Blood Meridian

“It makes no difference what men think of war, said the judge. War endures. As well ask men what they think of stone. War was always here. Before man was, war waited for him. The ultimate trade awaiting its ultimate practitioner.”

Blood and death and violence. The peak of human evil, perhaps. Blood Meridian is, for most people, the most violent and horrific book they have ever read. There is nothing here of love or affection. Tenderness is a thing that little survives an axe to the brain. Babies are murdered and hung on trees like Christmas decorations. Men, women, and children are slaughtered for less than a sideways glance. Yet worse than this is the knowledge that most of this book is a true thing, that John Joel Glanton’s gang was not a fiction but a living pandemonium that truly walked upon the earth in the middle of the 19th century. Cormac McCarthy retraced its marauding steps time after time in writing this book.

Blood Meridian is sustained by its own brutality. Each chapter is a litany of bloodshed through which we stumble, confused and in awe, lost in the power of an almighty language being wielded only to describe that which in our conscious moments we have no wish to see described.

What it is, is a novel about man’s descent (for there are no women, except as bodies to be broken) into barbarism. We may think we know the type. Heart of Darkness and its ilk have prepared us, we think. But Heart of Darkness is less about Kurtz’s descent as it is about Marlow’s coming to terms with it. Marlow has his ideas of right and wrong, just as Kurtz has his own – soon distorted – ideas of the same. It is a moral book, however much it seems to rise from the jungle’s murk.

Blood Meridian is neither a moral book, nor an immoral book. What makes it so frightening is that it is merely an amoral book. “Decisions of life and death, of what shall be and what shall not, beggar all question of right. In elections of these magnitudes are all lesser ones subsumed, moral, spiritual, natural.” It is the story of a gang who begins by killing violent Indians in exchange for bounty and loot, then move on to killing peaceful ones, then they kill the Mexicans who hired them to protect themselves from the Indians, and eventually, they kill Americans. That is the simple story which we witness when we read the book.


Some Theory: John Williams on What A Western Should Be

John Williams, author of Augustus and Stoner and most relevantly the Western Butcher’s Crossing, also wrote a programmatic piece, “The “Western”: Definition of the Myth”, which might help us to appreciate Blood Meridian. Williams was writing at a time before McCarthy had switched his stories’ backdrops from the Appalachians to the southwest United States, before the Western genre was made serious with such books as Warlock, and films in our own day like The Power of the Dog. His main complaint of the genre was that its practitioners misunderstood it, and adopted literary modes that were not appropriate.

Williams argues that the traditional Western is purely a thing of “an element conflict between the personified forces of Good and Evil”, which is not inherent in the material but rather a transference of “the New England Calvinist habit of mind” that sees the world, at times without being fully aware of it, as broken up into the damned and the saved. This moral rigidity, whatever complexities might be added to the stock characters of the western, such as the cowboy and sheriff, mean that “beneath the gunplay, the pounding hooves and the crashing stagecoaches, there is a curious, slow, ritualistic movement that is essentially religious.” It is about arranging a world where the right judgement can be acted out.

For Williams, the west is not tragic, nor comic, nor epic, but mythic in nature, and this is what he thinks previous writers have failed to recognise. Tragedy is primarily about powerful figures, often historical, suffering, that we might see as “the cost of disorder in an ordered universe.” Epic, meanwhile, is about cultural unification – it is about telling a story that collects together ideas for the building of a nation. It requires this element of nation-building or nationalism, because “the heroism, the bloodletting, the superhuman bravery, the terrible mutilations – these are given point and intensity only by the nationalistic impulse that lies behind them. Without that impulse, the adventure (handled epically) is empty, is bombast, is violence without rage.” This is an idea we will come back to, because under this definition Blood Meridian is easily readable as an anti-epic, as nation-destruction rather than building.

Myth, however, and not anything else is what Williams sees as appropriate for Westerns. He defines it as an approach where “the mythic subject rises from the enveloping action of history, but the events that detail that subject are invented.” The myth is thus a combination of history and fiction, but it is not historical fiction, even though we are aware of as many historical forces – economic, social, cultural, and religious – as the author may wish to include. “The events and characters… are intensely symbolic and they compel belief on a level different from that of historical reality.” The mythic work is symbolic, its characters are often archetypes, stretching beyond themselves in their significance.

