In the amazing and amazingly creepy Fatal Frame, protagonist Miku wanders the halls of the haunted Himuro mansion, searching for her brother. Armed with only a camera and a weak flashlight, she tiptoes down a hallway strung with dangling ropes. A flicker of light in the darkness ahead: the grainy visage of a ghost appears, and Miku raises her camera to her eyes, whimpering with fear.God knows in that kind of situation, my knees would be knocking, too. But how about a little experiment? Close your eyes, kick back, and suspend your disbelief for a second.
Imagine the same scene, but replace petite little Miku with an image of beefy Torque from The Suffering.
. . . okay, so maybe that example is a little extreme. But it does make you think, doesn't it?
A Survival Horror game's protagonist is a crucial element to the gamer's experience. The protagonist acts as an extension of the player herself, submersed in a world of fantasy and fear. A wide variety of Survival Horror games offers many different and unique experiences, but there is a trend in the games' protagonists that I haven't helped noticing.
Sex. Specifically, the different "effects" that game producers attempt to achieve based on their protagonists' sex. With a few very wonderful exceptions, I've found that things typically go like this.
A Surivival Horror game that features a female protagonist tends to be slower-paced with more thriller-esque elements and environmental scares. The main character is typically young (teens to early twenties), poorly equipped for the task at hand, and very clearly exhibits her (rather realistic) fear in cutscenes and in her actions. All these factors intertwine to paint a portrait of helplessness and impart a sense of discomfort and vulnerability in the player.
Take Miku from our first example. Our intrepid hero must have rushed off to rescue her brother so quickly that she forgot to change out of her school uniform and didn't pack anything besides that dinky little flashlight. I can't fault her for excessively whimpering through every single cutscene because, frankly, who wouldn't? And while her main weapon, the Camera Obscura, proves formidable in context, it doesn't exactly ring the same bell as Leon's magnum Handcannon in Resident Evil 4.
In a similar vein, we have Jennifer from Rule of Rose. She faces down Horrible Imps and other nightmares while dressed perfectly for a tea party, is stuck with a perpetually terrified expression on her face, and combat proves . . . interesting. Armed with a dessert fork as her first weapon, she hides her face with one arm and blindly jabs random targets before her with all the accuracy of a kid with a clubfoot playing Pin the Tail on the Donkey.
The list goes on and on.
Male protagonists are a different story. You never see schoolboys or guys in short-shorts wandering timorously through haunted houses. Survival Horror games proffering male protagonists tend to feature more graphic violence, fast-paced gameplay, and incorporate elements of shooters. The character himself is probably older (late-twenties and up), buffer, and packing heat. He is usually a hardened stoic, utterly professional, and herein the vulnerability is absent, replaced with gun-blazing machismo.Let's take another look at Torque. First of all, his name is Torque. Just roll that around on your tongue for a minute; I'll wait.
Torque is a brawny, stubbly prisoner on death row, armed to the teeth with firearms, an eternal scowl, and blood-stained white wifebeater. He doesn't even blink an eye at the hideous creatures that invade Abbott State Penitentiary, blowing them away with merciless shotgun blasts and a rock-hard demeanor. The player derives horror from the grotesque creature design, frenetic cutscenes, and shocking AI animation, but not once does Torque's cold personality allow for an element of vulnerability to creep in.
Alongside Torque are countless others. We have the rugged professionalism of Alone in the Dark's Edward Carnby and cool-and-collected Leon Scott Kennedy from the aforementioned Resident Evil 4. Even Silent Hill's male protags Harry, James, and Henry fall into step with their collective age and limited emotional display, among other factors.
Thankfully, as always, there are exceptions. Alex Roivas of the celebrated Eternal Darkness exudes far more woman than girl, battling ambulatory skeletons and other nasties with swords, shotguns, and a fresh, sharp wit. Silent Hill 3's Heather Mason does her father proud by avoiding excessive vulnerability and when she does take a moment to break down, it's heartbreaking without being exploitative or weak. The Resident Evil series's sorely-missed female lead Jill Valentine also kicks tons of zombie ass.
