Beneath a Steel Sky: a Musical Characterisation of Class Structure

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Beneath a Steel Sky: a Musical Characterisation of Class Structure The Computer Games Journal (2018) 7:231–242 https://doi.org/10.1007/s40869-018-0067-6 Beneath a Steel Sky: A Musical Characterisation of Class Structure Andra Ivănescu1 Received: 28 September 2018 / Accepted: 3 October 2018 / Published online: 25 October 2018 © The Author(s) 2018 Abstract This article proposes Revolution Software’s Beneath a Steel Sky (1994) as a start- ing point for the analysis of the relationship between music and social class in video games. While other issues of representation have been studied extensively within game studies (gender representation in particular), the representation of class remains an underexplored area. Furthermore, the relationship between video game music and socio-cultural aspects of video game studies is also rarely examined beyond issues of race, ethnicity, and cultural appropriation. This article draws con- nections between these two underexplored areas and analyses the musical charac- terisation of class in the 1994 cyberpunk adventure game, which takes places largely in a literally stratifed metropolis where the three levels of the city act as represen- tations of the three social classes. Here, music plays an important role in terms of environmental storytelling, both as semiotic shorthand, and as a refection of the afordances available to the inhabitants of the city. Keywords Class · Video games · Video game music · Ludomusicology 1 Introduction Issues of representation in video games have been important to video game studies for over two decades, largely focussing on gender (Cassell and Jenkins 1998; Dietz 1998; Kafai et al. 2016; Lynch et al. 2016), and, to a lesser degree, LGBTQ issues (Consalvo 2003; Ruberg and Shaw 2017), and race (Burgess et al. 2011; Leonard 2006; Monson 2012). The representation of class, however, remains underexplored, even amongst critiques of video games as agents of capitalism. All editorial decisions for this article, including selection of reviewers and the fnal decision, were made by guest editor Dr. Kenny McAlpline. * Andra Ivănescu [email protected] 1 Brunel University, London, UK Vol.:(0123456789)1 3 232 The Computer Games Journal (2018) 7:231–242 Virtual economies and virtual worlds have been seen to reproduce both real world economic systems and real-world ideologies (Castronova 2005; Rettberg 2008) and subsequently reproducing social strata and power relations. While most of these cri- tiques have focused specifcally on how these relations are reproduced in MMOR- PGs, where practices like gold farming quite explicitly mirrored real-life power rela- tions, some have also focused on single-player games, particularly their neoliberal afnities. An example of this is the analysis of Grant Theft Auto: Vice City (2002) ofered by Dyer-Whiteford and de Peuter, in which they note that “Vice City’s lead, Tommy Vercetti, is neoliberal theory incarnate: if the most famous line of the eight- ies flm Wall Street is Gordon Gekko’s ‘greed is good,’ then the equivalent for Vice City’s eighties parody is Tommy Vercetti’s statement ‘I work for money.’” (Dyer- Whiteford and de Peuter 2009) Vice City, however, with its satirical tone, acts as both an agent of the hegemony, and its subverter. These elements of subversion can, of course, be found throughout video games, both as emergent gameplay, where players take it upon themselves to critique society by taking advantage of game afordances, but also as embedded narrative and procedural elements. Discussions of social classes and power relations are often implied within these broader conversations, but rarely fnd themselves at the centre of them. Moreover, the relationship between video game music and socio-cultural aspects of video game studies is also rarely examined beyond issues of race, ethnicity, and cultural appro- priation, with some notable exceptions.1 This article aims to begin flling these gaps and drawing some clear connections between class, music, and video games, by looking at Revolution Software’s 1994 Beneath a Steel Sky (1994). 2 Beneath a Steel Sky Beneath a Steel Sky is a cyberpunk point-and-click adventure game developed by the UK Company Revolution Software in 1994. Directed by Charles Cecil, the game also famously features the art of Dave Gibbons, comic book artist of Watch- men (1986–1987), and the design, dialogue, and music of Dave Cummins. The game was widely critically acclaimed, both at the time, and since its remaster: it originally received a Golden Joystick Award for ‘Best Adventure’ (Cecil 2016), and is cur- rently found on countless ‘Best Adventure Games’ lists, like Richard Cobbett’s “29 Essential, Must-Play Adventure Games”, under the “Essential Games: The Classics” category. (Cobbett 2017) The game was developed by Revolution after their breakthrough Lure of the Temptress (1992) and before the start of their long-standing series Broken Sword (1996–2014). The team, particularly Cecil and Gibbons, have discussed the game extensively since its twentieth anniversary, often emphasising the historical context of the game’s production, and how the game itself was infuenced by real-life social tensions. As Cecil phrased it: “You had the rise of the yuppies, the mega-rich, and 1 For instance, Kiri Miller’s ethnomusicological exploration of the music in Grand Theft Auto: San Andreas does focus on the issue of race quite signifcantly. (Miller 2007). 