Girl in the Machine
Monday, July 28, 2008
Diversity and Mass Effect


I've recently been replaying Mass Effect, Bioware's 2007 action RPG, and I'm totally in love. Though there's plenty of things I could babble on about, I want to discuss the first thing I noticed when I brought the game home back during the holidays.

Women and people of color. They aren't invisible . . . in fact, in this game, they're all over the place! Just like, you know, real life! Way too often, sci fi falls into the trap of showing us a universe where PoC and women have been sucked into a black hole or something and no longer exist. Mass Effect introduces a galaxy that's truly diverse, an experience we don't often get in video games.

An interesting facet of Mass Effect's immense cultural salad is the absence of racial tension among humans. Humanity's discovery of advanced Prothean artifacts is only quite recent; their technology jumps two hundred years, and thus all contact and interaction with alien races is relatively sudden. These aliens all look down on the human race and treat them as lesser beings. As the first human member of an elite agency called Spectre, the protagonist Shepard must combat prejudice and bigotry as well as your typical monsters and other foes.

Mass Effect pitches humanity into a situation where all racial tensions seem to vanish in order to unite against the prejudice of the alien races. Now, I realize that Bioware did not craft this game for the purpose of social commentary, so I don't blame it for not directly addressing human racial interaction along with the new problems presented by alien prejudice. It's a fascinating thought, though: could humanity put internal racism aside when all of us, collectively, face the same from an outside source?


Mass Effect's major hub of human-alien interaction is the Citadel, a massive space station in the Serpent Nebula. As Shepard, you're let loose there after the game's prologue, free to collect sidequests or continue the main storyline. Sidequests have always been my favorite part of role-playing games, and so I was thrilled to see the sheer variety of characters that seek your help. There's eldery crime boss Helena Blake, who sends you off to take out her competition. A mourning widower named Samesh Bhatia pleads you to retrieve the body of his wife, a marine who dies during the prologue. Reporter Emily Wong needs you to dig up some dirt on an organized crime syndicate. And there's many, many more.

So we have some pretty great diversity going on in this game -- with the special bonus of none it feeling forced or patronizing -- along with a springboard for racial discussion due to alien prejudice. However, Mass Effect takes things a step further.

It would have been easy to treat prejudice in a two-dimensional fashion with snarling, discriminative aliens and cowering humans, but many alien characters find such prejudice deplorable and many human characters despise aliens as a whole. Notably, two human members of Shepard's squad deal with their own race issues.

Ashley Williams begins the game with a deep mistrust of all alien races and often confesses to Shepard that she doesn't think the nonhuman squad members should go unsupervised. As Shepard, you can bring two squad members with you on your quests, and if you pick Ashley and a nonhuman member, such as Tali the quarian, they have some interesting conversations during the game's many elevator rides. In Tali's case, Ashley points out that the quarian's strange dress makes many humans think of the evil geth, and admits that she shares this opinion. As Tali answers her questions, Ashley displays a growing understanding of alien differences and slowly overcomes her prejudices.

Kaiden Alenko is a biotic (Mass Effect's "mage" class) who was subjected to Biotic Acclimation and Temperance Training, or "Brain Camp," as a child to temper his powers. He describes the experience as particularly brutal, staffed only by aliens since humanity had yet to fully understand biotics. Kaiden had a violent run-in with one of his instructors, an ex-military turian named Vyrnnus who loathed humans. After tragedy strikes and all is said and done, Kaiden points out that Vyrnnus, though terrible, was just one turian, and not representative of an entire race. Despite his traumatizing experiences at the hands of this instructor, Kaiden does not allow them to slant his own views of an entire race.

Over all, Mass Effect does an exceptional job on many accounts. Women and people of color share important roles and characters tangle with race issues that are relevant to us in the real world. Though the game is far from perfect (expect a post about the asari Consort in the future), it's a solid effort from Bioware and addresses many topics that most games won't even touch.

Labels: , , , ,

 Posted by BomberGirl
 10:11 AM + Link to this post
  5 comments

 
Monday, July 21, 2008
Expectations: Sheva Alomar


There's been a veritable dry spell in survival horror games as of late, and I've definitely been suffering. Dementium: The Ward for the Nintendo DS was a huge disappointment, and Silent Hill: Origins left me with only a cynical apprehension for September's Homecoming. This year's E3 provided a smattering of goodies for gamers to ooh and aah over, and we were fortunate enough to get a preview of some sorely-needed survival horror titles. Probably the most notorious is Capcom's Resident Evil 5.

I enjoyed RE4, although I'm more of a Creep Around And Get Scared Oh Shit What Was That? kind of gal, as opposed to Mow Down Hundreds Of Zombies And Jump Through Windows action-star wannabe, so it wasn't entirely my cup of tea. It was a wonderful game regardless of my personal preferences, so Capcom is clearly sticking close to that formula for its sequel. Also part of the formula is the good old survival horror hallmark, the secondary character, this time in the form of a woman named Sheva Alomar.


I'm as shocked as anybody that not only is one of the main characters a person of color, but a woman of color, to boot. Sheva comes to protagonist Chris Redfield's aid as a member of the West African BSAA, or Bioterrorism Security Assessment Alliance. In another shocking twist, she's not a squealing, floundering idiot a la RE4's Ashley, but a competent, well-trained agent who does her share of the combat. Be still, my heart!

I have talked before about the differences between your average male and female survival horror protagonists, and while Leon and Ashley fit my observations quite snugly, Sheva appears to defy most of them. All I can do is speculate, of course, but look how badass she is with that gun! A woman? In a survival horror game? Who's got everything under control? Is well-equipped for the job and knows what she's doing? Now that's some shock and awe, and I'm very pleased.

I'm hoping Sheva is a step up from the ridiculous Ada Wong, whose exoticized Femme Fatale nature stands in entirely for personality. Every one of her scenes in RE4 had me rolling my eyes. Trussed up in an unwieldly Chinese dress, four-inch heels, and a fucking garter for a gun holster, she's just as easy to take seriously as squealy Ashley. Ada is simple pinup material, a Hot Asian Chick flourishing a gun, and with any luck Sheva will make me forget all about her.

Now, this game won't even be out until March 2009, so perhaps it's a bit early to celebrate too much. However, in the world of female video game characters, it's quite nice to have something positive on the horizon. Sheva's existence does not cancel out the ugly racism depicted in the RE5 trailer, and I am quite interested in seeing what the overall story and gameplay offer when I actually get the chance to play it.

