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Friday, July 25, 2008
Linkfest: Fat Princess Edition
 There's been a lot of talk about the new PSN game Fat Princess that had been announced at this year's E3. Check out these sites to read all about it:
Feministe - Well, that was bound to happen
Feminist Gamers - Fat Princess
Shakesville - I Write Letters
I especially like the alternative ideas Might Ponygirl and those in the comments have suggested to reduce the tiring stereotypes in the original game. What are your opinions?
Happy reading, and have a good weekend!Labels: Linkfest, PlasmaRit, Stereotypes
Friday, July 18, 2008
Women Worshipers
 There are a lot of different flavors of sexism out there, and very much like garbage, they each have their own unique stench. Some are so obvious you can smell them from a mile away, while others you don't notice until you get right up close to them. There is a type of sexism that I liken to the smell of mold--perfumey sweet, with a curl of nausea about it. That would be the Women Worshipers.
To the untrained eye, Women Worshipers may not seem sexist at all. They proclaim their love for women, going so far as to say they're better than men, even if said Women Worshiper is a man himself (which many of them are). And while loving women isn't the problem, it's the reasons they have for loving women: because women are naturally so pure, so chaste and nurturing--so much better than violent, aggressive men. Women have a natural instinct for being caring, peaceful, and selfless, according to them.
Okay, some may ask, so what's wrong with that? Isn't it nice that people think of women as being so great? Women Worshipers think of women in such a way that it puts women on a pedestal from which we can't budge. It reduces women's humanity and turns us into an unrealistic symbol of All That is Right in the World. I see this attitude often when it comes to female characters in video games.
For example, when I was doing research for my article on the character Krystal from the Star Fox series, I came across a similar attitude toward her: many of Krystal's fans love her not only because she's a pretty blue fox, but also because she is "kind," and "caring." Which is all true: Krystal goes out of her way in both Star Fox Adventures and Assault to save planet Sauria. However, those same fans were dismayed about her character development in SF Command. In my article "There's Something About Krystal," I talked about how I love that Command revealed Krystal's stubborness and desire to get even after Fox unfairly breaks her heart; I love that it gives her flaws and makes her more than just a 2-D love interest and sex appeal for the Star Fox series. Those fans who were dismayed about Krystal's newly-revealed traits because she was no longer a perfect ambassador for peace and love. They were putting Krystal on a pedestal, unhappy that she was showing her selfish side. There are many more female video game characters treated this way by some fans, such as Shadow Hearts's Alice and Xenosaga's MOMO.
Women Worshipers can be trouble in many ways. For instance, because they expect women to be perfectly good and peaceful, if a woman displays aggression or selfishness, for example, she is being un-womanlike, and the Women Worshiper may be hostile toward her. However, one of the most troubling aspects about Women Worshipers revolves around the subject of sex. Women Worshipers tend to think of sex as a sinful thing--something a woman would never actively want and should protect herself from it, acting as a gatekeeper to men. If a woman does want to have sex, she is labeled a slut. Extreme Women Worshipers may take the Goddess Image of women to such an extreme that they justify rape and/or are turned on by it; after all, women are naturally chaste, so a "proper" woman who has sex before marriage is one that is raped, not one that consents. This keeps the woman pure while still making her sexually available.
I consider Women Worshipers to be one of the most dangerous kinds of sexism: they effectively dehumanize women and reduce them to symbols of virtue and objects to acquire. To make mistakes, to get angry, to have flaws is human, and those who want a woman who is flawless do not want a woman who is human.Labels: PlasmaRit, Sexuality, Stereotypes
Monday, July 14, 2008
Mrrow?
 I've always been a huge comics fan growing up. It's perhaps the geekiest part about me besides my love for video games. Not only did I happily collect Wonder Woman and Spider Girl, I obsessively followed a bunch of superhero cartoons as well, including Batman: The Animated Series, X-Men, and Spider-Man. Ahh, the good old days.
Of course, when I heard about Midway's upcoming Mortal Kombat vs. DC Universe fighter, I was thrilled right down to my toes. A chance to beat the crap out of Liu Kang with Wonder Woman? to watch the Flash run circles around Scorpian? to really kick some ass with Catwoman --
Catwoman?
 Oh God, Selina Kyle, what have they done to you?!
This has become quite the chorus for me: shock and disgust followed by the sinking realization that I'm not at all surprised. This is how it's going to be for every fighting game ever in existence, isn't it? Just check out the newest crop of screens from the game. All of the dudes -- Batman, Flash, Shang Tsung, Scorpion -- are all badass and muscley and tearing shit up. However, Catwoman and Sonya Blade (complete with a very classy thong tan line) are flickering around hitting themselves in the eye with some fresh boob jobs. As usual.
Okay, I get it, video game designers. Boobs are going to keep inflating and costumes are going to keep shrinking with every new fighter that gets made. It seems I can't enjoy some good old-fashioned video game combat without staring down all the shameless nerd masturbatory material. Quite frankly, I don't know how many times I can complain about the objectification of female characters in these games, because it's the same old song and dance. There's nothing out there that's different, there's nothing out there that's fresh or inventive. There's simply new physics engines for boob movement and slavering fanboys waiting in the wings.
Here, as always, is the deal. This hypersexualization in such a gross majority of fighters is nothing less than flippant misogyny. The exaggerated appearances actively distance these caricatures from the possibility of female combat prowess. Rather than competent fighters, these women pout and thrust out their jubblies like porn stars. The character designers are laughing at the thought of an intimidating female fighter and churning out nothing but wank material. At this point, every fighter is starting to mimic Dead or Alive, and I'm sick of it.
It doesn't help that female superheroes / supervillains already have a bad rap in the comics universe. Now we have everything that's wrong with video games making things worse. Poor Selina Kyle. I mean, she's already in a freaking cat suit, and she already wields a freaking whip. What a disaster.