1 3 The Computer Games Journal (2018) 7:231–242 233 the ultra-poor. There was a lot of confict, and that infuenced our setting.” (Cecil, quoted in Kelly 2016) Gibbons has expressed similar sentiments about the game, noting: “We were designing a dystopian future, so we looked at how society was in the present day and imagined how it could move forward. Beneath a Steel Sky was made at the height of Thatcherism. A consumer society with divisions that were deeper than ever. And these ideas were foating around in our heads when we created the game.” (Gibbons, quoted in Kelly 2016) There are at least two signifcant points that Gibbons stresses here. Firstly, it is par- ticularly notable that he acknowledges the impact of Margaret Thatcher’s policies and public persona on their work. While the time at which the game was developed was hardly “the height of Thatcherism”, as Gibbons notes, since she had served as Prime Minister of the United Kingdom between 1979 and 1990 and was no longer in power by the time of the game’s development, this infuence is undeniable, as Cecil also echoes on a number of occasions, including during a talk at the Yorkshire Games Festival, where he echoes her infamous denial of the existence of society. (Cecil 2016) The second notable aspect of Gibbons’s statement is the implication that, while they were clearly infuenced by these ideas, they did not set out to create a deliberate allegory with their dystopian game. Cecil himself is candid about this, noting dur- ing the same Yorkshire Games Festival talk, that he: “didn’t realise until somebody did a wonderful interview a couple of years ago—and it became quite clear—it had never struck me, it had never been deliberate, that actually the story was all about what was going on at the time.” (Cecil 2016) In other words, Beneath a Steel Sky is not a deliberate commentary on the state of society in the same way that many dystopian works are, but the embodiment of what Fredric Jameson describes as the “political unconscious.” (Jameson 1983) Jameson argues for what he calls “the priority of the political interpretation of literary texts.” (p. 1) His central thesis here is that “there is nothing that is not social and historical—indeed, that everything is ‘in the last analysis’ political,” further describing cultural artefacts as “socially symbolic acts.” (p. 5) This article argues that Beneath a Steel Sky is, like the literary works that Jameson analyses, such a symbolic act, its “Utopian impulses” (p. 286) evident in its dystopian metropolis. 3 There is No Such Thing as Society in Union City Lyman Tower Sargent defnes dystopia as “a nonexistent society described in con- siderable detail and normally located in a time and space that the author intended a contemporaneous reader to view as considerably worse than the society in which the reader lived” (1994, p. 154). Beneath a Steel Sky is set in a dystopian future with two distinct environments which refect two distinct (but certainly not discrete) scientifc traditions, both describing worlds worse than our own: “the Gap” draws on post-apocalyptic flms 1 3 234 The Computer Games Journal (2018) 7:231–242 like Mad Max 2 (1981), presenting a desert world of scavenging tribes,2 while Union City, the metropolis in which all of the gameplay takes place, draws on the cyber- punk worlds of William Gibson and others. While the game is theoretically set in Australia, it is profoundly British in terms of its humour, its accents, its use of lan- guage, and its themes. Language is perhaps the most obvious clue: as one reviewer notes, “for a game supposedly set in Australia, most of the people you meet have stereotypical regional English accents. I can’t think of a game with more northerners in it.” (Kelly 2016) Indeed, while the main character has a strong American accent, the majority of the NPCs (non-player characters) sport a range of northern English accents. Moreover, there are often discrepancies between the British terms used in the spoken dialogue, and the written captions which often use the corresponding American or Australian term (“lift” and “elevator” for instance). The British point of view is also noticeable in
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