Battlefield Hardline: Cop Out
In a real way, Battlefield Hardline is nothing new. It’s just one more story about police.
As a culture, we tell lots of stories about law enforcement. We report on heroic sacrifices and institutional failure. We watch movies and TV shows where detectives battle personal demons and political enemies. We play games starring super cops and amoral investigators. Crime fiction is filled with sharp sleuthing and violent interrogation. These stories—both fact and fiction—do not mesh together neatly. Or to the degree that they do, they paint the most complicated picture. I have to at once hold in my mind the killing of over 75 unarmed, black men and women by police along with my memory of the burial of Delmar. Delmar from round the way. One of many black officers on his force. Delmar, the good dad. Delmar who looked out for folks. His brother, his kids, in tears.
But, also: Over 75 dead.
Why do we tell stories about police? Or, considered more productively: What work might “police stories” do for us personally and socially? Core to every police story is their position as exceptional. I don’t mean that as a superlative: I mean that police act in ways we are denied. They speed down highways. They can intervene where social mores (and fears) keep us quiet. They wield the force of legitimized violence.
At the core of many police stories, then, is something both aspirational and managerial: What sort of person deserves that power? How should it be used? What do we wish we could do—or flipped, what do we wish the police would stop doing? Sometimes that answer is material: A safer neighborhood; an old injustice brought to light; the end to the absurd and costly war on drugs. Sometimes the answer is more fantastic, more explosive: The libidinal freedom of Fastlane’s Bill Belamy leaping onto a car, Desert Eagles blaring violence.
But we need to be more specific. To identify what work a particular police story does, we’d need to look not only at content but at context, too. It would be easy to understand LA Noire only as a game about post-war, 1950s America. But understood in the context of its release, you can just as well read it as a game about post-war, 2010s America. The dry proceduralism of the Police Quest games emerged alongside computers that could represent the idealized, binary rules of “good” police work. And I still haven’t figured out what to think of the EuroSim-style Policing games—but there’s something there, right?
And so Battlefield Hardline speaks to our context, too (whether or not that’s what the developers would like). It speaks a politics even as it flails in the single player campaign, desperate to avoid saying anything about the dead black boy on the pavement—about 75 unarmed black bodies on the ground. It flails in the multiplayer, eager to wave aside any critiques of police militarization. It flails and flails and flails. And the flailing is the message.
Episodic Content
Of course, the most charitable thing to do is to take Hardline on its own terms. Those terms are clear before Hardline’s campaign mode even starts. Called “Episodes,” the single-player portion of Hardline is modeled after the character-driven police procedurals of American network TV. It sells this over and over with a plethora of structural and aesthetic qualities: An opening credits sequence that rivals whichever of the four iterations of CSI you prefer; wide-angle transitional shots of cities moving at high speeds; “next time” and “previously on” whenever you quit out of or load into an episode; an inter-mission stats screen that feels lifted from Netflix’s interface. But while Hardline’s single player campaign manages to adopt some of TV’s most familiar elements, it never really knows which sort of TV it wants to be.
“Episodes” kicks off with former Miami cop Nick Mendoza sporting an orange jumpsuit, on his way to prison, before jumping back three years to deliver the “how he got here.” (Again: very television.) This story is rolled out over the course of the first five episodes, and during those missions Hardline apes “serious” cop dramas to varying levels of success. Mendoza (the player character) and his partner, Khai, prowl through low-rise projects, stomp through Everglade swamps, and investigate warehouse after warehouse while rooting out the source of a new drug that’s flooding the streets (and adjacent to that, a corrupt cop.)
Hardline is at its best when it’s leveraging its Gulf Coast setting, evoking the eerie (and beautiful) wide-shots used by True Detective. A waving palm tree. The overrun ruins of abandoned wetlands infrastructure. A distant plane overhead and a swarm of little bugs in the foreground. Quiet steps through the outdoor mall, soaked in neon and rain as a hurricane pounds down from above. These moments felt atmospheric not only because they’re well crafted, but also because Hardline’s “investigation” mechanic made me slowly move through these places. Investigation is, itself, empty: Press R1 to hold up your camera and locate glowing green items in the environment. But the slow pace encourages you to linger, and lingering feels unique in this class of game.
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