Showing posts with label electronic entertainment. Show all posts
Showing posts with label electronic entertainment. Show all posts

Monday, June 10, 2013

On BioShock Infinite: The Self, The Shadow, The Other

I did an analysis of BioShock Infinite, the recent FPS-cum-art-game from Ken Levine at Irrational Games. It can be found over at Berfrois, an always-excellent repository of essays and criticism. If you've played the gaem, or you're curious and don't mind spoilers, go give it a read. A selection:
On a thematic level, BioShock Infinite‘s tropes may be well-worn – it taps into familiar material – but it does reconfigure and invigorate these tropes, delving deeper into them than a work of art has attempted in a long time. These motifs, as articulated by psychology and existentialism, are the Shadow and the Other. They’ve been used in video games forever, generally in the shallowest of ways, but in BioShock Infinite, they’re resuscitated and supercharged, and their primal power gives an uncanny intensity to those aforementioned emotional moments.

Tuesday, February 19, 2013

On Berfrois: The Death of Romance in The Shadow of the Colossus

A piece I wrote on the video game The Shadow of the Colossus has appeared on Berfrois, one of my favorite online magazine for lovers of criticism and literature, in all its digital and analog forms. I should probably be embarrassed about how much time and investment I put into this essay, which ended up being about 5,000 words; it took a lot of reading and a lot of craftwork to get it into its current state. Needless to say, I learned a great deal, and every time I think about it, I love the game I was writing about a little more.

Here's a quick excerpt from the meat of it:
Shadow of the Colossus is not the only story to draw on the Promethean myth. It has been repeated many times, by many authors, its metaphor relevant to many circumstances. Among them, Albert Camus and Lewis Hyde, both of whom I'll get to later. We should take note right now, though, that the myth of Prometheus undergoes drastic revisions in Shadow of the Colossus, which only contains a few traces of its original spirit. These Promethean Colossi may be chained to their territories, but they aren't being punished for stealing fire. Here, they are protectors, guardians of some kind of dark essence, which enters Wander's body each time he slays one. They are not the enemies of order, but its enforcers, and Wander is the true transgressor, destroying the matrix of stability that keeps the Forbidden Land in check.

-- The Death of Romance in the Shadow of the Colossus, on Berfrois.com

Wednesday, June 27, 2012

Digital Disquiet: How 8- and 16-bit games taught me the power of dread

(in case you missed it when I tweeted it all over the place a couple weeks ago)

"For those who grew up with them, those late 1980s/early-1990s golden-age console and PC games can represent a great many things. They can still evoke long-lost affective states, emotive chords that have never been struck by any other medium. I’m an avid reader and a part-time cinephile, but books and movies have never done to me what Castlevania and many of its 8- and 16-bit peers did. There is a special sense of dread and anticipation, a special experience of the sublime, that belongs uniquely to those games, and that will be forever captured in my earliest memories like a solution in a jar, waiting to be occasionally stirred up by a passing remark, a news story, or a train ride.

That sense of dread is unique to those particular video games, that unrepeatable phase of gaming history that lingered for a few years and then vanished into the slipstream of forward progress. Within a decade, that style of gameplay was entirely lost, crowded out by cinematics and back-story and sensationalism. I’m glad I got to live it at that receptive stage of my life, because it’s not coming back."

- from my essay, published in Berfrois on June 1, 2012

Tuesday, May 29, 2012

Abraham Licoln: Vampire Hunter is clearly a surrogate for Simon Belmont

Abraham Lincoln: Vampire Hunter sounded like a fun idea at first. After we heard it a few times, it almost immediately flipped into "already played out, despite the fact that it hasn’t been released yet." The fact is, at least from the discussion so far, it seems to use this fascinating historical backdrop as a hook, without really engaging it very much. So vampires were trying to use the Civil War as a cover for their own takeover of the American landscape? They wanted their own nation, and only the defenders of freedom like Abraham Lincoln could stand in their way?

After the cutesy cognitive dissonance wears off, it becomes clear that this is simply a rough, exploitative manhandling of history. Yes, he had a period of fierce youthful independence, including making his own solitary journey into the South – but as a young man, he was disciplined and pragmatic. As President, Abraham Lincoln was not a general… he wasn’t even particularly famous for being a soldier, or a rugged individualist, or any of the other romantic notions of a "hero" to justify this kind of appropriation as "clever." The guy was actually a diplomat, a force of balance and principled compromise (opposed both slavery and abolitionism), who built the foundation of a war on the bedrock of popular support, and who ultimately united the country, rather than allowing it to remain divided, or permanently alienating his Southern countrymen.

Bottom line: it doesn’t really jive, as a concept. I would have been more excited about Ulysses S. Grant: Vampire Hunter, or Henry David Thoreau: Vampire Hunter, or Jack Kerouac: Vampire Hunter.

