(Hell and Humanity in Bungie's Halo 3: ODST)
[GP: this article first appeared at HBO and was mirrored at Forward Unto Dawn; thanks are due to Louis Wu and Slightly Live respectively. Grotesque in length (coming in at 7,777 words), it is reproduced here intact, though it likely remains uninteresting to non-fans of the Halo games.]
1. Transport for One
Looking down the assembly line of shooters, it can sometimes be hard to hold out hope for the genre, at least in narrative terms. The modern shooter, be it first- or third-person, is cut from the same cloth that furnished the halls of Doom, a game in which your featureless protagonist slaughtered wave after wave of hellish foes until the credits appeared. But while that basic fabric may have satisfied in the halcyon days of sprites and keycards, it has grown threadbare with the increasing scale and fidelity of our videogame experiences.
The biggest shooter franchises today are still obsessed with the extraterrestrial enemy, or at least the subterranean one: Gears of War has its Locust, Half-Life its Combine, Killzone its Helghast, Resistance its Chimera, and Halo its Covenant (and Flood). In the few cases where our shooters stay grounded, granting us combat against our own species, the experience centres either around Hollywood-stock "shocks" (Call of Duty), or muddled amorality (Far Cry 2). For the most part, it is the generality of 'mankind' that our games are concerned with – a sanctified mankind always on the brink of extinction, forever facing a threat that is entirely other, that can happily be dispatched without qualms or doubt. And so we are left in a kind of limbo, recast again and again in the same old role as saviour of the human race. Meanwhile, this role grows less affecting over time, especially when these games seldom present a generalized humanity that would be worth saving at all.
Looking down the assembly line of shooters, it can sometimes be hard to hold out hope for the genre, at least in narrative terms. The modern shooter, be it first- or third-person, is cut from the same cloth that furnished the halls of Doom, a game in which your featureless protagonist slaughtered wave after wave of hellish foes until the credits appeared. But while that basic fabric may have satisfied in the halcyon days of sprites and keycards, it has grown threadbare with the increasing scale and fidelity of our videogame experiences.
The biggest shooter franchises today are still obsessed with the extraterrestrial enemy, or at least the subterranean one: Gears of War has its Locust, Half-Life its Combine, Killzone its Helghast, Resistance its Chimera, and Halo its Covenant (and Flood). In the few cases where our shooters stay grounded, granting us combat against our own species, the experience centres either around Hollywood-stock "shocks" (Call of Duty), or muddled amorality (Far Cry 2). For the most part, it is the generality of 'mankind' that our games are concerned with – a sanctified mankind always on the brink of extinction, forever facing a threat that is entirely other, that can happily be dispatched without qualms or doubt. And so we are left in a kind of limbo, recast again and again in the same old role as saviour of the human race. Meanwhile, this role grows less affecting over time, especially when these games seldom present a generalized humanity that would be worth saving at all.
Of course, videogames should be their own reward; as any forum-dweller
will tell you, it is gameplay that matters. On this view, to ask
how institutions such as the Interplanetary Strategic Alliance (ISA) in
the Killzone games or the United Nations Space Command (UNSC) of
the Halo universe represent or reflect mankind as we know it is
to miss the point, or at least to stray from it. But it is impossible to
tell a story in any medium, no matter how tawdry or inconsequential,
without staking out positions and perspectives, even unintentionally.
Everything you show your audience is saying something, and your
intricate, fictional systems of galactic governance, whether you realize
it or not, tell us not just what you believe the future of mankind to
be, but what you value of our present. Right now, what videogames say
about us as a species is that we are regimental warmongers, and that our
lives are nasty, brutish, and short. In the case of the Halo
series, it could be said that we also enjoy sassy one-liners. Perhaps
our games are not wrong.
The world of Halo, however, is peculiar, and peculiarly
successful: it is often bright, colourful, and comical, brimming with
good humour and camaraderie. That same colour and comedy, coupled with
curiously durable mechanics, has aided and abetted its reputation as the
'kiddy' FPS, and yet Halo is perhaps the most sophisticated of
all the shooters mentioned above in terms of world-building. For a game
that began as a derivative amalgam of other science fiction, principally
Larry Niven's Ringworld and the Alien movies, Halo
has grown surprisingly broad, and the range of material ancillary to
the games – novels, comics, short films, even an encyclopaedia – is
testament to a universe that is proving perfectly mutable.
The transition from single game to world-dominating franchise has not always been kind to Halo, however, and the first game's sequels are blighted with customary problems of storytelling caused by the swelling universe. The pacing and plotting of Halo 2 and Halo 3 are clunky at best, betraying the increasing complexity of the background story, much of which is told through a parallel series of novels, but all of which needs to be clear, or at least decipherable, to the first-time player. By the end of Halo 3, Bungie were expected to tie multiple story strands off, all the while dodging problems of continuity and canon raised by the mountain of supplementary books, comics, ARGs, and tie-in Mountain Dew. As Marcus Lehto put it in an interview with Edge:
The transition from single game to world-dominating franchise has not always been kind to Halo, however, and the first game's sequels are blighted with customary problems of storytelling caused by the swelling universe. The pacing and plotting of Halo 2 and Halo 3 are clunky at best, betraying the increasing complexity of the background story, much of which is told through a parallel series of novels, but all of which needs to be clear, or at least decipherable, to the first-time player. By the end of Halo 3, Bungie were expected to tie multiple story strands off, all the while dodging problems of continuity and canon raised by the mountain of supplementary books, comics, ARGs, and tie-in Mountain Dew. As Marcus Lehto put it in an interview with Edge:
"It was a true burden for us when we were making those
games, because we sometimes wanted to do something but couldn't because
the story wouldn't let us, or we had to support this giant steamroller
of a story."