The heart of the mythic is the inner quest. This is what distinguishes it from tragedy, where quests and conflicts are generally public and on the level of the state, and from comedy, where conflicts are generally domestic and lie between characters. The mythic, for Williams, is about the acquisition of inner knowledge that can only be bittersweet – “the exaction of the human spirit by the terror of truth.” “The outcome of myth is always mixed; its quest is for an order of the self that is gained at the expense of knowing, at last, the essential chaos of the universe.” If tragedy is about breaking order, myth is about creating a pocket of order whose diminutive size makes us only more aware of the world’s general disorder.

For a mythic tale to work well, history must play a role. In the case of the Western myth, the history is one of exploitation – of people but, primarily for Williams, of land. The period of the frontiersman is one of the lone being attempting to survive in a new land, rather than of the state trying to grow itself through the organised murder of prior inhabitants. People entering that world, coming from the East, brought with them their simplified ideas of good and evil, which crashed and were broken against the reality of a cruel and indifferent sun. This is the central theme of Butcher’s Crossing. Here, a “voyage not the wilderness was most meaningfully a voyage into the self, experimental, private and sometimes obscure.”

To summarise, for Williams, the Western is most appropriately a mythic tale. It is deeply lodged in its own time, like Moby Dick, but it is peopled with symbolic characters who reach beyond themselves in their meanings, and whose essential journeys are internal and with results which are not entirely welcome.


Blood Meridian is both an epic and mythic work, according to the ideas Williams describes, but in both cases, the novel is something quite different to the “straight” interpretation of either approach. Let’s begin with the case of the epic. Western novels, as he acknowledges, have often relied upon epic themes and motifs, but with the exception of the Indian Wars, nationalism and nation-building have been less important than the individual’s struggle for survival and success in a new land. In Blood Meridian we have part of the American wars of conquest, with our character, “the kid”, at first joining a group of soldiers under Captain White to go and murder Mexicans in spite of the recently signed peace treaty that ended the Mexican-American War of 1846-48.

This figure, White, is an unpleasant one, but his views are somewhat unique in the novel. “A race of degenerates… There is no government in Mexico. Hell, there’s no God in Mexico. Never will be. We are dealing with a people manifestly incapable of governing themselves. And do you know what happens with people who cannot govern themselves? That’s right. Others come in to govern for them.” White, practically alone among the misfits of Blood Meridian, sees the matter in terms of governance and the growth of the United States. If his views are unpleasant and Hobbesian, then they are also the only views in the novel which are concerned with administration. It is he, whom we might say, belongs in an epic work – though not one we may necessarily be proud of.

Still, they are fallen upon by Indians and White and most of the “army” are slaughtered. The scene is epic, and here McCarthy’s language reaches a pitch that anywhere else would be ridiculous, yet here is Biblical, Homeric:

“A legion of horribles, hundreds in number, half naked or clad in costumes attic or biblical or wardrobed out of a fevered dream with the skins of animals and silk finery and pieces of uniform still tracked with the blood of prior owners, coats of slain dragoons, frogged and braided cavalry jackets, one in a stovepipe hat and one with an umbrella and one in white stockings and a bloodstained wedding veil and some in headgear or cranefeathers or rawhide helmets that bore the horns of bull or buffalo and one in a pigeontailed coat worn backwards and otherwise naked and one in the armor of a Spanish conquistador, the breastplate and pauldrons deeply dented with old blows of mace or sabre done in another country by men whose very bones were dust and many with their braids spliced up with the hair of other beasts until they trailed upon the ground and their horses’ ears and tails worked with bits of brightly colored cloth and one whose horse’s whole head was painted crimson red and all the horsemen’s faces gaudy and grotesque with daubings like a company of mounted clowns, death hilarious, all howling in a barbarous tongue and riding down upon them like a horde from a hell more horrible yet than the brimstone land of Christian reckoning, screeching and yammering and clothed in smoke like those vaporous beings in regions beyond right knowing where the eye wanders and the lip jerks and drools.”

