The job search is over. I'm officially gainfully employed, with health benefits and everything. My official title is that of a reproductive health assistant, which means I do a little bit of a lot of things at a women's health clinic.
I feel lucky to get the position and damn lucky to have to opportunity to work a feminist job, doing something I'm passionate about, for a company with a mission statement I agree with.
Wednesday, September 19, 2007
Friday, September 14, 2007
Some of the Same
Yesterday my brother let me come over to do some (free!) laundry. So in the midst of suds and folding I checked out a couple of demos on his 360.
Beautiful Katamari was first. I really like the controller for the 360 and think it’s a vast improvement over both controller models for the original Xbox. But in the context of Katamari, it was a bit awkward to play on a controller where the analog sticks aren’t side by side. I realize I’m being picky—it’s something I’m sure most people won’t have any problems with.
It was also disappointing to see that in Katamari’s third console incarnation that the camera is still wonky. And even though the graphics are bit brighter and a bit shinier, Beautiful Katamari is the same game as the first two. I don’t think online capabilities will do much in revolutionizing the formula either. It’s sure to be some fun, but there’s no way I’d shell out sixty bucks to play a game I essentially already own.
The demo I was truly excited to play was Eternal Sonata. This is the game I’d own a 360 for. Made by Tri-Crescendo (one of the two companies behind the Baten Kaitos games), I expect a ton out of it and its original premise of Chopin having delirious deathbed dreams. It. Is. Gorgeous. The visuals are dreamy and colorful. The music swirls and bends. The battles are fast-paced and genuinely fun. You only have a specific amount of time for your turn, so it’s similar to the Baten Kaitos series except it doesn’t feature cards. (People interested in the game probably already know about the light/dark features of battles as well.)
Yet I was crushed by what I gleaned from the gender roles of Eternal Sonata. The demo features no story, but it’s easy to tell what the prescribed roles are for the three characters that you control. The leader of the group is Allegretto, a pretty boy with a sword. We then have Polka, our cute and weak heroine who heals and whacks foes with an umbrella. Finally, there’s Beat, an eager and adorable young boy with an oversized gun. I love me my JRPGs and am not surprised with the common gender clichés that are often presented. But seriously, I’d like to see more. That said, I don’t know if there will be other characters that might push the gender envelope, but as of this moment, I’m doubting it.
After playing the Eternal Sonata demo, I’m left having to make a compromise that I always have to make. I know that when I do get a 360 down the line, I’ll most likely pick this game up. It has so much else going for it that I know I’ll enjoy, but I’m going to have to end up pushing the gender issues present in the game to the back of my mind. This has happened before with games that I’ve particularly enjoyed--Dragon Quest 8 and Tales of Symphonia, I’m looking at you.
While it’s true that I’m fully capable of enjoying a game despite problematic gender presentations, I’m tired of having to make so many compromises. And I know that I’m not alone—other gamers that are queer, identify as female and aren’t white often have to make the same type of aggravating decision when it comes to choosing a game to play.
Beautiful Katamari was first. I really like the controller for the 360 and think it’s a vast improvement over both controller models for the original Xbox. But in the context of Katamari, it was a bit awkward to play on a controller where the analog sticks aren’t side by side. I realize I’m being picky—it’s something I’m sure most people won’t have any problems with.
It was also disappointing to see that in Katamari’s third console incarnation that the camera is still wonky. And even though the graphics are bit brighter and a bit shinier, Beautiful Katamari is the same game as the first two. I don’t think online capabilities will do much in revolutionizing the formula either. It’s sure to be some fun, but there’s no way I’d shell out sixty bucks to play a game I essentially already own.
The demo I was truly excited to play was Eternal Sonata. This is the game I’d own a 360 for. Made by Tri-Crescendo (one of the two companies behind the Baten Kaitos games), I expect a ton out of it and its original premise of Chopin having delirious deathbed dreams. It. Is. Gorgeous. The visuals are dreamy and colorful. The music swirls and bends. The battles are fast-paced and genuinely fun. You only have a specific amount of time for your turn, so it’s similar to the Baten Kaitos series except it doesn’t feature cards. (People interested in the game probably already know about the light/dark features of battles as well.)
