Moral Relativism in Heavy Rain: Pre and Post-Partum

THRILL CRAZY KILL CRAZY

Or, How Having a Baby Made Me a Murderer

By Valerie Valdes

WARNING: This article contains spoilers for Heavy Rain.

I consider myself an ethical person . I drive the speed limit. I don’t pirate music. I experience mild outrage when I see people cut in line. As my husband would say, in D&D alignment terms, I am almost embarrassingly, annoyingly lawful.

As such, I sometimes find myself faced with a moral conundrum in a video game that completely stymies me. Whatever the options are, none seem right. Even though I can intellectually accept that I am playing a game, that a character’s choices in no way reflect my morality, and that to progress further means I have to just pick something already… I can’t do it. I put down the game and walk away.

Heavy Rain was one such game. In it, a father has to perform a series of increasingly heinous tasks in the hopes of saving his child from a serial killer. This character has already lost one child, and is even concerned that he may himself be the villain in some strange multiple personality scenario, and is putting himself through hell as punishment.

His first task, driving the wrong way on a highway, was certainly illegal. People could die! I balked, but did it. His second was easier; slow, yes, and cringe-inducing, but crawling on broken glass didn’t make my moral compass spin. And cutting off his own finger? Please. I did it quickly, ruthlessly, and cauterized that sucker so fast I was almost confused when I realized the challenge was over. Bring it on, game! I am a pain machine!

But then I was told to kill a stranger. The level loaded. Gun in hand, I stared at someone’s front door. Who was this person? What had he done to deserve this? Was it fair to trade his life for the character’s child’s? It was only a game, but I couldn’t get past this point. I couldn’t make the choice. Even when I found out that the game could continue if I chose not to kill the person, that the child could be saved by another character, it wasn’t enough. I couldn’t make that decision in the context that was given to me. I was stuck.

It’s a good game that immerses one so fully in a world and character that his choices become your choices. Unlike the simple dichotomy most games present between good and evil, lawful and chaotic, paragon and renegade, this was a case where there was no clear right or wrong option. To which moral code could I appeal?

Kant’s categorical imperative was no help. In killing, was I implying that murder was acceptable? That murder to save a child was acceptable? That if someone else’s child was in danger, and killing me could save him, that I should shrug and take one for the team? None of those seemed like particularly good universal rules.

Utilitarianism felt too much like math, or engineering. Stick a kid on one end of a scale and an adult on the other, and measure whose life was worth more. What was the greater good? Which end justified what means? Could some cosmic calculus quantify this choice and render an answer to a terrible equation? Not likely.

Objectivism would have me act in my own enlightened self-interest. Well, it was in the character’s interest to save his son, certainly. But maybe it was more enlightened to avoid committing a serious crime? One that risked a lifetime in jail and, depending on the state, capital punishment? Ayn Rand didn’t help.

Maybe the more important question was: why was I thinking so hard about this instead of just playing?

Months passed. I occasionally considered going back to the game and forcing myself to, ahem, bite the bullet. But by then I was pregnant and dealing with all the assorted joys and perils of that delightful condition. I had bigger things to worry about than the plight of a fictional parent when I was so close to being a real one.

And now here I am, with a son of my own. I’ll probably never finish playing Heavy Rain , and I’ve made my peace with that. At best, I can sneak in a few minutes of Hero Academy on my phone while he naps. Still, when I watch him play with a toy, or stick something inappropriate in his mouth, or smile at me with his four tiny teeth, I think about that choice I couldn’t make. I think about morality, and murder, and what I would do for that little boy who came out of my belly. And you know what I think?

Bang.

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  • That scene in Heavy Rain was probably the longest I’ve ever sat considering a plot decision for a video game. Maybe 10 minutes, tops. Whenever I’m given choices that both seem “wrong”, I choose the one that I think will influence the plot/characters in a way that’s more interesting.

    So I didn’t kill him. It made Ethan more human to me; he’d risk his own life (and limb) to save his son, and murder the Origami killer without hesitation, but not be able to bring himself to murdering a complete stranger.

    As much as games try to immerse and make you feel as if you are the character, I feel you should remove yourself from the character in these situations and choose the path that makes for a more interesting game.

  • http://profile.yahoo.com/5WOK3ID6NQVWQEIKS7VOZDAGSE mrrobsa

    This is a great article. Thanks.
    I hope you do return to Heavy Rain, I’d love to hear your thoughts once you’ve faced the fifth trial! This trial was the one that caused me to ponder, pad in hand, for around 5 minutes, it was the longest I’ve ever thought about a decision in a game. Also the ending should reflect the choices you’ve made which is always a nice payoff.
    Fantastic game.

  • Interesting perspective, to be sure. I’m so glad I have friends who think these thinky thoughts!

    (also glad to see you’re allowing a little more gray in your life.)

  • HungryGoedel

    What, exactly, is your point, beyond “that was a cool part of the game” or “once I had a baby I knew I would kill to save it”? How does the medium of the game force you to consider the decision in a different light from another form of narrative? Why would a ‘lawful good’ person ever consider the ethics of objectivism, or utilitarianism for that matter? What exactly is this new blog aspiring to be?

    • http://www.mediumdifficulty.com/ Kyle Carpenter

      This article is a reflection on how one engages with moral systems within games, and how a significant change in the author’s life altered that engagement. In portraying this, she manages to call into question several ethical philosophies which ultimately fall short, failing to address real life, and even hypothetical (but experienced within a game) experiences.

      Furthermore, this is an account of engagement with games from a position that is rarely heard in most games writing: a mother. It is interesting to me, and the other editors of Medium Difficulty, to see this reflected in how Ms. Valdes experiences the game.

      I will stop short of commenting on her character alignment ;) As for how Heavy Rain has her consider the decision in a different light from another form of narrative, the answer seems clear: in a game, it’s her decision, and she finds it difficult to separate herself from her morals even in this “unreal” arena. If that is a point that you feel deserves more attention and discussion, I invite you to submit an article on the subject!

  • http://hyrcan.com/ Hyrcan

    I run into these issues even in MMORPG. Most recently with SWTOR. As a Jedi Counsular I’ve chosen not to walk the warrior path. But you quickly find that you’ll never become a Jedi, as to progress you must kill, you must fight (and are encouraged to do so, with bonus for extra murdering)

    Of course no one should really be surprised from a franchise who’s only consistency is it’s inconsistency.

  • Jakerbeef

    It was an utterly terrific game from start to finish. I’ve never played anything with as much immediacy and emotional intensity. There’s few films that come close to the rollercoaster it puts you on. It goes one step further in that it gives you choices and consequences and then they play out. There’s no right, wrong or game over.

    That particular section was masterful. In gaming terms completing that level would help you succeed in your overall goal but like many who’ve written here, at that point we couldn’t pull the trigger. In fact we actively supported the ‘wrong’ decision in gaming terms because we were so sucked in to the games story we couldn’ bring ourselves to do it.

    Like mrrobsa I froze during the fifth trial. Caught by the blind hope that the trial could be failed and yet somehow I could still perhaps get a happy ending. I wrestled with it and eventually decided that if this was the way it had to be then my son’s life was the one I had to save. They’re excellent pieces of storytelling because it gives you a cold, unfair situation painted only in black and white when the rest of the game is so unremittingly grey.

    The game caught me brilliantly off-guard. The fourth and fifth trials immediately plunge you into an awful situation with an impossible choice to be made and then you must go along with it.

    Many games have tried to insert a true representation of ‘alignment’ into their stories. Planescape did it very well but nothing I think managed to muddy the water like Heavy Rain. Gage is a genius.