Friday, July 27, 2007

Didn't I Already write this post?

I was very excited about Rogue Galaxy when I first heard about it. Level 5 left me in love after Dark Cloud 2 so my hopes were high. However, Rogue Galaxy did not turn out how I envisioned. It falls short of Dark Cloud 2 in gameplay, story, and most importantly: feminist stuff. Dark Cloud 2 did a great job of balancing between its girl and boy characters. Max and Monica were given equal attention in both story and gameplay, thus creating a gender equality which went to defy some game conventions. Monica was fully clothed, (not counting secret cat outfit) and fought with a sword, a rarity in video games. While Max was the brains compared to her brawn, and he fought with a nontraditional weapon, an honor usually assigned to a women. Developer: "Girls can't handle anything as phallic as a sword, we better give her an umbrella."
Because of these and other great elements that seemed to intentionally defy conventional roles, their follow up game seemed to be a sure hit. How wrong I was.
[spoiler warning]
Meet Lilika. The sexualized, exoticised only woman of color within your party, and one of two women out of 8 playable characters. Her origin story isn't much better. Of course the only woman of color in the game has to hail from a "backwards" tribal jungle planet. A planet that the white skinned offworlders end up saving. Jaster and friends expose to the poor savages that the god they worshiped was none other than a vile monster causing many problems in the village. So using the power of an almighty gun, Jaster helps the silly silly savages by killing their god. I've found that Imperialism leaves quite a bad aftertaste.
The character of Lilika is fairly interesting, but how can she be taken seriously while looking the way she does. I mean a tiger skin bra? Really? How can the game itself, nay, all of video games be taken seriously when characters are portrayed in this manner. This is why I get embarrassed to tell people I'm a gamer.
I had a possible ray of hope in acquiring her alternative outfits, but I should have known better. I have to say that giving the only woman of color in the game an outfit called "Royal Servant Clothes" is pretty insulting. On top of that, her bow is pretty worthless in combat. The one saving grace is that she doesn't have bunny ears. Shame on you Level 5, I thought you were better than this.

Thursday, July 19, 2007

Elebits are cute and creepy.


It’s been a harried week of trying to get used to my new work load, and trying to stay optimistic in light of learning about the sad state of women’s reproductive rights and health care are in this country.

In an attempt to either cheer me up (or to distract me from doing my work) Shions_glasses rented Elebits. I haven’t had the chance to play many Wii games. Sure, I’ve put some hours in on Wii Sports, played a bit of Twilight Princess and beat Trauma Center, but that’s been about it. I can’t afford the prince of new games, and the price of used games for the Wii hasn’t been much better.

Elebits has a lot for me to love, namely its cuteness and penchant for making messes. It seems to borrow a lot of its atmosphere from Katamari and Pikmin. I was a bit worried about the controls, seeing that I dislike first person perspective in video games (ack, tunnel vision) and therefore suck at FPSs, but it’s actually easy to get the hang of. I still feel limited by the perspective, and probably would still prefer a behind the shoulder camera angle, but it doesn’t really impede my enjoyment.

One complaint I do have is the voice acting. It’s worse than the first Baten Kaitos game. Hell, its worse then those budget kids’ shows on PBS. Everyone sounds creepy. And the story? Basically, a kid feels neglected by his parents and is understandably pissed about it. What better way to get back at Mom and Dad than by tearing the house apart? However, it’s not all innocent revenge. The game has been hinting that Elebits are acting strangely--dear god, are these hunks of pastel cuteness going to attack me?

I may not be able to answer that, as we have to return the game Saturday, but I’m pretty sure that if I ever find Elebits in the bargain bin, I’m gonna snap it up.

Monday, July 16, 2007

E3 Reactions: We are PR

I’ve never been happier with my cable TV and my unemployment than this last week. Those two factors allowed me to watch G4’s live coverage of E3. It has been a fantasy of mine to attend E3--a fantasy that hatched many intricate yet unfulfilled plans and schemes by me and my comrades. So it was a real treat to watch the big press conferences live. It was also an eye opening look into the companies that produce video games.