The Resident Evil series has been around for a good twelve years now, and it's an obvious fact that its cast of playable characters is totally whitewashed. As diverse as the US's population is, every Umbrella-opposing RE protagonist has been sparkling white. It's unfortunate that it took a change of scenery to an African country for any people of color to share the spotlight -- and even then, it's Chris who's prominently featured in the trailers, screenshots, and previews, while Sheva takes up the support role. However, it looks like a step in the right direction, no matter how small, and I'll be sure to report back to you as soon as I get my hands on this game in early 2009.

(Go check out some more kickass pictures of Sheva at Gaygamer.net's E3 '08: Hands On With Resident Evil 5.)

Labels: , , , ,

 Posted by BomberGirl
 10:00 AM + Link to this post
  5 comments

 
Friday, July 11, 2008
Chipping the Glass Ceiling


One of the main issues in the gaming industry is that there are relatively few women in it. Many folks would claim that this discrepancy is because women just aren't interest in video games, but we've learned that the real culprit is the difficulty women face trying to break into such a male-dominated industry. Fortunately, there are scholarship programs out there that are designed to help even the odds--and two of them have just found winners.

2007's Game Career Guide shows that only 9% of game artists are women and make on average over less than $10,000 per year than male game artists. In light of this information, Notes on Game Dev started the Aspiring Women Game Artists Contest--a contest that was judged by such female leaders in game art and education as Heather Kelley, Sheri Graner Ray, and Christin McKee. Last week, the winners were announced: Amy McDonough Jones and Erin Robinson will receive a fully paid grant for the Accredited Game Art Certificate Program at Sessions Online School of Game Art, the right to use the NoGD Grand Place Award Winner digital seal in their future portfolio, a one-year membership to the International Game Developers Association, and a one-year subscription to Game Developers Magazine. Runners up Elise Motzny and Lesa Wilcox will also receive the right to use the NoGD Grand Place Award Winner digital seal and the Game Developers Magazine subscription.

Just a few days ago, Sony Online Entertainment announced the winner for their G. I. R. L. Game Design Competition. Contestants were asked to submit an in-game design, original concept art and two essays. Winner Julia Brasil will receive a $10, 000 tuition scholarship toward her education at The Art Institute of California -- San Francisco and a paid internship of up to 10 weeks at the Sony Online Entertainment studios of her choice in Austin, Denver, San Diego, or Seattle.

I hope programs like these can help women break into the gaming industry with a little more ease, but we still have a long way to go. Keep it up, everyone, and congratulations to the winners!

via Women Gamers

Labels: , ,

 Posted by PlasmaRit
 1:37 PM + Link to this post
  0 comments

 
Wednesday, June 18, 2008
S'up Dude?

Masculinity in the High School Boys from Persona 3: FES

I recently exchanged books with a friend, and he lent me a copy of Dude, You're a Fag: Masculinity and Sexuality in High School. It was a fascinating read--I cringed throughout the book as it reminded me of the many cruelties of being a young man in high school. As the text mulled in my brain, those thoughts mingled with my longing to complete Persona 3: FES.

It's tough to speak for every character in the game, as I haven't been able to finish it while I've been away from my PS2 during my summer job. I can't want to speak for the main characters, but I'm comfortable with discussing a few of the social links that I've completed so far!

For some reason or another, I neglected to begin my relationship with Kenji Tomochika until after summer break (even though he's one of the first people with whom you can form a social link). He is represented by the Magician Arcana. Kenji's pretty much a typical high school guy. He’s got a thing for older "experienced" woman, slacks off when it comes to finals, and enjoys watching plenty of television during his free time. He usually comes to you for support and advice during the social link events--this guy needs constant validation! He reminds me of most of the youth I work with in my day job.



The Temperance Arcana, Andre “Bebe” Laurent Jean Geraux, had me worried when I first met him. This fan-wielding foreign exchange student with a passion for fashion seemed to be the perfect set-up for a big gay joke. I was pleased to discover that most of his eccentricities stemmed from being a rabid Japanophile. Still, his character design was given more traditionally "feminine" facial features, and his stance is curvier than that of the other males in the game. I can't help but wonder if the producers are trying to suggest something. I'll be optimistic, though, and assume that they wanted to include different body types, counterbalancing the poor Moon Arcana, Nozomi.

The first social link I cultivated was with Kazushi Miyamoto, the star from Sports Club. Aside from the Sun Arcana, Kazushi has remained my favorite since the beginning of the game. He is represented by the Chariot Arcana, and much like his card, he's a bad ass. He requires that you respond to his situation in a similarly bad ass way--Kazushi is focused on victory for his athletic club. Admittedly, part of his fervor comes from a deal he made with a younger nephew, but still, he won't let even a crippling knee injury prevent him from winning. When he’s down, responses like “Toughen up” are better than things like “Don’t overdo it.” When he’s injured, simply allowing him to lean on your shoulder is better than carrying him or going out to look for help. He has tremendous pride in himself, and he is slow to open up.

Based on what I've seen thus far, I praise Persona 3: FES for the variety of heterosexual Japanese males represented throughout the game, both in Gekkoukan High and out. I know that's specific, but I don't say it mockingly. Working within the context of a medium-sized Japanese port town, it's not terribly surprising that we don't see a mix of races. Still, they do show males in a variety of roles and positions, and none of the characters come off as a complete joke. Also, while those characters are presumptively straight (as no alternative is offered), folks like Bebe challenge the traditional perception of masculinity.

I also want to praise the game because the male social links are based on building relationships based on commonalities rather than tearing apart the differences of others. It would be heart wrenching if the game forced you to make a decision between athletic Kazushi and fey Bebe because the jocks refused to be around guys who can sew.

I look forward to seeing what Persona 4 has to offer in the future! I imagine that the social links system will be slightly reconfigured to become even more engaging. Any Persona fans have something in particular they'd love to see?

Labels: , , ,

 Posted by Anonymous
 9:23 AM + Link to this post
  1 comments

 
Monday, June 9, 2008
Character Spotlight: Mitsuru Kirijo

Summer 2007 brought the North American release of Shin Megami Tensei: Persona 3, much to my Megaten fangirly delight. I had never played any of the Persona series before, so while I was eager to dive into an experience completely different from Nocturne or Digital Devil Saga, I was a tad apprehensive about the game's anime-heavy art and story. Like many people, I equate most anime with teeth-grinding cliches and predictable plotlines, but, aside from a few missteps, Persona 3 really impressed me. A character that specifically caught my eye was Mitsuru Kirijo.

In this world of demon-battling high school kids who shoot themselves in the head to summon monsters, Mitsuru is the leader of SEES, a special team dedicated to banishing the nefarious Shadows from Japan. She's tough, smart, and serious to a fault. She's so efficient and intelligent that she finds time to be president of student council, practice her fencing, and maintain her rank as valedictorian alongside her many SEES duties. I kind of fell in love with her during the course of the game.