It takes careful attention to the Halo trilogy, together with
some often lacklustre extracurricular reading, to make total sense of
the ravelled and often confusing tale told in those games. Even then,
some of Bungie's best storytelling is done offstage: the
Terminals of Halo 3 reward the diligent player with a frame
narrative that elegantly recasts the events of the trilogy as the
resolution of an eons-old conflict between Forerunners and Flood. Most
of us missed it, however, and thanks are still due to the staff of
Ascendant Justice, then and now, for their efforts in bringing it to our
notice.
Another problem often documented, and more widely felt, is the
sterility of the Halo universe, at least as presented in the
games. While it is hard to fault the "30 seconds of fun" mantra that is
at the core of the Halo gameplay experience, the series has been
routinely criticized for the duplication of its environments, and for
the "backtracking" through these that is required to progress. The first
game, set almost entirely on a verdant if lifeless Halo installation,
was ideally suited to Bungie's repetitious design philosophy, with only a
few levels (foremost among them being 'The Library') singled out for
their over-familiarity. The problem became more apparent when we briefly
visited Earth in Halo 2, and again in Halo 3. In both
cases, these Earth levels had been advertised as being the central
experience of the game, and yet in both titles the player's eventual
destination would prove to be an abandoned Forerunner relic in some
distant corner of the universe, far from any humans not kitted out in
combat gear, and immeasurably removed from any climactic battle for the
fate of identifiable men and women, if not 'mankind'.
A generous quarter of Halo 2 is set in the streets of New
Mombasa, the only human city we have yet to visit in a Halo game,
and those levels pale in comparison to an early trailer showing
large-scale urban combat. Halo 3 keeps us on our home planet a
while longer, but presents us solely with rusted military bunkers and a
few factories. At no point does Bungie's Earth convey a sense of human
life and living; the environments in Halo 2 and Halo 3 are
missed opportunities to show us homes, restaurants, concert halls,
train stations, and the people who frequent them, the people we are
allegedly fighting for. To play the Halo games without ever
consulting the series' supplementary material is to never know which or
what 'mankind' your avatar, the Master Chief, has sworn to protect. In
the Halo trilogy proper, life in the 26th century is an elision.
To compare it with Bioshock – a shooter at the other end of the
spectrum in terms of conveying a detailed understanding of people and
their daily living – is laughable. Gears of War, for all the
savagery and baseness of its vision, gives us genuinely human
environments, now ruined and destroyed. Even Valve's take on the world
ravaged by the zombie apocalypse of the Left 4 Dead games is more
human than Halo 3's hard-hatted factory workers, the only
civilians we meet in the latter game. When Lord Hood informs Rtas 'Vadum
that he "glassed half a continent", his words have no weight, because
as far as the unthinking player is concerned, that 'continent' is just a
few abandoned warehouses slumped on the lip of a dustbowl.
Bungie have made much, at times, of the relationship between the
player's avatar, Master Chief, and his sentient AI companion Cortana.
That is to say, the central human relationship of the Halo
trilogy is between a near-silent, genetically-engineered soldier – and a
hologram. Master Chief never speaks in-game, saving his few gruff (and
alienating: contrast Bungie's use of the 'faceless' protagonist with
Valve's consistently silent Gordon Freeman) one-liners for the
third-person cutscenes that carry most of the water for the series'
story. These short sequences between levels are often asked to do too
much work in too short a time, however, and the result is that the
narrative piles up behind them like the carriages in a train wreck. The
mounting convolutions of the Halo trilogy's plot require its
protagonist to be ferried around the galaxy at speed, and the games'
cutscenes usually slave to make these transportations clear, leaving few
opportunities for them to deepen our immersion in the universe, or even
to make plain the motivations of the various characters and shifting
factions. More importantly, they can't convince us to care for a
humanity that is all but absent from the world of the games. And while
the conclusion of the trilogy is a shaky triumph in pure plot terms –
pulling free, in the end, from its downward spiral of exposition, albeit
with a few flourishes that have more in common with skilful conjuring
than good writing – it is a triumph that rings largely hollow.
2. Hope Station ...
Bungie's latest title, Halo 3: ODST, is a prequel-cum-expansion
that aims to make explicit a piece of story as yet untold in the
universe, concerning a small squad of Orbital Drop Shock Troopers
deployed in an occupied New Mombasa, following the slipspace jump the
Prophet of Regret initiated over the city during Halo 2. It
promises much for devoted fans of the series: a return to many of the
mechanics of the original Halo: Combat Evolved, including health
packs and a reinvigorated pistol; a focused story, relatively small in
scale, no longer tethered to the galaxy-hopping sprawl on the trilogy
proper; and a newer, darker tone, reflecting both the vulnerability of
the Troopers as compared to Master Chief, and the game's core setting – a
ruined, human city.
