Be aware that this thread contains a spoiler. You have been warned.
Here's the entire video: http://youtu.be/9RuNivXp1_w
From Eurogamer's Tom Bramwell: (I've included much of the quotes in order to make sure that posters don't misinterpret or misconstrue the scene or the argument being made in the article. There's more at the link, so remember to click it.)
Finally, before people jump on the "but it's a game where you run down people, have sex with prostitutes, and kill them afterwards", remember that context and execution matter a lot. There is a difference between running down pedestrians in a nonsensical manner (chosen by the player him- or herself) and the game design actively forcing you to torture a virtual/fictional character. This is a case of not only the context being unjustified according to Tom Bramwell, but also the player having to actually do the button prompts.
Here's the entire video: http://youtu.be/9RuNivXp1_w
From Eurogamer's Tom Bramwell: (I've included much of the quotes in order to make sure that posters don't misinterpret or misconstrue the scene or the argument being made in the article. There's more at the link, so remember to click it.)
The US government's use of "enhanced interrogation techniques" is the basis of a mission called "By the Book" where Trevor Phillips, one of GTA5's three playable characters, tortures a man suspected by the GTA world's government agencies of harbouring secrets about terrorists. Players must choose between various instruments of torture and press buttons and rotate sticks when prompted in order to use them on the suspect. If the suspect's heart stops, it can be restarted so the questioning can continue. Meanwhile, one of the game's two other playable characters, Michael, races around Los Santos following any leads gained during the interrogation.
This is a series best known to people who don't play it as the one where you sleep with a prostitute and then murder her to get your money back, so the news that you can now waterboard people and rotate analogue sticks to wrench out teeth with a pair of pliers is unlikely to leave a positive impression. The fact you have to use the full range of torture techniques to get a higher score is unlikely to improve anyone's mood either.
Even to people who know the series intimately, it is likely to hit hard. GTA is a game full of violence, of course, but it is mostly slapstick, impersonal, cartoon violence - floppy-limbed pedestrians flying over your bonnet, cars flipping through intersections, or tanks and helicopters exploding. You're always slightly zoomed out from the impact of your actions by the lack of close-ups and the way everything resets to normal a few minutes later. It's very unusual to be hurting a single person in isolation over a prolonged period, which is why the torture scene is a different and unpleasant experience.
The context provides a little clarity, at least. Trevor, Michael and Franklin are caught in the crossfire of a high-stakes inter-agency war, and in a typical GTA conceit they are being forced to do the bidding of corrupt officials in order to remain at liberty. The torture routine is itself coerced, then - the guys are doing it because they have no choice.
Torture was always going to be a hard thing to justify in a GTA game, because GTA is chaotic at the best of times - a rollercoaster of mood swings and explosive diversions that it would be mind-f***ing to try to take seriously as a whole. Narratively, though, I'm not sure the scene would serve any useful purpose even in a more linear game like a corridor shooter or action-adventure.
It has a lot of impact, but there's not enough meaning behind those zaps, cracks and screams. Michael disapproves from a distance, but Trevor's character isn't fazed in the slightest. When you first meet him, he is already killing people without remorse over the slightest grievance and has a disregard for human life that is spectacular even by GTA's standards, so when he walks into a warehouse and has to torture someone, he just shrugs and gets on with it.
[...]In GTA5, however, it has no lasting effect on Trevor, while the victim is quickly and completely forgotten about, which just leaves the player to suffer through and remember the whole unsettling experience.
Unless they break the habit of a lifetime and start speaking out about their work in the coming weeks, however, the writers' true motivation will remain shrouded in mystery, because I don't think this sequence is particularly effective without some commentary. As a component of the story, it feels unnecessary - at best it's a numbing full stop on the end of a sentence that was already unpleasant reading, while at worst it just falls flat. As a statement about something the writers believe, it struggles to get beyond that context.
Finally, before people jump on the "but it's a game where you run down people, have sex with prostitutes, and kill them afterwards", remember that context and execution matter a lot. There is a difference between running down pedestrians in a nonsensical manner (chosen by the player him- or herself) and the game design actively forcing you to torture a virtual/fictional character. This is a case of not only the context being unjustified according to Tom Bramwell, but also the player having to actually do the button prompts.