A Modest Proposal: Satire and Saints Row the Third

"Juvenalian or Mennipean?" pondered the sexy nurse, before crumpling against a passing dump truck.

by Nico Dicecco

Can we call a game like Saints Row the Third a satire? Okay, we can call it whatever we want. We can call it left-nippled frozen burrito slosh. Let me rephrase my point: is it critically useful to call Saints Row the Third a satire? I suppose this raises two entangled questions. First, what is a satire? And second, what do we have to gain by using the term to refer to a specific kind of game?

Satire has a really long history that I promise I won’t go into—except to say that three main traditions start in ancient Greece and Rome: the Horation, the Juvenalian, and the Menippean. There are important differences between them, but they all share a few characteristics. They all find a balance between humour and abuse. The Horation stuff sides a little more towards humour, the Juvenalian a little more towards abuse. And Menippean satire differs primarily in that its objects of attack are more profuse; both “the funny” and “the fierce” get pointed towards a full cast of idiots and villains. Finally, all of these legacies share an interest in exposing vice and folly—that is, in revealing certain instances of human behavior as being either truly awful or merely stupid, and occasionally both. And in doing so, they articulate a position of moral superiority.

The problem with satire is that it doesn’t always work. And there are two big reasons why. Since the point of a satiric work is to expose vice and folly, there has to be a consensus between the author and the audience on what exactly is vicious or stupid, and what is morally proper. That said, not everyone has to agree. One of the great things about Swift’s “A Modest Proposal” is that some people read it and think that he actually wants us to eat babies. What matters is that some of the readership can identify the irony, get in on the joke, and side with the author in ridiculing the dunderheads who take the piece at face value. But it isn’t the gullible readership that Swift has in his rhetorical cross-hairs. He has the much loftier goal of exposing the viciousness underpinning 18 th Century political culture (*guffaw guffaw*).

That’s actually the second big reason satire can fail: it doesn’t make sense if you don’t know the context. I don’t know about you, but I’m a little rusty on my 18 th Century political history. And, sure, infanticidal cannibalism is funny in its own right, but Swift has a bigger point to make. He’s drawing attention to specific instances of hypocrisy tied up with British class divides, the mistreatment of the Irish, and the economics of the slave trade. Those are the vices he wants to attack, and he is staking a moral high ground by opposing them… I think. The specificity of the attack is not nearly as clear for the average reader today than it would have been for the highly educated and politically informed reader of the 18 th Century. To that reader, the moral norm—the values that the satire affirms—would be relatively clear. Without knowledge of the context, however, you can of course still chuckle about baby sandwiches, but the bigger picture is lost.

That’s actually a good segue to Saints Row . While there aren’t any infant sandwiches per se , it’s not a long walk from Murderbrawl XXXI to bread, butter, and babymeat. SRTT (ugh, I can’t keep writing the full title of the game) has all the hallmarks of Menippean satire: it’s a topsy-turvy world of excess and morally bankrupt behavior, showcasing an array of vile and vacuous character types. But what is the moral norm? And, perhaps more crucially, does interactivity change the way that irony functions?

The fact that SRTT is aiming at irony would be pretty tough to miss (but then again, some people miss the irony of Swift’s baby-brunch). Take for example “Professor Genki’s Super Ethical Reality Climax,” which is a game-show that feels a bit like a cross between and Running . The words “super ethical” stand in such obvious opposition to the activities of the murderous rat race that we should know from the get-go that irony is afoot. But is it militant irony? I get the strong sense that something is being ridiculed here, but what? It’s all so excessive that it’s hard to point to a specific target. Of course, that’s sort of what I earlier suggested characterized Menippean satire, so maybe I should be looking less for clearly defined targets than for intellectual categories.

Perhaps excess as such is the category under scrutiny in SRTT . This is fairly clear early on when the main cast goes to an ATM, but is upset when they can’t withdraw $10 million. Or, better yet, in the line spoken by the main character just before s/he jumps out of a plane—sans parachute—for a second time. Another character (Viola) says, “There’s probably an easier way to do this,” to which our protagonist responds, “No doubt,” and tumbles out the cargo bay. Of course there could be an easier way—but SRTT is only interested in the most spectacular approach, the most indulgent and satisfying. And if I’m being honest, I’m just having so much fun shooting my way through Prof. Genki’s maze and diving out of planes that what I really care about while I’m playing isn’t the satiric impulse but the way that the acoustic impulse of the sonic boom gun .

And that’s the problem. If excess is itself the object of attack, what does it mean for me to indulge in the fantasy of excess that the game provides? What does the game identify as the moral high-ground, and can I get there using the tools offered to me by the game itself? Perhaps this is the way that SRTT slides from satire into parody. Whereas satire establishes a moral norm from which to launch its attack, parody uses mimicry to lovingly affirm even while it subverts its target. In other words, unlike satire, parody is double-edged, always complicit in the thing it ridicules.

As I write this, I can’t help thinking about one particular moment in the game that has been bugging me. During the mission “Nyte Blayde’s Return,” your ally Viola is convinced to dress up like a “slutty nun,” who is, ostensibly, a character in the Nyte Blade franchise. In one respect, this parodies the excesses of superhero costumes, which have a terrible record of portraying women’s bodies as hyper-sexualized. At the same time, however, as Viola emerges in costume, she says, “I didn’t get a masters in economics to look like a slut.” So, we are asked to think of Viola as an educated woman who feels degraded by this objectifying costume—which tells us that the creators of the game know that it is an objectifying costume. On the one hand, Viola gets to join a very limited club of female video game characters with graduate degrees (perhaps a club of one?). On the other hand, the game nonetheless still depicts her in a skin-tight onesie that opens down the middle from clavicle to bellybutton, exposing oh-so-much-inner-side-boob. Even if the game designers know they’re doing it, and they tell us that they know they’re doing it, they’re still doing it. Self-reflexivity doesn’t necessarily give you a pass, does it?