This tone is apparent as soon as the disc loads: the Bungie logo appears
among slate-grey clouds and flashes of lightning, and the game is
boilerplated with a further situational blurb, drawing on typical
videogame rhetoric:
"The year is 2552. Humanity is at war with an alien
alliance... We are losing. They have burned our worlds,
killing billions in their genocidal campaign ... Earth is
our last bastion." [all emphasis added]
Complete with its rising score, this introduction comes to seem
superfluous with play, because Halo 3: ODST, for all its moments
of pomposity and fist-pumping action, is not a game playing to the
grandest scale, nor is it about humanity as a whole. No, it is a
surprisingly lonely experience, one that presents a sometimes touching
story about isolation and the challenges of communicating with others.
If nothing else, it is diametrically opposed to the trilogy proper: if
the first three Halo games gave us the ascent of the messianic
Master Chief, then ODST provides a short, sharp drop for a few
men (and one woman). This isn't a story about saviours; it's about the
damned.
3. One Lost Soul
Halo 3: ODST begins with a ruinous fall: the slipspace rupture of
the Prophet's carrier causes the squad of plummeting ODSTs to scatter,
crash-landing across the city; the player's principal avatar, the
helmeted, speechless 'Rookie' is separated from his team, and lies
unconscious in his pod for some six hours. He finally comes to after
nightfall, finding himself lost and alone in the newly-evacuated New
Mombasa, with only hostile alien patrols for company.
The player's first real action in the game, once they have calibrated
their thumbsticks, is to fall a second time, this time from their pod to
the street below. This fall hurts: the screen flashes red, the
Rookie gasps in pain, and we are prompted to scavenge around for health.
Perhaps too much is made of the difference (or the lack of difference)
between how the Rookie plays compared to the Master Chief, but this
first display of vulnerability is striking. We are injured, and alone.
New Mombasa is dark, lit only by cold neon, a blood-red sky, and
occasional flashes of lightning: the city is damaged, on fire, and even
the weather is against us. Although the VISR built into every ODST's
helmet helps us find our way, we are initially rudderless, unsure where
to go. Even with the VISR on our prospects are gloomy, and with
it off the atmosphere is suffocating. For almost the entirety of the
Rookie's experience in ODST, the sky is close and clouded,
cluttered with the thickets of looming skyscrapers. If there was any
doubt, we are trapped down here.
After a few preliminary skirmishes with Brutes and Grunts, help arrives
in the form of the city Superintendent (an artificial intelligence
responsible for the smooth running and well-being of New Mombasa). A
phone rings. We answer it, using the authorization of Captain Dare, the
ONI officer overseeing our mission, and a password – 'Vergil'. The name
is familiar to any Classics student, who will recognize it as the
anglicized and more famous form of Publius Vergilius Maro, a Roman poet
best known for The Aeneid, his attempt give the Roman people an
epic to rival Homer's Illiad and Odyssey. Vergil is also
famed for his appearance in another poem by a writer of Roman descent:
in The Divine Comedy (the Italian title of which is La Divina
Commedia), he guides the poet Dante firstly through hell, Inferno,
and on through purgatory.
At the beginning of Inferno, the first cantica of The Divine
Comedy, Dante awakes from a long slumber to find himself utterly
alone in a dark wood, having lost the "straight way" [diritta via],
a complex notion that incorporates moral incertitude and possible
alienation from God, in addition to the literal sense of being lost.
Once he meets Vergil, they pass together through the gate of hell, which
bears this inscription: "Lasciate ogne speranza, voi ch'intrate."
In English, this is perhaps the best known line from the poem: "Abandon
all hope, you who enter here."
In Halo 3: ODST, the Superintendent, 'Vergil', guides us toward a
door in the side of a nearby building; he does this in a primitive but
affecting way, by switching on street signs that direct us to take a
"Detour" and "Keep Left". The building's interior is dark, but with the
VISR on we can discern some graffiti on its walls (one of the few,
fairly limited ways Bungie try to lend greater character to the
environments of New Mombasa). It is impossible to miss one hasty scrawl
in particular: "Hell on Earth" is plain to see, and to understand.
Bungie may have dropped us in a human city, but it is one clearly
vacated by living souls, home now only to the demonic Brutes.
Figuratively speaking, we aren't on Earth anymore; we are in hell.
Vergil leads the player up into another building, where we find Captain
Dare's cracked Recon helmet lodged in a shattered video screen (during
our descent from orbit, we see Dare, the aforementioned ONI operative,
wearing it on a screen in our pod). Examining her helmet now cues the
first of the game's six flashbacks, and the end of this first level,
'Prepare to Drop'. Taken together, these seven levels and an interwoven
eighth ('Mombasa Streets') suggest that ODST climaxes on its ninth
level, 'Data Hive', which is also its figurative and emotional core. A
tenth stage, 'Coastal Highway', is concerned with the team's escape, and
with their eventual ascent to safety. For the time being, however, the
Rookie has no word or sign from the other ODSTs, and has to make do with
piecing together what has happened over the preceding hours from a few
scattered clues.