Here the language is distinctly non-specific, with the enemies of the Americans containing so many hints of other identities that they become clearly mythic and symbolic in character. White’s group, building a nation, fight against the forces of disorder, and those forces annihilate him.

“The kid” survives. And here the novel begins its anti-epic shift. If White was trying to pacify and crush people for the good of some absurd American nation, Glanton’s gang fight Indians, Mexicans and finally Americans only ever ostensibly for such goals, and time after time we are reminded that their goals are instead more simple, crude, and barbaric. They go to towns to debauch themselves, eating so much food that the townsfolk starve afterwards, they amass great riches and commit crimes so terrible that murder must have seemed a solace to those gifted it, and there is no nation to be built.

It is in this regard that people, including those on my copy’s blurb, have called the novel an anti-Western. It is an unheroic novel, a barbaric novel, where the Indians are not made victims but rather where every specimen of humanity seems determined to drag itself down into the depths of human cruelty. And all of this is related in prose that is entirely unjudging, that never questions or looks into people’s heads except when they have been splattered across a saloon’s wall, so that we feel silly for wanting there to be a point to it all.


If we want to find meaning, we must look at the novel as a mythic work. Such an interpretation is natural when our characters have names like “the kid”, “the judge”, “the expriest”, which eclipse any real names, Holden and Tobin for the latter two, that characters actually have, and when we journey through volcanoes and larger-than-life landscapes and see tarot cards and meet fools in cages. But here, too, there is something unusual that sets the novel outside of the mythic categorisation Williams gives – the sheer lack of interiority.

“The kid” is the character we follow, more or less, throughout the work. But he rarely speaks, and rarely does he act. He is more than anything else a witness to the novel. He is, in other words, like us. And so, it is most fitting to say that the journey to some kind of personal order within a disordered universe is primarily not in him, but in us, the readers, who are forced to confront this most awful tale in the hopes of extracting meaning. The narrator, who merely describes, has no epiphany. So that just leaves us.

But what order, what myth, lies within the bloodshed? The truth is that the novel is about power. It is a mythic representation of power, especially in Western history, and “the judge”, who is one of the most memorable characters I have ever encountered in fiction, anywhere, is power itself.

We meet him, seven foot tall, without a hair on his body, “serene and strangely childlike”, as a reverend is preaching to a gathered room. He steps forward unexpectedly, and declares that the reverend is a fraud. After a short speech he declares, “in truth, the gentleman standing here before you posing as a minister of the Lord is not only totally illiterate but is also wanted by the law in the states of Tennessee, Kentucky, Mississippi, and Arkansas.” A man in the audience immediately shoots the reverend and chaos breaks out. Back at the bar, the judge gets himself a drink. Someone asks him how he knew the reverend was a fraud. “I never laid eyes on the man before today. Never even heard of him.”

The incident is the perfect introduction to the world of Blood Meridian and how little human life is worth there. It is also the perfect introduction to Judge Holden. Gigantic, multilingual, an amateur botanist, geologist and artist, the judge seems to embody knowledge itself. With his ability to speak eloquently, he has the ability to kill without moving a muscle, because none of the men in the West and in Mexico have the knowledge he does, and so they listen and defer to him, trusting whatever he says. There are several signs suggesting he is probably the devil.

“Whatever in creation exists without my knowledge exists without my consent.” In those words is his philosophy entire. He learns about the world to gain mastery over it. Unlike White, who at least in name acts for the United States, Holden acts for himself and the growth of his own suzerainty over the world. At one point he says he would have every bird in the world contained within a zoo, that not one of them might have freedom. Blood Meridian was published in 1985. By that point, we had the apotheosis of human power, the atomic bomb. We had also put men and women into camps and slaughtered them on a scale that the murderers of Blood Meridian could only dream of. Human history is many things, but one of them is the increased power of technology over nature, and the use of that power to cause harm to other people.

