Rhetoric
in “Halo 3”
Dr.
Gerald Voorhees
Ryan
Harvey
May,
05 2010
First I will briefly
explain Halo 3. Then I will look into what argument (or rhetorical act) Halo 3
makes by referencing leading arguments for rhetorical acts in video games. Next
I am going to look at how the game makes the argument. Last I will be
discussing the public controversy or dialectic this game enters into. A sense
of mimicry is brought out when viewing Halo 3 in this way. A sense of mimicry
that revolves around real life experiences. Looking at Halo 3 through a
rhetorical perspective lens reveals a discourse about the Iraq War.
The Covenant race has
been torn apart by a civil war. The Elites, led by the Arbiter, on one side and
the Brutes, led by the Higher Prophet of Truth, on the other. The Elites are siding with the humans in the
war against the flood, the Brutes and against the activation of a Ring.
Destroying the ring will kill the Flood and its leader, the Gravemind without
destroying the entire universe. Meanwhile the Brutes along with Truth are
trying to fulfill a religious prophecy by firing the rings. The humans, led in
field by Master Chief, want to help the Elites destroy the ring and stop the
Brutes.
Halo
3 has two factions (Elites and Humans) that were once at war and now must come
together to defeat two common evils. This all started when the Arbiter heard
how the Higher Prophet of Truth is betraying the Elites, because of their
failure to protect one of the other prophets, which starts the covenant civil
war. Master Chief and the Arbiter both end up in the hands of the Gravemind in
Halo 2. The Gravemind reveals how the firing of the rings would destroy the
universe and sends them to different locations in an attempt to stop the Brutes
from activating the rings. Even this helpful notion and moment of connection
between the three factions fails to unite the Flood to the cause; the Flood
will continue to follow their own agenda. So now both the Master Chief and the
Arbiter must fight their way through Flood and the betraying covenant forces to
stop the firing of the ring.
Halo
3 argues that the only way to defeat a common evil is for nations to come
together and put aside their differences. Like the Humans and Elites, there are
countries that need to bond over the evil that infects them both. Mcgee
describes this step as, “the relationship between the apparently finished
discourse and its sources. (1990, 278-282)
Starting
at the end of Halo 2, the Elites and the Human must put aside their differences
to accomplish something great. They must defeat two evils; one that wants the
annihilation of everything except for themselves and one that wants the
annihilation of everyone including themselves so they can prosper in the
afterlife. Both basically want the same thing although they do hate each other.
Both parties want the death of everyone else even though the Brutes, in turn,
want to die so they will live in the afterlife and the Flood will feed on non
Flood infected beings until there is nothing left. They are both running
towards accomplishing the feat of destroying themselves. It is not until the
end of Halo 3 that the Flood realizes they too must help the cause by putting
aside their differences and stop the Higher Prophet and the Brutes from
destroying the universe. But, as way of the Flood, they continue to try
infecting and converting every soul soon after the Prophet is dead and the
Universe is relatively safe. These things are textual fragments that make up
the discourse in this analysis. Warring factions that must come together to
fight a common evil. The fact that there is an evil who wants to get in your
way and benefit from the annihilations of the saviors. These Fragments in turn
make up the context. As McGee states, “discourses are made up of scraps and
pieces of evidence.”(1990, 278-282) This evidence is gathered from the game,
its story and interactivity. “Computer games are comprised of rhetorical events
that work to make meanings in players” according to McAllister. (2003, 31-32)
He is talking about these events in the game that make the game what it is and
how they are interpreted by the player to mean something. In this case they
speak to the War in Iraq. Now I am going to go into how the game makes its
argument.
McGee
describes this next part as, “relationships between a apparently finished
discourse and culture”. (1990, 278-282) I’ll bring in events from the Iraqi war
to better inform readers about the background of the social context that the
game falls into questioning. What this game is trying to convince its audience
to perceive in their world. After 9/11 in 2001, the U.S. was franticly trying
to find and eliminate all of the culprits that were responsible or contributed
to the terrorist attacks. Over the next two years, weapons of mass destruction
came into sight as a major terrorist threat. Saddam Hussein, who violated agreements with
the U.S., put his country in the spot light of inspection. After Hussein’s
oppressive ways against the Iraqi people and the various other attacks on
Middle Eastern Countries, suspicion of WMD’s was the last straw. The U.S.