While I appreciate the variety that all of these factors offer, plus the opportunity to feel frightened because of a character's vulnerability or empowered by his badassery, the consistent disparity between sexes proves disturbing. The concept of vulnerability is not strictly limited to the female sex, and by doing so in these games again and again suggests an inherent weakness that afflicts only women. Miku's petrified whimpering is neither weak nor unrealistic, but I would love to see game producers put dudes in her position for once.(Thanks to IGN.com for the piccies.)
The limited emotions of many male protags in survival horror games drives me nuts. Specifically those who are supposed to be everyday guy-types like Harry from Silent Hill 4, who seemed to regard the most horrifying spectacles with nary a twitch and a "Hm, that's kinda weird" expression. It takes me out of the game, really; I too would like to see more male characters be realistically vulnerable in crazily-insane situations.
ReplyDeleteAnd on the flipside, it would be awesome to have a female protag who was over-the-top calm, cool, and badass without succumbing to the Sexy Sexy Danger label along the way. Think a female version of Ash from Evil Dead or something.
"Hail to the Queen, baby!"
ReplyDeleteBLAM BLAM
Thank you for another great article, I completely agree with your analysis here. We hardly see a male protagonist who displays such vulnerability and fear as the young girls in the fatal frame series or the like. I would like to also put the heroine of the sadly unsuccessful Horror/RPG Koudelka out there, since she was a tough and sassy character. You bring up a great point that I feel goes unnoticed by many people- the women/girls in horror games (which are usually set in Earthly/realistic environments) are often given cute and sexy costumes instead of the practical clothing of their male counterparts. Who wants to go shoot zombies in a tube top and mini skirt? I think it's disturbing how readily people accept that as a realistic wardrobe choice.
ReplyDeleteOh man. What's that game where the woman runs around slaying zombie whales with her sword? While she's in a cowboy costume? ... Ah, that's beside the point.
ReplyDeleteI regret that male characters don't get the opportunities to express fear (Think of the Harry to Rose conversion in making the Silent Hill movie). I mean, I'm pretty sure that no matter how buff I was or how many guns I had, I'd still be crazy freaked out if a Pendulum monster was headed for me. The smug attitude is simply unrealistic... not to mention unfair to guys!
his might just be me exhibiting a bias but i think aligning james sunderland with the likes of torque, or even leon, is a bit unfair. sure, he meets the normal age 'requirement,' but there are more than a few moments when he's emotional, including that initial "wtf?" encounter with the first lying figure.
ReplyDeletejames is also not very good with a gun and, because of this, he can (and should) run from conflict / danger as much as possible (which adds an interesting narrative effect, but i digress). this (optional) avoidance of violent conflict is in direct contrast to other games in the genre which feature male protags.
granted, my experience with such games is rather limited in comparison, but i thought silent hill 2 to be a deviation from the norm.
betajames:
ReplyDeleteYou do make a very valid point, and I apologize for implying that James is on par with the likes of Torque. James does lean more toward the "exception" camp than most male s/h protags, but, despite his few moments of emotional display and obvious lack of professionalism, he is nowhere near the supposed "weakness" of his female counterparts.
But again, thanks for pointing that out, and sorry for the lack of clarity.
Another exception to the stoic male survival horror hero is the protagonist of Call of Cthulhu: Dark Corners of the Earth. There are multiple instances of the protagonist breaking down under the stress of the horrors facing him during the game, even sometimes when faced merely with 'mundane' horror (blood and gore) instead of some creature-that-should-not-be.
ReplyDeleteUnfortunately, Lara Croft appears to have been omitted, as have the female protagonists of the Resident Evil series. Noticibly, in the vast majority of the games where the female protagonist is terrified, she is also young. Like, 12. And what do they all seem to have in common? Japan. The lolita complex is the more relevent factor here, really. The stereotype is Japanese men like japanese schoolgirls. Why? I don't know.
ReplyDeleteIf you want a lack of sexy, watch the second resident evil film. Oh dear god, what was going on there.