I'll just put it this way: at this point, I don't have high hopes for Wonder Woman's splashy new design.
(If you're a comics fan like me and you're interested in feminist commentary about superheroes, go check out Girl-Wonder.org.)Labels: BomberGirl, Fighter, Sexuality, Stereotypes
Friday, May 16, 2008
I’m Sure You’ve Got Plenty to Say
Natan: …
(Sorry for the late post. I was experiencing some difficulties acquiring an internet connection this week)
Remember the good ol’ days after the first world war when European vampires still embarked on sabbaticals to the American south-west, cat-people ran Hollywood from behind the scenes, and cheeky teenage detectives could break into high-security compounds like Alcatraz without consequences?
Oh wait—that’s not real life. It’s Shadow Hearts: From the New World (thank goodness).
There’s something about this irreverent series that I find incredibly appealing, but sometimes it leaves me scratching my head. The way the developers choose to represent characters can be a little disingenuous. In particular, minority characters have their differences from the mainstream magnified one hundredfold. Whether it’s the swishy Magimel tailors or the so-Mexican-it-hurts mariachi singer Ricardo, everything is so overblown that it’s difficult to take it seriously.
While discussing the game with BomberGirl and PlasmaRit, we became interested in the “strong and silent” Native American character Natan. We wondered how much he actually had to say throughout the course of the game, and I honestly couldn’t recall. It’s been a while since I’ve played it.
To investigate our suspicions, I combed through one hundred and ten pages of the Shadow Hearts: From the New World script. From beginning to end, the script is 30,324 words long.
Natan says 768 words. Let’s break that down further.
Of those 768 words, about 573 of them are related to the storyline. The other 195 words are spoken during dungeon exploration when Natan offers suggestions on how to complete the puzzles.
Throughout the entire game, Natan is represented through a mere 2.5% of the dialogue. This number isn’t fully accurate, though, because the script I used doesn’t include the short snippets of conversation shared with party members during side quests, including Natan’s UMA side quests.
That doesn’t make it any less problematic in my eyes. Natan first appears when Shania is explaining the Malice to Johnny within the first hour of the game. He watches their entire conversation, including their decision to travel to Arkham University together, before introducing himself with a simple, “I am Natan. It is my honor.” We move through another two or three hours of gaming before he says, “We're wasting time. Let us go,” during Frank’s introduction scene.
This pattern continues all way through the entire game, with Natan’s voice entirely absent from a few chapters. On the one occasion that he speaks up and explains the source of Shania’s blind desire for revenge (eighty-eight words, or 11.4% of his total—the most he speaks at any one time in the game), she puts a cap on him with, “Well, aren't we in a talkative mood today...”
The treatment his character receives perpetuates the strong, silent Native American stereotype. At the very least, he’s not quite Tanto from The Lone Ranger. He rarely speaks, but he uses good grammar throughout the game, with one strange exception. After the party has been captured in the Caribbean, Natan lifts the gate from its hinges and says, “Long time no use... so gate was warped.”
The only quality of the Shadow Hearts series that makes this passably acceptable to me is that no one is safe. The developers must have had a Big Book of Stereotypes when they were drafting the characters. As I’m sure I’ve mentioned before, it’s not a game to take seriously.
Still, while there’s certainly nothing wrong with being quiet, I feel like a character who has been present for the whole game would have more to say.
I wanted to get some more insight into other Native American characters in video games, but I’m currently without reliable internet access. I invite all of our readers to comment and share their thoughts. Who are some of the other Native American faces and voices out there? How do they compare to one another?Labels: Calabar, Race Issues, RPG, Shadow Hearts, Stereotypes
Monday, March 17, 2008
Tempting the snake in the Garden of Eden.
Warning! MGS3 spoilers follow!
In 2004, Konami released Metal Gear Solid 3: Snake Eater, the prequel to its stealth-action Metal Gear series. Snake Eater sets itself apart from the rest of the series by moving the action from urban environments into the heart of the Soviet jungle, requiring players to utilize camouflage and various survival techniques. The game's Cold War era setting also imbues it with a James Bond feel, complete with a kitschy theme song and opening. With every Bond movie, there is also a so-called Bond Girl, and Snake Eater's irritating symbol of sexism is a frisky lady named EVA.
Our pal EVA is a KGB spy working alongside Snake in his mission to destroy the Shagohod, a nuclear-equipped ancestor of the first Metal Gear. She poses as a Russian woman named Tatyana to infiltrate the traitorous Colonel Volgin's forces, feeding Snake information from her position as a mole. She also repeatedly takes her clothes off (guess her boobs need some air), flirts with Snake in literally all of her scenes to the point of sexual harassment, and gets groped by male characters no less than three times over the course of the game. Oh, but she's tough, though! Tough and she wants to do you.
Yes, she's one of those characters: the tired "Beautiful but Deadly" stereotype we're all sick of. EVA fairly jiggles her way from scene to scene, pausing only to unzip her motorcycle onesie down to her crotch for no particular reason, and the more voyeuristic gamer can take advantage of Snake Eater's first person cutscene viewer to join Snake as he repeatedly ogles the goods. I have to admit, I laughed the first time, but does our intrepid hero really have to stare at her tits in every single scene as if they contain the meaning of life?
It's no surprise as well that EVA is boring as all hell. She's a tough chick, blah blah, she rides a motorcycle and can apparently fly a plane as well, she's a super spy with a kickass gun, whatever. In a series known for characters who are interesting (sometimes to a fault -- especially when you're covered in bees!), EVA is predictable and stale. Her lines are generously peppered with double entendres, she's a master of charming any and all foes with her smoldering good looks, and she falls in love with Snake at the end . . . even though she's not supposed to! How shocking.