Nintendo was amazing. I completely understand that Nintendo is a corporation that is out for making money and all those things that the communist in me should hate. But man oh man, if sci-fi ever comes true and corporations start ruling the world, I would totally enlist in Nintendo’s army. It was delightful to listen to corporate talking heads spouting rhetoric about inclusion. Sure, they had the required “our company is the best company in the world and invest in us” speak, but the majority of their corporate message was about the inclusion of everyone in video games. “Everyone is a gamer” was the catch phrase pushed by Reggie, Miyamoto and Iwata. I wish every billion dollar company had that motto and pursued, researched, and most importantly respected all demographics. I think respect is the main difference I felt between Nintendo’s and Sony’s presentations. Sony’s press conference was terrible. Beyond all the ho hum games (except MGS4: war commentary with vampires and cyborgs, yum) Sony had what I’d like to call a bad attitude. The conference started with the worst speaker I’ve ever seen, Jack Tretton, as his Home avatar checking out some “hot chicks.” Yep, Sony started the biggest news event of the year with some good ol’ fashion cat calling. As Jack walked outside to Home’s hub, three female avatars were standing in a line all dancing, and he proceeded to “hello ladies” them. Throughout the presentation he kept referencing the “hot chicks,” and mentioned that he hoped they would stop by his hip Home pad, which was decked out in the finest of yuppie fashion. The main message I received from Sony is that they don’t regard women as serious consumers of their products and that they love materialism. It was jarring to move from watching a woman play Metroid Prime 3 on stage to Sony’s boy’s club attitude. My assumption is that Sony was upset at the record low levels of misogyny at this year’s E3, with the lack of booth babes and Nintendo’s radical ideas. Sony just needed to make up for it.

I am so disappointed in Sony. I used to be a huge fan of the Playstation and Playstation 2. I’ve said awful things about the N64 in my day, and only respected the Gamecube from afar. But now, I can’t see myself ever buying a PS3, and feeling a little ashamed of my past loves. Nintendo is a company I can feel alright giving money to, based on their mature look at the industry. We used to have a good thing Sony, why did you have to go and ruin it.

Thursday, July 12, 2007

More on Sony hating me

Alice at Wonderland commented the other day on Sony's "Because your Girlfriend bores you shitless" ad. She also points out that there's a possibility that the ad may not be official:

Beenabadbunny says, while the ads are real, they possibly don't belong to
Sony. A Sony hired-blogger is denying they're official... going from N'Gai's original post, the ads are posted on AdsoftheWorld.com, which claims to showcase worldwide work; however, any user can upload an example.

The blog in question, Three Speech, only says that "we’re reliably informed, however, it’s not a bona fide PlayStation advert."

No names, no official press release--why am I going to believe that the ads are a fake? We all remember Sony's so-called "hip hop" fan site, right?

Besides, even if the ads aren't official, I'm concerned that Sony isn't concerned about their image. I'd like to think that that Sony would see these ads as offensive enough to their consumers to say something, instead of releasing word on a "semi-official" blog.

Sunday, July 08, 2007

Good News Everyone

I’ve landed an internship that starts next week at a brand new organization that aims to train health care workers so that they can provide reproductive health care to underserved women who desperately need it. This includes providing abortions, for access is extremely limited in the Midwest, especially for rural women and women in poverty. The organization will also provide lectures, workshops, classes, counseling and other activities. I’m ecstatic to be a part of this organization—women’s health and reproductive rights has always been an important issue to me and one that I intensely studied in college.

For the time being I’ll still be temping 40 hours a week in addition to my internship, but as time goes on the organization that I’ll be working for may be able to take me on full time. (Fingers crossed.) I still plan to keep my fan girl fire burning—I’ll try to keep on posting here once a week, hanging out at the Iris boards and will still be updating Jade Reporting. (You know we’re looking for volunteers, right?)

Friday, June 29, 2007

Why do you hate me Sony?

A quick run down of some of Sony's advertising includes:

-an American ad campaign for the PSP which featured dust balls that can be easily interpreted as racist caricatures of Mexican people.
-the UK's various sex-based ads on buses with slogans such as “Your girlfriend’s white bits here.”
-the objectifying and race-based Black vs. White PSP ad in the Netherlands
-not to mention the topless waitresses featured at the God of War II release party

And now there's this running in India, complete with a tagline that reads"Because your girlfriend bores you shitless."

What. The. Hell. Sony.

There's lots of great discussion over at the Iris boards about the ad, along with some plans to get a letter campaign going. I'll post more info about it here when it happens.
hat tip: the f-word

Monday, June 18, 2007

Changing of the Green Guard

One of my pet peeves in comic books is to fall in love with a character, book, and creative team, only to have it ripped from my overzealous heart. A few examples throughout my life: Rucka and Brubaker on the Batman comics, McDaniel on Nightwing, Lobdell and Bachelo on Generation X, and Vaughn on Ultimate X-Men. I understand that the changing of the guard on titles is the nature of comics and the price you pay for having superhero books that will never end. But what really gets me is when a stellar writer or team of writer and artist leave a book and are replaced by the crappiest comic book makers this side of Image. The worst case has to be Hama replacing Lobdell on Generation X. That was a shame.

