Crossposted at The Border House.
This post contains some major end-game spoilers for Dragon Age as well as some minor character-related spoilers for Mass Effect 2.
Between Dragon Age and Mass Effect 2, there’s been a lot of talk about romance storylines in games over the past several months. They are still something of a novelty, and many people feel passionately about them, so it’s not surprising that they get so much attention. On the other hand, romance storylines tend to all progress in the same linear fashion*: pick a character you like, engage in some (sometimes adorable, sometimes hilariously bad, always entertaining) flirting, eventually have sex or get married or both. This is a shame because there is a lot of potential to really tug at players’ emotions by integrating romance more deeply into a game’s story and changing up the linear progression. (I’m focusing on BioWare-style romances for this post; for a take on breaking out of that structure, this column by Emily Short is a must-read.)
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Contains minor spoilers for Dragon Age: Origins and The Legend of Zelda: Ocarina of Time.
A great many games, particularly in the fantasy and sci-fi genres, seek to be epic in scope, or evoke a feeling of epicness. It’s an elusive quality because simply making a game very long or very large isn’t usually sufficient, and what makes a game epic may vary from person to person. One thing that I associate with epicness is not only the passage of time, but physical and emotional journeys, as well as change. Change is the key thing there: spending fifty hours in a static world doesn’t feel epic to me, which is why most of the Final Fantasy games that I’ve played don’t quite work for me on that level.
The Legend of Zelda: Ocarina of Time is the first game I played that truly felt epic. And the epic moment wasn’t sealing away Ganondorf, or the heartwarming and fairly silly montage of happy Gorons and Kokiri at the end. That first real moment of awe came when I stuck the Master Sword back in its pedestal and left the Temple of Time as a ten-year-old child once more. What was so epic about that moment was the reminder of how much had changed over the course of the game. Ocarina of Time is one of very few games that has the guts to create a beautiful world, introduce the player to it, and then completely destroy it for the bulk of the game–and unlike Okami or Ocarina’s successor, Twilight Princess, things don’t get magically all better once you finish a dungeon or defeat a monster. But going back in time in Ocarina is bittersweet: it’s wonderful to see Hyrule whole and happy once more, but upsetting to know what will become of the beautiful land and its people, with small hope of preventing it. Ocarina gracefully sets up the stakes of this epic quest, something few games accomplish.
But change doesn’t have to affect the entire world to be meaningful–it doesn’t even need to be physical. The change can also be mental or emotional, a sense that the character you inhabit has evolved or grown. No game I have played accomplishes that as well as Dragon Age: Origins. In the world of Dragon Age, Mages are dangerous and feared, and so have to go through rigorous training, which is capped off by a trial where the Mage has to prove she or he is able to resist the control of demons, or die. My first character was a Mage, and the beginning of the game involved overcoming her trial (called a Harrowing). At the time she was sheltered and naive, a wide-eyed idealist, talented but knew only a few spells. Over the course of fifty hours of play time, she changed, not only becoming more powerful as in most RPGs, but growing in character and personality: she made friends, broke a curse, slayed a dragon, fell in love, executed a war hero, been to hell and back. She saw the world in its beauty and brutality, grew up, became more cynical. So toward the end of the game, when someone mentioned her Harrowing, I had a real sense of scope for a moment, of how long ago and, more importantly, different things were at the beginning of the game. Everything had changed.
For me, in order to invoke that sought-after “epic” feeling, a game has to work to show me its scope; for me it is not so much badass moments of slow-motion Ogre slaying, but in quiet moments where the game shows me something or a character says something that makes me think, “Wow, that was so long ago and so far away, and so much has changed since then.” I think a game has to go beyond simply being long, and put players on a real journey. What about you? Do you enjoy “epic” games? What games live up to this label for you, and why?
Crossposted at The Border House.
A (ridiculously self-indulgent!) summary of my first character’s journey up until the Alienage section in Denerim before the Landsmeet. Spoilers up until then, and please don’t comment with spoilers for the rest of the game!
Here’s the character page (female Elf mage). I am annoyed the picture hasn’t uploaded… unless that is something I have to do manually? I don’t know! She has short red hair with lots of ties in it, a gray tattoo on the right side of her face, and chubby cheeks.
Character babble behind the break, because I’m pretty sure only Kate and Denis are actually interested in this~
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My FIRST REVIEW EVAR! is up at GameCritics.com, and it’s about Uncharted 2: Among Thieves. Here’s an excerpt relevant to this blog:
Characters from the first game make a comeback—Sully makes a cameo and Elena is back as a major player—and newcomers Harry Flynn and Chloe Frazer, the latter whom adds a touch of much-needed diversity to our group of heroes, are introduced. Although at times characters’ motivations are not clear, overall, characterization is one of the areas where Among Thieves is head and shoulders above nearly every other major game out there. Clever writing combined with top-notch voice acting, animation, and character design results in a cast of characters that come across as likable and, most of all, realistic—not only in their appearances and sharp banter, but their actions.