The judge is that power. He sits and takes notes on plants and flowers, drawing them in his notebook. He saves the gang from certain doom by creating new ammunition for them using gathered guano and sulphur at a volcano. Through force of will and force of knowledge, he gains strength over others, the environment, and himself: “The man who believes that the secrets of the world are forever hidden lives in mystery and fear. Superstition will drag him down. The rain will erode the deeds of his life. But that man who sets himself the task of singling out the thread of order from the tapestry will by the decision alone have taken charge of the world and it is only by such taking charge that he will effect a way to dictate the terms of his own fate.”

The ultimate place where power is tested is in war. It is here, as some of the quotes above have indicated, that might determine right, and all other considerations, moral and spiritual and jurisprudential, fall away. In the judge’s reckoning, war is “the ultimate trade” because every other aspect of human existence feeds into one’s success or failure within it: “all other trades are contained in that of war.”

Depending on how cynical we are being, we may agree with the judge. War’s horrible wonder lies partly in the way that it is a complete and total experience, that takes all of our existence and demands everything from our bodies and souls for victory’s attainment. It takes everything from our minds, as we use knowledge to create new weapons and strategies. And from our souls as we destroy ourselves as decent human beings to destroy more capably the enemy standing or sitting opposite us. As the judge remarks, “war is god.” It is also evil.

The judge is evil by other measurements too. But that Calvinistic good-and-evil approach that Williams criticises bears little fruit here. The judge is a mythic creature. His physical attributes are superhuman. He tells us that he shall never die. He spends much of the story naked or wrapped in robes, wandering at night. Glanton’s gang fears him and sits in awe of him, turn by turn. He does no good, but the truth that he carries within himself is not strictly speaking evil. It is an acknowledgement of the state of things: “Your heart’s desire is to be told some mystery. The mystery is that there is no mystery.” The disorder that Blood Meridian reveals is that there is no order here, except what we have placed here, and it is inadequate to the task of mastering creation. “Even in this world more things exist without our knowledge than with it and the order in creation which you see is that which you have put there, like a string in a maze, so that you shall not lose your way.”

The story as a whole is one of a gang who, themselves disordered and led by an agent of chaos, become forces for the destruction of order within others. They are symbolic of untethered natures and the consequences of a world without any unifying principles. In such a world, only power can unify. And the judge has the most power because instead of simply gaining pistols and rifles he has determined to populate his mind with knowledge that can be used for violence too.

What do we, readers, get from this myth? Because knowledge comes to us. We understand the disorder, and because we understand it without experiencing it first-hand, we may yet be able to build a better order – personally, or on a larger scale. Blood Meridian is a mirror of human cruelty and brutality, an artefact of evils passed. It is a lesson and an unignorable initiation for those who might be tempted to ignore this side of human nature. If we want power, we must have knowledge. And knowledge without moral feeling is just chaos and destruction. With epic scale and epic scope, mythic prose and Judge Holden one of the most memorable characters I’ve ever encountered in any media, Blood Meridian is a book to read and read again.


Cormac McCarthy died last month, June 2023. He has written some of the most brilliant, awe-inspiring fiction I have ever read. Until such time as I can write about him in a way that does him justice, you can read scattered thoughts on The Crossing and All the Pretty Horses here.

Cormac McCarthy – The Crossing

The world that Cormac McCarthy creates in The Crossing is one that we can conceive but are grateful not to inhabit. Its keynotes are death, violence, and injustice. The story of Billy Parham and his journey through Mexico, first with a wounded wolf and then with his brother, is one of such desperate bleakness that even reading it is a challenge. There is such failure that we are left asking what the point of all the suffering Billy experiences is. But McCarthy’s language lifts us and his work’s world into something mythic and timeless so that against the darkness there is also a corresponding array of powerful sources of ways to make sense of the world. The fundamental tension of the work lies between these meaning making methods and the world that they attempt to make meaning for. For this is a terrible place, and it does not let itself be redeemed lightly.

The first part of the Crossing is really a novella in itself. Billy Parham and his father attempt to track down a pregnant wolf which has crossed into their land in New Mexico. When Billy catches the wolf, though, he decides to take her back to her home in the mountains across the border rather than kill her. And so, he abandons his family and goes with the limping wolf down to the south, where she is confiscated by the local authorities as “contraband” and then put into a fair.