Yet I was crushed by what I gleaned from the gender roles of Eternal Sonata. The demo features no story, but it’s easy to tell what the prescribed roles are for the three characters that you control. The leader of the group is Allegretto, a pretty boy with a sword. We then have Polka, our cute and weak heroine who heals and whacks foes with an umbrella. Finally, there’s Beat, an eager and adorable young boy with an oversized gun. I love me my JRPGs and am not surprised with the common gender clichés that are often presented. But seriously, I’d like to see more. That said, I don’t know if there will be other characters that might push the gender envelope, but as of this moment, I’m doubting it.
After playing the Eternal Sonata demo, I’m left having to make a compromise that I always have to make. I know that when I do get a 360 down the line, I’ll most likely pick this game up. It has so much else going for it that I know I’ll enjoy, but I’m going to have to end up pushing the gender issues present in the game to the back of my mind. This has happened before with games that I’ve particularly enjoyed--Dragon Quest 8 and Tales of Symphonia, I’m looking at you.
While it’s true that I’m fully capable of enjoying a game despite problematic gender presentations, I’m tired of having to make so many compromises. And I know that I’m not alone—other gamers that are queer, identify as female and aren’t white often have to make the same type of aggravating decision when it comes to choosing a game to play.
Friday, September 07, 2007
*Shudder*
Scrolling through my RSS Feeds I come across some potentially upsetting news:
And in non-nerd news, I quit my temp job this week. Here's to some self-dignity, an empty wallet, and a stack of resumes.
Warner Bros. Pictures has acquired the film rights to the anime classic Robotech, with Tobey Maguire producing through his Maguire Entertainment.Warner Brothers? Tobey Maguire? Tobey Maguire as Rick? And I can just see Minmei being cast as not-Chinese. This screams bad idea.
According to The Hollywood Reporter, the actor is considering the lead role in the futuristic tale of giant robots and alien invaders. The studio plans on the sci-fi epic becoming a tentpole franchise.
And in non-nerd news, I quit my temp job this week. Here's to some self-dignity, an empty wallet, and a stack of resumes.
Thursday, August 23, 2007
Rat Racing
Warning: I'm about to launch into some post-grad, twentysomething-crisis whining.
In February, I was hired on as a temp-to-perm at a big corporate company. I was damn happy because a steady job with benefits seemed just out of my reach. When I started, I found that there was another temp in my department. I was a bit deflated to learn that he'd already been working for 7 months as a temp to perm, but I pushed some of my doubts aside--I sat near the HR department and saw that new people were being hired all the time. I figured I just had to wait my turn.
Months have gone by and I've become incredibly disillusioned and bored. I'm no fan of corporate culture, and I'm continuously stressed out because I never know which project I'm given is going to be my last. But I've been sticking with it because no matter how shitty I feel, the job is paying the bills. I have been applying to other jobs, as I want some stability and need insurance hardcore, but noting is panning out. The internship is the exact thing I've been looking for, but the organization is new and has no money as of yet to hire me on full time, though they've expressed interest.
Recently the other temp in my department quit--he was simply sick of doing the same job for a year straight that is obviously integral to the operation of the department. He would inquire every once and awhile to see if the company would be interested in hiring him permanently, but they'd also turn him down. After he left, I found myself sitting in a situation where maybe, just maybe, I could move into his position, where the temping would be more stable, or perhaps I'd even get hired full time.
It's not going to happen. I found out today that they already hired someone new. Not as a temp, but as a full-time, fully benefited, employee. It doesn't matter that I'm already familiar with the work or that I've been here for six months. They're not going to hire me. I asked about my job performance, and I was told that I'm doing excellent work. So I don't know what it is--maybe they think I'm too young and am therefore more likely to move on sooner than someone else? Or is it something else?
Either way, I feel like crap. I check the job listings and nothing seems promising. My self-esteem has hit the rocks. I've developed some chronic health conditions since graduating, but have put off going to the doctor because I can't afford it, and I'm going to need to keep putting it off. Plus, I'm still endlessly stuck in temp limbo--who knows when they'll not need me here any longer?