Not only is it awesome to see a female character so independent and smart, it's also refreshing to see that she has great relationships with everyone. The Tough Girl character is often painted as a ballbuster or a bitch, but such is not the case here. Mitsuru's fellow students and SEES members all admire her, and even an NPC at the high school continuously confesses her undying love for our red-haired swordswoman throughout the game.

Tough Girls in many fictive media also find themselves being stripped of their strong exteriors, usually in a sexist attempt to put them in their place or make them dependent on stronger male characters. Mitsuru does not fall victim to this trope. Without spoiling too much (I want you to go out and play this wonderful game right now!), I'll just say that Mitsuru suffers a deep personal crisis that leaves her showing real weakness and insecurity. She even withdraws from the game for a couple weeks as she tries to make sense of it all. However, it's Yukari -- an often brash, outspoken character who doesn't always get along with Mitsuru -- who guides her back and convinces her to be strong again. Needless to say, I was flabbergasted to see a pair of women in a video game help each other through a tough situation . . . just because! No underlying motive or anything! No secret jealousies or bitchy competition! Flabbergasted.

Truly, the most interesting part of Persona 3 is the sheer number of female characters. Out of all the playable characters, half of them are women (and one of the "guys" is a dog). As you've seen in Calabar's posts on the game, the protagonist can end up in a relationship with three of the female characters in your party, but it's important to note that only a relationship with Yukari is ever even hinted at by the main plot. Mitsuru's Social Link is just a sidequest. While there's nothing inherently wrong with a tough female character finding love, it's a huge cliche for such a character to become dependent or seem "accessible" to male characters, while there is no such equivalent for men of the same caliber.

I was pleasantly surprised by a majority of the female characters (and male characters, to boot) of Persona 3. Doubtless, I'll write more about this game in the future, so I highly recommend you go pick up a copy of P3: FES right now and indulge in probably the best JRPG to come out since Final Fantasy XII.

Labels: , , , ,

 Posted by BomberGirl
 11:32 AM + Link to this post
  1 comments

 
Tuesday, May 27, 2008
Something to cheer about.

I've been a long-time fan of the Castlevania series. From the humble days of Simon's first hunt to the slew of sequels today, Konami's vampire-slaying series has done 2-D sidescrollers right. Recently, a petite collection of screenshots for Castlevania's newest iteration, Order of Ecclesia, was released unto the masses along with a few juicy tidbits regarding the game's plot and gameplay.

What primarily caught my eye is OoE's protagonist. Our vampire hunter this time around doesn't just look like a woman, folks -- Castlevania finally has its very first bona fide lady lead.

Meet Shanoa, the champion of the Order of Ecclesia. She's sent to clean up the bloodsucking mess left by Richter Belmont after he goes missing from the vampire-hunting scene. Little beyond that is known about the story at the moment, but I imagine that there will be a host of supporting characters that will help out our heroine as well.

There have been, oh, about a million Castlevania games since the series's birth in the late eighties, and if there's anything a fan can depend on Konami's franchise it's repetition. Castlevania struck gold with Symphony of the Night for the original Playstation: rich, detailed locations, lavish music, a cast of interesting characters, and innovative RPG elements combined with real-time sidescrolling combat. The series experienced a revival with the Gameboy Advance's Circle of the Moon, and that game plus every one after it has stuck fast to SotN's formula.

Typically, we've had a rather rigid scenario: protagonist seeks revenge on Dracula / person trying to revive Dracula / other Dracula stand-in for the kidnapping of his lady love. The whole damsel-in-distress angle is pretty much a cornerstone of the Castlevania experience, but after twenty-four dame-rescuing titles to date, it's enough to make even the most loyal fan feel like she's been playing the same game over and over.

I'm pretty excited about Order of Ecclesia. Portrait of Ruin changed things up a little with a duo of protagonists, but OoE's Shanoa will be the very first woman ever to take the starring role of a Castlevania game. I'll be sure to snap up this title as soon as it's released, and I'll give my impressions then. In the meanwhile, I'm going to hope for the best that this is a trend that will continue to change one of my favorite game series for the better.

Labels: , , ,

 Posted by BomberGirl
 11:15 AM + Link to this post
  2 comments

 
Friday, May 23, 2008
Women in the Industry: They Exist, Donchaknow


Gamasutra has started a new feature on their website called the Gamasutra 20, a twenty-item list concerning any gaming-related subject they'd like to spotlight. They're starting out with an unranked list of twenty women in the gaming industry today. No, Jade Raymond isn't the only one out there, in spite of what the news might tell you.

This list is not some thrown-together nod to women in gaming, either. It's a twenty-one-paged article that features each woman in wonderful detail, including their job title, a career overview, major accomplishments, innovation (what new twist they've injected into the industry), and a few words about them from their peers. There are younger women and older women, those newer to the industry as well as veterans, and women working in a spectrum of gaming genres. The list features women who are currently making a significant impact on the face of gaming today.

The article also notes how difficult it was to compile the list--not for lack of candidates, but because there were so many women to choose from. The gaming community today would have one believe that gaming is a Boyz Only club, but the stereotype just isn't true. It's a little known fact that there are many women working in the gaming industry, and many of those women hold very important positions in their companies. What I really love about this article is that it does help dispel this Boyz Only myth; it presents a list of role models that other women and girls aspiring to enter the gaming industry can look up to and know they're not going in alone.

My only quibble is that, while the list is quite diverse, it seems awfully whitewashed; what a great opportunity this could have been to spotlight some women of color working in the gaming industry.

I encourage all of our readers to check out the article; it really is top-notch.

Labels: , ,

 Posted by PlasmaRit
 3:24 PM + Link to this post
  0 comments

 
Friday, April 25, 2008
Women's Gaming Community: Are We Being Heard?

1up.com has a great article up that discusses how online forums influence game makers and marketers. The idea is that important gaming folk have been discovered combing through gaming message boards and forums online in order to learn how gamers feel about certain games, marketing ideas, and game developers themselves. The article talks about several interesting examples of this phenomenon, which had me thinking about our neck of the woods. If game developers read through the typical gaming message board, do they read feminist gaming blogs as well?

Fortunately, I've had first hand experienced with that: after I wrote an article about ICED, the computer game focusing on deportation in the United States, the game developers Breakthrough left a comment under it:

Hi, We just wanted to say that we greatly appreciate your positive post. Reading comments like yours in response to our game helps us continue to do our work in an environment that doesn't seem to see that immigration is a human rights and due process issue.
Thank you again!
-Breakthrough http://www.breakthrough.tv

I had not contacted Breakthrough before or after writing the article, which indicates to me that they were actively searching for internet activity surrounding their game. They may not have come across Girl in the Machine primarily to read about feminist issues, but there are wonderful implications about this phenomenon: Breakthrough read what a feminist blog had to say about their game.

