Video games can help us confront elements of our darker nature

Oct 12, 2013 17:16 GMT  ·  By

I have only played a little Grand Theft Auto V, but I watched my colleague Andrei Dobra go through the story of the game for his extensive Softpedia review and I was a little amazed at how purely evil the character of Trevor was and how devoid of any redeeming quality.

I like anti-heroes as a popular culture category and I have been literally glued to a screen for hours at a time watching the evolution of characters like Dexter and Walter White but they do have at least a small side of themselves that cares about loved ones or principles.

Trevor is just a sadistic, rage prone, conspiracy focused madman who needs to get actual help rather than receive enabling from other members of the cast of Grand Theft Auto V.

He has nothing remotely interesting to say about the world in which he exists and does not offer social or political commentary, which Rockstar loves, that the other two main characters could not deliver.

Trevor only exists for gamers to manifest their base impulses and to parody, in a limited way, the freedom that open world games can offer.

And that raises the question: how close can video games move towards pure evil without leading to massive player abandon?

Gamers might be a little repulsed by Trevor as a human being and by his actions but most reviewers and forums goers say that they appreciate what Rockstar was trying to convey with him as a GTA V protagonist.

Movies and books have successfully used unlikable individuals as main heroes but video games are different because they create a sense of responsibility for what the player does in the virtual space.

I heavily dislike Trevor as a representation of humanity, but I am happy to watch his deranged personality influence Los Santos as long as someone else is holding the controller.