I can smell this happening again and soon to one of my favorite books out there. I was stunned about how good She-Hulk actually was and took it upon myself to pick up all of the back issues and danced when I found the trade paper backs. It wasn't a perfect run, but the comic was unique, refreshing and fun. It revitalised my love for comics after reading countless clones of over-the-top dramatic comics. But now Slott is leaving to write Spider-man, a character I like, yet I find She-Hulk to be much more interesting and in greater need of good writers.

Slott's replacement is Peter David. I know that some might think having the guy who wrote He-Hulk for longer than I've been alive to be a good thing, but I just can't help but worry. I have my doubts that he can maintain the greatness of the book, and I know for a fact that the tone will be different. For instance, the postmodern jabs at comics and Marvel will be MIA. Marvel is lacking in great female super heroes--they need everyone they can get--and I feel that we're going to lose one more. (RIP Jean.)

Tuesday, June 12, 2007

Paprika: Not just for Deviled Eggs

If you ever watched the A-Team, you might remember the episode where Murdock becomes a chef and keeps asking for paprika. Because of this, it became the funniest and best spice in my mind. Now I have a new reason to love it that blows the A-Team reference out of the water, a feat that I would not have thought possible. The new Sotoshi Kon film, Paprika, was oh so yummy. I was able to see it in the theater this weekend and it was a dream come true. Paprika takes a wonderful, surrealist look into humanity's desires and the collective unconcious, but lacked any of Breton's misogyny.

Almost all of Kon's work, like surrealism, adds the fantastical into a realistic setting. The concept of Paprika allowed him to fully realize this idea. Kon understands the freedom animation allows and creates something truly unique. I found it bizarre how the morphing images and situations of the dreams made as much sense to me as the "real world" scenes of the movie. That dichotomy was questioned, and subsequently became very unstable. This continued with the characters. They straddled the line between being both archetype and fully humans. There were a definite struggle between the characters in achieving the ideal role for their gender or place in the world.


*Spoilers Below*


In Paprika, Kon gives us another strong female protagonist, and in this case, a superhero as well. The character known as Paprika exists to help people deal with their desires and guides them to think outside of archetypal roles. In this way she comes to represent the concept of the "woman of your dreams,"and in the sense of a super hero, she seems to be perfect. However, Paprika and her real life counterpart, Dr. Chiba, struggle with a Clark Kent/Superman relationship throughout the film. Paprika is everything Chiba isn't, which includes being in full control of her life. By the end, Chiba faces this, and the chief issues of film--which also includes many archetypes, such as technology vs. nature--are resolved by the creation of a new order, where the male archetype of aggression and dominance is defeated by the female archetype of growth and peace. Or to speak in other elements, light conquered shadow by consuming it.

There is one disturbing scene that needs to be addressed. Not to spoil too much, but at one point Paprika is captured and is symbolically raped. A colleague tears off her Paprika form and reveals her true identity beneath. Personally, I'm weary of rape scenes, and feel that popular entertainment is too quick to feature it, often without giving thought to the consequences. This was far from my favorite scene in the movie, but I feel the key word is that it is symbolic. By having the act be represented by something else, it leaves the action in the realm of thought, and forces us to think about rape. I'm not saying that this is any less powerful, or less potentially offensive and dangerous. I just feel in this context that the scene was meant for us to look at rape as a tool of the male aggressive, violent, and controlling mind set. It was not glorified or glamorized, but rather focused on the thought behind the act. The character responsible for the act pins Paprika like a butterfly in a room full of pinned butterflies. This speaks of the "male" desire to control and tame, and how patriarchy places women on the same level as an inset, or an animal that is easily manipulated and controlled. He does not think of her as human but as an object that should be displayed. The archetypal male mind set is further explored when Paprika is rescued by another colleague that is in the process of dreaming about being a male action hero. To him, Paprika is a precious commodity that needs his protection. His view of her is still in the same vein as the rapist's--she is still an object, the two men just disagree on her use. His parody is complete when he take Paprika to the ending scene of his dream that is complete with him posing before the setting sun, as he, the quintessential hero, cradles her in one arm and a smoking gun in the other. He then proceeds to claim his prize by kissing her as she droops unconsciously. This was received by a "how dare you" slap on the face, and the scene ends. After this interlude, Paprika reclaims the movie. Overall, it was a scene that I would have been happier without, no one likes to see a superhero, specifically female superheros, debased in such a way. However, I also don't think the scene was there for shock value or as a form of punishment, which are some of the reasons why rape scenes are told in popular entertainment. Rather, I feel it's purpose was as a tool of discussion. The way that it was produced confirms that. It forces us to confront the mind set that causes rape, and that is one of the first steps in preventing rape.