4. Five Seats
The first of the game's flashbacks puts us in the boots of Buck, the
ODST's leader, as he pulls himself free of his crashed drop pod. This
cutscene is foremost concerned with setting up our goal for the next
segment of gameplay – the rescue of Dare from her own jammed pod – but
it also helps to unpack a relationship Buck once had with the ONI
operative (whom he touchingly calls by her first name, "Veronica"). The
exposition is a little forced, but the dialogue itself is well-written,
in that it is convincingly halting and incomplete. Throughout the game,
Buck and Dare will squabble and struggle to speak openly with one
another in this manner (although in this scene their efforts are
hampered in part by of a poor communications channel). These are
surprisingly human exchanges for Bungie, and mark one of the first
examples of the game's obsession with fallibility, and particularly
failures in speech. Consider this: the game's opening 'shot', which
repeats on the game's menu screen, is of the Rookie brooding in silence.
It is the Superintendent, Vergil, who is the game's principal character
in this regard, however: unable to speak to us directly, he can
communicate only through a limited vocabulary of instructive municipal
soundbites and recorded conversation. When directing us down (we
are descending, remember) to Dare's pod, he offers us this helpful
snippet: "Attention traveller, lost items can be claimed on lower
level." As the Rookie, of course, we have already seen his other method
of guidance in action, and he will continue to activate street signs and
set off car alarms throughout the game to alert the player to items he
thinks may be of interest. ODST is full of characters who cannot
quite get themselves across, who have to fight to make themselves
understood (or, in the case of the Rookie, are entirely without a
voice), and Vergil is in a sense their arbiter, trying to reunite the
game's human characters, to help them overcome their differences and the
distance between them, and to guide them safely through their night in
the hell New Mombasa has become.
Even the city itself has things to say to us, albeit in similarly
oblique ways. In keeping with Bungie's interest in Dante's Inferno,
the environment is littered with circles: everywhere you look,
you will find street signs, patterns, plazas, corporate logos (the prime
culprits being Optican, Vyrant, and Traxus), and incidental textures
that either depict concentric rings or are circular themselves. Even
Vergil's icon is composed of circles, just as Dante's hell is. At a
stretch, we can find other links to Inferno, too. The first
flashback of ODST takes place in an area (to the southeast of
Tayari Plaza) where the walls are painted everywhere with the number
six, to the point of being unsubtle. This could be seen as irrelevant,
were it not for a brief exchange between Buck and Dare about the bodies
of dead Elites the former finds littering the ground. He calls it a
"family feud", but those of us who played Halo 2 know the truth:
the Elites have been killed because of a heretical schism within the
Covenant. The circle of Hell reserved for heretics, incidentally, is the
sixth. It is not known if Bungie intended all of these
allusions, but once the player is on the lookout for them, they are
seemingly to be found everywhere.
Buck soon reaches Dare's pod, only to discover it now empty, and is then
confronted by an alien Engineer clutching her helmet. The Engineers are
a new addition to the FPS games, having only appeared previously in the
novels and the real-time strategy spin-off Halo Wars, and are
vital to the plot of ODST. Buck is 'rescued' from this encounter
by Romeo, the squad's sniper, who is at first eerily silent – until Buck
remembers he will have to rescind the "standing order" he gave the
smart-mouthed sniper to shut up in the game's introduction. This is a
further example of the vagaries and difficulties of communication, and
is shortly followed by another, when Romeo asks Bucks if Dare ever told
him what she wanted (i.e. what their mission objectives were to be).
"No, never," the Gunnery Sergeant replies, but only he (and the player)
know this answer to be double-edged. In the next flashback, we hear
Dutch, another of our squad members, asking his God in the aftermath of a
dramatic crash landing if he will have any more flying to do today;
when this question is followed immediately by an unanticipated
explosion, Dutch asks "Is that a yes or a no?" All conversation in ODST,
even prayer, is an uphill struggle. (The answer to Dutch's question,
as it happens, is in the affirmative, but it is surely no coincidence
that this game, linked as it is with one of the great works of religious
poetry, is also the first Halo title to give us a character with
explicit religious beliefs.)
Thus the secret and oh-so-vital mission promised by the game's
introduction has already been sidelined; Romeo asks if we're "popping
smoke" on it. For almost the rest of its length, ODST becomes an
ostensibly smaller game, with smaller concerns: getting in touch with
the other members of our squad, puzzling together their night in New
Mombasa through flashbacks, and getting out alive. This is quite a
change from the galaxy-spanning conflict and high drama of the Halo
trilogy proper, but the narrative drive of ODST is all the more
affecting for it. When we return to the Rookie, emerging from the
building into the Plaza area we just witnessed through Buck's eyes, it
could be considered typical Halo backtracking, but this is six
hours later, six hours lonelier, and that shift in time and tone
presents us with a rich interrelation of environment and story rarely
felt in this series of games, and presents it in ways that are more
intimate, more human, than ever before. The five men we control over the
course of ODST feel similarly fallible, and yet different,
because they have distinct characters (even if these, sadly, draw on
typical action hero archetypes: most notably Romeo as the cocky sniper),
and because we hear all but one of them speak even as we are looking
through their eyes. That one exception, of course, is the Rookie, who
never intrudes on his role as the player's avatar. On the whole,
however, your squad in ODST speak to one another, and to Dare –
often to fire off wisecracks, but also to express worry or
vulnerability. That is, they feel like they belong on the streets of New
Mombasa, a human city, even if that city is now only a desolate
hell.