Who's to say Breakthrough is alone in this respect? Other game developers are more than likely Googling their own games to discover the public's opinion about them. There are feminist and women's gaming blogs sprouting up and discussing popular video games every day, providing a widespread, powerful voice for women's issues in video games. The more we women blog about women's issues in games, the more likely game developers will come across them and--hopefully--take our opinions into account. This is our chance to tell them what they're doing right and what needs to be changed.

So blog on, women gamers.

--Iris Directory Logo from the Iris Gaming Network

Labels: , ,

 Posted by PlasmaRit
 1:47 PM + Link to this post
  3 comments

 
Monday, March 31, 2008
The Flower Girl

Playing Crisis Core has got me all nostalgic for 1997's Final Fantasy VII (but then, any story-butchering pre/sequel tends to do that to me). It always tickles me pink to see my favorite characters in action again, and I couldn't help but pick up the old classic just to see how it's aged. I was pleasantly surprised, poor translation and all, and glad to see that one of my favorite characters, Aeris Gainsborough, is still as great as ever.

It's true that Aeris has a huge fan following. Hundreds of gamers in Japan even sent a petition to SquareSoft asking for the ability to revive her after her iconic death. There are plenty of reasons to like her, but I want to concentrate on what makes her such a strong female character. Stereotypes and stock characters run amok in role-playing games, especially of the female persuasion, and it's good to see a leading lady that passes muster.

I'll start with the basics. While FFVII doesn't have a job system per se, Aeris is clearly the party's standard white mage, complete with staff and restorative Limit Break. While the conventional female character locked into the healer role tends to annoy me, this works in context. Aeris is balanced out by not one but two other women, neither of whom are magic users (Tifa as a monk and Yuffie as a thief). This is rarely seen in other Final Fantasy games wherein white mages like Rosa, Garnet, and Yuna also have magic-using female compatriots. More importantly, her "job" as a white mage works in tune with the plot. To rescue the Planet from Meteor, she uses the White Materia to cast Holy, a well-known high level spell in white magic.

A character's appearance plays an important role, as always, and it's great to see Aeris is not afflicted by a cheesecakey design (something that's admittedly relegated to black mage women like Lulu or Fran). I've always liked her Dress And Hiking Boots combo, showing a measure of function over form. Personality-wise, she's flirty and somewhat childish, but it works because she's not limited solely to these traits. Her relationship with her adoptive mother is poignant, adding to a display of genuine maturity that runs through her character.

In much of fictive media, the death of a female character is typically used as a simple plot device. The brave protagonist falls in love with Stock Woman A, she's killed off by the merciless villain, and the brave protagonist is spurred on by his love's death to ultimately defeat the merciless villain. Aeris's death works quite differently. While she can be seen as a love interest for Cloud, her flirtations never seem serious, and her death comes so early in the game that there's little time for a romantic relationship to form. She leaves the party and goes to the Forgotten City by her own choice, even though it would have been easy for the game designers to have her kidnapped in some way. She doesn't sacrifice herself for Cloud, and her death is so sudden that it doesn't feel forced or played-out (and, thankfully, the violence done to her is not sexualized in the least). She's still vital to the plot thereafter, and saves the Planet in the end. Arguably, she can be seen as a driving force for Cloud to destroy Jenova, but her purpose extends beyond this, and Cloud himself has a lot more to fight for.

I'll always be partial to games I played when I was younger, and it pleases me to say that Final Fantasy VII is still an enjoyable game eleven years later. Aeris is a wonderful example of those rare "strong female characters" you've heard so much about. She shows that, when done right, a character can be girly and swathed in tons of pink and still be a great representative of feminism in games.

Labels: , , , ,

 Posted by BomberGirl
 7:57 AM + Link to this post
  3 comments

 
Monday, March 3, 2008
I Left my Heart in Nova Prospekt.

Warning! Half-Life series spoilers follow.


I think we can all agree that 2004's Half-Life 2 came as a huge surprise to fans of the original game. Valve Software took us from the isolated, alien-infested corridors of Black Mesa to a full-blown apocalyptic Dystopia rife with new locales, vehicle portions, a very prominent physics engine, and scores of NPCs both old and new. Alyx Vance is one of the newcomers to the series, joining Gordon as part of the rebel forces that oppose Earth's new rulers, the Combine. She was just a child during the events at Black Mesa in the first game, and grew up under the Combine's reign. As players battle through armies of manhacks and headcrab zombies, Alyx is often along for the ride.

Alyx is the daughter of Dr. Eli Vance, who briefly appears at Black Mesa in the original Half-Life. She's a proficient hacker, adept with both machines and firearms, and wields a unique automatic pistol when fighting alongside Gordon. Her "pet" robot, Dog, also helps out with a lot of the heavy lifting. Awesomely enough, and something that's definitely not seen often in games, she's not only a woman of color but of mixed race as well: Dr. Vance is black, and his late wife was East Asian.

I adore Alyx Vance. She's another rare (but appreciated) example of an awesome female character. Her presence is neither forced nor stereotypical: she plays a major role in the plot, has a scientific mind, and doesn't fall into the pitfall of being of The Girl. She actually has a fleshed-out, fully-realized personality, with a sense of humor and everything! Seriously, though, she often provides a "voice" (both literal and figurative) to play off of Gordon's trademark silence, and she's also a source of comic relief to complement the tension of the plot. Though she sometimes finds herself in a pickle and needs a hand, she also rescues Gordon more than once, making her more capable companion than damsel in distress.

Alyx also has a great relationship with her father. Having well-written, fully-realized characters in a video game is a rarity, and both women and minorities are often underrepresented and stereotyped in an unfortunately typical fashion. However, such is not the case here. Alyx resembles an actual, you know, person, with emotions and relationships and stuff. Her interactions with her father are natural and sweet, making it even more heartbreaking when she witnesses his death at the end of Episode Two. And though she is the series's Love Interest, her connection with Gordon isn't shoehorned or condescending in a "Hey, she's a chick and he's a dude, they totally hook up at the end" sort of way. She even interacts with another woman, the perfidious Dr. Judith Mossman, who betrays the rebel forces in favor of the Combine. However, when Mossman has a change of heart and aids humanity once again, the two reconcile. It's not much, but it definitely passes the Bechdel Test, and with the state of games today that's good enough for me.