Unfortunately, things get worse. While oversexed leading ladies are no strangers to all sorts of media, EVA's case is made more disturbing by the sexual violence inflicted on her. While posing as Tatyana, she is repeatedly raped and tortured by the sadistic Colonel Volgin over the course of the game. Fortunately, these scenes are never shown, but Snake does observe a number of scars caused by Volgin during one of EVA's "skip around in my underwear" scenes. Rape is not often addressed in video games, and the way it's presented here is cringe-worthy at best. While the act itself is (thankfully) never sexualized, EVA endures it as part of her mission -- something that no male agent would ever be expected to do. As well, EVA was trained to seduce her foes, a technique that places her in this victim's role intentionally. It's horrifying and sick, and treads dangerously into "She was asking for it" territory.
After all is said and done, she's also a centerfold in a men's magazine the player can obtain in Metal Gear Solid: Portable Ops.
Metal Gear Solid 3's female lead, EVA, is one of the worst examples of a female character I can think of. Two-dimensional and stereotyped, she's the Sultry Vixen With a Gun that we've seen thousands of times. Even more problematic is the sexual violence she repeatedly suffers, the effects of which are never even mentioned. I love the Metal Gear series, but EVA's design and presentation severely soured my experience with Snake Eater. I can only hope that her return in MGS4: Guns of the Patriots doesn't make things even worse.Labels: BomberGirl, Metal Gear, Sexuality, Stealth, Stereotypes, Violence
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: Getting it Right, In the News, PlasmaRit, Race Issues, Stereotypes
Friday, February 15, 2008
Pseudoscience Strikes Again: It's Biological!
 GamePolitics has found another wonderful study that pseudoscience-loving types will eat right up: that men are more likely to become addicted to video games than women are. Through a "first-of-its-kind imaging study," these scientists have found that the reward-portion of the brain typically associated with addiction activated more in male subjects than female subjects while playing a video game. According to Dr. Fumiko Hayft, "this may explain why boys and men are more attracted to video games than girls or women." Imaging study, you say? The men's brains lit up more than the women's? I don't need more information than that--after all, those smart scientists know what they're doing. That's all I need to hear! Why, it's bullet-proof!
Did you see that? I just visited the minds of all the people who are convinced by this article. So many folks assume that, because the study was conducted by smarty-pants scientists, they don't need the details of the study to trust that it's true. This type of thinking is flat-out wrong, and trusting swiss-cheese studies like this one can become very dangerous.
Why don't we take a closer look at this "study":
Who were the Subjects? The study consisted of male and female subjects. And that's pretty much all we know. Aren't there important details about these subjects that we should know? What about if they've played video games before? And if they have, how often? Hell, how many subjects participated in this milestone of a study?
What was the Equipment? According to the article, scientists had an unspecified amount of men and women play a game while hooked into . . . something that shows brain images. What kind of brain-imager? Are we talking about an EEG, an MRI, an fMRI? One can only assume that, because it isolates specific images of the brain, it's probably an MRI or fMRI. While not a huge problem for the less neuroscience-savvy among us, this detail would have still been useful.
What was the Subjects' Task? Anyway, the subjects played a game. What kind of game was it? After all, if the study plans on using just one game to represent all of video gaming, this element should be important. While the news report does not specify the game (although it was a PC game), the "implicit" goal of the game was to "gain more territory," which the male subjects "were able to learn faster and eventually gain more territory than females," which was apparently factored into overall attraction to the game itself.
As a reader of this blog, I'm sure you're aware that there is a huge variety of video games out there, and a single PC game about gaining territory will probably not cover all addictive elements of video games in general. The focus of rewarding, enjoyable behavior in this study is mind-numbingly narrow--and stinks of the Western perspective of victory. What about the subjects who would rather explore the area. As I mentioned before, the subjects were not explicitly told that the goal of the game was to conquer. Personally, if I were told to play a game without any clear goals, I would run around and explore as much as possible--something I find really enjoyable when I play video games. I'd begrudgingly get to conquering when I had nowhere else to go.
What are the Results? Hayft bases her conclusions on the results received from the mysterious brain imaging, which showed that "the part of the brain that generates rewarding feelings is more active in men than women during video game play." This part of the brain, according to her, "[overlaps] with the regions that are related to addiction." Are we really basing our conclusions off of this finding? That the pleasure part of the brain that is related to addiction is activated? I would like to see an example of someone engaging in an activity they find pleasurable that stimulates the brain in an area not related to addiction. Just because an area related to addiction is stimulated in the brain does not an addiction make--hell, I'm sure that part of my brain is activated when I chow down on fried eggs. I freaking love fried eggs, but I'm not addicted to them.
What's more, Hayft conducted no follow-up sessions with these subjects to see if they were jonesin' for more of this game or any other video game-playing. This is no evidence to connect a specific sex with more of a predisposition for addiction to video games than the other.
What was the Point? Seriously, what good could this study have done to society? It's nothing more than an attempt to back up the sexist notion that boys like video games more than girls with biological "proof." The celestial teapot has more proof than this study.Labels: In the News, PlasmaRit, Stereotypes
Monday, January 28, 2008
Sister slasher samurai slashing zombies up in here.
ZOMBIE WHALE.
Am I done now? No? Fine.
This is a screenshot from Oneechanbara: Vortex, part of a Japan-only series (yes, it's a series) of hack 'n slash, zombie-dispatching, motorcycle-riding, bikini-wearing, samurai/cowboy proportions. The series was first introduced in 2004 on the Playstation 2 and has seen many iterations and upgrades since then. Recently, Oneechanbara Revolution was announced for release on the Wii, bringing what I'm sure will be very imaginative motion controls to the unique franchise.
Oneechanbara's name is something of a mouthful indeed, combining the words "sister," "samurai," and "slasher," which I suppose says it all. It combines Dynasty Warriors-style combat with the occasional motorcycle romp, and players can typically switch between protagonist Aya and her schoolgirl sister, Saki, for even more zombie-goring shenanigans. There is also, inevitably, a dress-up mode.