Billy’s reasons for saving the wolf are murky at best. He is not a talkative person. At one point he says “I’m goin to take her down there and turn her loose”; at several others the narrator reports him saying “that the wolf had been entrusted to his care but that it was not his wolf and he could not sell it”. A strange and even rather modern sense of environmental stewardship animates him, of returning some order to nature which we are responsible for damaging.

This is Billy’s meaning, in this first part of the book – to save the wolf, to set things right. But it does not work. The truth and justice he feels in his soul remain there only. He finds at the fair a stand reflecting little the reality he knows: “they’d rigged a makeshift tent of sheeting over the little tumbril of a cart and they’d put up a sign at the front that gave her history and the number of people she was known to have eaten”. Later on, she is taken to an estate and there she is set upon by dogs for the pleasure of a great mass of onlookers.

It is at this point that Billy steps into the ring to protect her, but the young man in control of the estate stops him and tells him a different story of the wolf to Billy’s own because he is powerful and Billy is not. Billy’s truth is obliterated and with it his power to save the wolf from death: “he looked like a man standing on a scaffold seeking in the crowd some likeness to his own heart.”

Billy manages to bury the wolf’s bones. But as for his mission, it is a failure. When he returns home after his doomed enterprise, he finds an empty house covered in bloodstains. His parents have been murdered, the horses stolen, perhaps in an act of revenge for Billy’s transgression south of the border, perhaps for a moment of kindness earlier in the book. In any case, he reunites with his younger brother, Boyd, who had hidden, and together they go south once more, in an attempt to set things right and recover the horses. The Crossing then follows their journey, with its failures and disappointments, to its inevitably grim conclusion.

A journey itself is a thing that gives structure to a life. It’s a narrative, clear and simple. But the structure it gives is not a thing that stabilises a life – it merely lets us understand it at a glance by seeing its shape. That is one of the truths of the novel. Billy crosses over into Mexico several times throughout The Crossing, but are we to take these as separate journeys or instead as one thing? On the way back home after the death of the wolf, Billy meets some Indians. The elder of them tells him “he must cease his wanderings and make for himself some place in the world because to wander in this way would become for him a passion and by this passion he would become estranged from men and so ultimately from himself.” And what is The Crossing if not a story of just such an estrangement, built page by dreadful page?

In the novel’s third part the two brothers encounter a prima donna gypsy they had met earlier. Her words also speak to a truth of journeys, similar to the previous one – namely that journeys are not necessarily a thing that binds people but rather a thing that leaves the distances between them unbridged:

Long voyages often lose themselves.

Mam?

You will see. It is difficult even for brothers to travel together on such a voyage. The road has its own reasons and no two travellers will have the same understanding of those reasons. If indeed they come to an understanding of them at all… You will see. The shape of the road is the road. There is not some other road that wears that shape but only the one. And every voyage begun upon it will be completed. Whether horses are found or not.

McCarthy’s world is a world that is not godless so much as ruled over by the shadow of a cruel god, an Old Testament God perhaps. We have people who seem truly cursed, like Job, to suffer. But there is a God here, or the potential for Him: “God [does not] whisper through the trees. His voice is not to be mistaken. When men hear it they fall to their knees and their souls are riven and they cry out to Him and there is no fear in them but only that wildness of heart that springs from such longing and they cry out to stay his presence for they know at once that while godless men may live well enough in their exile those to whom He has spoken can contemplate no life without Him but only darkness and despair.” This is God, but no comforting spirit.

Near the end of the book, Billy meets a woman who is praying. He asks her whom she prays for and receives the following answer:

“She said that she only prayed. She said that she left it to God as to how the prayers should be apportioned. She prayed for all. She would pray for him.”

Having read hundreds of pages of The Crossing by this point we may find the woman slightly absurd. What use are prayers, when the world is so full of evil – proper evil, incomprehensible and earth-shattering? But the narrator turns this idea on its head. They ask instead how many tragedies the woman’s prayers might have averted. Perhaps, they suggest, we should instead be grateful to her, and others like her. Without them who knows how much worse the world would be.