I'm as eager as anyone to see what becomes of Alyx in the concluding Episode Three. Both the prescient Vortigaunts and the G-man insinuate that Alyx and Gordon are somehow fundamentally linked, and I'm waiting for Episode Three to blow us all out of the water. Perhaps there will be a Half-Life 3 at some point, but I have a feeling that this final episode will be the last we see Alyx in such a significant role, and I can't wait for Valve Software to wow me at least one more time.

Labels: , , , ,

 Posted by BomberGirl
 7:49 AM + Link to this post
  1 comments

 
Friday, February 29, 2008
I Can End Discrimination


Browsing through GamePolitics, I read an article about a unique PC game called ICED, or "I Can End Deportation." Created by the human rights organization Breakthrough, the game is meant to "spark dialogue and create awareness of unfair U.S. immigration laws on detention and deportation." In the game, players follow the life of one of five teenage immigrants as they are pursued by U.S. immigration officers. The object of the game is to avoid being deported and become a full citizen of the United States.

I read through Dennis's post excited to see that such a game had been created; even better, it's available for free download on the Breathrough website. Aimed at high school and college students, ICED is providing a valuable source of information for those who may not be aware of the problems immigrants face in America. ICED has already faced scathing attacks in the media, such as on the website InfoWars:

"An Indian woman, Mallika Dutt, has released a video game that essentially trains illegal aliens how to sneak across the border and avoid border patrol agents and cops…

As the average Mexican or Latin American does not have access to a video game console, let alone a television, the game is more practically geared toward an effort to inculcate middle class Americans into the belief that illegal immigration is a human rights issue, never mind open borders and the influx of third world people is a globalist plot to turn the United States, soon to become part of a North American Union, into a feudal slave labor gulag based on the China model. It has absolutely nothing to do with human rights."

The paranoia, the stereotyping, the viciousness of the post is staggering. Even more alarming, several comments on GamePolitics's post about ICED are not much better:

"I’ll consider this once the immigration officers are playable. Immigrant youth need savage beatings."

"That sounds like a very stupid game If you’re not a citizen of the US, come here legally and wait 7 years and then you can become a citizen, it’s not that hard. If you come here illegally, then you should be beaten or deported immediately."

“Whats next a game where u play as an al-qaeda member in america and u can kill americans? "

It's obvious what all of these people have in common: they simply can't read. ICED is not about illegal immigrants, and the game has nothing to do with sneaking across the border. The focus of the game is how fucked-up immigration laws can kick an immigrant out of the country for practically no reason, illegally here or not. Playing the game or even reading the post completely would tell you that.

Comments like the ones above prove how important a game like this is in our judgmental society--the very word "immigrant" can send the masses foaming at the mouth in hatred, and the vitriol practically spills out of the computer screen. Access to information is vital if we can make any kind of change, and I think this game is a very important step in that direction. Immigrants (especially illegal ones) have nearly no voice, and they deserve to be heard.

Read GamePolitics' follow up article for Dutt's amazing response to InfoWars.

Labels: , , , ,

 Posted by PlasmaRit
 2:30 PM + Link to this post
  1 comments

 
Monday, February 25, 2008
Two things about fighting games.

One that pisses me off and one that leaves me pleased as punch.

Pissy item first: Dead or Alive is infiltrating Smash Brothers Brawl. It ain't exactly breaking news anymore, but the developers over at Nintendo decided to lovingly render upskirts for both Peach and Zelda. I won't be posting any of the videos or images here to prevent myself from having an aneurysm. Please excuse me while I go vomit my breakfast.

Okay. Now for the neat stuff. Street Fighter IV news has been all over the gaming blogs with new character art, screenshots, and trailers. I'll treat you to one here.


I've been a huge Street Fighter fan ever since I was but a little Bomber, and Chun Li (silver Chun Li, to boot) is always my fighter of choice. There's been a bit of a brouhaha in many blogs (such as Kotaku) over how big and beefy she's become. Most comments tend to follow the vein of, "Oh my God, her thighs are so huge and disgusting!" I'll let you make your own decision first.

Am I really the only one who doesn't see a problem here? Nobody's bitching about Guile's inflated pecs or Zangief's hairy gams, but when Chun Li comes spin-kicking in with thighs like a brick wall, gamers get up in arms. First of all, doesn't anyone remember that she never originally had toothpicks for legs anyway? In a game that's already bulging with muscle from 98% of its characters, there should be nothing shocking about this at all. And need I mention that she's still on the leaner end of the scale?

The lone fact that there exists a lady fighter who actually looks like she could, you know, kick ass is a huge plus for me.

I am also very pleased about Street Fighter IV's newest female character, Crimson Viper, who also looks like she's going to hold her own in some brutal combat. As well, something about Guile's very feminine pose in his character art really tickles me pink for some reason.

Labels: , , , ,

 Posted by BomberGirl
 7:56 AM + Link to this post
  6 comments

 
Monday, February 11, 2008
Half-Life's All-Woman Hazard Team

In 2001, Gearbox Software released a Playstation 2 port of the much-beloved FPS, Half-Life. Bundled with the game was Half-Life's third expansion, Half-Life: Decay, a co-op experience designed for two players on a split screen. Unfortunately, though a PC port of Decay was made, Gearbox was never able to release it, so the true core of Half-Life's fans -- the PC gamers -- never even got to play it. Which is a shame, because Decay rocks.

Just like its predecessors, Blue Shift and Opposing Force, Decay's sequence of events coincide with those of the original Half-Life. Two Black Mesa scientists, Dr. Gina Cross and Dr. Colette Green, are the monitoring team for Dr. Gordon Freeman's experiment that causes the resonance cascade (in fact, Cross is the one to deliver the cataclysmic GG-3883 test sample). When the shit hits the fan, as it is wont to do, Cross and Green grab their HEV suits and find themselves fighting to survive the onslaught of Vortigaunts, headcrabs, and zombies.


Decay is rife with two-player puzzle action throughout its ten mission-based chapters. While single players can get in on the excitement by switching between Cross and Green, the gameplay is definitely designed for the buddy system. (And don't tell me that finally getting the opportunity to crowbar headcrabs with your best pal isn't a treat.) And Cross and Green aren't just side characters, either: like their buds Shepard and Barney Calhoun in their respective expansions, their actions have a direct effect on the original Half-Life's plot. Specifically, they launch the satellite used to weaken the resonance cascade and prevent another dimensional rift from forming, an event that Freeman witnesses.

Of course, I noticed right off the bat that Decay features -- shock! and awe! -- not one, but two female protagonists. This is quite unusual, particularly when the most I've come to expect from games is the age-old Male Character 1 and Female Character 2 combo. Cross and Green are on the same playing field as Half-Life's other protagonists, and they don't fall victim to cheap shots like unusually sexy HEV suits or watered-down combat. It's also great to see women as scientists (particularly physicists kicking ass) instead of damsels in distress or hapless girlfriends. Cross herself has cameos as the holographic guide in the HEV training course in both Half-Life and Opposing Force, and she can also be seen delivering the test sample in a security video in Blue Shift.

