The Stigma of Mental Illness in Batman: Arkham Asylum

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Arkham Asylum is a hellish place–a collection of every stereotype that exists about treating the mentally ill. Electricity used as punishment, violent, inhuman patients, and a focus on captivity vs. treatment. Batman’s job is to make sure all of the villains contained in the Gothic structure stay there, where they can’t hurt anyone, even themselves. For a game released in 2009, it contains ideas that seem archaic, but no one seems to be bothered by them.

I made some statements on Twitter the other night about feeling uncomfortable while playing Arkham Asylum because of its depiction of mental illness. My friend Justin Keverne and I debated for a while, and then he suggested we write about it in a longer form. He wrote a post about the issue at his blog, Groping the Elephant, which I’ll be referencing. I’m not interested in comparing Arkham Asylum’s treatment of the mentally ill to Resident Evil 5. That doesn’t seem very productive, and my previous comment about Batman being “worse” than RE5 was based entirely on the fact that the enemies in that game are zombies, while Arkham Asylum doesn’t have that excuse. The only thing that makes Batman’s enemies inhuman is their mental illness.

Justin says that “the history of the treatment of the mentally ill has not been consistently just or humane, [but] it does not carry the same associated cultural cachet so played upon in those initial trailers for Resident Evil 5.” While I don’t want to make any comparisons between racism and how people with mental illness are treated, I think there is a significant “cultural cachet” associated with mental illness that is tragic because it isn’t recognized and brought up for discussion nearly as often as race, probably because those suffering from severe mental illness are in no position to defend themselves, and people with less severe forms of mental illness are ashamed of it and don’t want to talk about their experiences. There’s a tendency to associate mental illness with only its severe forms, while illnesses like depression and anxiety, which almost everyone deals with at one time or another, are ignored. Arkham Asylum does a very poor job of addressing the stigma of mental illness by contributing to the myth that people experiencing it are “other.”

Batman doesn’t kill, but he beats the patients of Arkham Asylum into submission so they can be returned to their cells. He’s a hero because he keeps the streets of Gotham City clear of “normal” criminals (though many of them are possibly suffering from mental illness) like the enemy types imported from Blackgate, Gotham City’s correctional facility, as well as those admitted to the asylum. The illnesses the villains have in the game are never identified, they’re just “crazy,” a term that stigmatizes mental illness. One of the enemy types is simply called, “lunatic.” Why doesn’t the game identify what these people are suffering from? Probably because it wouldn’t be nearly as satisfying to repeatedly punch and kick an enemy type called, “John, a person suffering from bipolar disorder,” or “Jeff, a person suffering from schizophrenia.” This may seem ridiculous to bring up, after all, it’s “just a Batman game,” but the same kind of stigma is attached to people in the real world, and isolates people with these diseases.

My discomfort with the game would not be alleviated by giving Batman a stun dart to eliminate these enemies. The entire environment the game takes place in contributes to the stigma of mental illness, and lacks any sort of depth or commentary that the comics may or may not supply (I haven’t read them). I’m also not satisfied with the argument that Batman’s violence is simply self-defense. His attacks are not intended for self-defense, they’re intended to harm, whether the victim is listed as “unconscious” when he’s disabled or not. The action sequences would be much less entertaining if Batman only used approved methods of self-defense to subdue his opponents. I rarely let the enemy approach me and attack first, to make sure that he didn’t just want a hug. Instead, I threw a razor sharp Batarang at the patient to knock him to the floor, and then pounced on his back and slammed his head against the concrete floor. The distinction between patients from Arkham and the criminals brought in from Blackgate is meaningless because the player’s approach to neutralizing them is the same.

Batman: Arkham Asylum is not alone in its disturbing depiction of mental illness. In Condemned, Ethan Thomas brutually dispatches violent homeless people, many of them may have a mental illness. Even Psychonauts, one of my favorite games, has an area where Raz “cures” various characters of their mental illnesses by solving puzzles in their minds, a hopelessly naive method of treatment for someone suffering from a severe mental illness. The paranoia exhibited by Boyd, the security guard at the asylum, is logical and easily fixed. Other characters simply need help overcoming an issue in their past, and magically their problems disappear. But at least Psychonauts attempts to de-stigmatize the characters suffering from mental illness, and Raz is trying to help them instead of keep them within the asylum.

I’m not interested in making people feel guilty for playing Batman: Arkham Asylum, or stirring up some controversy to make people avoid playing it. The game simply presents an opportunity to bring up an issue that doesn’t get enough attention. I plan to continue enjoying the fantasy of inhabiting the character of Batman, and would recommend the game to others. I would suggest, however, that anyone interested in finding out more about the stigma of mental illness visit NAMI’s website for more information.

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