In particular, Chloe and Elena are brilliant examples of female characters done right, something gaming desperately needs. With her midriff-baring shirt and ultra-tight pants, Chloe is a bit sexualized, but overall both women are realistic, clever, and—above all—independent. While there is a love triangle element, it is handled with tact; lesser writers than Naughty Dog’s team would have seen Chloe and Elena snap at each other in a childish “catfight” over Drake—not so here. Naughty Dog truly treats their female characters with the same care and respect as their male characters, not something most people in Hollywood, let alone video games, can boast. Further evidence of Naughty Dog’s skill can be found in Tenzin, the Tibetan man who aids Drake briefly in the second half of the game. A minor character who could have easily devolved into a stereotype is instead a fully formed and sympathetic character with a background, motivations, and a family. In the end, the only character that suffers from a lack of development is the villain, who is, yet again, an over-the-top evil caricature, but this time he’s Serbian instead of British.
Read the whole thing!
I’m a regular reader of feminist political blog Shakesville. Its founder and main contributor, Melissa McEwan, is such a powerful writer that even short, seemingly frivolous posts are usually thought-provoking and meaningful; like this one. In it, she talks about how a particular song, originally written and performed by a man and somewhat sexist, becomes subversive and powerful when sung by a woman (in this case, James Brown’s “A Man’s World” sung by Christina Aguilera). A simple gender swap can change the entire meaning of a song. And since video games are always on my mind, this interesting observation got me thinking about Mass Effect.
In Mass Effect, the player has the option to play as either a female or a male version of the protagonist, Commander Shepard. Since the plot is exactly the same for both versions, most of the dialogue is exactly the same. And yet playing Mass Effect as a woman is so much more powerful, in certain ways.
In our world, particularly in the USA, we treat female leaders and other women in power with particular nastiness borne of systemic sexism. Shakesville’s series “Hillary Clinton Sexism Watch” has over 100 entries. Its sister series, the “Sarah Palin Sexism Watch”, has at least 26 entries, and she has only been in national politics for about a year. Former President Bush had so much respect for our European allies, he sexually harassed Chancellor Merkel of Germany. Women of color have it particularly hard, having to deal with sexism and racism and how they intersect, becoming an entirely new creature; the blog Michelle Obama Watch chronicles, among other things, racism and sexism against our First Lady. Sonia Sotomayor had to endure all kinds of ridiculously racist and sexist bullshit at her Supreme Court hearings. There is an extra burden on female leaders and women in power that simply does not exist for most men.
For this reason, seeing female Shepard being treated the same way a man would by her superiors, her peers, and her crew is so powerful. There is never a doubt in Captain Anderson’s mind about her abilities. Her crew is always respectful, never questioning whether she is fit to lead or disobeying her orders, even the men who were older and more experienced.
Shepard struggling with getting the Council to believe her struck a chord with me in a way it might not for a male player. Institutionalized sexism causes women to not be taken as seriously as their male peers. Women’s contributions are often downplayed or outright ignored. Many women have stories about having their statements or ideas dismissed only to see men praised for saying the exact same thing. Arguing with the Council, Shepard was put in a similar place because she is in a disadvantageous position, as a human and as a woman.
And that ending. How amazing is it to see a woman praised, without qualifiers, as a real hero? For being a great leader, period, not “for a girl”?
Granted, the situation with Mass Effect is quite different than that of subverting a sexist song; the plot of ME isn’t sexist, and playing as female Shepard doesn’t subvert much. But it does give us a glimpse of a universe where it’s possible to have a leader and a hero who is defined by her actions first, rather than her gender; and it came about just by treating the two characters equally. This glimpse affected me emotionally in a way that caught me completely off-guard. It was a pleasant surprise.
Ask anyone to name the best female game character, and chances are the answer you’ll get is Jade, from Beyond Good and Evil (the other likely answer would be Alyx Vance from Half-Life, though she’s not the player character). Jade is a fantastic character in addition to being a capable and intelligent woman, well deserving of all the praise she’s gotten since the game came out in 2003.
But that’s the thing–BG&E came out in 2003… a full five years ago. That’s a long time in video game land. Yet we haven’t seen a female protagonist at least on par with Jade?
Luckily for us, that could change with the release of Mirror’s Edge next month. The protagonist is a young woman built similarly to Jade, though in keeping with ME’s more realistic art style. It’s a great start, but what remains to be seen is whether Faith is as interesting a character as Jade is; personality and relationships are the other, arguably more important half of what makes a strong female character. The fact that they are both women of color is awesome as well.
While I’m writing about Faith, I’d like to take a moment to write about this Kotaku article. I discovered it via a post on Gaming Angels, which is celebrating Love Your Body Day with some fantastic posts. (I pretty much boycott Kotaku.)