Unfortunately, the fate of Cross and Green is up in the air as the game never discloses whether or not they survive the nuking of Black Mesa, so cameos in future installments are unlikely. However, Alyx Vance and Portal's Chell continue the trend of excellent female characters in the Half-Life universe, and FPS gamers everywhere are on the edge of their seats to see what Episode 3 has in store. In the meanwhile, you can support Decay by visiting the fan-made effort to port the game to the PC, which is scheduled to be completed in the first quarter of 2008. You're welcome.

Labels: , , ,

 Posted by BomberGirl
 7:54 AM + Link to this post
  1 comments

 
Monday, January 14, 2008
A Kingdom Ruled by Strength

(SMT: Nocturne plot spoilers to follow!)

Shin Megami Tensei: Nocturne is an RPG for the Playstation 2 wherein the world ends as soon as the game begins. The Conception is occurring, a hellish and barren transformation of the world in preparation for the birth of a new one. Demons rule and war in the transforming planet, and merely a handful of humanity's survivors remain. However, there is a catch.

The Reason. The new world can only be fashioned according to the vision, or Reason, of a human subject. In a bid for survival, the humans develop their own Reasons and compete with one another to become the creator of the new world.

Chiaki Hayasaka is one of these combatants. She's a cold, somber high school student raised in the upper crust of society. Following the Conception, she awakens all alone in the demon-occupied cities, and the change is more than jarring. Global apocalypse aside, she is now, as a human, the lowest of the low. Her weakness next to the might of the ruling demons is torturously palpable, and she finds strength only in forming her Reason.

Yosuga: survival of the fittest, elitism, the establishment of rigid castes. Chiaki's solution to her own fears of inherent weakness is to use her Reason to elevate herself above all life and institute a highly-organized class system. Seeking the strength to fully constitute her resolve, Chiaki seeks out the dying Gozu-Tennoh, leader of an enormous demon faction called the Mantra, and becomes imbued with his power. As a human leader possessing such demonic might, the Mantra become quite a threatening force in the race to establish Reason.

Chiaki is a villain that I can really get behind. Gaining Gozu-Tennoh's power grants her the means to be both brutal and utterly ruthless in her quest. She is unusual, commanding, tough, but desperate, and she shows a depth of character not often conferred upon female villains. Though she desires rigid order, her caste system isn't perfect: separating the weak from the strong would only breed paranoia and mistrust. Establishing herself as the leader of these castes would merely have her looking over her shoulder for anyone who would dare supplant her. Her Reason -- and her version of the game's ending -- is symbolic of chaos, which speaks volumes of her character's irony.

So Chiaki's definitely no pushover, and, awesomely, her character design reflects that. Upon receiving Gozu-Tennoh's might, her right arm twists and mutates. She gains an enormous, gnarled, acquiline hand that can crush bones to powder, and puts it to use in one of Nocturne's bloodiest, most tragic scenes. At that moment, it becomes more than clear how she's been transformed not just physically but mentally by the incredible forces around her.

Strong female characters don't have to be model citizens. I adore villains, and it's so good to see a woman among the baddies that can truly and believably pull her own weight. Chiaki's background and motivation is not just a flimsy add-on to a fanservicey character design or cardboard personality. She's the real deal, and I hope that in the future there can be more kick-ass female villains like her.

Labels: , , , ,

 Posted by BomberGirl
 8:26 AM + Link to this post
  1 comments

 
Monday, December 3, 2007
The curious case of Sorceress Adel.

When I was but a bright-eyed thirteen-year-old, the eighth installment of the Final Fantasy series was released unto the masses. Still happily reeling from the convoluted yet satisfying experience that was Final Fantasy VII, I accepted VIII's bright colors, futuristic setting, and generous cast of characters with open arms.

However, there was a lot about VIII that was truly puzzling. Aside from the body-jumping antagonist, the time traveling nonsense, and the charming Every Baddie Levels Up With You So Don't Even Think About Having A Snowball's Chance Against The Omega Weapon system, there is the curious case of one Sorceress Adel. She's so minor that she only has three meager speaking lines and spends her sole boss battle as the puppet of the almighty Ultimecia (she of the "I will kast the world into khaos with katastrophic Time Kompression!"), and yet, Adel really stumped me.

You may notice from her picture that she is a man.

Well . . . she looks like a man, anyway. Or at the very least she has an extremely male physique. Or something.

The Final Fantasy series is not a stranger to gender-bending characters. VI's Kefka was certainly no Rambo, and it isn't much of an achievement to possess thirty times the raw masculinity of Squall, but Adel's appearance was so jarring to me as a budding teenager that it sticks in my mind even today. What could be the story behind this fascinating character design?

Certainly what's so neat about Adel's place in the storyline is that she's one of the baddest, most paralyzingly evil sorceresses that was ever cryogenically frozen and shot into space. Long before the plot of VIII even begins, Adel ruled Esthar as dictator, spreading enough fear and confusion to instill a deep prejudice against all sorceresses in her people (thus leading to Ultimecia's only discernible motive). In a game full of female characters that are willowy, flirty, and practically doll-like in their porcelainity, it's refreshing to see the rugged and almost ugly likes of Adel.

It makes me wonder if it's her beefy constitution that drives away the feminine stereotypes. Adel is ruthless and power-hungry just like any badass supervillain, and while Ultimecia is just as bloodthirsty and awesome, she . . . loves to play dress-up. Which isn't necessarily bad on its own -- I mean, who doesn't love the snazzy parade scene or Ulty's copious face paint? -- but, well, see for yourself. Her backwards hospital gown getup doesn't really strike new ground as far as objectified female villains go, and it's nice to see a woman of villainous ilk feared for her abilities rather than ogled for her goods.

Which is why Adel's stumpability is important. In a genre with a deathgrip on its cookie-cutter female characters, the ability to make players question what they know about the binary sex and gender system is a huge plus. Pretty, feminine men are basically the norm in the Final Fantasy universe, but tough, masculine women still have little exposure. Perhaps Adel was meant to be a man, and something got lost in translation; perhaps this was an intentional choice on the part of developers. Considering her broad shoulders and complete lack of breast development, it isn't a stretch to perhaps call her the first male sorceress. She could be referred to in the feminine form because sorceresses had always been female, just as female pharaohs often wore beards and were called "he." Who knows?

Either way, it's something different, and different is certainly good in my book.