Monday, June 11, 2007

Whaddya mean there’s no She-Hulk?

Thanks to a close friend, I managed to play through some of the Xbox 360 version of Marvel Ultimate Alliance. We had fun—some of the best parts were smashing our way through and listening to the throaty calls of the Hulk: “Hulk always wins!”

I was petty happy with the variety of characters—the most comical team that we put together consisted of Venom, The Thing, Hulk, and Ms. Marvel. But I do have some nitpicks:

--First of all, why were the starter characters specifically chosen? I understand the need to keep the pool small in the beginning as there is a slight learning curve, but I still think they could have given some leeway. I really wasn’t feeling it with the Thor, Spidey, Captain America and Wolverine team up.

--I’ve said this before with X-Men Legends II and I’m saying it again. I think there could be more female characters. I don’t see why there can’t be some gender parity. Moon Knight is in there, but no She-Hulk? Raven, you break my heart. (We have history.) With characters such as the ones I mentioned above, it’s not like they’re hurting for some character recognition. And I say this because it’s often argued that women characters are not used because they’re not as well known by the general public.

--That said, I think it would be fun to have some more B-List and obscure characters. Perhaps as unlockables?

--The storyline, though specifically different from X-Men Legends II, felt exactly like X-Men Legends II. I enjoyed the first X-Men Legends because it focused on a specific character; it didn’t feel too large or generic.

--The character animations are still awkward, and this same problem has plagued this franchise since the beginning. Though small, and not integral to the overall enjoyment factor of the game, I thought it’d be addressed, seeing that I was playing this on a 360.

--Last but not least, for whatever reason, I had trouble distinguishing between friend and foe while fighting. I might need to sit closer to the TV screen.

Tuesday, June 05, 2007

MiPOesias: The David Trinidad Issue #2

For those of you interested, MiPOesias, an online literary magazine, has published some of my poems. For you geeks out there, two of the three published poems consider super heroics, identity and feminism.

Thursday, May 31, 2007

A Response to Virtual Rape in Games

A couple of weeks back I came across a post from Bonnie over at Heroine Sheik. Bonnie’s great—she writes intriguing feminist articles about video games and is all about promoting acceptance and tolerance for all things sexy, wacky and weird. Yet I just couldn’t get on board with this post.

An excerpt:

It’s an interesting debate, especially since we don’t often run across games that let us rape (exceptions that come to mind include Sociolotron and Custer’s Revenge) and since we were just talking about virtual rape (raping another player, as opposed to a character). Still, drawing a link between game rape and real-life rape is like drawing a link between game violence and real-life violence, and we all know how we feel about that. Thumbs down.
I do understand where she’s coming from—we brandish swords, guns and fists, strategize war tatics and take down the bad guys in virtual worlds, yet these actions don’t translate to real and everyday life. We’re not going to beat up our boss or take out the President in the name of social justice. And I’m never going to say that the guy down the street playing H-games will someday rape. But there’s something about virtual rape that I don’t think can be shoved aside for the sake of fantasy. Virtual rape games are a symptom of our society, where women are systematically devalued and rape isn’t about sex but about power and privilege.

BetaCandy writes about some of the issues that come from rape in fictional settings in her post Inherent problems in writing rape storylines:

With rape, however, we don't have a cultural consensus that "forced sex" is always wrong. A lot of people don't fully comprehend what constitutes rape or consent. A lot of people still think it can't be rape if the rapist is known to the victim. A lot of people still think women can owe men sex, and men are entitled to take the sex they've earned if it's not forthcoming. And they apply this thinking in their daily lives. To women they know. To victims when they serve on juries (or as judges). To themselves, when they internalize the blame for violations others visited upon them.

To just say that virtual rape in hentai games is sexual fantasy in pixilated form is to ignore a whole heap of troublesome and problematic issues. Rape in H-games is not real rape, but it is representative of our misogynistic culture that hurts real live women everyday.

Tuesday, May 29, 2007

Giant Play

Throughout my game culture class I wanted to focus on different ways I could prove that video games were an art form. It was the underlying theme behind all of my work. For my the other part in my final paper, I wanted to look at the choices made within Shadow of the Colossus. I only focused on two terms from class, but i want to look further into this game.

