colin moriarty

Criticism vs. Marketing: A Response to Colin Moriarty’s ‘Evil is Good’

by Jed Pressgrove

Months ago, I provided my definition of criticism: “[C]riticism is sharing reactions to something without sounding like a commercial.” In a response to criticism of Far Cry 4 box art, IGN writer Colin Moriarty sounds like a commercial. We should examine the marketing implications of what Moriarty and other game critics have said about Far Cry 4.

First, none of us are innocent when it comes to giving Far Cry 4 attention and, thus, potential for more sales. The box art debate is exactly what Ubisoft wanted. With the Far Cry 4 box art, Ubisoft knowingly used the tact of an immature schoolboy to get people curious about the game. This consumer curiosity might take the form of “How will Far Cry 4 the game actually handle its themes?” or “I can’t wait to shoot some bad guys in Far Cry 4.” There’s nothing wrong with these curiosities, but I believe that Ubisoft used racially and religiously charged imagery — a clear play on post-9/11 anxieties — to get us talking. In this respect, Moriarty’s talking is no guiltier than any other critic’s talking.

The problem is that Moriarty takes word-of-mouth marketing to a more troubling level. I immediately disliked the “Evil is Good” headline because it sounds like a phrase from a dumb movie trailer. Unsurprisingly, the phrase ties into Moriarty’s assertion that a “potentially controversial bad guy” is something powerful that can challenge us. To support this conclusion, Moriarty makes several banal, obvious comments about the importance of bad guys in art. Once you get past all of this philosophical posturing, you get to what Moriarty’s article actually says: “Buy Far Cry 4.”

The evidence is especially clear in the third paragraph:

When I first saw this artwork, I had a few thoughts. My first thought was, “man, I can’t wait to play Far Cry 4.” I absolutely adored Far Cry 3. It was an exceptional game, one awash with a host of non-linear, explorative qualities, solid gunplay, and a surprisingly engaging story. It deserved every one of its 9 million sales, and I was so pleased to see that Ubisoft would follow it up so quickly (Far Cry 4 is slated to come out this November).

I’m sure Ubisoft executives love this passage, which doesn’t represent a critical reaction so much as evidence that Ubisoft has a loyal ally. While I can’t call the passage’s honesty into question, Moriarty gives Ubisoft exaggerated praise when he brings up the sales figure. The idea that a game “deserves” all of its sales shows a flagrantly uncritical mindset. It doesn’t consider that some bought Far Cry 3 and thought it was garbage. It doesn’t consider whether sales provide insight into game quality in the first place. Indeed, such considerations are unimportant when the critic becomes nothing more than a mouthpiece for a game company.

Moriarty enthusiastically supports Ubisoft’s marketing purposes with the Far Cry 4 box art. From a sales perspective, the fact that the box art contains racially and religiously charged imagery is irrelevant. The most important point is that the image looks edgy and violent. Greg Magee’s line about the box art’s “gun porn all over the place” provides insight into Moriarty’s approach, which is revealed in the second paragraph of “Evil is Good”:

In the artwork — seen below — a person in a fine pink suit is leaning on the head of a subjugated man cradling an M67 grenade. An AK-47 rests to the left, an RPG-7 to the right, and some ammo is strewn about.

From a technical standpoint, Moriarty’s specificity about the weapons is impressive. It also raises a question: does it really matter what kind of grenade the darker-skinned guy is holding? Moriarty’s fixation on weapons plays into Ubisoft’s strategy of appealing to the classic shooter theme of power through weaponry. The racial and religious imagery is only icing on the cake and therefore easily dismissed by Moriarty as window dressing for a “good, believable antagonist.” Of course, given that he has yet to play Far Cry 4, Moriarty has no critical reason to suggest that the antagonist is “good” or “believable.” The effect of Moriarty’s article appears to be selling a game for Ubisoft under the guise of engaging in a critical discussion.

Moriarty also markets the edginess that Ubisoft was going for with the following proclamation:

Far Cry 4 isn’t an innocuous, inclusive children’s book or an afternoon Nick Jr. cartoon. It’s an M-rated video game, made for adults, and it may just deal with some brutal realities of the world. What if this blond man is, in fact, a shameless, violent, narcissistic racist? Doesn’t that give you a strong reason to dislike him, and a powerful motive to chase him through Far Cry 4’s campaign? Isn’t that more compelling than some vanilla, sanitized antagonist with no noticeable personality flaws or nefarious motives? Racism is, unfortunately, a very real force in contemporary culture, so why should gaming ignore it? I love that Far Cry 4’s writers are treading down the same path the previous games did, making for an experience that may just be, at times, totally uncomfortable. Maybe Far Cry 4 will give you pause and make you question your own motives in the process. Isn’t that a positive in a landscape flooded with the same old thing?

Notice that Moriarty begins by casting aside the nonexistent argument that Far Cry 4 is a children’s book or Nick Jr. cartoon — hey people, this game is “M-rated.” Such language reminds me of my childhood in the early 1990s when games like Mortal Kombat made me feel like I was playing something mature and original. Looking back, my feeling as a kid was legitimate: as a fighting game, Mortal Kombat had a unique approach to violence. In contrast, Moriarty’s words should be interpreted as marketing, not a legitimate feeling, because nothing he predicts about Far Cry 4 is a unique idea. Far Cry 4’s blonde man will not be the first violent, narcissistic racist in video games. He will not be the first game villain I’ve strongly disliked during a chase. He will not be the first villain with personality flaws or nefarious motives. And Moriarty knows this. He admits Far Cry 4 is “treading down the same path.” Then he turns around and gives us that now-classic slogan about questioning “your own motives.” If it weren’t clear that Moriarty is marketing Far Cry 4 rather than engaging in criticism, I would wonder whether Moriarty has played any of the numerous popular or underground games — everything from Fallout to Traitor — that encourage players to question their own motives.

On a broader level, Moriarty makes a mistake that game critics should try to avoid: suggesting conclusions about a game that nobody has played. Regardless of our reaction to the Far Cry 4 box art, we don’t know what the game will do. But there’s a deeper problem with Moriarty’s approach. In instructing people to be excited about Far Cry 4 rather than skeptical of its conniving marketing, Moriarty betrays the purpose of criticism and journalism. With the Far Cry 4 box art and the discussion it continues to inspire, Ubisoft doesn’t need any help from Moriarty.