 That's all there is to it, really. You play as a waifish Japanese girl dressed in a bikini and cowboy duds who drives around on a motorcycle hacking legions of the undead to pieces with a samurai sword invoking magnificent sprays of blood and oh by the way, remember that zombie whale? It's all just as ridiculous as it sounds, and frankly it leaves me confused.
True enough, Oneechanbara combines everything your stereotypical gamer nerd desires: chicks, ultra violence, sweet bikes, and samurai/cowboy action. The thing is, however, it's so goddamn kitschy that not only are you utterly unable to take it seriously, it doesn't even take itself seriously. It's a goofy game that cranks up the camp without crossing the line into ick-territory. Games like Dead or Alive alienate female gamers with gratuitous panty-shots and gravity-defying tit physics in an otherwise great fighting game; Oneechanbara achieves exactly what it sets out to do while keeping things, well, strangely light and fun.
Plus, you have it give it this: the ladies of Oneechanbara are all kickass, take-no-prisoners, zombie-stomping gods of the blade that are never victimized. The games don't exactly set out to make you think, and they're far from intelligent as far as concepts go, but there is something there.
In the end, is Oneechanbara over the top and ridiculous? Definitely. Is it offensive? No. I expect many people will disagree with me, and that's perfectly valid. But, looking at the big picture, this is a game that, while it may toe the line, it does so with humor, and you can't help but look at it as an amusing parody of everything that's wrong with the gaming industry.Labels: Action Adventure, BomberGirl, Stereotypes
Wednesday, January 23, 2008
The Sexy Space Women of Mass Effect
In Bioware's latest action RPG, Mass Effect, players are introduced to an expansive universe populated by diverse races, dazzling planets, and compelling adventure. Players explore this universe as the customizable Commander Shepard, and along the way questgivers range from the hulking krogan to the jellyfish-like hanar. One of the game's most advanced races is the asari, the first beyond the ancient Protheans to acquire space travel.
I have mixed feelings about the asari. Despite their ability to reproduce with those of any sex, the Galactic Codex refers to them as "an all-female race," and they definitely look just so. It's not surprising that the most human-looking race is also the only one that's all-female, but I'll get to more of that in a minute.
In many ways, I really like the asari. First off, their scientific prowess enabled them to be the first modern race to take to the stars. Their culture is one that values observation and logical reasoning before action, owing to their impressively long lifespans. They possess an intellectual capacity that is unmatched, celebrating interspecies communication and inclusion. Their breeding method emphasizes unity, both literally and figuratively: during a process called "melding," the asari and her partner essentially become a single functioning nervous system.
During their 1000-year lifespans, the asari experience three stages of life. The first is the curiously-named Maiden stage, wherein the asari is characterized by a need for restless exploration. The Matron stage comes next, bringing with it the inclination for settling down and reproducing. Lastly, the Matriarch stage marks asari that are old and wise with experience, often becoming councilors for the younger members of their race.
It's not hard to see the uncanny subtext beneath the classification of these stages. Maidens are, by definition, "young unmarried women," and I find it puzzling that a term specifying the necessity for men is being applied to an all-female race. Similarly, matrons are denoted as "married women," falling perfectly into step with a stage in life that's uncomfortably close to the good old "biological clock" myth. Words like maiden and matron have long, traditional histories that tie in directly with the patriarchal system of heterosexual marriage, and to be used in this situation is a misnomer at best and thinly-veiled sexism at worst. "Matriarch" is, however, spot on, and it pleases me that they didn't continue the trend with something like "old bat."
Though the asari live to a ripe old age, a complex system of cell regeneration keeps them from showing it. They all stay forever young-looking, even the wise matriarchs, which, while being pretty cool, doesn't keep me from raising an eyebrow. There's a lot to be said about how demonized female aging is in our own culture, and it's no coincidence that a race comprised totally of women is not only uniformly slim and comely, but totally ageless so that they can stay this way.
While the asari are just as diverse in personality and motivation as any other race, their presentation in the game is a mixed bag. They are strong, competent leaders, and their representative in the galactic Council is one of the most outspoken and shrewd. However, the first time Shepard encounters a group of asari (either in the Consort's Chambers or Chora's Den), they are all sex workers (prostitutes in the former, strippers in the latter). I hate to say it, but neither of these cases surprised me in the least. It would have been much less ick-inducing had there been even a reference to male sex workers, or at least members of other species. Also unsurprising is the skimpy wardrobe employed by many of them. Poor Matriarch Benezia is so strapped into her top that her boobs look like they're struggling to escape.
Overall, I've found Mass Effect's depiction of women to be overwhelmingly positive. However, just like most games, it has its missteps. I'm very fond of the asari for the most part, although their (unfortunately expected) objectification makes my skin crawl (see also: the Viera). Despite the many points in the game's favor, it becomes just another example of how difficult it is to find female video game characters -- and particularly those of an all-female race -- that are designed without bias.Labels: BomberGirl, Mass Effect, RPG, Sexuality, Stereotypes
Friday, January 11, 2008
Inevitable Femininity
 I've racked up a lot of hours on Guitar Hero III. Sure, the boss battles are kind of gimmicky and the difficulty curve is nearly vertical, but the walls of chez Plasma have been alive with the sounds of the Rolling Stones and Dragonforce nonetheless. And while I do love Judy Nails in all her pierced and tattooed glory, my consistent partner in rock has been the underappreciated Casey Lynch. Casey has flown under the radar since she was introduced in Guitar Hero II, and the recent news concerning Judy has only buried her further into obscurity. Knowing nothing about her, I decided to check out her profile in GH II:
 Casey Lynch - A veteran of the tour circuit, Casey's dirty, low-end growl and ultra-heavy riffs have influenced budding shredders from Maine to Alaska, she's tough, she's brash, and she'll break your heart faster than an E string.