The Use of Ludus and Paida Play (in Shadow of the Colossus)

The narration of Shadow of the Colossus is told not only through traditional cut scenes, but through elements of game play as well. Video games have a unique ability to place the audience in the role of the "actor". Within Shadow of the Colossus, the player participates with the unfolding of the narrative. In order to successfully convey the story and themes of the narration, the game considers the different ways that people play video games. Shadow of the Colossus so fully incorporates the main theme of "respect for nature" that regardless of the person in control of the game, the story is revealed. Bernard Perron defines the difference between "player" and "gamer" in his article From Gamers to Players and Gameplayers. Players participate in Ludus play, or rule bound linear play, while gamers participate in paidia play or free play.

Anyone can be a gamer or a player at anytime while playing a game. To compensate for this, Shadow of the Colossus integrates elements of both within its main theme. The world of Shadow of the Colossus is vast and regardless of how much time a person spends outside of the main quest, the design of the world reflects the main theme. There are many distinctive areas to explore that are heavily detailed and full of rewards. An example are the white tailed lizards and fruit that increase both grip and health gauges respectively. The player's bond with the horse, Agro, can also grow by riding, petting, and playing with her. This environment is ideal for paidia/sandbox play. A player can explore nature on their own and discover its beauty, rewards, and friendships. In this way, it is possible for a person to learn of nature's value through simulation.

Ludus play of the game yields a slightly different result. As you actively kill the massive Colossi with only a sword and bow, the fragility of nature becomes apparent. It shows how the simulated world that you fell in love with in paidia play, can be easily torn apart by your actions. The main game endows respect by displaying the results of nature’s destruction. It warns of the dangers of destroying nature for one’s own purposes by showcasing the pain felt by the wanderer, Agro, and the world itself. The game therefore, uses both play styles as different chapters of the narrative. The narrative requires both ludus and paidia play to be fully realized, which is uncommon in videos games, but the ultimate message of the game is obtainable through either.

Friday, May 25, 2007

Portable Playing

I’m once again addicted to my DS, though for awhile it was collecting an admirable amount of dust. Over the winter, I had bought a copy of Contact, but became frustrated with the game after infiltrating the military complex and put it down. (Can I just complain about my HP dropping when fighting weaker enemies? How the heck can this game just not let you build up?) When I came down with a bad case of cabin fever, I started playing some long neglected Animal Crossing: Wild World, but stopped after the Acorn Festival. (I think some unconscious goal was realized.)

So my DS sat, ignored, until one fateful day I went to Gamestop and grabbed a used copy of Phoenix Wright: Justice for All. And then a week later, on an auspicious and bright day, I was given the gift of Osu! Tatakae! Ouendan.

I know I don’t need to go into great detail with both these games, because I the general consensus is that they’re both awesome. I don’t mind that Phoenix Wright is text-heavy, and though at times I don’t quite follow the logic as the case--some stuff seems to come out of left field--I enjoy the mystery, leg work and trials. Much better than Law & Order.

I knew I wouldn’t be able to stand the music selection of Elite Beat Agents, yet I still wanted to play it. Therefore, for the longest time I pined after Ouendan, not being able to justify the price of importing it. (I saw copies of it in Japan when I was there last summer, but wasn’t able to find any good deals.) I don’t know if I’m driving my roommates crazy, but I’m addicted. It’s hilarious, catchy, and original.

I still have plans for my DS after I finish off these two. A copy of Pokemon Diamond or Pearl will be mine, not to mention that I have my eye on Hotel Dusk and Lunar Knights.

Thursday, May 24, 2007

Metal Heart

I would like to admitt something to the internet: I love Metal Gear. I've recently accepted my feelings towards it after a long period of denial. It's not perfect, but who is right? Like the Metal Gears themselves, the series has its share of weak points, or as Otacon puts it, "character flaws." Yet I stil find great value and artistry within it as a whole. This love was reaffirmed by my Game Culture class. For my final assignment, I looked at James Gee's concept of cultural models within Metal Gear Solid 3. Gee's book, What Video Games Have to Teach Us About Learning and Literacy was the primary text for my class and was very insightful. One part that really stuck out to me was his Cultural Models, otherwise known as the ideas that a game operates around. It is what the game presents as normal or right and its message and concept of the world. This struck a cord with me because I feel that he described what this blog examines, along with much of the feminist writings on pop culture. What do games tell us? Is a game producing the model that women are mere sexual objects (DOA), or is it telling us how gender does not effect ability, skill, or heroism (Metriod Prime)?