Unfortunately, the vast majority of videogame protagonists do tend to be what would be considered the most attractive to the opposite sex, because in general we all want to be sexually attractive, and it's always better to want to be your protagonist than to find yourself better than them. However, overwhelming fear on behalf of female protagonists doesn't tend to be considered that sexy in the west, so I don't really think it's quite as bad as y'all made out.
a very avid gamer:
ReplyDeleteI think it's a bit of an oversimplification to say that all Japanese men are sexually attracted to prepubescent girls who are scared all the time. What you're talking about there is a niche fetish, and while sexual attraction may have something to do with the prevalent difference between female S/H protags versus male, I feel it's more due to an acceptance of perceived female weakness than anything.
And as capable as Laura Croft is, she's not a S/H protagonist. She's got her own genre.
As well, not all frightened female S/H protagonists are 12 and under. None of the women I mentioned in the article are that young, and others -- for example, Fiona in haunting ground -- are mostly in their late teens/early twenties.
In my opinion the respresentation of the protagonist is a design choice. It all depends on what you want your player to experience.
ReplyDeleteHere's a really interresting read on Fiona btw:
It gives a reasonable explanation as to why Fiona looks and acts the way she does.
http://www.gamesetwatch.com/2007/11/column_the_aberrant_gamer_haun.php
NOTE: This article goes for Haunting Ground only. I'm not saying the same explaination goes for any of the other characters mentioned above.
Anyways, something about Torque, the guy is a bad-ass and shows little emotion this is true. But, you should also take into consideration that this ,also, is a design choice.
The suffering's design differs from your usual survival horror game. This is because the designers wanted the suffering to be more about action. Another thing is that Torque doesn't really have a clear charcter profile when you start the game. It's up to the player to decide his innocense or guilt as he progresses through the game. All we know about him at the start is that he's a potentially dangerous crimminal with pretty much nothing to lose; he's bad-ass. Thus giving him a lot less reason to be scared then some japanese schoolgirl. And why? Because the designers wanted it to be a go-in-guns-blazing-game instead of a shit-this-game-is- playing-with-my-mind-I-can-hardly-
move-my-char-game xD
And as far as James goes, he's a well designer character for the experience the game designers intend to give you. He's an avarage Joe with poor aim, just like the school girl from Fatal Frame, the designers want you to feel unprepared for the situation with which the protagonist is faced. This is one way to have you experience fear.
Every character is designed to serve a specific purpose in a specific game or environment. Therefore, yes, it would be strange if you replace Torque with Miku. And it's not just cause of the difference in gender. Miku has to face ghosts which can be defeaten with a camera... you don't really need some tough guy for this right? Then you got Torque, he's bad-ass, oee-aaa... ok you need bad-ass enemies then! There ya go, all kinds of horrible hellish monsters our desinger mind could come up with. And you're probably like "ok let's do this then, bring it!" because of the role the designer carefully construced for you. This brings me back to my point; it's what you want your user to experience.
And last, here's just a personal thought on the emotional male protagonist in horror surival games: The chances of some shaky, screaming and crying guy surviving any sequence of events as they occur in any of the survival horror games would be close to, if not, 0%
=D Nonetheless I think it's a good article. And yes I might have missed the point about sexism, but after reading it and the other comments I felt that character design was left out too much.
I'm not even going to start on sexism since I think it's an endless debate. And yes, it's not always fair how women and men are portrayed and no, I do not always aprove, but, every game has it's target audience. This, I think, is where the real problem lies when it comes to sexism. Making games is a risky business, investing in on, even riskier. If the people holding the wallet aren't pleased with what they're seeing(or rather what they think the target audience would like), your game isn't going anywhere. Suppose you have a big advertising poster showing a female protagonist. What would she be wearing? Even though this seems very narrow-minded you can't deny that it's just the marketing people pulling their strings.
The following quote comes from Chris Crawford(a game design guru)
"I have long since given up participating in discussions on women in gaming. The games industry is so out of touch, such discussions are a waste of perfectly good electrons. When Microsoft wanted to publicize an event for women at a Game Developers' Conference a few years back, they splashed around banners showing a woman in a low-cut dress. Some people just don't get it."
Some people just don't get it, it's sad but true...
Greetz,
-Meny, some dude from Holland
P.S.
good writing skillz :o I enjoyed reading =D!
woops didn't get the entire link in there sorry =D
ReplyDeletehttp://www.gamesetwatch.com/2007/11/
column_the_aberrant_gamer_haun.php
my bad ^__^
-greetz
Meny