(Of course, the New Mombasa in which we actually spend our time as
players is composed in the main of a few quite similar-looking streets
and buildings. This is largely a result of the night-time city being
roughly mirrored across an axis, like the wings of a butterfly; if there
seems like a great deal of repetition, it's because there is. Although
this should evidently be attributed to the short development cycle (and
small team) that gave birth to the game, it also renders the city a
reflective – and claustrophobic – maze of streets and circular plazas,
reminiscent of the Amsterdam in which Camus set his novel La Chute.
The concentric canals of that city, according to the narrator Clamence,
resemble the circles of Hell, and the English translation of La
Chute is The Fall. We shouldn't excuse the repetition of the
New Mombasa in ODST, but it is easy to explain it, and its
labyrinthine streets, so easy to get lost in, also contribute to the
game's theme of hellish isolation.)
5. Good Communication
Upon retaking control of the Rookie, the player will likely stumble upon
an audio log for the first time soon afterwards. There are thirty of
these to be found in total, divided into nine 'Circles', and
achievements are unlocked for their discovery. Developed by Fourth Wall
Studios in conjunction with Bungie, the logs tell us 'Sadie's Story', a
narrative that interweaves with the main plot of ODST, and serves
to flesh out life in New Mombasa during the first stages of the
Covenant attack. To date, this is the most 'human' piece of storytelling
in an actual Halo game, centred as it is on a young woman, Sadie
Endesha, and featuring characters drawn largely from the civilians, and
civil police, of New Mombasa.
Unfortunately, 'Sadie's Story' is no substitute for actual contact with
civilian life in-game, and at times it seems to take place in a very
different and more lifelike New Mombasa; it is almost as if the
(somewhat cartoonish) cast of this sub-drama were quickly ushered
offstage and the set scrubbed clean ahead of the Rookie's arrival in the
city. The streets we walk and fight through are lifeless and pristine,
offering only a few corpses and abandoned cars as evidence of the chaos
and conflict that is meant to have just taken place. Even during the
daytime flashbacks, there is no sight or sign of civilians, of the
thousands of people who once populated this part of the city. Again,
this can be attributed partly to the short development time and limited
resources Bungie had to devote to ODST, but it is disappointing
nonetheless, and a further reminder of how they have failed in their
games to make actual humans, and even an idealized 'humanity', matter.
Where 'Sadie's Story' succeeds, however, is in its thematic richness, in
its recasting of Inferno. The references to Dante's work are too
numerous to detail in full, but the following commentary will suffice
to demonstrate the intricacy of Fourth Wall's story, and to cast light
on the (surely intended) central themes of ODST.
Sadie, like the Rookie, is going through hell. In the first Circle of
audio logs, she boards a train, number 14, hoping to enlist in the UNSC.
Leaving aside Bungie's love of the number seven and its multiples, The
Divine Comedy was written in the fourteenth century. When asked for
her destination, Sadie notes that, if caught, she will be in "hell" – just before (a friendly) Vergil apprehends her. This is the first of
many such references: in the second "Arc" of this circle (each Circle is
divided into three Arcs, save for the ninth, which has six), just after
Vergil says they are departing "Hope Station" (abandoning it,
you might say), Sadie tells him to go to hell; when interrupted by the
sound of a slipspace rupture, she observes: "Hell just came here."
In Circle 1, Arc 3, we are introduced to Sadie's father, Dr Endesha. Her
attempts to get and stay in touch with him throughout the audio logs –
as well as her attempts to interact with and understand a varied cast of
human characters – will constantly reinforce the themes of
communication in ODST. But Dr Endesha is far away, "nine levels
underground" in fact, just as Dante's vision of hell was made up of
nine descending circles. Slightly more tenuous, perhaps, is a link we
could make between the scientist Endesha and the learned non-believers
like Aristotle who Dante says populated Limbo, the first circle of hell.
The identifications between the circles of Inferno and the
Circles of the audio logs are usually more explicit than this. Circle 2,
for instance, is largely concerned with the unwanted advances NMPD
Commissioner Kinsler makes toward Sadie in the back of a police car, and
then the sexual tension between Sadie and her rescuer Mike Branley –
all of which is appropriate when we consider that the second circle of
Dante's hell is reserved for the lustful. In Circle 3, while walking
through Old Mombasa, Sadie meets Jonas, a giant, corpulent butcher,
self-confessedly an "800-pound man", who is giving away his food to the
refugees. Feasting constantly on his own kebabs, Jonas is the
thinly-veiled personification of gluttony, the sin that consigns us to
the third circle of hell. It is worth noting that Sadie abstains from
eating, and that she also offers to have Vergil summon an Olifant – a
garbage truck – to lift Jonas out of the area; in Dante's Inferno,
gluttons are forced to live in a filthy slush, signifying the 'garbage'
they have made of their lives. This is a typical example of contrapasso,
a concept repeated throughout Dante's work, where the punishment
reserved for sinners in hell befits their crimes in life.