Since I have not played through the Metal Gear series in a while, I wanted to replay them and fully look at what these games are telling us. I feel that it provides a far more productive message than what most triple A titles being produced at this time offer, but we'll see. Here is the section of my final paper dealing with MGS3. The orginal plan for the assignment was to post it on Wikipedia, but that proved too difficult, so I figure this blog was just as good. ;)





Cultural Models (in Metal Gear Solid 3: Snake Eater)

James Paul Gee’s concept of cultural models (the different hypothesises that humans form on what is normal or typical) can be examined within Metal Gear Solid 3. The game presents with its gameplay and narration cultural models of war that is unique when compared to most video games. Snake Eater provides motivation for the player to strive for peace within a seemingly violent game. The main element of gameplay is stealth, or what can be seen as the avoidance of conflict. The main goal of the game is to proceed from one area to the next without getting caught. You do not have to kill any of the guards in order to “win.” The game only provides for you a non-lethal tranquilizer gun, and Close Quarters Combat abilities (CQC). You have to seek out the lethal weapons yourself. Also, every enemy can be defeated by non-lethal means, and when CQC is deployed, it is just as simple to incapacitate the enemy, as it is to kill them. So essentially it is your choice to kill or not. A cultural model that violence is never a necessity is presented by giving the player the autonomy over the level of violence within their actions. The model states that violence is an option that people actively choose.

The game goes further to actually reward the player for not taking the most violent option. If bosses are defeated with the tranquilizer gun, the player unlocks special camouflage items that can not be acquired anywhere else in the game. There are also more consequences when a dead guard is discovered compared to when a sleeping guard is discovered. Defeating the bosses without lethal weapons is no easy task, and if guards are incapacitated rather than killed, they will become an obstacle again as soon as they wake up. Therefore, using non-lethal methods adds more difficulty. This presents the cultural model that violence is not the easier option, but peace will garner greater rewards.

The strongest example of the game’s peaceful intentions is the finally battle with The Boss. She is the only person the player is required to kill. The game forces you to press the button that causes Snake to shoot her. There is no other option that will finish the game. Afterwards, the story clearly maps out the effects of her death on Snake and his world. The consequences of the violence are fully explored thereby presenting the cultural model that violence will bring pain, and has an extensive impact on people. Therefore the player may look back on the different acts of violence they might have been committing throughout the game, and see them in a new light.

Wednesday, May 23, 2007

Reminder for Upcoming Carnivals

The 14th Carnival of Feminist Science Fiction and Fantasy Fans will be hosted by Heroine Content on May 30th. The deadline for submissions is May 27th! Please submit via email to skyekilaen[at]gmail[dot]com. They are looking for posts, web comics, and art with a feminist perspective on science fiction and fantasy. This can include TV, Movies, Books, Comics, Games, etc. For more information, see the Guidelines.

Make sure to check out the new People of Colour SF Carnival. The first edition is scheduled for June 15th. See their site for more details.

Friday, May 18, 2007

50 Things I Love About Video Games

I'm swiping this from kalinara:

It's been argued before and it'll undoubtedly be argued again, that girls don't read superhero comics. [...] I don't think it should surprise anyone that I disagree with this wholeheartedly. Instead of going on a long, angry rant explaining why, I figured I'd explain what I, a girl and a feminist, personally love about superhero comics.
Her list is wonderful. If you also love comics, you should read the whole list.

In all corners of geek culture, there's a lot of animosity towards women. It can get difficult at times to remember why I'm fighting so hard--I mean, if so much pisses me off about video games and video game culture, isn't it a bit masochistic to be going off about it all the time? When I read kalinara's list, I instantly knew that I had to do one for myself, so that I can reclaim some of my love for gaming. Without further ado, 50 things that I love about video games:

1. Puzzles that hurt my brain
2. Nostalgia
3. Soap operas in outer space
4. Beating stuff up
5. Magic & melee
6. Farming sims for the city girl
7. Playing Wii Sports with the parents
8. Making Miis that resemble pets
9. Brother/sister rivalry
10. Significant other rivalry
11. Raising Pokemon
12. Combos
13. Zombie dogs scare the crap out of me
14. Kirby is damn cute
15. Character customization
16. Old gaming consoles aka I still love the Sega CD
17. Dungeon crawling with a friend
18. Entertainment during unemployment
19. Staying up until 3 am just to beat Baten Kaitos, only to have to work at 8 the next day
20. Sneaking in some DS during work (bathroom stalls: ftw)
21. Voice acting: good and awful
22. Rhythm games and J-Pop
23. Epic boss bottles
24. Falling asleep while leveling
25. Androgynous men
26. Strong women
27. Cyborgs and robots
28. Partaking in a feedback loop
29. Sad endings
30. Cell-shaded graphics
31. Sprites
32. Mario mushrooms
33. Sega vs Nintendo vs Microsoft vs Sony
34. Being a doctor, lawyer, mercenary
35. Item management
36. Seeking out every single piece of hidden treasure
37. Bonding with a frienemy after beating a game together
38. Jade
39. The original versions of Lunar and Lunar 2
40. Pikmin
41. Swords
42. Umbrellas as weapons
43. Dynasty/Samurai Warriors will always be the same
44. Leon styled after a French underwear model
45. Thumb cramp
46. Plot twists
47. Tales of, Dragon Quest, Xeno
48. “Don't get cocky, cause it's gonna get rocky”
49. Hold on, just one more level…
50. Saving the world