This is what I like about McCarthy. He creates a distinctive image of the world, but he also leaves much about its inner nature up for debate. We cannot say whether God is absent here, or merely next-to-powerless. Justice, as with the wolf, is rare, but it does exist. Billy and Boyd have some success in retrieving their horses, no matter their subsequent failures, after all – and not just because they carry their father’s shotgun. Kindness does come, and beauty is all around us. The important thing is that in this world questions concerning its deeper nature do not seem an afterthought but are essential to our very survival.  

Perhaps the most extraordinary, unforgettable scene in The Crossing involves a doctor. He comes to deal with a bullet wound and for page, after page, we are treated to his work, detail by detail. We are there in the dark, watching the operation by the light of flickering candles, like guests in a painting by Rembrandt. And yet there is barely any dialogue, no philosophy. The plot would not suffer if the section were drastically cut. Yet taken as a whole it represents a world beyond violence, of healing and of care. It is a moment of redemption in a sea of pain.

We find ourselves in a world where things matter. Death and violence leave us unable to hide behind such structures as society and its rules when constructing our own meanings. Instead, we have to sort things out for ourselves. Every man and woman in The Crossing is a philosopher. Their religions and philosophies and narratives may be false, but nobody reading the book can doubt that they come from a passionate engagement with the reality of their world. That is why, indeed, McCarthy’s philosophising never gets dull – it is always pertinent because it is never a choice for his characters. Montaigne wrote that “to philosophise is to learn how to die.” Nobody knows this more truly than do the characters of McCarthy’s world, for whom evil and death lurk around every corner.

The Nihilistic Storytelling of Far Cry 2

Among other things, a good story is one that is effective. It aims at an effect and then employs various tools at its medium’s disposal to achieve it. I tend to see stories as reflecting a creator’s worldview, as making a certain argument about how we should see the world. I agree with the Soviet critic Mikhail Bakhtin, however, that there are certain times when a given work can reflect multiple worldviews, but these are rarer cases. Either way, a work is an argument about a worldview, whether with itself, or with the reader, or both. And a good work attempts to argue well.

Some stories are simply better told in certain mediums. Fiction has a great many limitations, just as much as do film or television, while also having its own advantages. The potential for videogames to tell good stories – and indeed, stories that can only be told well as videogames – has been overshadowed by the way that unfortunately most games don’t end up telling particularly impressive stories. Videogames are generally popular entertainment, and that’s absolutely fine. Like a good Marvel movie, there are a huge number of highly effective simple and fun games where committing acts of violence is pleasurable and “good” triumphs over “evil”. I enjoy playing those games as much as I enjoy watching Marvel’s offerings. And they sell like hotcakes.

But there are serious games – ones that strive for every bit as much moral complexity as do good works of literature, with every bit as much flair and depth. The best games combine an awareness of the medium’s limitations with a sense of its potential. Games suffer from an unavoidable problem – they have what is known as “gameplay”: the moments where the player is in control. The need to provide gameplay is generally what kills the effectiveness of a game’s story, rather than harmonising with it. This is particularly the case with shooting games.

“Ludonarrative dissonance” is the name that game designer Clint Hocking used to describe the problem. You play a game, with occasional cinematic intervals – cutscenes – where the story is expanded without player control. The dissonance that Hocking describes is when the impressions produced by the two parts – what the player controls as they play, and what they do not – contradict one another. In a shooting game one regularly massacres entire armies. At the end of a mission the game will then inject a little story, expecting us to care about some comrade who has fallen or some love interest we fight for. This really does not work. The character cannot be like that – not the one we have controlled thus far – they are coldblooded and soulless as we are while we control them. Their gameplay has ensured they must be like that. The cutscene feels like cheating, emotional manipulation. That’s because it generally is.

A similar problem exists in superhero movies – our heroes cannot feel okay from all that killing, not inside their heads at any rate. But the mental health effects of regularly murdering hundreds never crop up – in part, perhaps, because the heroes tend to kill aliens or other superpowered villains. When we do not kill a part of that whole to which we belong – humankind – there’s less possibility for reflection. In videogames these issues are harder to displace partly because of the obvious contradiction between what we do and what the game does for us (as cutscenes), partly because our enemies are people just as much as they are monsters, and partly because games have a particular talent at getting us to identify with and connect with our player characters. We control them, after all.