Okay, I can get behind that; girl sounds really badass. In GH II, Casey is heralded for her down-and-dirty, heavy-metal style. Sure, she's basically wearing a bra, but nothing about it suggests objectivism (like Judy's torn-in-the-right-places outfit in III); in fact, it's more comparable to a male punk rocker with his shirt off.
And then Activision came along. While playing GH III, I read from Casey's profile that she decided to take a more feminine approach to her look. While there is nothing inherently wrong with choosing to be more feminine, it's the way in which her profile worded this change: she is described as "finally discovering her feminine side."
Let that sink in. "Finally." She "finally" discovered her feminine side. It's only one word, but it speaks volumes. By including this word, Activision is suggesting to us that because Casey is a woman, it was only a matter of time before she would shed her "dirty," "growly" ways and take on a more feminine persona.
Of course, this problem isn't restricted to Guitar Hero; we as a society are still struggling with it. Words such as "feminine" imply that the traits this word labels are not only inherent in women but also those traits that one must possess in order to be acceptable as a woman. To not possess these traits, or to act "masculine," suggests that a woman is not being herself, but trying to be a man. Because femininity is inherent in women, it is an inevitability, and any woman who doesn't conform to it is lying to themselves about who they are.
I've written about feminine female characters in video games before. I would like to clarify that I am in no way condemning femininity itself; what I do have a problem with is how femininity is treated as the only proper way for female characters to be, that to be "feminine" is to be "woman-like." I am frustrated over the feminization of Casey Lynch not only because of her unique character in GH II but also because every other woman in the game has received a feminine makeover as well. Activision has erased the individuality among their female characters, reducing them to an indistinguishable blur of ripped jeans, breasts, and leather.Labels: Guitar Hero, PlasmaRit, Stereotypes
Friday, December 21, 2007
The Jade Debate
If you haven't heard the news, please read this first.
Out of all the things I'm feeling, I wish one of them was surprise. I wish it was surprising to hear about such disgusting behavior directed at someone, but sadly, it's not. Jade Raymond had the gall, the nerve to be an attractive woman working on a popular video game. Someone's got to put her in her place--good thing Dave Cheung was there to knock her down a peg. After all, Raymond put herself out there by actually having a job, right? She's public property now; she has no right to protest.
It's debacles like this that prove to me that we still have a long, long way to go. It just blows my mind how threatened so many men were by Raymond that they had to objectify her to make themselves feel better. This wasn't some stupid little scribble of a comic by some college boy--this was a carefully-drawn, thought out comic by a well known published artist in the comic industry. Who posts on his website that he's proud he "made Jade cry." Great guy, huh?
If this comic makes you angry, then get angry. It's a childish, immature, and hateful thing that does nothing but potentially harm Raymond's career and set the gaming industry back decades in equality. I'm tired of seeing shit like this, so it's time to get angry. This doesn't need to go unheard, so don't let it.Labels: In the News, PlasmaRit, Stereotypes, The Industry
Monday, December 17, 2007
Kings and Queens
I've been a huge fan of fantasy ever since I was a little kid. From books to movies to comics to video games, fantasy is a wonderful form of escapist fiction that lets me take a break from the "real world" and experience things I normally couldn't. Playing video games is a prime example because of its interactivity: the player inserts herself into the game and navigates the story through her own actions as opposed to passively watching a film or reading words on a page. However, despite the limitless possibilities that the fantasy genre offers, many "real world" conventions are often incorporated into our otherworldly realms. My main beef is with the "realistic" depiction of oppressed and/or subordinated women in many western-style fantasy games.
We've all seen it a million times before. Final Fantasy XII's Archadian senate is composed entirely of men. In The Elder Scrolls IV: Oblivion, the all-important Amulet of Kings can only be worn by sons of the Septim bloodline. Queens take an automatic backseat to their husbands, militarymen are always just that, men are the heads of the household, et cetera, et cetera. All reflect the patriarchal injustices of the western medieval world that, admittedly, a huge number of fantasy games are based off of.
My question is "Why?". Why, in an in-game universe that has flying ships and summonable monsters and the irritatingly-spelled "magicks" and "technicks" can't there be high-ranking women in government? Why can we navigate ghost-infested tombs and traverse flaming gates to hellish worlds but totally halt at the idea of a significant female descendant in a royal family? I'm already completely sick of the male-centric conventions in my world, so why am I so often faced with the exact same thing in fantasy for the sake of "realism"?
I don't have a problem with other conventions of fantasy -- the stone castles and the mystic forests and all that, as cliche as they are, just plain work most of the time. More importantly, they aren't to the detriment of a specific group of people. The fantasy genre remains an acceptable bastion for relegating women to servitude and it just doesn't have to be.
Take Chris Lightfellow of Suikoden III's Zexen Knights. She's tough, strong, and wholly competent in battle, and her fellow knights follow her without question. She's no gimmick, either: her motivation to lead stems from her own strength and not from a lovey-dovey devotion to a male character, her kick-ass armor is sensible and lacks the much-hated Boob Cuirass, and her subordinates don't "comedically" sexually harass her. My only gripe is that she has no female equals, but -- as irritating as it is to always say this -- it's better than nothing.
When it comes to fantasy, some archetypes are better than others. I love epic sword battles and brilliant thaumaturgic displays, but as far as the needless subjugation of women goes in the name of tradition, give it a rest already.Labels: BomberGirl, RPG, Stereotypes
Monday, December 10, 2007
2007 Spike TV Video Game Awards
Two Hours I’ll Never Get Back

As far as video game awards go, I’m not sure how much of a big deal the Spike TV awards show is, but I knew I was setting myself up for a frustrating night—I mean, it’s a “men’s network” named after a phallus. After watching the show, I don't have a very high impression of the awards. Fortunately, good games are still good games, and being featured on the Spike Network doesn't necessarily hurt their enjoyability.