The fourth circle of hell is associated with avarice, greed, and
material gain, and appropriately begins with Sadie reaching a casino,
"down by the river" (this is perhaps a dual reference pointing toward
the river Styx, which in Greek mythology, and in Dante's work, flows
through hell). Here she contacts her father through a bank machine.
There are looters everywhere, hoarders and squanderers, and Sadie is
confronted by a miserly crone who plans to break into the ATM she is
using. The old woman's efforts cause the machine to topple over,
crushing her beneath it. In Inferno, meanwhile, the greedy souls
of the fourth circle are made to joust one another holding great
weights.
The connection with the Styx continues in Circle 5, where Sadie pushes
through "panicked mobs" on a bridge above the river: the wrathful, who
occupy the fifth circle of hell, were sentenced to squabble forever in
the swampy waters of the Styx. This Circle also features an angry
Kinsler espousing his philosophy of escalation, responding to Mike
Branley's earlier punch by bringing along a submachine gun. His
'punishment' is to be buried under a tide of garbage from a
Vergil-controlled Olifant, just as the sullen in Inferno were
buried under the marsh.
The sixth circle of hell, as mentioned earlier, is reserved for
heretics, who were imprisoned for eternity in fiery, smoking tombs; it
may be too much of a stretch to link this with the beginning of Circle
6, which sees Sadie and Mike trapped in the belly of a stinking Olifant.
A further stretch, if we loosely map the order of the in-game
flashbacks over the circles of hell, is that the run-up to the sixth
'level' (the fifth flashback) of ODST has us confront the fiery,
still smoking 'tomb' of the ONI building. The flashback prior to this,
coincidentally, had us blow up the bridge leading to this Alpha Site,
dumping a large number of wrathful Covenant in the water below. Again,
Bungie may not have intended these connections in ODST, and a
consistent scheme cannot quite be drawn, but it is hard to ignore the
persistent echoes of Dante's Inferno if you keep the poem in mind
while playing.
Circle 6 has more to offer on the theme of heresy, however: not only do
Sadie and Mike encounter Tom, a salesman who tries to negotiate with the
Covenant (this act of deviation, itself another example of attempted
communication, fails horribly), but in Arc 2 we listen to Dr Endesha as
he describes the actions of the heretical Engineers who are repairing
damage to the Data Hive beneath the Alpha Site. Six of the
Engineers give their lives to free a seventh from its explosive armour,
and it is this newly-freed Engineer who will later merge with the
Superintendent to become a living, mobile 'Vergil'.
Those who were violent in life were kept in the seventh circle of hell,
depicted in Inferno as a desert continuously ignited by falling
sparks or cinders. Fittingly, it has begun to rain as Sadie begins
Circle 7, and Mike will shortly suit her up for battle, worried she
might be shot. His fears are justified: they encounter Marshall Glick, a
violent ex-police officer who is murdering his former co-workers. The
seventh circle of hell is also home to suicides, however, and Marshall
effectively kills himself by taking on an entire SWAT team. By contrast,
in this same Circle, Dr Endesha describes the new aliens, the
Engineers, as being "inquisitive, not violent" [emphasis added],
and reveals that he and Vergil are learning to speak with the creatures – yet another example of attempted communication. These attempts are
halted by Kinsler, who viciously pulls the plug on Vergil, shutting down
the city in the process.
Circle 8 is packed with almost as many references to communication as
the other audio logs combined. Taking place on the fourteenth
floor of the police building – Emergency Comms – this Circle focuses on
what is effectively both New Mombasa's emergency services hub and its
propaganda division; the latter is particularly fitting when we remember
the eight circle of hell holds those guilty of fraud and falsification.
There is a surprising amount of information compressed into a few lines
of background chatter as Sadie and Mike enter, the most pertinent being
the argument the duty officer is having via chatter (read: telephone)
with one Captain Dare about the Superintendent being powered down. Sadie
fails to convince anyone that the stapler she is holding in her pocket
is a gun (a kind of fraud), but finally she and Mike succeed in
persuading the duty officer to nonetheless switch the Superintendent
back on. (There are heavy suggestions from now on that Vergil has merged
with the freed Engineer from Circle 6, Arc 2, although this will not be
confirmed, as such, until later in the game proper.)
Next, Mike tracks down and confronts Stephen, of the "Public Service
Announcements Division", regarding his triumphal propaganda, which is
woefully out-of-step with the situation on the ground. "None of it is
true," says Mike, but when Stephen presents him with the opportunity to
speak his mind on the air, Branley backs down, offering only lame
platitudes in place of Stephen's fraudulent rhetoric; although
well-intentioned, he turns out to be just as guilty of deception.
The ninth and final circle of hell is reserved for traitors, who are
encased to differing depths in a lake of ice called Cocytus, kept frozen
by the flapping of Lucifer's wings. In Circle 9 of 'Sadie's Story',
this lake of ice is replaced with argon, as Kinsler breaks an earlier
promise to Sadie and freezes the Data Hive with her father still inside.
She discovers this when she meets him on platform nine of
Kikowani Station (which we will later visit as Buck, with the ODSTs
close to reunited). Sadie asks Kinsler if he ever worries that there
might really be a hell; he answers that he knows there is, and they are
leaving it. In truth, however, they are now reaching its very depths.