Games at their most interesting find a way of combining the stories they want to tell with the gameplay they use to tell it. And there is perhaps no better example of this than Ubisoft’s Far Cry 2.

Far Cry 2

As it happens, Clint Hocking was the creative director and scriptwriter for Far Cry 2, a videogame published by Ubisoft in 2008 and one which plays interestingly with these ideas of ludonarrative dissonance. Or rather, a game which refuses to play at all.

The game is set in Unnamed African Country, during a period of civil war sometime before the present day. The player is one of a selection of mercenaries from various countries with a history of armed conflict. Their goal is to hunt down the arms dealer known as The Jackal, whose guns have made the collapse of the country possible. Through working with the warlords of the two opposing factions, the player gradually accumulates titbits of information about The Jackal, until eventually they are in a position to locate him. On the side, the player interacts with other mercenaries, an underground movement attempting to help citizens escape the country, and a reporter trying to gather information on The Jackal for the world outside. There is nothing more to the story. Using an array of weapons, the player indiscriminately kills people to progress through the world.

Indeed, the plot is even more barebones than my description suggests. The supposed titbits about The Jackal which the player wants to get from the warlords never really materialise – instead, the player simply becomes a tool for their war against each other and, indirectly, the country itself. Whereas other games give missions with a sense of purpose, Far Cry 2 seems deliberately not to. We destroy oil pipelines, blow up bridges, cut off food and medical supplies to the vulnerable population. Most of the missions involve some sort of war crime. This is not standard territory for games – at least, they always try to gloss over the war crimes! Far Cry 2 doesn’t care – that’s what is so impressive. It doesn’t even condemn them – it’s less immoral than amoral. The feeling is less of a naughty pleasure in doing bad than a weary disappointment at the impossibility of doing good.

Progress for the player consists in unlocking new weapons. Since the plot doesn’t really go forward the only sense of change is the player’s increased ability to murder. We have to ask ourselves what the value of all this is. We follow the game’s suggestions, doing missions, expanding our arsenal. But instead of stopping the war, we only make it worse. The game’s second act finds us in a new province in the country, where a ceasefire has been agreed between the factions. Our first mission there consists of breaking down the ceasefire by ourselves bringing a new shipment of weapons into the province’s capital. We must become an arms dealer to kill an arms dealer – the logic somehow isn’t quite there.

The characters are empty too, amoral freaks. They are simply warlords and underlings. Overheard dialogue consists of characters planning their next murders and nothing besides. In addition to the arms deliveries, we help assassinate the warlords so that their deputies can take power. But there is nothing of consequence that comes from this except another mission to do, another hundred men to kill. We lose our hope in positive change. Our actions at every turn are denied value, significance, meaning. Our choices consist of determining the order we do missions, and our precise approach once the mission begins – do we light a fire with a flamethrower, use a sniper rifle from a distance, or go in on a truck, guns blazing? The game is mechanically sound – it’s a pleasure to engage in such destruction and we want more. The physics for fire in particular were well ahead of their time.

Our desire for killing is at least compensated in most games by a sense that we are doing the right thing. We are saving the world from aliens or fighting for those that we love. Far Cry 2 offers nothing of the sort. It offers only the possibility of sating our bloodlust without any kind of soothing of the pangs of conscience that same bloodlust might be connected to. Another brilliant game of that era, Spec Ops: The Line, problematizes the player’s desire for violence by having the main character become increasingly unhinged as the game progresses, visibly rejoicing in the killing of his enemies. Far Cry 2 is a first-person-shooter, so we see through our character’s eyes. We do not hear them – they do not speak. Silence – the eerie absence of any decent justification for our actions – is the tool by which the game works upon us.

