Frybird said:
http://www.youtube.com/watch?v=Bf38HiYPMiI
You just need to look at the "Michael" and the "Trevor" Part, and the way thier statements cut to other footage, no one can tell me that this isn't highly sarcastic to the point of being tongue-in-cheek.
Ah, these I've seen. I'm not sure where the sarcasm lies in Trevor's segment, given that the trailer plays his psychopathy pretty straightfaced; the problem lies in whether we're supposed to find him abhorrent for this or we're instead meant to perceive it as endearing in a backwards sort of way. The tone of the trailer seems to suggest the latter, what with the combination of the background music and the multitude of clips depicting Trevor doing a lot of fun-looking things such as bailing out of a car a split-second before it collides with a train. If that is the case, the game wants us to like Trevor's psychopathy when the player is instead put off by it, in which case the characterization is unsuccessful in what response it's attempting to evoke.
Michael's trailer is a bit more layered, with numerous instances of ironic juxtaposition much as you've described. But again, the tone of the trailer doesn't point to an intended audience reaction of disgust. It shows him doing bad things, sure, but it also goes out of its way to provide relatable reasons for this that are clearly intended to make you feel sympathy towards him. One of the very first images in the trailer is Michael wearily taking a drink as his son screams at him from across the house. Little more than ten seconds later, said son selfishly complains about having to support his father through his midlife crisis as Michael looks on with a pained facial expression. Not to mention the fact that his wife is plainly cheating on him. "I'm rich, I'm miserable! I'm pretty average for this town," Michael says. Those lines encapsulate his plight, and it's not a plight that suggests you're supposed to hate him - and, indeed, the trailer doesn't make you hate him because the overbearing presence of the life he's suffered through up to this point renders the accompanying scenes of punching and bank heists an attractive, liberating quality. It's a great trailer for a game in which you're meant to have fun being a criminal; it's extremely dissonant, on the other hand, for a game that ends up making the player feel guilty about those actions.
Frybird said:
Other than that, outside the Trailers, it's GTA, you buy guns at stores called "Ammu-Nation", the main News Network is again called "Weazel News", thier Facebook is called "LifeInvader"....
And that's what I was talking about when I pointed out the difference between the social satire of
Starship Troopers and that of
GTA V. In the former, the characters support the clearly-evil government, thereby communicating to the audience that you're meant to dislike them despite their being the protagonists. For
GTA V's satire to be comparable, the protagonists would have to be Ammu-Nation spokesmen, Weazel newscasters, Lifeinvader employees, etc. Instead, they turn to crime to break out of that society, which is something the audience naturally roots for, and this in turn suggests that you're supposed to view their actions and behavior as justified (as is the case with the Michael trailer). If, instead, the characters take their unlawful lifestyles too far in the player's eyes and the story does nothing to indicate a stance that they have become as bad as, or worse than, the society they're rebelling against in the process, then it's made them unsympathetic in a way that counteracts what the story is trying to accomplish and leaves the player feeling sullied by the whole thing.
Frybird said:
Everything in the Article seems to point out exactly that the characters are unlikeable by design. It's just that the game (luckily) doesn't seem to draw stink-lines or devil horns on them.
One of wich is a rich guy with a midlife crisis and another one a psychopathic red-neck.....i really don't understand how one can misunderstand that those characters as "justified" in thier actions even if the game plays out from thier perspecive, where of course they probably do not wallow in self-loathing over everything they do.
Again, look at things like "Arrested Development", where almost all characters are horrible people acting selfish, annoying and dumb, and it does not need the narrator making statements about how horrible these characters are because it's pretty self-evident.
If your characters are unlikable, be they the antagonists or the protagonists, then drawing devil horns is a necessity - it's just that, in a satire, the devil horns should ideally be small enough that the audience has to do a bit of work to find them. Pointing out the depravity of your own characters in no way precludes skillful, subtle storytelling, as long as the act of pointing it out is done skillfully and subtly. Not bothering to point it out in the first place is no substitute for this, because if you don't, the audience will assume that the story is trying to draw halos over the characters' heads instead.