In February, I was hired on as a temp-to-perm at a big corporate company. I was damn happy because a steady job with benefits seemed just out of my reach. When I started, I found that there was another temp in my department. I was a bit deflated to learn that he'd already been working for 7 months as a temp to perm, but I pushed some of my doubts aside--I sat near the HR department and saw that new people were being hired all the time. I figured I just had to wait my turn.
Months have gone by and I've become incredibly disillusioned and bored. I'm no fan of corporate culture, and I'm continuously stressed out because I never know which project I'm given is going to be my last. But I've been sticking with it because no matter how shitty I feel, the job is paying the bills. I have been applying to other jobs, as I want some stability and need insurance hardcore, but noting is panning out. The internship is the exact thing I've been looking for, but the organization is new and has no money as of yet to hire me on full time, though they've expressed interest.
Recently the other temp in my department quit--he was simply sick of doing the same job for a year straight that is obviously integral to the operation of the department. He would inquire every once and awhile to see if the company would be interested in hiring him permanently, but they'd also turn him down. After he left, I found myself sitting in a situation where maybe, just maybe, I could move into his position, where the temping would be more stable, or perhaps I'd even get hired full time.
It's not going to happen. I found out today that they already hired someone new. Not as a temp, but as a full-time, fully benefited, employee. It doesn't matter that I'm already familiar with the work or that I've been here for six months. They're not going to hire me. I asked about my job performance, and I was told that I'm doing excellent work. So I don't know what it is--maybe they think I'm too young and am therefore more likely to move on sooner than someone else? Or is it something else?
Either way, I feel like crap. I check the job listings and nothing seems promising. My self-esteem has hit the rocks. I've developed some chronic health conditions since graduating, but have put off going to the doctor because I can't afford it, and I'm going to need to keep putting it off. Plus, I'm still endlessly stuck in temp limbo--who knows when they'll not need me here any longer?
Wednesday, August 15, 2007
That was three days ago? A Rundown of Wizard World Chicago

I don’t know if it was just me, but Wizard World seemed tiny this year. There just didn’t seem to be as many panels or booths. Hell, the Nintendo booth wasn’t even there. A shame because I was looking forward to getting some more free Pokemon cards and downloading a rare Pokemon or mystic ticket for my copy of Diamond.
Marvel’s booth had me a bit disappointed. I’m always impressed with free swag, even if it’s just DC’s Countdown pins and Batman temporary tattoos. I was crossing my fingers for a John Cassidy X-Men poster or something like that. There was a glossy poster for Anita Blake: Vampire Hunter that was definitely cheesecakey, but a little outside my taste.
I was surprisingly impressed with Sony’s booth. They seemed to aiming for some accessibility by being kid friendly. The PaRappa the Rapper port for the PSP was getting a strong push, as was the strategy-RPG Jeanne D’Arc. I grabbed a gorgeous poster for Jeanne D’Arc, and Shions_Glasses was given a PaRappa t-shirt that’s about five times too large just for posing for a few pictures with the PaRappa mascot.
On Saturday afternoon we made sure to stop by the DC booth to get Will Pfeifer’s signature. Other than that, we didn’t have too much to do with the big two. Instead of going to any of the panels we spent our time flipping through back issues and wandering around Artist Alley. We picked up about 20 issues of Gotham Cental (all for $1.50!) and grabbed Spider-Woman: Origin and the Metal Gear Solid TPB for half-off. In the Artist Alley I searched out David Mack (as I do every year) and bought the second and third volumes of Kabuki. Before we left for the evening we caught some Beck (dubbed, yuck) in the anime screening room. I’m a bit annoyed that they were only showing Funimation licensed anime this year. What about Manga and Bandai? They were there too.
Saturday night was probably my favorite part of the convention, though it wasn’t specifically Wizard World-related. In my part of Chicago they were having a neighborhood festival, and in celebration my local comic book shop invited their regulars to come hang out and drink some beers. There wasn’t too many of us there, which was more than alright with me. I was content with talking the whole while with a woman who didn’t even stop at home to change out of her Catwoman costume. The whole experience was a bit surreal: where I grew up I bought my comics from a video rental store, so there was never a place for me to go and hang out and talk geek.