Thursday, May 17, 2007

Crap. Now how am I going to get my Mystery of the Week?

It's true. They canned Veronica Mars.

My introduction to Veronica Mars was in December. Freshly graduated, depressed and dog sitting, I popped in the first DVD from the first season and was hooked. Sure, the show is far from perfect, but I have a soft spot for detective stories and plucky female leads. Heck, it was good enough for me to start watching it every Tuesday night, taking away from valuable gaming/internet/anime time. This third season has been pretty disappointing, but I had a lot of hope that it was going to get better again.

Wednesday, May 16, 2007

From the Blog Feed

Video games
Streets of Rage Review My brother and I became friends when we first played this game.
Critiquing video games: let's not get ahead of ourselves I'd say some game story lines are pretty damned developed. And games that have under developed stories still have much to offer in terms of criticism.
Joseph Saulter: 'Why should I have to be a white man?'
Saulter says the industry is like a "horse with blinders" on when it comes to issues of diversity. It's not that they are outright ignoring minorities, it's just that the focus is so straight ahead and narrow, companies don't take the time to reach out.

Anti-Oppression
On being an ally
Allies have a very different place in anti-oppression work than members of the
non-privileged group.


Comics
Last Refuges of Scoundrels

Health Care
Why We Don't Have National Health Insurance Having insurance would help solve some of my big problems right now.

Food
$21.07, Speckled Akara Yum!

Tuesday, May 15, 2007

Silent Hill: Simulation of Cruelty - Part 3: The Final Act: Gamplay as Pure, Primal and Divine

Previously: Part 1, Part 2

As anyone who has played through a Silent Hill game will tell you, the endings aren't the most satisfying. They all basically say, "The game is over." The inclusion of multiple endings and the joke alien endings further confirm that the ending cinema is just presenting a new status quo, and that this new status quo is not very important to the over all message of the game. The game's narrative qualities should not be judged based on the ending alone. The (rotten) meat of the game is gameplay, and the story surrounding that gameplay. Heather's search for identity in Silent Hill 3, Henry's struggle for freedom in Silent Hill 4, and James' need for love in Silent Hill 2 all are active while the player is active. When the game is over and the final boss is killed, the game can no longer express anything to the player. Although the action leads to an eventual end, the journey is what is important in discerning theme and meaning. The literature of the game should be taken more as a drama and not like a novel.

The player benefits in playing a game with a heightened sense of immersion, arguably greater than theater can accomplish. The player gets to partake in a simulation of cruelty. With the tools given by the developers, a person is able to experience the emotions of the character first hand. Heather's fear, anger, and disgust of who she is can be translated directly to the player through the gameplay. The game is crafted in a manner so the actions and elements within it will replicate the pain of the character. On top of this, Silent Hill destroys the psychology of emotion, and takes it to the pure, primal, and divine.

The structure of the game forces a player to act within their primal nature. The key objective of Silent Hill is survival. The player is constantly put in a position of fight or flight. The limited health and accuracy of the control makes staying to fight a difficult option. Fleeing is also hampered by tight hallways, fast enemies, and a difficult control scheme. The objects you gain while playing are crucial to your survival. There is no collection of coins or rings for bonus points like in other games.
The actions themselves are also of a more primal nature for most of the game is spent using simple melee weapons, like a rusty pipe. Bullets are rare, and are not necessary in defeating the monsters. The action of physically beating something to death with a simple tool conjures images and feelings of base instincts—it is also undoubtedly you that is doing the killing., it is your force, your muscle. This deepens the immersion for the player, for they can not distance themselves from the violence with a gun. If a gun is used, however, a physical element is still placed in. Once an enemy reaches low health, it falls to the ground and cries out and convulses in death throes. In order to finish it off, the player must crush it with their foot. This violence is more intense than in most games. It is clear that you are killing something that is living, something that bleeds, and will remain after it is dead. The monsters are not mere targets to get points, and defeating them is not a way to show off how skilled a player you are. They are undefined living creatures that you have to kill to survive. Accentuating the violence draws your attention to it. You cannot overlook the bleeding stump with legs on it, or a nurse with no face as it writhes on the floor. This is exactly the type of image and act that Artaud calls for: a pure act of violence that forces you to focus on the thought behind it.