And here we come to the second question I identified at the start of this article: what do we have to gain by discussing SRTT in terms of satire or parody? Well, for one, it gives us something to discuss and some critical tools to help us along—and in a lot of ways that’s the point of Medium Difficulty. So rather than posit an answer, I’m going to prod you to take up the question in the comments. And to further stoke the fires, especially with respect to the Viola issue, have a peek at  response to Rush Limbaugh’s recent dumbassery. Now that’s satire!

 

About Nico Dicecco

I'm a PhD student at Simon Fraser University in Vancouver. My research is built around adaptations: films based on novels, video game tie-ins, comic versions of beloved (and not so beloved) literary classics, theatre, dance, television, action figures... I love me some media. I come to games criticism as both a fan and a person incapable of enjoying cultural objects at face value. I'm always looking for a critical angle on the things that I do for fun. As a co-founder of Medium Difficulty, I have a fancy title of some kind – Chief Operations Officer, if I remember correctly – but I'm still trying to figure out what that means while folks like Kyle, Karl, and Kait do most of the heavy lifting. Maybe if my name also started with a K, I'd be a better colleague.
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  • BitterAlmond

    Saint’s Row the Third is a satire… of Grand Theft Auto. Which is in turn a satire of American culture.

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

      That’s an interesting point – but does any cultural satire continue through to this (much more over the top) game? And do we need a functioning understanding of the history of games it is speaking to if we’re really going to “get” it?

      • Both are great points. But I have to wonder what kind of work a satire of a satire does. If we can be more specific than “american culture” with respect to GTA’s satiric drive, we can then ask what exactly *about* GTA is SRTT critiquing. Certainly both games have an ambivalent relationship with rampant consumerism: that is, both mock crass commercialism, but shamelessly indulge sandbox fantasies with profit as a key production motive.

        I think your point about games history is pretty crucial here, Kyle. The industrial context of the birth of games is quite distinct from that of other narrative media (films, novels, the epic, etc.). As such, the field has had a very different dialectic between the motives of aesthetic and mass production than other forms, and as such has never had a big reason to prioritize artistic achievement… but that’s not to say it hasn’t occasionally shot for such achievement. And I think one of the major differences between GTA4 and SRTT is that the former flirts with a gravitas that the latter almost entirely eschews.

        In light of this, perhaps both games share targets of attack (various facets of american culture), but SRTT adds to that roster. And what it adds, I’m guessing, is a sense that games are better thought of as playgrounds of fantastic indulgence than as platforms for “serious art.”

        Not to say that I agree don’t think there is a place for gravitas in games… rather, SRTT doesn’t seem to think so. Or, at the very least, it thinks that some games take themselves too seriously, and that not all games should.

      • BitterAlmond

        Though it is not untrue, my response was a sort of oversimplified, pithy one-off, meant to inspire thought. I’m glad it worked on at least one person. :)

        Anyways, SRTT is, in a nutshell, “everything that is wrong with video games,” the sort of thing that ends up on Fox News and evangelical talk shows. It’s a satire of all video games, and its mimicry of GTA is only the most apparent side. The Doctor Genki segments are clearly poking fun at nearly all Japanese games (especially the poorly translated ones — “Shine Get!”), as well as the crazy game shows they have over there. It’s making fun of video games’ objectification of women by simultaneously bringing up the point and indulging in it wholeheartedly.

        Nico already answered your questions better than I could have, but it’s also important to take a look at the history of the Saint’s Row games themselves: the first one was just a blinged-out, goofy rip of Grand Theft Auto III. I remember chuckling the first time I saw my objective was clearly stated as “Get More Hoes”. Still, it was pretty tame. SR2 took the fact that GTAIV went in a very specific, more serious direction and that some GTA fans were alienated by this. It gracefully slid into the niche GTAIV left: a niche for sillier, “guilty pleasure” games. SR3 is just balls-to-the-wall nuts, fully realizing what SR2 began. It’s not just artsy satire, but a much simpler “What GTAIV Should Have Been” game. Or, at least, that’s how I see it.

  • That situation with Viola is extra complicated because she is voiced by a porn star. A woman who is objectified (by choice) as a profession giving voice to a woman who resents and actively attempts to resist the role as the object, yet nonetheless is put into the costume of the objectified.

    While a bit critically complicated, it is a very memorable and humorous character interaction that exemplifies the strange line that SRTT walks between satire, parody, and earnest.

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

      This is a great point. I think it’s easy to forget how “meta” components like casting influence and play with themes in the game. One thing that has struck me in the third game, as opposed to the second, is that there are two “white” voices per gender, including the default voice. The earlier two games had many more choices, and they primarily reflected black and latin characters. Isn’t it problematic that in the third game, which is focused on conspicuous wealth, makes “white” the default option?

  • Thinking about this, does SRTT have some of the strongest female characters in recent video games? There are three strong and developed female characters in that game.

    That’s better than GTA…