Gender & Intersectional Identities in Gaming Podcast

In this episode, Kyle and Miranda introduce the game Heavy Rain. They delve into a summary of its characters before starting a conversation on depictions of mental health. They continue with a look at how Heavy Rain uses aesthetic information to create an environment of sadness to reinforce the depictions of mental health, before concluding with their overall thoughts on the game.

Bibliography: 
Ovandal. “Mental Health in Games.” YouTube, 8 Mar. 2023, www.youtube.com/watch?v=idyUrJHdDPc.
  
Shapiro, Samuel, and Merrill Rotter. “Graphic Depictions: Portrayals of Mental Illness in Video Games.” Journal of Forensic Sciences, vol. 61, no. 6, 2016, pp. 1592–1595, https://doi.org/10.1111/1556-4029.13214

Zagalo, Nelson. “Narrative Design of Sadness in Heavy Rain.” Journal of Science and Technology of the Arts, vol. 9, no. 2, 2017, p. 47, https://doi.org/10.7559/citarj.v9i2.246

What is Gender & Intersectional Identities in Gaming Podcast?

A podcast by students enrolled in Film Studies/Gender Studies 404. Students will discuss topics of gender and identity in In Sound Mind, What Remains of Edith Finch, and LEGO Star Wars: The Skywalker Saga.

Hello and welcome to our first podcast episode. I

am Kyle Lloyd. I'm here with Miranda. Hi, I'm

Miranda Fullman. And today we will be discussing

Heavy Rain, Pain and Petracor. Heavy Rain was a

game developed by Quantic Dream, but published by

Sony in 2010. And is one of the leading games back

in the day. Obviously you have basic control over

your character in most instances. But if your

character wants to do something, there's a quick

time event for it. Our first topic is about how

video games have handled serious topics like

mental health and mental illness. I'm a great, I

love games. You know, I'm a gamer. You know, I

have played video games for as long as I can

remember. And a big theme in a lot of video games

that I've been playing recently has been mental

illness and mental health awareness and stuff like

that. They are very great mediums to express sides

of stories that nobody really can see. And

generally, mental illness is one of the most

important problems that young Americans deal with

today. So often we will seek solitude or seek

refuge from our crazy, busy lives as college

students and dive into our games. And so that we

can, you know, get immersed, you know, get a

different feel, a different experience. A lot of

mental illnesses within these games, especially

heavy rain are brought to the forefront. They are

heavily important and they are depicted in

incredible scrutiny. They are, you really examine

the intricacies of what it means to be depressed,

anxiety written, and any other mental illness

under the sun basically because there's a ton of

them out there. But yeah, and heavy rain is one of

those games that really centers around the

characters and how they feel, especially with

their addictions in mind as well. So today we will

be, you know, making some connections here and

there from what we've learned in class. And we

will be trying to come to a better understanding

of our game through a conversation. And hopefully

you guys who are watching this or listening to

this will learn something. So throughout heavy

rain, we saw a lot of mental illness, a lot of

traumatic events happening, especially with, you

know, each character has their own stuff going on,

their four main characters in the game. Three of

which are, or two of which are officers of the

law, somewhat one of them is an FBI agent and the

other one is a PI as well as a father and a

journalist. So let's get started with our first

character, Ethan, the family man himself. Now

Ethan and his wife and his kids had a happy

marriage until their son's eighth birthday. They

all went to the mall, Jason, Ethan, his wife and

Sean and Ethan loses Jason and Jason, you know,

he's lost and we don't find him. We don't see him

until he's across the street and Jason comes

running across the street and what happens? He

gets flattened. He gets absolutely wrecked. And

then after that, we get a little time jump about

three years, I believe. And at this point, Ethan

has been separated from his wife obviously due to

the loss of their child and is trying to salvage

whatever he has left with his other son, Sean.

Ethan's been going through some crazy stuff. He's

been having blackouts. He's been feeling intensely

guilty for the loss of his son, blaming himself

for it obviously because, you know, there was

nothing, even though there was nothing that he

could have done in that situation to stop that car

from hitting his son. And, you know, ever since

Ethan, Ethan's been having some crazy blackouts.

He has been blacking out when there's a scene

specifically in which he is at the park with Sean

and he blacks out, he completely loses Sean. And,

you know, that's just that's, you know, a parent's

worst nightmare, especially after losing one kid,

you know, you do not want to deal with losing

another. So that's why that's why it makes the

circumstances in which Ethan has to perform so

dire because he's, you know, Sean's been kidnapped

by a serial killer dubbed the origami killer for

leaving a little origami figure on his victims

hands as well as an orchid on their chest. Or

throughout the game, we can see that, you know,

this is a tremendous, tremendous, you know, wall

that's in front of him. And basically, you know,

Ethan's story is to sum it all up, I'd say it is

for like how far will you go to save your loved

ones? Would you put yourself in danger

potentially? Would you put other people in danger

to save your loved ones? You know, and that's the

biggest theme. I think a key thing with Ethan's

story is not only the way in which he uses his own

fear and anger and grief to continue trying to

save Sean, but also just the ways in which he goes

about interacting with the other adults in the

story. He often interacts with Madison, one of our

other characters. And it's very standoffish, both

in part of his fear that he working with another

person will put Sean more at risk, but also

because he has been so put by himself in the

situation with his wife refusing to help or stay

calm with the police refusing to work with him.

That it's a very interesting way of portraying how

mental illness and social stigma around people in

this situation can be depicted in a video game.