called for the Coalition of the Willing which would use force to disarm
terrorist factions and force a change in regime for the country of Iraq. The Coalition of the Willing describes the
group of people that would join the United States to stop Saddam Hussein if he
did not disarm himself. It was stated, at the NATO meeting in Europe, that 49
countries would help the U.S. in this invasion but only four countries opted to
help out the U.S. in its war on terror. The U.K., Australia, Poland and Denmark
would help strategize their militaries in an effort to support the U.S. After
the Invasion on March 20, 2003, the Iraqi government was easily overthrown and the
plan for rebuilding the Iraqi military and post-Saddam Government were met with
opposition by insurgencies. The Ba’ath regime, composed of Iraqi nationalists
and pan-Arabists started fighting back to secure the religious Islamic
Caliphate, which is the uniting of all Muslims. So the Iraqi’s that want the
U.S. to help them overthrow Hussein are targets for these Islamic Nationalists
and Al-Qaeda just as much as the U.S. is. Al-Qaeda are also militant Islamists
who wish to restore their beliefs by obliterating all the others. (Murray 2003,
43-88)(Bello 2008, 120-124)
With
a game that closely imitates the Iraq War, it is easy to make the connection
and see the reasons of rhetoric Halo 3 holds in this situation. The fragments
that hold a sort of mimicry to real world events make the mortar of discourse,
while the games messages about these events provide the bricks. Now it’s time
to enter how this discourse is convincing in a real world sense and what the
discourse is trying to persuade the players to believe.
The
fact that the countries within the Coalition of the Willing and NATO had their
differences in the past is inevitable. Just like the Elites and Humans coming
together to stop the destruction of the universe, these countries must come
together to stop the destruction of the humanity. These differences must be
overlooked if countries are to come together to fight a worldwide evil. The
fact that the U.S. and the Iraqi people have had their differences and continue
to struggle with which side is really helping who, is ongoing. The Brutes and
Grunts, who carry out orders from the Prophet of Truth are just like Hussein’s
Regimes that carry out orders for the continuation of his rule. The High
Prophet of Truth was defeated just like how Saddam was defeated just as the
Brutes and Grunts continue in the ways of their fallen leader, the Ba’ath
regime follows in the ideologies of Saddam Hussein. They hate western
involvement in their government and that wish to unify the Muslim people under
their religious beliefs just as Al-Qaeda want to kill anyone who doesn’t share
their beliefs. The Iraqi people need to see that we are helping them and not
trying to rip apart their religious belief systems but they also need to
recognize the evil within organizations like Al-Qaeda, and help the U.S. to
defeat this evil. U.K., Australia, Poland and Denmark have already come
together to help liberate the Iraqi people and help them help themselves. In recent
years there have been many improvements on this front and the strength that
Iraq has to help abolish terrorism has been on the rise. Iraq’s government is
strengthening as the new president inspires the people of Iraq. (Murray 2003,
43-88)(Clausson 2006, 12-16)
“Eight
years after the events of September 11, 2001, the contemporary American social
scene is still defined, in many ways, by discourses contesting multitudes of
differences. And in fact, with the increased prevalence of racial profiling as
a tool in the "war on terror," which is often talked about as clash
of cultures, religions and civilizations, and the resurgence of controversy on
the subjects of immigration and gay rights, American audiences may be even more
preoccupied by national, ethnic and cultural tensions than ever before.”(Voorhees
2009, par 51)
Halo
3 wants us to know that even if two countries have had their differences in the
past they can come together when it counts and it doesn’t come easy. There are
races that look different, live different and they are different, there is no
getting around that. Nations may have fought before, but when a common evil
comes and threatens us all we need to put other conflict aside. I believe we
are on the right track, more and more countries offered their help over the
years and the world in Iraq is getting better but we are not out of the woods
yet. We need to keep moving forward in a positive direction. Taking things away
from this analysis like Rhetorical Fragments from the game or the context that
holds them together, will help to create a visual for people to relate to. The
discourse that Halo 3 exudes is a powerful message and the dialectic that
readers and players should take away from this discourse is meant to point out
and motivate.
Works
cited
Bello,
Walden. World Tribunal on Iraq: Making the Case against War. Ed. Müge Gürsoy.
Sökmen.
Northampton, Mass.: Olive Branch, 2008. Print.
Clausson,
M. I. NATO: Status, Relations, and Decision-making. New York: Nova Science,
2006.
Print.
McAllister,
Ken S. Game Work: Language, Power, and Computer Game Culture. Tuscaloosa,
Ala.:
Univ Of Alabama, 2004. Print.
McGee,
Michael C. "Text, Context, and the Fragmentation of Contemporary
Culture." Wester
Journal
of Commuication 54.3 (1990): 278-82. Print.
Murray,
Williamson, and Robert H. Scales. The Iraq War: a Military History. Cambridge,
Mass.:
Belknap
of Harvard UP, 2003. Print.
Voorhees,
Gerald. "The Character of Difference: Procedurality, Rhetoric, and
Roleplaying
Games."
Game Studies 9.2 (2009). The International Journal of Computer Game
Research. Web.
<http://gamestudies.org/0902/articles/voorhees>.