Labels: , , , ,

 Posted by BomberGirl
 9:00 AM + Link to this post
  6 comments

 
Wednesday, November 28, 2007
I Like a Woman with Big Feet

Hobbits in Lord of the Rings: Shadows of Angmar


I’m always a few months behind on MMO games, but a friend of mine recently introduced me to Lord of the Rings: Shadows of Angmar (April 2007). I’ve heard the game has taken a lot of slack for being too similar to World of Warcraft, but since I’m not particularly familiar with the latter, so it makes no difference to me.

What I’ve seen of Shadows has impressed me, though. I appreciate the different approach it takes to several of the classes. For example, minstrels are the healers, boosting morale with their songs. The hunters are the game’s “nukers,” dealing massive damage with their long-ranged bow attacks. The loremasters provide crowd control and debuffing instead of serving as the usual full-powered mages (after all, if anyone could be a wizard like Gandalf, Middle Earth would be far more frightening!).

Players have the option of creating either male or female characters (with the notable exclusion of the ever-so-rare female dwarves). Here’s what caught my attention:

The hobbit women are just as fat as the men!

That might sound like a silly thing for me to be excited about, but I think it’s awesome that the female characters aren’t put up on a pedestal. Their feet are just as big, and their bodies are equally portly. It would have been easy for them to take the stout Hobbit women and transform them into something “prettier,” or at least what some might call shapely. It’s nice to see a non-human race where both sexes possess the same physical traits.


Another point of note: you can’t put scars on the elven men. They’re deprived of such manly potential. The only appearance “features” they can get are headbands. I’d guess that it’s related to the perceived femininity of the elves.

If you’re into MMO’s and want to take a look at the game for yourself, the Lord of the Rings: Shadows of Angmar website offer a free seven day trial of the game. Or, if you've already played it, tell us about your impressions of the game!

Labels: , ,

 Posted by Anonymous
 2:37 PM + Link to this post
  1 comments

 
Monday, November 12, 2007
Grand adventures in Cyrodiil.

Let's get it right out there: I love Oblivion. As do many others.

Why should feminists in particular love Oblivion? It's simple: no sexist stereotypes.

The Elder Scrolls IV: Oblivion is a totally immersive RPG experience that lets you log several games' worth of play without even touching the main quest. You can skulk around in the thieves' guild, buy a haunted mansion in Anvil, or swing around a golden claymore that sets people on fire. Awesomely, the customization for your avatar is extremely diverse, letting you choose any race, any color, even species both human and no.

During my adventures throughout Cyrodiil, I have happily encountered none of the major sexist stereotypes that often plague fantasy settings. There is an abundance of female characters with wonderfully varying personalities. I've happily yet to encounter a sultry gypsy, whiny damsel, or mourning widow. Instead, women are knights, guild leaders, countesses, guards, bandits, mothers, vintners, alchemists, pirates, the list goes on and on. Just like in real life, women are (gasp!) just as diverse as men.

The excellent writing isn't the only good part. In other fantasy RPGs such as World of Warcraft, your typical iron cuirass is a sturdy breastplate that covers your manly warrior from clavicle to hip. However, when worn by his female counterpart, it magically transforms into a low-cut bikini top complete with C cup and underwire. In Oblivion, this mystical process never occurs. Bulky plate armor is rightfully just as bulky and formidable on a womanly form, and you can even raid villagers' closets and deck out your character in a foppish tunic 'n trousers combo, if you wish. (Note: I have not seen if you can put a dress on a dude yet, but a little modding does go a long, long way.)

And speaking of modding, nothing says creativity quite like user-created content. You can add in your own races or give Skingrad its very own gay bar. The possibilities are limitless, and Oblivion definitely gets an A+ in my book for not even needing the extra content to be entertaining. This is a game that doesn't get any "Yes, but" treatment from me: not only does it feel inclusive, it is inclusive, and in no way does it leave women out like so many of its competitors.

Readers, what have your adventures in Cyrodiil been like?

Labels: , , , ,

 Posted by BomberGirl
 12:35 AM + Link to this post
  3 comments

 
Friday, October 26, 2007
My Sims, My Choice


The first thing most people notice about My Sims for the Wii is that it is sickeningly cute--in place of the realistic proportions of the Sims 2 franchise are cutesy, blocky little Sims that look downright huggable. The main plot of the game is different from its PC counterparts as well: new to a small town that's seen better days, it's up to your cuddly little Sim to spruce the place back up to its former glory. You can do this by implementing classic Sims elements, from socializing to showing off your flair for interior design. It's a fun, lighthearted game that, although not without flaws, is worth picking up. My Sims also includes a feature that is easily overlooked but something that makes me very happy to see.

The Sims has always been a franchise I've enjoyed--although it does have its problems. While creating a Sim has always allowed a good amount of artistic freedom, games like The Sims 2 have some surprisingly strict gender roles. Areas such as facial features and makeup remain equal for both sexes, but the separation begins at clothing. For example, as I was creating a female Sim who I considered to prefer pants over dresses, I came across a problem as I reached the formal wear. With no mods installed, I realized every bit of clothing in the formal wear section were dresses! Not a single suit could be found for the women. Bathing suits were all classic bikini-cut bottoms with no boy short choice as well. It was a small detail, but it dramatically affected how I played the game from then on.


This is where My Sims shines. This game has no gender roles whatsoever--it doesn't even ask for you to specify your Sim's sex. You have full access to the My Sims wardrobe with no strings attached. Want to pair a curly mustache with a party dress? Go ahead. A snappy suit and lipstick? Sure. Or would you rather go completely androgynous? No problem. My Sims gives you complete freedom over the look of your Sim without forcing you into any preconceived gender stereotypes.

If you see My Sims hanging around at the video game store, why not pick it up and give it a try? This game has earned my love in a myriad of ways. From its cuteness overload to the complete gender freedom, My Sims is a game I highly approve of. It sets a precedent for gender freedom that I would love to see repeated in the future.

Labels: , , ,

 Posted by PlasmaRit
 12:44 AM + Link to this post
  1 comments

 
Friday, October 19, 2007
Pwning n00bs for the Cure


[via Game Girl Advance]

Okay, so this is really awesome, guys: the Halo gaming community Cavegirls is holding a Halo 3 tournament on October 20th to raise money for breast cancer research. Anyone with an Xbox 360 and Halo 3 can participate, and it only costs ten bucks to enter. Last year they raised a whopping $777—huge for their first tournament. And it's only going to grow from there.

I can’t commend the ladies at Cavegirls enough for this amazing event. One of the best things we as people can do is use what we love to help change the world for the better, and that includes gaming.

If you’re looking to prove your Halo mettle and help find a cure for breast cancer, you can sign up for the tournament at the Cavegirls forums. If you don’t have a 360, feel free to make direct donations here. Don’t forget, the tournament goes down tomorrow, so sign up and get ready!