Kinsler's corrupt cops betray the people they are meant to protect by
firing on a crowd of refugees, and Kinsler reveals what would have been
the greatest treachery of all: his efforts to capture the Vergil
Engineer (which he calls "a pink, airborne octopus"). Kinsler believes
that securing the alien will confer upon him the status of hero, when in
fact Vergil is Dare's primary objective and vital to the war effort.
Ultimately, Kinsler receives a similar punishment to that of Judas
Iscariot (whom Dante considered the traitor above all others), albeit
torn apart by an angry mob rather than gouged by the teeth of Satan
himself.
Sadie is forced to flee the city with Mike, leaving Vergil, her saviour,
behind. When Sadie asks who will rescue him, Vergil responds with a
sequence of voice snippets lifted from her adventures throughout
'Sadie's Story'. First, in the voice of the Emergency Comms duty
officer, he answers her, "Office of Naval Intelligence", then sputters
out, "Your tax dollars at work!", before ending with Stephen's words:
"Fallen heroes – on the air." The heroes Vergil is referring to have not
fallen quite yet, but they will, and on the orders of one Captain Dare
of ONI; the Rookie will be among them. The audio logs finish as they
began, with the sounds of a train heading for Hope Station ... and
beyond: we are rediscovering hope, having left it behind; these things,
after all, are circular.
6. A Corrupted Signal
So 'Sadie's Story' serves both as insight into the life of New Mombasa
before our arrival and as an intertextual work that further highlights
the game's thematic intricacy. But what of it? On the first point, an
audio story alone cannot suffice to excuse the sterility of New Mombasa
as we traverse it in the game proper. And while such sterility is
more understandable given the constraints placed on the development of ODST,
we shouldn't forget that a similar barrenness abounds in Bungie's
previous depictions of life on Earth, in titles that had more time and
resources dedicated to them. Additionally, we have to admit that some of
the better storytelling in a Halo game has once again become
peripheral to the machinations of the main plot.
There are some positives to consider, however. While most players won't
track down every last audio log in ODST (a not inconsiderable
task) and so will never hear the conclusion of 'Sadie's Story', it is
unlikely that anyone could avoid stumbling over even a few logs, and so
will receive – if they are prepared to listen – some small insight into
the life of New Mombasa prior to their arrival. More importantly, the
"main plot" of ODST is relatively nimble when contrasted with the
cumbersome space opera of the other Halo games, and 'Sadie's
Story' works to reinforce its smaller, more human concerns. There exists
a better harmony between this game and its story elements than in any
other Halo title, suggesting Bungie have become more adept at
their combination. And for those players who do locate every log,
there occurs an event in-game that serves both as reward and
resolution.
Concerning the second point above, namely the intertextuality between
'Sadie's Story' and Dante's Inferno ... well, why should we care?
For at least two reasons. First of all, it demonstrates that Bungie are
conscious and aware of their story's worth, of what it says, of what
the tone is and should be. It shows us that ODST represents a
deliberate effort, at every level, to craft an ostensibly smaller story
about human concerns, namely our experience of isolation, and the ways
we can overcome it (through good communication, camaraderie, and even
love). Second, it lends greater weight to the events of ODST. In
tying their story to a masterpiece of religious poetry, Bungie are
suggesting that the same themes inform both works. Inferno may be
the best known part of The Divine Comedy, but it is exactly
that, a part, and Dante later goes on to tour purgatory and heaven
itself. Ultimately, he comes to an understanding of the unity of God's
loving creation, despite the horrors and punishments he witnessed in
hell. Vergil's guidance through the first two-thirds of the poem helps
Dante to find the diritta via again, to be consoled; passage
through Inferno is only a necessary trial toward that good end.
In Halo 3: ODST, a very different Vergil likewise guides the
Rookie through the lonely hell of an occupied New Mombasa, and
eventually helps all of the ODSTs and Dare to escape the city together.
They do so with an increased unity and sense of purpose, and the shared
experience even reignites the long-dormant relationship between Buck and
Dare.
Before this can happen, however, the Rookie is required to negotiate the
very depths of New Mombasa, at the game's geographical and thematic
nadir. Having navigated the city, he has successfully 'solved' the
mystery of what happened to his squad (in the final flashback, at
Kikowani Station, we learn they have fled New Mombasa in a hijacked
Covenant Phantom, believing the Rookie and Dare to be lost or dead), and
now he realizes he has been left behind, that no help is coming. The
dread silence is broken by the interception of a communications signal
from Dare, who is miraculously still alive, albeit trapped on sub-level 9
of the Data Hive below the city. The Rookie, with no other course of
action available, takes it upon himself to make the descent, zipping
down an elevator shaft into the very bowels of New Mombasa. In keeping
with Bungie's numerical obsession, this takes him only as far as the seventh
level.
