It is all context, as explained by David Footman’s comments, the context for said action was because of this ‘Merica and the ideal in need of pertection. But that’s barely anything, maybe in the full release we’ll have a chance to see how we shouldn’t feel sorry for this person. But at this point in time it appears to just to be something thrown in to excite the sort of shit storm they’re already receiving for this. Just bull…
Oh, I don’t feel sorry for the motherfucker. He’s a terrorist. It’s just on a personal level, I’m against the idea that torture as entertainment or “the way it has to be” in entertainment. It can work in a movie or video game, but it has to make sense, not be handwaved. “Taken” I get why Liam Neeson is torturing somebody, even if it makes me cringe.