The article posts a piece of official art of Faith, followed by a fan alteration of the image. The changes appear to be simply: a rounder face, rounder eyes, removal of the badass eye tattoo, and much larger breasts with visible nipples (implying she is not wearing a bra, which would be extremely painful considering the fact that she is a RUNNER).
The changes are not surprising. The face was stripped of all character and made into Generic Final Fantasy Heroine (commenters who preferred the fan-made image’s face because it’s “softer” and more “feminine”–because women shouldn’t be tough). And of course women need to have C-cups or larger to be attractive. That someone had the gall to declare that Faith wasn’t hot enough and actually take the time to alter the image in that way is sad but not surprising, either. (Has this ever happened to a male game character? No, really, has it?)
What really irritated me about the post was the vast amount of assumptions made by the “artist”. This is how Kotaku describes the fan’s intent:
As reader Torokun points out: “There is always a huge complain from Asian gamers whenever Western developers design Asian female characters…” As Torokun continues, this is mainly because many Westerners’ definition of what is considered as “Asian” beauty is very different from what Asians consider beautiful.”
While I have no doubt beauty standards differ slightly around the globe, Torokun makes the assumptions that:
- Faith’s appearance was designed to be attractive to straight American men, rather than as one aspect of her entire character.
- Not only that, but she was specifically designed to appear as an idealized Asian woman for straight (presumably white) American men.
- All Asian men are attracted to one specific body and face type, to the exclusion of anyone else.
- That a female game character must meet certain beauty standards in order to be viable.
- Tough =/= feminine =/= attractive.
All of which is really bothersome to me, especially the first part. She’s a character, not a pinup. No one complains that male characters aren’t hot enough. It’s pretty sad that some can’t even accept female game characters–who, by and large ARE made to be attractive even when they’re not blatantly sexualized and/or idealized–as they are without feeling the need to break out photoshop and make them “better.”
When it comes to Altair, protagonist of last year’s most polarizing game, Assassin’s Creed, I’m torn between adoration and disgust. On the one hand, Altair is a total badass who can run across rooftops and climb church towers with ease. On the other, he is really not so nice a guy, even aside from the whole assassin thing.
It’s clear Ubisoft put a lot of focus on the free running system (which, by the way, is pure fun) and the animations that go along with it. The animations in particular convey a lot about Altair: he moves with confidence, even arrogance, and runs, leaps, and climbs with the grace of a skilled athlete. Upon reaching a perch high above Jerusalem, Altair crouches on a thin plank like it’s no big deal. He’s like a cat; he even swaggers a bit when he walks.
All of this goes quite some way to endear him to the player (or to me, at least). Yes, he’s a cocky little bastard, but he can clearly back up all that talk.
And yet the game constantly reminds you that, while (in the first three missions, which is as far as I’ve gotten) Altair’s targets are clearly evil men–the first brutally stabs and murders an innocent man in the middle of a public square–Altair himself is merely the less evil of the two. The evil side of our murderous protagonist is shown through both not only in cutscenes, but through certain game mechanics as well.
It is made clear off the bat that Altair doesn’t think much of the Creed, one rule of which states that assassins must not kill innocents, when he murders an old man in the opening scene of the game. Soon enough, the assassin leader demotes Altair (losing most of the sync bar and his weapons) for breaking the Creed and causing a lot of trouble. Altair isn’t phased; the leader and the men at the Assassin’s Bureaus scold his continued arrogance and disdain for the Creed.
Altair’s violent personality is reflected in the options available for interacting with the people of the various cities he travels to. Of particular note is the game’s somewhat troublesome treatment of the homeless beggars.
Women beggars (they are all women, as are the citizens you can rescue, which strikes me as very strange, not to mention unrealistic) are placed in certain areas of a given city, and when Altair enters that area, they will run up to him and harass him for money, prevent his movement, and draw attention to him by loudly telling him about their poor starving family.
At first I felt bad for them, but as they became more and more abundant and really began to impede my progress, I just felt annoyed. The only options given to the player to deal with them are to gently push them out of the way if you’re not in a hurry, or if you are, kill or beat them. You can’t give donations (another odd thing, given that you can pickpocket “thugs”, though for knives, not money).
That the violent reaction, however, falls in line with Altair’s character: the arrogant killer we’re supposed to be rooting for. The game defies expectations by not making the protagonist a noble rebel killing off truly evil men who deserve what they get, and the gameplay is not conflicting with the story here, which is good. Every other investigative option given to Altair thus far is violent, with the exception of eavesdropping, but that’s easy and it comes at no cost to Altair at all (whereas giving alms would cost him money he could spend on weapons and whatnot). As disgusting as it is, this is our protagonist through and through. (That said, I would like to see Ubisoft take a different approach to this in future installments.)
So I want to like Altair, with his effortless skill and arrogant ways, but I can’t, because he’s only slightly better than the men he’s sent to kill. Of course, having only finished the first two assassinations, I’m looking forward to seeing what character arc (if any!) occurs as the story progresses.