The breakdown of psychology furthers the player’s ascension. What you are killing is never explained. The horrific surrounding are never defined either. Attempts are made through the game, but are always ambiguous. At one point, Heather is horrified to find out that the things she sees as monsters might actually be people. The hell worlds that the characters fall in and out of are never defined as either a real space or something their minds create. The games are abstract, and they induce fear. This abstraction releases the player from culture and brings them into a space within themselves. They have to define for themselves the pulsing and glowing red hallway, or a table with bloody sheets that runs like a dog. That definition will be based in an emotional response, rather than what is in their day to day lives. The player's mind is therefore beyond the physical world, and through this they can reach the divine.

The Silent Hill series has borrowed many conventions of survival horror games that were established by Resident Evil. However, the ultimate goals behind the two are completely different. Resident Evil takes conventions from action and horror movies. Silent Hill's horrors hold more meaning than quick fun shocks and gross outs. There is substance in its images and these are connected to either the character's struggle or the overall themes of the game. For instance, the overarching story of Silent Hill always holds a religious element to it. Whether you are fighting a cult, being chosen to give birth to God, or tying to stop the 21 Sacraments, Silent Hill has forced players to explore that of which is not of our world. It surrounds the gamer with violence: from puzzles that give a description of a killer eating a face so that you can figure the code of the number pad in order to open a door, to carrying items that are as gruesome, like a plastic bag you filled with blood from the cut throat of a hanging corpse. In this world of violence a person is forced to leave their everyday lives, and in their work to survive, they are raised to a pure primal state like the one Artaud describes. Perhaps when they leave the space of the game, the player will have a greater understanding of the meaning of violence, so that they will never side with it.

Monday, May 14, 2007

Silent Hill: Simulation of Cruelty – Part 2: A Link to the Divine

Previously: Silent Hill: Simulation of Cruelty – Part 1: An Introduction to Theatre of Cruelty

Can a game capture the primal force that Artaud speaks of? Artaud was very specific in the fact that only theater could achieve this. It might not be possible, but compared to theater, it can be said that video games are the closest medium for this to be achieved in, and the Silent Hill games are the closest representation of that possibility. The main connection between the two is Artaud's concept of gesture. Games are the only other art form, that when played, will never be the same twice because no matter how many times you play through a game, the moment to moment actions are based on human reaction and thought. It can be as simple as the way in which the main character walks down a hallway. In a movie or novel, the main character will always walk down the hall in the same way, but this rigidity does not exist in games. There is the chance for creation based on the individual player. The power of gesture was very important to Artaud. The fluidity of theater can capture life. Video games can capture that fluidity, and take it further.

In Theater of Cruelty, the actor takes the role of a shaman for the audience. The actor is the audience's link to the divine. In video games you are the actor, because the game will not move forward unless the player takes action. Video games therefore place the user in a distinctive position: they are both part of the story and the audience. It is their action that will make the game unique through every movement, giving a more natural flow to the art, pulling it closer to the divine. The question becomes: is the player the shaman or the avatar? I don't feel that the player has enough freedom to remove themselves from the place of audience. There are some games that give the player freedom that make him or her the storyteller, but in Silent Hill the actions that you can partake in are limited and specific. You can only use predetermined objects, follow the story in a set course of events, and although the camera is adjustable, you can only see what is within its range of movements. Therefore, the creators crafted a specific experience that a player can have--which forces the player to act in the way they want--but the player is still given enough freedom so that actions can be slightly different every time they are performed. In this sense the avatar is the shaman to the player. The lack of freedom to zoom the camera up to a bird's eye view, or pick up any object onscreen limits the responsibility of the player to tell the relatively linear story. The choice of this story element was already selected for the player. Such as when an obstacle arises, like having to beat screaming, bleeding carousel horses until they die, the player will interpret this as an event in the character's (in this case, Heather, from Silent Hill 3) journey. In this way the user is just unveiling the story. The game is therefore created to have an effect on the player, not the other way around. This ultimately places the player in a position to be freed from their everyday life so that they can rise to a higher plain.

Next: Taking it a step further: immersion and cruelty.