Sunday was more of buying. For 35% off we picked up the first volume of Monster (manga is always seriously lacking at WW), Coward, the three TPB volumes of Bruce Wayne: Fugitive and Tales of the Slayers. We also stopped by Artist Alley and grabbed a copy of Winter Beard by Cathy Hannah and The Exploits of Aimless Boy by John Aston Golden, who is actually a regular at my comic book store. We waited in line for the Wheel of Doom and I won my cat a rubber band to play with (the topic I chose was Lunar: The Silver Star and they unfortunately didn’t know what the hell I was talking about) and Shions_Glasses won a hardcover book of Wizard covers, which he promptly gave away.
It was after this point that the con went sour. We stopped one last time at the Sony booth to check out the Heavenly Sword demo. Some guys came up behind us, and one of them decided that it’d be a ton of fun to verbally harass me. I don’t feel like going into too much detail, but his comments involved such things as upskirt shots, masturbation, and rape. Unable to contain my anger, I told him to please shut the hell up, and went on to furiously explain that rape is not a joke, it’s a hate crime, etc. but as he only seemed to get more belligerent with my every response. So I went to security and he disappeared into the milling crowd. At least I can say that security did take me seriously and even profusely apologized.
Yet getting harassed sucked any fun that was left out of the con. We did go afterward to check out the Fullmetal Alchemist movie, but it was difficult to enjoy.
With all the internet harassment that’s been going on lately in the game and comics community—the avalanche of racist comments regarding Resident Evil 5, the hijacking of GayGamer.com, and Girl-Wonder.org getting hacked— being harassed at the con just fit in too perfectly.
Marvel’s booth had me a bit disappointed. I’m always impressed with free swag, even if it’s just DC’s Countdown pins and Batman temporary tattoos. I was crossing my fingers for a John Cassidy X-Men poster or something like that. There was a glossy poster for Anita Blake: Vampire Hunter that was definitely cheesecakey, but a little outside my taste.

On Saturday afternoon we made sure to stop by the DC booth to get Will Pfeifer’s signature. Other than that, we didn’t have too much to do with the big two. Instead of going to any of the panels we spent our time flipping through back issues and wandering around Artist Alley. We picked up about 20 issues of Gotham Cental (all for $1.50!) and grabbed Spider-Woman: Origin and the Metal Gear Solid TPB for half-off. In the Artist Alley I searched out David Mack (as I do every year) and bought the second and third volumes of Kabuki. Before we left for the evening we caught some Beck (dubbed, yuck) in the anime screening room. I’m a bit annoyed that they were only showing Funimation licensed anime this year. What about Manga and Bandai? They were there too.
Saturday night was probably my favorite part of the convention, though it wasn’t specifically Wizard World-related. In my part of Chicago they were having a neighborhood festival, and in celebration my local comic book shop invited their regulars to come hang out and drink some beers. There wasn’t too many of us there, which was more than alright with me. I was content with talking the whole while with a woman who didn’t even stop at home to change out of her Catwoman costume. The whole experience was a bit surreal: where I grew up I bought my comics from a video rental store, so there was never a place for me to go and hang out and talk geek.

Sunday was more of buying. For 35% off we picked up the first volume of Monster (manga is always seriously lacking at WW), Coward, the three TPB volumes of Bruce Wayne: Fugitive and Tales of the Slayers. We also stopped by Artist Alley and grabbed a copy of Winter Beard by Cathy Hannah and The Exploits of Aimless Boy by John Aston Golden, who is actually a regular at my comic book store. We waited in line for the Wheel of Doom and I won my cat a rubber band to play with (the topic I chose was Lunar: The Silver Star and they unfortunately didn’t know what the hell I was talking about) and Shions_Glasses won a hardcover book of Wizard covers, which he promptly gave away.
It was after this point that the con went sour. We stopped one last time at the Sony booth to check out the Heavenly Sword demo. Some guys came up behind us, and one of them decided that it’d be a ton of fun to verbally harass me. I don’t feel like going into too much detail, but his comments involved such things as upskirt shots, masturbation, and rape. Unable to contain my anger, I told him to please shut the hell up, and went on to furiously explain that rape is not a joke, it’s a hate crime, etc. but as he only seemed to get more belligerent with my every response. So I went to security and he disappeared into the milling crowd. At least I can say that security did take me seriously and even profusely apologized.