Yeah, and just like Miranda said, you know, it is

a very interesting story, especially when we bring

in our other characters. Moving forward, we would

like to discuss mental health and heavy rain.

Pretty much every single main character in the

game suffers from some form of mental illness.

Ethan, I would probably classify him as both

having major depressive disorder and also general

anxiety disorder with bounce of paranoia. And I

don't know what we would classify his blackouts

as. I think that is a harder symptom to trace back

to like the grief. It is one of the focal points

of the game. The blackouts are a serious indicator

and they have a lot of illusion within them to the

main story. And they provide that Ethan is central

to this story. He doesn't want people to believe

that he's the person that they think he is, which

is a bad father. Moving on from that, we have our

two detectives while one of them, who is our PI,

doesn't exude a lot of mental illness comparably

to other characters in the game. He more deals

with physical ailments

and stuff like that. He is asthma. He gets a lot

in the way of his job. There are multiple

instances in which we have their fights with other

characters that involve quick time events. And he

is just dying at the end. Another one of our other

little FBI man, he is one of those people that has

high anxiety, we feel. And he struggles a lot to

operate under stress as well as having his own

drug addiction, which greatly interferes with his

work as he cannot go a certain amount of time

without it, without shaking, getting dizzy, the

whole nine miles. And our last character has some

crazy dreams. She is probably an insomniac. So are

these depictions good depictions? I'd say so. To

get a little academic in this, because this is a

class project, in one of our research articles

called graphic depictions, portrayals of mental

illness in video games by Samuel Shapiro and

Merrill Rotter, they quote another group of

theorists, Heiler Gabbard and Schneider, proposed

six predominant stereotypes of mental illness and

cinema, the rebellious free spirit, the homicidal

maniac, the female patient as a seductress, the

enlightened member of society, the narcissistic

parasite and the zoo specimen. I think a very key

thing in this game is that they aren't necessarily

depicted as tropes beyond our main antagonist, the

origami killer. He's obviously being portrayed as

a homicidal maniac because he is a serial killer,

praying on children, particularly. I would

classify most of our characters in the rebellious

free spirit in a way because they tend to go

around the standard link on enforcement, like our

FBI agent, he tends to work with the police but is

willing to step in when things aren't going the

way that he wants them to. And our PI completely

circumnavigates the law, the entire game, because

he believes that he can find the killer better and

faster than the police can. And now, after we've

covered this, we will be moving into our second

part covered by Miranda, our sub topic too, the

narrative and aesthetic sadness in Heavy Rain.

Heavy Rain is a game that is filled with ambiance

and small little pieces of just sadness baked into

it. It's very aesthetic in its approach. The art

style is very gray and gritty and dark, almost

akin to film noir. And at the same time, its story

is centered around both real issues and somewhat

popularized issues in film and media, specifically

like a murder mystery or a killer investigation. I

think truly where Heavy Rain shines is in its

approach towards sadness as a narrative aspect. In

one of our other articles, narrative design of

sadness in Heavy Rain by Nelson Zagalo, he is

quoted as stating, saying, sadness emerges as a

response to the ending of a relation with

something we cared about. The more we care about

something, the more intense the sadness will be.

The death of a loved one being the most intense

because of its irreversibility. In Zagalo's

opinion, Heavy Rain utilizes the attachment,

rupture, and passivity method in order to evoke

sadness in players by getting players attached to

characters through empathy, rupturing that

attachment through harm and or death, and then

forcing the player to face the event passively,

removing their control from the situation. It is a

story game first and foremost which allows you to

pull yourself back and sit in the emotions.

Another quote from that article is the rhythm in

Heavy Rain is slow due to the emotional objective

of the game. The action is fully paced by the

interactivity proposed by the game. Everything is

balanced to take the player down to passivity, to

almost non-activity, obliging him or her to take

the time to feel the emotional experience the game

is proposing. I think that this passivity aspect

of the method pulling control away from the player

adds and detracts from the experience because

modern games tend to really focus on maintaining

immersion and I feel like pulling control out of

the player's hands in order to make them

facilitate and feel the emotions tends to break

the immersion, at least that it did for myself

while we were playing. I also really quickly want

to cover other smaller things that are in the

narrative such as depictions of religion and

mental illness. During our playthrough we came

across a character who was very much religious to

the nth degree in a way that is almost stereotyped

by depictions of schizophrenia, the religious

fanatic essentially. I think that that was

probably the worst depiction of mental illness in

the game because of the fact that you had two

opposing viewpoints of the situation being the

police lieutenant that your character is working

with and the FBI agent who is helping the

investigation. And the entire time you have two

options of either trying to work with this suspect

in order to keep him from snapping essentially or

egging him onto the point of doing something that

would warrant his arrest. And I feel like that is

a horrible narrative arc but I feel like it's

extremely common within police style games.

Overall heavy rain has been a very interesting

game for me to experience. I had heard many

wonderful things prior to this project and as soon

as I was handed the game I was told many horrible

things about the game. And I think getting to play

it for myself it was just a very enjoyable

experience especially when I could take some

things from the very sad dark story and narrative

that this game has and turn it into a little bit

of a laugh.

I completely agree. I remember watching this game

a lot when I was younger I would watch

walkthroughs especially by people like PewDiePie,

you know, just the classic Let's Players. And I

was intrigued by the game. Obviously I didn't

really understand the major themes at work seeing

as I was only 10, 11, something like that. But

overall, you know, I have really enjoyed playing

the game and working on this project. So yeah, I'm

Kyle Lloyd. I'm Miranda Fulman. And thank you so

much for listening. We'll catch you guys later.