But as with the point on gender, I am not really bothered by this decision. Would a small village (the player's settlement) have multiple characters from other continents in 9th century England? Almost certainly not. But would there have been traders from far off lands in England? Absolutely, although one would expect that many of the 'exotic foreigners' would be Spaniards (including, of course, Spanish Muslims, given the date) or Italians. Could there have been Middle Eastern or even East Asian traders, travelers, merchants and the like in 9th century England? Sure – not many – but sure.
My only problem with this all is that, of course, nearly all of the foreign characters are in your settlement – rather than in the big cities with big markets where you would actually expect to see people from far off lands – which further heightens the Norse-Saxon contrast I am going to complain about in a moment.
We should be clear about what is happening in England in c. 875 when the game takes place. After almost a century of repeated Norse and Danish viking raids on the English coast (which, to be clear, were not merely raids for physical goods; they were slave raids as trading in slaves ('thralls') was an important part of the Scandinavian economy), the arrival of what the Anglo-Saxon Chronicle calls the 'Great Heathen Army' (in 865) turned that into a war of conquest. The Norse and Danes overran the English kingdoms (save Wessex) and settled in the area, subjugating the population, taking the best farmland from its former owners and generally wrecking the place in the process. Our sources are very clear that this was not a particularly pleasant process for the existing population and the surviving English kingdom of Wessex responded to it with a series of reforms that radically militarized the kingdom.
To say that the game sanitizes this history is a profound understatement.
Instead the early game missions generally represent the Norse and Danish invaders as a positive impact on the local population. The first two mission chains in England involve replacing the 'bad guy' anti-pagan king of Mercia with a good guy reasonable king Ceolwulf (and his good guy reasonable son) and rescuing the Dane-ruled settlement of Grantebridge where, I kid you not, we are told that this settlement was just a tiny village when the Danes moved in and built it up into a big, multi-cultural trading town and all of the local English folks are just totally OK with this and it is just the mean nasty Saxon army (led by a bad guy member of an evil conspiracy) who are ruining everything. Apparently all of the Danish vikings only really came by for infrastructure week.
This problem is infinitely compounded by the way the game treats, or more correctly does not treat, the Norse practice of slavery. Thralls – that is, enslaved persons forced to work, typically, as menial laborers – are mentioned only at the very beginning of the game and never subsequently recur. This is an enormous problem in terms of representing Norse society and a stunning one given that slavery was not left out of Odyssey. Slavery was extremely common in the Norse and Danish world of this period. As far as we can tell most free households would have had at least a few enslaved 'thralls' and larger households would often have had dozens. Eivor and Sigurd – the main characters – being effectively nobility (a Huscarl) and royalty (a jarl and king's son) respectively would both have many enslaved thralls in their households.
Imagine the equivalent of a game set in the American South or the Caribbean pre-1865 in which slavery was simply not present at all and you have the rough scope of the problem here (I should point out that the Assassin's Creed games actually set in the Caribbean did acknowledge the presence of slavery, quite explicitly)
And that, of course is the problem: the broader implications of this kind of game design for thinking about colonialism. I do not think we are all collectively bothered by how Viking-themed products make us think about 9th century settler colonialism in Northern Europe. But colonialism more broadly, and the still popular fantasy of colonists finding empty 'virgin' lands to settle, is still a major issue in the consciousness and politics of many countries. Obviously in the United States this is a big issue because we are a country where a colonial population and an indigenous population live side by side; the morality and ethics of who owns what and how is fiendishly complex and still very much in flux. Meanwhile, the People's Republic of China is doing some ethnic cleansing in order to engage in settler-colonialism right now (in case anyone was under the truly silly beliefs that imperialism and colonialism was somehow unique or particular to Europeans or that colonialism was somehow incompatible with anti-capitalist regimes).
but this version, where the lands are not only not empty but actively improved by being invaded and violently subjugated by a superior people (and we're going to get there in a minute) modeled off of an actual historical event is just stunningly irresponsible storytelling.
If this were just an issue of the presentation of religious, I wouldn't be so bothered – this is fairly mild stuff (except for the Anchoress bit) – obnoxious and offensive, but only mildly so. But the problem is intensified by how this fuses together with the previous point: just as the Danes and Norse seem to arrive and immediately show their superiority by improving the place through colonialism (oof), they are also presented as being in possession of a superior culture, particularly in the form of what is presented as a superior religion (which unlike the game's Christianity is, as noted, sanitized of its distasteful elements – Christianity is still hegemonic, but no Norse blood sacrifices) as your Norse faith repeatedly solves problems and presents unique wisdom, whereas the local Christians never do this.
And of course that plays straight back into the problem with sanitizing Scandinavian raiding, slavery, and gender roles: the Christian Saxons do not get the same treatment, setting up this stark contrast between an a-historically pure and moral set of Norse characters and a more historically grounded, flawed Christian Saxon society (all the more awkward because one of the things the Christian church militated against in Scandinavian society was slavery, since many of the enslaved people there were Christian).
But, as I just implied two paragraphs ago, I think there is an extra layer of irresponsibility here. Any historian who works on this period will tell you – and I know mostly because they keep telling me – that pre-Christian 'viking' (read: Scandinavian) imagery and history is routinely mobilized by the modern incarnations of white supremacist and frankly Nazi ideologies. Scandinavian runic writing, the Scandinavian 'cross of Odin,' and even the under-cut hairstyle often associated (falsely, by the by, even though TV shows keep using it) with 'vikings' have all been appropriated by racist extremists as symbols of their movement.
Now, do I think that the developers set out to create a sanitized defense of colonialism (much less an apologia for Nazi race ideology)? Of course not. But they ended up doing it anyway.
Does all of that matter? Yes, I think it does. As I have argued here many times, fiction is often how the public conceptualizes the past and that concept of the past shapes the decisions we make in the present. Is one video game going to lead to a return to colonialist thinking? Of course not. But a culture in which such sanitized narratives are common is a culture far more willing to make those decisions; these stories matter in the aggregate. And so it is incumbent on designers and developers to construct their stories and their worlds with care, especially when they are set in the very real past.
Assassin's Creed: Valhalla is willing to show the player nudity and gore. It will show, in intense detail, hands and heads being cut off, people being speared. It is perfectly happy to use profane language. But it blushes at showing the player anything like the reality of this historical period and in the process constructs a deceptive apology for colonialism. It is a decently fun, but deeply irresponsible game.
Collections: Assassin’s Creed: Valhalla and the Unfortunate Implications
We’re going to be a bit silly this week (in part because the ending of this compressed semester has left me with little time) and talk about the recently released historical action-RPG comput…
acoup.blog
I don't know if this is an excessive use of quotes, but the article is very rich and thorough, I actually had to cut many quotes out and. I highly recommend reading the entire thing.
TL;DR: The article tries to show how Vahalla ends portraying imperialism in a extremely positive light, by making the Vikings a superior and very distinctive people when compared to the Saxons (and in doing so ignoring history) and force of progress that seemingly only improves the land and the lives of people living there before they arrived.