On the runway before the show, I saw naked women painted all swirly and psychedelic with the Spike Video Games Awards logo screen printed on their bodies. I soon learned that these women would be presenting the awards. Samuel L. Jackson, the master of ceremonies for the evening, later commented, “And the winner is. . . all of us.” When he heard my surprise, a friend commented, “It’s Spike TV.” The problem is that it’s never okay no matter what the channel is.
Each award had a different woman painted up in a fashion corresponding to the winning game. The idea in and of itself is cool—maybe different costumed people giving out the awards. The Spike VGAs laid it all out on the table, though. They made no effort to hide the objectification.
The intro begins with a group of buff men infiltrating the hotel in Las Vegas, jumping over railings, doing flips over banisters, and handstands down escalators. How extreme. I mean, the gymnastics are cool and all, but I came here to see a show about video games.
As I mentioned earlier, was hosting—his jokes and stuff at the beginning of the show were hardly tolerable, but at least I knew who he was. I’m not exactly up to date on pop culture, so was a bit disinterested in the majority of the guests. I was pretty psyched to see Tila Tequila in the audience. It’s shameful how much I enjoy A Shot at Love. Even though she doesn’t look like a real human being (perhaps an anime character?) and probably doesn’t actually play video games, I still like her.
They did a special edition of her show, actually, where she had to make her final choice over the new consoles. Look at the Wii, she praised it for being active an fun for all ages. The PS3 was both a high roller and high maintenance—just like her. For Xbox 360, I’m not sure what it means but “the name says it all” and they have the same curves. It turns out she’s trigame-ual and ends up picking all three.
I was also a little disappointed that the Video Games Live Orchestra only played during the commercials and one short retro-medley featuring games like Pong, Donkey Kong, and Tetris. During Kid Rock’s musical performance, some women in leather bodices and short skirts paraded up and down the catwalk.
They also had a segment during the commercials called “Hot Girls with Cheat Codes” sponsored, of course, by Tag.
Last Night’s Awards: Hottest Newcomer — Kristen Bell (from Assassin’s Creed) Best Game Based on a Movie or TV Shows — The Simpsons Best Team Sports Game — Madden NFL 08 Best Individual Sports Game — Skate Best RPG — Mass Effect Best Handheld Game — Legend of Zelda: Phantom Hourglass Best PS3 Game — Ratchet and Clank Future: Tools of Destruction Best Graphics — Crysis Best Action Game — Super Mario Galaxy Best Driving Game — Dirt Best PC Game and Breakthrough Technology — The Orange Box Studio of the Year — Harmonix Most Addictive Video Game — Halo 3 Best Rhythm Game — Rock Band Best Soundtrack — Rock Band Best Shooter Game — Call of Duty 4 Best Military Game — Call of Duty 4 Best Xbox 360 Game — Bioshock Best Original Score — Bioshock Game of the Year — Bioshock
The quotation of the night preceded the Best Shooter award. Referring to the first Medal of Honor game, a man said, “What the fuck? A World War II game with no blood? That’s pretty gay!”
I got exactly what I expected from the Spike VGAs, and now I wish I could get those hours back. They’re gone forever.Labels: Calabar, Sexuality, Stereotypes
Monday, November 26, 2007
Oh so pretty.
Recently I tripped upon an article called "Cool Tech and Accessories for Women," and I couldn't help but take a read. I wish that it was hope that spurred my curiosity, hope that maybe, just maybe, lazy journalism would not succeed this time and that I would find a thoughtful, well-written piece that didn't fall back on some of the most obvious feminine stereotypes there is.
Alas. The article started right off saying that women can "assert themselves" in a male-dominated environment by toting around a tech accessory (like a cell phone or handheld video game console) in a "quirky color" such as green, purple, and -- you guessed it -- even pink. And it only gets better:
"The female consumer, being as fashionable as she is, wanted a camera that not only captures great pictures, but that she is proud walking around with," says Greg Morrison, digital product marketing manager, Kodak Canada. Blargh. Here we go again. First of all, the fashion industry does NOT equal just women, and especially not ALL women, for that matter. As well, the article states that gadgets that are specially designed for women are thinner with rounded edges that "accommodate small hands" and can "slip into a pocket or purse." I guess men are all running around with their enormous meatpaws grasping monochrome PDAs while suffering a marked lack of pockets, then. Is this article seriously insinuating that women the only people who prefer their gadgets lighter and more portable and in less "conservative" colors such as black or gray?
I disagree with the idea that most things must be designed specifically for one sex or the other. Just like I think a button-down shirt looks nice on a masculine or feminine form, I think whether your camera is red or has rounded edges or whatever is something that has universal appeal. Women aren't softer or more delicate than men. These are design choices rooted in aesthetics and not on any particular sex-based need.
There are many women that don't care what their keyboards look like just as there are many men who do. It doesn't matter what the majority on either side appears to be. Why not market towards all people who lean towards these aesthetics instead of boxing in all female consumers as having strictly "fashionable" needs? This could be an important step toward tearing down harmful gender roles, but, unfortunately, stereotypes sell. Just look at the "Boys" and "Girls" sections of any toy store.
I also chalk it up to pure laziness. It's never explained quite how women "assert" themselves by carrying around a green cell phone. Why would such a thing not allow men to do the same? And while it just happens to be one of my favorite colors, I know many female gamers that wouldn't be caught dead with a pink DS or a PSP. It's all a matter of preference, not some kind of hard-coded, binary-gendered genetic need. I wish I didn't have to state the obvious here, but articles like the above unfortunately remind me that I do.
We also see here that it's not just an issue of color but of design. A more "feminine" design -- thinner, curvier -- automatically equals female approval? I don't project myself onto a piece of technology before I want to buy it, thank you very much, and I find this description's proximity to that of the normative female form rather creepy.