Yet getting harassed sucked any fun that was left out of the con. We did go afterward to check out the Fullmetal Alchemist movie, but it was difficult to enjoy.
With all the internet harassment that’s been going on lately in the game and comics community—the avalanche of racist comments regarding Resident Evil 5, the hijacking of GayGamer.com, and Girl-Wonder.org getting hacked— being harassed at the con just fit in too perfectly.
Labels:
comic books,
consumerism,
privilege,
sexism,
video games,
Wizard World
Wednesday, August 01, 2007
Shame on you internet, I thought you were cool

I found a great blog today as I was reading up on Resident Evil 5 reactions. It's called microscopiq, and combines my two favorite things: art and video games into one cool blog. The article on RE5 is also stellar, as he points out many of the issues inherent with the concept of the game. The best point against the game is how the characteristics of the super zombies of RE4, transferred to a black person, creates a zombie that resembles many of the negative black stereotypes.
"With bulging eyes, simian super strength, and a room temperature IQ, we’ve been portrayed as savages beyond redemption."
What is not so cool, and that has made me as angry as a space banished Hulk, are the comments on that post. This post has gotten waaaay more attention than any of the other posts on the blog, and the majority of the comments are telling him how wrong he is. All I can think is "How dare they." What gives these people the right, to come to his blog and tell him that he is wrong; that he shouldn't be offended by obvious racist imagery. Most of the comments boil down to, "No. You don't/shouldn't feel the affects of racism, shut up!" It's inconceivable. Who else would feel the affects of the imagery in this game if not an African American. Commenter after commenter kept admitting to being white and claiming that they have never know anyone to be racist, that racism doesn't exist, and that these images of a race that they don't belong to aren't racist. Well of course you don't feel it if you're white, but it exists. It exists when you go onto an African American blog throwing your whiteness all over the place and saying not to talk about things like racism and be a good boy. Does anyone else see the absurdity in someone defending a game where a white person goes into a black space and starts wrecking havoc, when they themselves are going into a black space and wrecking havoc. This sounds like the perfect game for these people, right up their ally. It's pretty clever of the power structure to admit that racism is bad, but then also claim that it doesn't exist. This leaves those who are affected by racism without even a voice to speak out against it, because, according to the power structure, there's nothing to speak out against. A good rule to follow from now on is that if any marginalized person calls out some sort of oppression of their group, maybe everyone else should just shut up, listen, and at least consider the possibility.
"With bulging eyes, simian super strength, and a room temperature IQ, we’ve been portrayed as savages beyond redemption."
What is not so cool, and that has made me as angry as a space banished Hulk, are the comments on that post. This post has gotten waaaay more attention than any of the other posts on the blog, and the majority of the comments are telling him how wrong he is. All I can think is "How dare they." What gives these people the right, to come to his blog and tell him that he is wrong; that he shouldn't be offended by obvious racist imagery. Most of the comments boil down to, "No. You don't/shouldn't feel the affects of racism, shut up!" It's inconceivable. Who else would feel the affects of the imagery in this game if not an African American. Commenter after commenter kept admitting to being white and claiming that they have never know anyone to be racist, that racism doesn't exist, and that these images of a race that they don't belong to aren't racist. Well of course you don't feel it if you're white, but it exists. It exists when you go onto an African American blog throwing your whiteness all over the place and saying not to talk about things like racism and be a good boy. Does anyone else see the absurdity in someone defending a game where a white person goes into a black space and starts wrecking havoc, when they themselves are going into a black space and wrecking havoc. This sounds like the perfect game for these people, right up their ally. It's pretty clever of the power structure to admit that racism is bad, but then also claim that it doesn't exist. This leaves those who are affected by racism without even a voice to speak out against it, because, according to the power structure, there's nothing to speak out against. A good rule to follow from now on is that if any marginalized person calls out some sort of oppression of their group, maybe everyone else should just shut up, listen, and at least consider the possibility.
Friday, July 27, 2007
Didn't I Already write this post?

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.
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.
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:
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.
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?)
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
Labels:
consumerism,
fandom,
feminism,
racism,
sexism,
video games
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.)
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

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