Blowing away the competition has never felt so right.

Labels: ,

 Posted by PlasmaRit
 12:03 AM + Link to this post
  1 comments

 
Thursday, October 11, 2007
Faith, Creation, Resurrection

Beyond the blood and the rust and the Saran-wrapped burn victims of Silent Hill, the eerie dogma of the Order permeates everything. A cult as twisted and complex as the town itself, the Order's faith is directly involved with the existence of the series's signature monsters and terrifying Otherworld. While its tenets are heavily rooted in the Christianity of Silent Hill's original settlers, many of its key players -- including its deity -- are female. From the Holy Woman sect to the canonized Jennifer Carroll, the Order is awash in sacred femininity.

As many religions have done in the past, the faith of the Order originated from a blend: specifically, that of the aboriginal Native Americans and the Christian settlers that invaded them and set up camp in a place that would eventually become Silent Hill. The members of the Order were always a minority, however, as they eventually faced terrible persecution under the Christians. It's unclear why the Order's god is female (perhaps the natives worshipped a goddess?), but it isn't farfetched to suspect that this was one of the many factors involved in the Christians mockingly naming her Samael, a title typically thought to be the true name of Satan.

Along with the persecutions came martyrdom, ironically bringing the Order even closer to its Christian roots. There is a statue in Rosewater Park that's dedicated to the slaughtered Jennifer Carroll, who in her death was elevated to Saint Jennifer, a true servant of their god. From Jennifer's canonization stems the Order's Holy Woman sect, in which Dahlia of the original Silent Hill is a priest.

The Order's god as a woman has always fascinated me. In many ways, she acts just like her derivative Abrahamic god, and could have very easily been male. The caveat, I suppose, is her resurrection, a "second coming," if you will: she must be physically born into the world. While reproduction is central to this process, it is interesting that there is no man involved in the process; a ritual impregnates a girl with god, and, in the series, this has been instigated twice by other women (Dahlia and Claudia).

Women are saints, and their god is a woman -- is this a matriarchal organization? Surprisingly enough, no. There are both female and male priests, and no clear hierarchy that orders them. Interestingly enough, there does appear to be a bit of a divide in the sects: Dahlia is the only specified member of the Holy Woman sect, and the only specified members of the Valtiel sect are men.

Valtiel: an angel, an attendant of god. The Valtiel sect was founded in his honor by Jimmy Stone, and, instead of focusing on the Holy Woman's ritual for resurrecting god, the followers of Valtiel seek the fulfillment of the 21 Sacraments, kicking off the plot for Silent Hill 4. Even a male "host" is used in this process. It is important to note, however, that Valtiel is a vassal of god, not her replacement, and the end goal of the 21 Sacraments is indeed her revival. I'm not certain if the gender divide was done purposely, but it does open some fascinating doors.

So, if the Order celebrates womanhood so much and in such an unusual environment, and if all the (genuinely faithful) cult members want is the second coming of their god so Paradise can be delivered, how did everything get so horribly fucked up?

Let's consider the effects of Silent Hill itself. So many horrible, hateful things happened there, and the mind easily shapes the world around you. The many paintings and teachings about the Order's god differ greatly from how they actually appear -- Valtiel the red angel is actually a scrabbly butcher who chokes nurses; God herself looks like a corpse. Based on the grisly hatred used in the ritual to nurture god in Silent Hill 3, we can only assume that the world will be just as fucked up if the god does come back and gets her way. It's the effect of the town, cursed since the Christian settlers first arrived and attacked its original inhabitants.

It's vital to remember that The Order has real power in the world of Silent Hill. Its tenets actually exist, from the incarnations of god to the angels (Valtiel) to the saints (Jennifer Carroll) to even god herself (albeit in a twisted, mutated sort of way). So, perhaps at one point, god really did look kind and nurturing and Valtiel was a sprightly little angel helping her along the way.

In the end, god is weakened and warped by human thought, like so many things in Silent Hill. The hatred and cruelty provoked by Claudia (and Dahlia) twists her. The persecution by the Christians, and even that of the Native Americans themselves changed everything. Though the Christians dubbed God as Samael, Dahlia refers to her as such in a powerful example of the evil becoming truth, not just in mind or in theory but in actual living, breathing reality.

Silent Hill is defined by the Order, and probably would have stayed a nice little lake town if not for the fear and acrimony that drove them to mutate their own god. It presents a very new take on women's roles in religion, and how everyone -- both male and female -- weaken and suffer while trapped in their own enmity.

(Thanks to Zone of the Gamers for the amazing pics.)

Labels: , , , ,

 Posted by BomberGirl
 11:03 AM + Link to this post
  2 comments

 
About
Girl in the Machine
BomberGirl
Calabar
PlasmaRit

Latest Entries
Farewell from these three.
First Friday Drinking Game
Diversity and Mass Effect
Linkfest: Fat Princess Edition
Expectations: Sheva Alomar
Women Worshipers
Mrrow?
Chipping the Glass Ceiling
First Friday Drinking Game
How can Dissidia avoid a sausage fest?

Tags
Action Adventure
Adventure
Body Language
BomberGirl
Calabar
Castlevania
Character Spotlight
Civilization
Elder Scrolls
Fatal Frame
Final Fantasy
Fighter
First Friday Drinking Game
FPS
Getting it Right
Guitar Hero
Half-Life
Harvest Moon
Indie
The Industry
In the News
Legend of Zelda
LGBT
Linkfest
Mario Bros.
Mass Effect
Metal Gear
Metroid
MMORPG
Motherhood
PlasmaRit
Platforming
Primal
Prince of Persia
Race Issues
RPG
RTS
Rule of Rose
Scale
Sexuality
Shadow Hearts
Shin Megami Tensei
Silent Hill
The Sims
Star Fox
Stealth
Stereotypes
Street Fighter
Super Smash Bros.
Survival Horror
Tomb Raider
Turok
Video Game Movies
Violence
World of Warcraft

Archives
June 2007
July 2007
August 2007
September 2007
October 2007
November 2007
December 2007
January 2008
February 2008
March 2008
April 2008
May 2008
June 2008
July 2008
August 2008

Links
BlogHer
Cerise Magazine
The F-Word Blog
Finally, a Feminism 101 Blog Game Girl Advance
GayGamer.net
Iris Gaming Network
Killer Betties
New Game Plus
Penny Arcade
Racialicious
Shrub.com Blog
Under the Table Gaming
Women Gamers
Zone of the Gamers

Best viewed in Mozilla Firefox at a 1028 by 768 resolution.

Powered by Blogger

blogspot visit counter