Let's consider the original Nintendo DS design versus the newer DS Lite, as well as the original PSP and its Slim counterpart. Neither of the new designs were created for a specific female market, as this streamlined model is just plain nicer-looking and better for everyone. Both consoles also come in a nice rainbow of creatively-named colors (Felicia Blue, anyone?) that all sorts of different gamers enjoy. However, the pink models are consistently preyed upon for their ability to reign in the wimmins like moths to a Cosmopolitan-colored flame. It's as if we've never been aware of video games before and all we needed was some "fashionable" coaxing to take the dive.
Don't get me wrong, it's definitely awesome that technological goodies such as video games and PDAs are no longer being seen as just a "guy" thing. However, the approach is all wrong. Not only is it sexist to coat a digital camera in feminine stereotypes as a way to lure in the ladies, it's downright patronizing to pretend that, until now, women just never had a lick of interest in technology. It's inclusion on patriarchal terms, and it doesn't at all bother to tear down the stereotypes that caused the exclusion in the first place.Labels: BomberGirl, In the News, Stereotypes
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: BomberGirl, Elder Scrolls, Getting it Right, RPG, Stereotypes
Thursday, November 8, 2007
Through a feminist lens.
I haven't always identified as a feminist. Due to a strong religious upbringing, I grew up with various and sundry biases that colored my view of the world. I went through an enlightenment period of sorts just a few years ago, and when my religion fell away it felt as if a blindfold had similarly dropped from my eyes. My everyday experiences were suddenly completely different to me, and I could see things that I'd been never even remotely aware of before. Specifically, I acquired a feminist lens.
"Lens" is a perfect word for it, too. Like a pair of brand spanking new glasses, my feminist lens brought so many things into focus -- things that had always been with me. Growing up, sexism bothered me in ways I could never quite describe, a niggling little feeling that made me ashamed of myself. I was a buzzkill for getting squicked out by the tits-and-ass depiction of Lara Croft; I was being too sensitive about the flying boobs and rampant panty shots in Dead or Alive. Discovering feminism and realizing that (lo and behold) women are people too gave me the tools to put a name to these worries.
Unfortunately, feeling oddly bothered by the sexism around me wasn't the only consequence of my biases. Oftentimes, I despised other women. Raised with a severe disdain for sexuality, I engaged in a fair amount of slut-shaming, seeing myself as better than those who "flaunted" their bodies. In video games, I couldn't stand female villains in particular, who more often than not acted as sultry temptresses instead of their kick-ass male counterparts. The blindfold was firmly in place.
Discovering feminism made sense of my conflicted feelings about women. I learned not to hate the women who were depicted in a sexist manner, but to analyze why such a thing had occurred in the first place and how I could fight it. I was able to fight through my own sexism and discover just how knowledge cripples ignorance. It's an experience I hope that many others can share.
Readers -- how has feminism changed your outlook on the world?Labels: BomberGirl, Stereotypes
Wednesday, November 7, 2007
Apologetic Heroines
Stop saying you're sorry!
 I’m currently replaying Valkyrie Profile: Silmeria right now, and the second play through feels so much tougher than the first. I mean, what is it, something like a fifty-percent stat boost to all the enemies? . . . And I didn't get to carry over any of my stuff from the first time! Man.
All that aside, it's a marvelous game. There are some things I don't like about it--it's a bit linear, it's tough to make new items, and certain normal monsters can be incredibly difficult to defeat--but it's a nearly perfect RPG for me. Sadly, the heroine does one little thing that immensely annoys me.
Alicia often says, “I am sorry,” or “Forgive me” after slaying an enemy with her Nibelung Valesti attack, and she ends battles sometimes by saying, “I’m sorry.”
Every time she does it (and BomberGirl and PlasmaRit can attest to this), I shout at the TV, “No! You’re not sorry! If you’re sorry, it’s ‘cause they’re weak!” If anything, she should be saying, “I’m sorry. . . that you suck.”
Fortunately, as the game progresses, Alicia lets these phrases slip and replaces them with more interesting ones, such as, “Now you shall sleep forever!” or “You shall not withstand the force of my power.”
I completely get the idea of her character progressing and growing with time. I like that she develops as the game moves on. It almost makes sense, too—as a rather sheltered young girl co-inhabiting her body alongside the Valkyrie Silmeria, I can understand why she’s sometimes hesitant to slay her foes at first. Silmeria usually handles that kind of stuff for her, but Silmeria begins hiding more and more as her sister Hrist closes in on her throughout the game. Eventually, she learns that she’s strong enough to stand on her own two feet, and she gains the confidence to fight for herself and the world.
Let’s look some other sides of character comments in battle. Valkyrie Profile: Silmeria has a wide cast of female characters, and in the end I’d argue that all of them are strong women.
Five of the “light warrior” women in the game sometimes say, “I am sorry, I am not ready for my journey to end,” after a battle has been completed. They’ve still got that element of apologizing that I’m not completely comfortable with, but hey. . . At least they explain themselves. It even comes off as a sarcastic comment sometimes because of the tone of their voices.
Still other women say, “If I could only move, I would fight the god of death himself,” after dying in battle. Now that is hardcore. Most other characters cry out guttural noises or make frightening exclamations about being unable to see or move. . . but these women aren’t done yet. Even though many of the other characters don’t use this phrase, I believe they still feel it. Very few characters in the game simply resign to dying—one of them is Rufus, Alicia’s love interest in the story.
Aside from the Valkyrie Profile series, I feel like I’ve seen other instances of apologetic heroines. We’ve even mentioned it before in our First Friday Drinking Games series on fighting games. Please feel free to bring up any of those awkward apologies in our comments section. I’m interested in hearing about more games where it happens!Labels: Calabar, RPG, Stereotypes, Valkyrie Profile
Monday, October 29, 2007
No, not so peachy.
I know I can't be the only one who's disappointed that Super Smash Bros. Brawl has been delayed until February. Like many others, I've been watching the official Smash Bros. Dojo like a hawk, trying to guess who Nintendo would include (or, as the case may be, not include) in their ever-exploding cast next. Other updates to the site include descriptions of the combatants' Final Smash moves -- super special attacks that typically blow away everyone on the screen.