Early on in the game’s second act, after we have restarted the civil war, we find ourselves in the mercenary bar outside of the city which serves as a kind of safe haven for the player. I left it and began walking towards my next mission location. As I did so, I noticed on my map markings suggesting nearby buildings. Outside of the cities, such markings indicate a guard outpost in Far Cry 2. By killing the men, I would gain data for my map about the local area, and possibly find some rough (blood) diamonds, which are used as the game’s currency. I approached over a hill, my assault rifle at the ready.

But there was nothing, nobody, there. Instead, there were rows and rows of graves. Fresh, hasty, wooden crosses marked the places where men and women were buried. I had arrived at a sacred place with the intent to kill and a weapon in my hand. I discovered that I was, to all intents and purposes, a monster. And the game in that moment forced me to confront that terrible fact. This is environmental storytelling at its very best – and environmental storytelling is what makes games very special as a medium for telling stories. I had stumbled upon this for myself – I was in control, and so I was responsible. Just as I had killed hundreds of people without thinking, now I was made to feel that. And all of this in complete silence.

The Jackal, our arms dealer, meets us occasionally, whenever we are otherwise incapacitated. He gives speeches and mocks us. He quotes Nietzsche, but unlike when angsty teens butcher the philosopher, The Jackal’s willingness to quote maxims about the world’s violence and valuelessness are far more poignant. The Jackal has power, and he has adopted a terrible worldview to justify using it in the most horrific ways. Never mind that Nietzsche spends most of his books specifically arguing against the suggestion that there is nothing in life beyond increasing one’s power in the sense of violence and control over others. What matters is that the game presents us with a character who believes something – with a voice, however horrific, that seems to have thought behind it. And a voice, well made, is a worldview and an argument for that worldview.

At the end of the game the player ends up working with The Jackal. The Jackal talks a lot about disease and contagion. He sees the violence his weapons have made possible as something inevitable in the world and not his responsibility. He thinks it is something that must be isolated and exterminated. Together with the player he works to get the last of the refugees out of the country, with both of player and Jackal dying in the process. With the refugees free, all that remains is for the soldiers left behind to shoot each other until nobody is left and peace can once again dawn.

Far Cry 2 presents The Jackal as an antagonist, but the game does nothing to challenge his worldview. Instead, it draws the player into it, making them complicit in the same acts of brutal and pointless violence that The Jackal is supposedly responsible for, and no different from all the soldiers and warlords supplied by him. We kill for little reason – there’s no reward except (blood) diamonds, which can only be exchanged for weapons. The Jackal’s own weapons. The missions neither bring us tangibly closer to stopping him, nor tangibly closer to resolving the civil war.

Occasionally, in a loading screen, we get a feel for what the character thinks – our only suggestion of any kind of interiority on their part. But what we read only reinforces the game’s suggestion about the world. Here’s an example: “It wasn’t so long ago that this was another one of those dirty little wars that barely rated a sidebar. There was an arms embargo in place, and everyone back home could just cluck their tongues and plan their next tax-deductible donation…” Instead of trying to give us a likeable player character, the game gives us a mercenary – in other words, someone who doesn’t care. And since the player’s character doesn’t care or find any value in the world, we – the player – cannot find that value either, try as we might.

There is no ludonarrative dissonance in Far Cry 2 because the meaningless violence of the player’s actions is the game’s argument about the world. The world (of this kind of civil war), it suggests, is valueless and brutal. There is nothing to hold on to. There is no good, and the only pleasure comes in destruction. It’s an argument that is compellingly made because the player feels it. For we only play the game because the destruction is good – the game strips away any other worthy motivations from us.

We may disagree with the picture of the world that the game proposes – I certainly would like to – but that is to miss the point. There are two reasons for thinking, as I have for so many years, about Far Cry 2 – the first is that it is a fascinating example of how games can harmonise the stories they want to tell along with the tools they employ to tell them. The other reason is that as I wrote at the beginning, any piece of art is an argument about the world, and I think a responsible human being should engage with as many well-put arguments as possible. Far Cry 2’s argument, like those we find in Joseph Conrad (a key influence on the game) or Cormac McCarthy, is disagreeable but it is not bad. Unfortunately, it often explains the world all too well…

Anyway, I finally finished the game earlier this year, after a great many failed attempts, and I thought it deserved the piece.