It is at this point that the main narrative of ODST dovetails
with 'Sadie's Story', as the Rookie encounters a police officer who
shares his interest in reaching sub-level 9. The officer's passage until
now has been halted by the city Superintendent, but the Rookie's
arrival prompts Vergil to raise the data-stacks that were blocking the
way. This act is accompanied by a veiled warning about our new
companion: "Warning! Hitchhikers may be escaped convicts!" As it turns
out, the police officer is one of Kinsler's corrupt cops, sent to clean
up any loose ends surrounding the murder of Dr Endesha. As revealed in
'Sadie's Story', Kinsler had previously released argon into the Data
Hive, deliberately freezing it and thus killing Sadie's father. Provided
we have found all of the audio logs, the police officer leads us right
to the site of Endesha's death (Vergil helpfully chirps, "Crime scene –
restricted entry."). Here the cop turns on the player and forces us to
kill him. "Good citizens do their part," comments Vergil approvingly, as
the officer falls dead not a few feet from the hunched corpse of
Sadie's father. The room around us is a deep, dark, chilling blue. This
is sub-level 9, the icy Cocytus of Dante's Inferno, and the
emotional core of Halo 3: ODST. We have come closer to Dr Endesha
than Sadie managed over the course of all her audio logs, and yet there
is nothing we can do to resurrect him, or her – unless we wish to play
the tapes over and listen again to their painful separation. The Rookie,
and the players who control him, have been the audience to a drama – a
short, sideline drama, but a drama nonetheless – that unfolded with a
degree of intimacy never before seen in a Halo game. It is a
worthwhile, wholly felt moment, and one that takes place solely in our
first person view, without the Rookie ever saying a word.
The rest of the game is concerned with our escape from this, the lowest
point. We reunite with Dare, who is surprised but also relieved to see
us, and venture together through the Data Hive to find Vergil, who is
now revealed to have merged with the rogue Engineer of 'Sadie's Story',
so becoming a crucial source of intelligence for the UNSC. The Covenant
arrive, trying to retrieve Vergil by force, but our heroes manage to
escape to the surface with the aid of Buck – who could not forget his
obligation to Dare, to Veronica, and so has returned for her. The four
principals – Buck, Dare, the Rookie, and Vergil – rise to the surface in
another elevator. This ride is remarkable for its warmth and sentiment,
with Buck and Dare embracing while the Rookie and Vergil exchange a
silent but telling glance; at last, they are attuned and communicating.
On the surface, we discover morning has broken and the skies are clear:
the night's oppressive bad weather has been dispelled, and we are no
longer trapped in darkness. When we reach the coastal highway that will
serve as an escape route, it is with New Mombasa's sinister copse of
skyscrapers at our backs, to the west. Ahead, in the east, is the rising
sun. We drive toward it. The highway is a circle, of course,
looping around the high walls and water of the ONI Alpha Site, and our
ultimate escape is made via the enemy Phantom the ODSTs liberated
earlier (at the risk of another unwarranted stretch, it is worth noting
that Dante and Vergil make use of Satan's own back to clamber out of
hell). Finally, we ascend from New Mombasa.
Buck can't resist a final parting hint on Bungie's behalf ("What can I
say? It was a hell of a night."), but it is the injured Romeo's closing
remarks that are the most telling. "We went through hell for that?" he
snickers, and the remark is double-edged, as he is talking not only
about the alien Vergil, but also the romance flourishing once again
between his sergeant and Dare. To answer Romeo's question: yes, on both
fronts. We suffered through that night in New Mombasa superficially for
Vergil's intelligence, which is somehow vital to the war effort (and
presumably to the main plot of the Halo universe), but more importantly
for the sake of our squad mates, and a shared experience of human
loneliness. In a sense, then, the ODSTs went through hell for one
another, overcoming problems of communication, limited resources, and
convolutions of plot – just as Bungie seem to have done in this, the
best-written instalment in their series of Halo games to date.
7. ... and Beyond
When evaluating Halo 3: ODST, we should remember that it's the
first of Bungie's Halo titles to feature a map. It is the first
game that has needed one. After all, the navigation of New Mombasa is
central not only to the gameplay, but to a story in which we are
searching for beacons, for our lost squad mates, for a safe route
out of an occupied city. There is a refreshingly new unity between the
aspirations of Bungie's designers and the actual experience of playing
their game. In this and several other crucial respects, ODST
offers us storytelling that is far more successful than that of the
predecessors, and even showcases Bungie's newfound ability to weave game
and world. In light of this, the disappointments are slight: the
members of the squad often struggle to defy their set archetypes (and
much of their dialogue is trite), while the same environmental problems
of sterility and repetition are just as present in ODST as in the
trilogy proper. Here, however, they serve in part to reinforce the
player's singular experience of New Mombasa; and while there still
exists an uncomfortable gulf between the purported extinction of a galactic "humanity"
and the game we end up playing, it feels narrower than before: not every
player will take the time to reveal all of 'Sadie's Story', but even
the most casual will likely stumble upon a few logs, and hear real
people recorded therein – speaking, pleading, crying. Best of all,
Bungie have lovingly sketched a cast of characters whom we can remember
fondly not just for their combat banter, but for their closeness, their
consistency, and – briefly, in flashes – their human feeling. When you
consider that ODST was a one-year project from a small team, its
flaws become less glaring, and the promise of Halo: Reach, their
next full-blooded game, becomes considerable. We should leave New
Mombasa, as the Rookie does, looking up.
Fantastic write-up! You are incredibly intelligent and have a great eye for detail.
ReplyDeleteI enjoyed reading this a lot.
Great analysis. Thanks very much for writing this.
ReplyDelete