And man, do they look cool. Mario unleashes a smoldering eruption of fire, Fox's Landmaster tears up everything in sight, and Bowser balloons into the mega-scary, mega-awesome Giga Bowser that I'm sure many of you remember from Super Smash Bros. Melee. Clicking through the characters, it's not difficult to get excited about each one, and you start to guess what the next Final Smash move could be before you scroll down to check it out for yourself.
I got particularly excited about Peach. How was my favorite Super Mario character going to kick ass? Was she going to arm herself with a gigantic parasol that has the power to wipe everyone from the screen in a single swoop? Or perhaps she'd fire a wicked laser from her blue brooch because no one has any clue why she has always had it anyway?
What could it be?
Oh, she's about to do it, guys! I am so pumped.
Aww, cute, it's like a photobooth.
Wait, wha?
Peaches?! She just gets peaches?
That's right, folks. Mario may be able to conjure up a volatile pillar of surging flamey death, but the best that Peach can muster is a sleeping spell and a bushel of fresh, fuzzy peaches. To be fair, one can conceivably kick ass while everyone's dropping off like it's a Sunday morning, but what are normal kicks and punches when you could sprout celestial wings and belch torrents of fire? Even cute little asexual bundle of puff Kirby does some damage with his formidable Stew Pot of Death, and yet Peach is left twirling around as Ambien incarnate. Awesome.
Why? Why stick Peach with the lame defensive move? Isn't it enough that she's always getting Koopnapped and having extreme hormonal mood swings? A comically huge frying pan would have been better than this, or even explodey peaches that fall, ticking, from the sky and blow up on impact. Peach can hold her own on the Smash Bros. battlefield and yet her silly moves have got all of us laughing at her again.
And don't get me started on how Samus's Final Smash blasts off all of her armor.Labels: BomberGirl, Fighter, Mario Bros., Stereotypes, Super Smash Bros.
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: Getting it Right, PlasmaRit, Stereotypes, The Sims
Monday, October 22, 2007
Monster Mashup
Boo!
There's nothing like getting into the spirit of the season with some heart-exploding frights in a Clive Barker game. Monster design is a huge part of a Survival Horror game's terror parameter, and when you're wandering through the pus-strewn landscape of Al-Khali and alluva sudden this thing starts coming after you -- well, don't feel bad about squealing just a little bit.
Survival Horror is, obviously, my favorite genre, and this is mostly due to the state of mind in which it puts you. I'm happiest when I've found a game that proves to be a truly engrossing experience, and, when it comes to excellent monster design, I find that I'm squealing more out of delight than out of fear. The uglier and more brutal, the better in my book.
But, as with seemingly everything in this world, I have noticed some unfortunate disparities in my wonderfully gory encounters. When you think of a truly scary monster, what's the first thing that pops in your head? Perhaps it's a putrid, rotting zombie, or a hellspawn demon spattered with blood and roped with muscle. Imagine the ugly, twisting leers on their faces as they lumber toward you! Maybe something a bit like this?
Rotting flesh . . . check. Ugly leer . . . check. Clearly a dude . . . double check.
Oh, yes. That's almost a requirement, is it? Just as with the differences between male and female protagonists in this genre, it doesn't take much to see those within the baddies as well. Male stereotypically means tougher, stronger, and thus far scarier, while female must be lighter, weaker, and totally hot. Right? Right, Eve?
I mean, come on. Even in the Clive Barker picture I linked above, Decaying Nazi Chick still has a slim hourglass figure. The hammer-wielding maniac from Clock Tower 3 is practically 'roid raging while the only female boss of the game, Scissorwoman, flights about pretty as a butterfly. The Resident Evil games are swarming with a disproportionately male coterie of walking dead.
Is there already some fear there, perhaps? Frightening monsters hold some measure of power over those that they scare, especially if they're distorted, unrecognizable, difficult to understand. As I found with the depiction of women in power in video games, female monsters are so often kept much more recognizably human than male, and even sometimes keep their sex appeal of all things (succubi or sexy nurses anyone?), which leaves this measure of power in the hands of those who would control them (men). Instead of frightening us with their bodies -- as all good monsters should -- many are simply alluring, or even comical in their femaleness.
Wouldn't it be amazing to see a truly disgusting, scary-as-hell monster that was actually female in some way? Nothing about a woman's body is resistant to grotesque amounts of muscle or fetid, dead flesh.
Another popular way of presenting female monsters is the good ol' Creepy Little Girl staple, which is still problematic. From the knockoff of the Ringu girl in FEAR or the Little Sisters of Bioshock, Creepy Little Girls are good and eerie but still weak and remote. They don't exude nearly the same kind of threat as, say, the Creatures of Darkness. As amazing as Bioshock is, pairing the Little Sisters up with the hulking Big Daddies is a more than direct example of the differences between the sexes in these games.
Fortunately, there are some games that deviate from this norm. Many of Fatal Frame's skin-crawlingly eerie ghosts are female, and they aren't afraid to tread into the grotesque with spooks such as the disturbing Long-Armed Woman or the Blind Demon that wanders about wailing, "My eyes! My eeeeyes!" with her eye sockets spewing blood. Just as pleasing to me are the eccentric, ambiguous designs of the Silent Hill creatures, who, particularly in Silent Hill 2, often stagger around on what would normally be considered very attractive legs . . . if they weren't attached to Saran-wrapped burn victims that disgorge corrosive black acid from their gaping wounds.
I understand that in many games it's a matter of context, but I would really love to see more female monsters get the Scary As Hell Treatment and fewer appear as Ew But Somehow Still Sexy or Graagh What A(nother) Creepy Little Girl. All body types are fair game as far as some delightful terror is concerned, and it would definitely be a great way for women to feel even more like we're actually a part of this world rather than standing on the outside looking in.Labels: BomberGirl, Stereotypes, Survival Horror
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