But if you’re like me, you saw the trailer:


... and thought, "Shit, this still looks pretty cool. It uses the bullet-time slow-mo bullshit in a way that’s pretty off the hook, if you’re into that sort of thing, and setting aside the fact that it’s Abe Lincoln, they seem to have created a badass Central Hero to fulfill all our Lonely Gothic Crusader fantasies." So how do you really enjoy this movie, given the fact that it’s based on a totally confusing historical revisionist brain-fart?

Here’s my solution: I’m going to pretend this is actually a Castlevania movie.

With the whips, the Secret Society vibe, and the ridiculous Underworld-style photography transplanted into the 19th Century, this seems like the best approach. Indeed, Abraham Lincoln: Vampire Hunter appears to owe more to Castlevania II: Simon’s Quest than to Interview With The Vampire. Like the best of the Belmonts, Abraham Lincoln seems to be cursed with a warrior’s calling: is the chosen son, bane of the undead scourge, cursed with the double-edged sword of Privileged Insight and Principled Responsibility.

This is an act of mental remixing, like transplanting Radiohead as the musical accompaniment to a Jay-Z album. We’re going to replace one mythos with another, discarding the putative origin story for a new one, ganked from a more appropriate property. By rejecting its premise and substituting our own, we are going to make Abraham Lincoln: Vampire Hunter the brilliant movie it deserves to be.

Wednesday, March 16, 2011

Cyclic versus Literary Fantasy: Fritz Leiber and Monster Hunter Tri versus Tolkien and Final Fantasy

Fafhrd and the Gray Mouser faced each other across the two thieves sprawled senseless. They were poised for attack, yet for the moment neither moved.

Each discerned something inexplicably familiar in the other.

This text marks the first official meeting of the two iconic characters in Fritz Leiber's Swords and Deviltry, a book that unmistakably fits the descriptions "hack-and-slash" and "swords-and-sorcery." It's part of a whole Swords and --- series, all concerned with the partnership between these two characters, one a brawny defector from a society of snow-barbarians, the other a spritely thief and corrupted student of a white wizard. This particular novel teems with classic literary mechanisms straight from the adventure story guidebook: first loves, betrayals, deaths, buddy-film comraderie, quests for spoils and fame turning into quests for revenge. This book alone has at least three different revenge-quests, between its four most important protagonists.

Reading Leiber's work, you're liable to feel a vast gulf between this style of storytelling and, say the literary approach of Tolkien, who basically set the bar for the high fantasy epic. You may be tempted, initially, to see the difference as one of quality. I don't think it is, though.

Last April, Capcom released Monster Hunter Tri for the Wii here in the states. It's a striking gameplay experience -- the aliased edges aren't smoothed over, and the 3D physics aren't neatly polished. The collision detection is... kind of primitive. Also, there's no attempt to give the game an intuitive gestural interface. Nay, in many cases, you'll be three or four layers deep in menus, browsing items packed together in dense menus, marked by the simplest 8-bit icons I've seen in a long time. It's as close as you can get to a turn-based RPG while still fighting in real time.

Sometimes there are uncanny parallels between very different experiences. Playing Monster Hunter Tri and reading Swords and Deviltry may create just such a juxtaposition. These are both unapologetic throwback experiences, willing to throw away all sorts of artful pretense in order to create a direct, unmediated experience of adventuring. The best way to describe this experience, at its core, may be that it's a Dungeons and Dragons experience, the feeling of being immersed in a world of particular rules and rehearsed beats and well-articulated types, an aggregate of simple elements so numerous that once combined, they create their own sort of complexity.

This may be rather a stretch, but I'd say that there's a qualitative difference between something like Swords of Lankhmar, and something like The Lord of the Rings. I'd call the latter a piece of "literary fantasy," and the former a piece of... what's the best way to describe it?... "cyclic fantasy" is really the best I can do, I suppose.

The basic difference is this: in literary fantasy, there's a sense that the world is continuous, built on a deep history that runs entirely independent of our own. Tolkien was a master of this type of world-creation: from The Silmarillion, a sort of nebulous creation-story, to the vast and complex languages and cultures that populate Lord of the Rings, Tolkien writes living worlds, and we always have the sense that we're only seeing a tiny glimpse of them. These worlds are filled with stories, including the story we're reading, that represent subtle and sweeping paradigm shifts, not only for the characters, but for the worlds themselves.

However, in cyclic fantasy, there's a sense that the world is static, only temporarily deviating from its baseline position, and in conjunction with this, there's a sense that the world only consists of whatever we've seen of it so far. In Swords and Deviltry, the first third of the novel takes place entirely in the Cold Wastes, and though the city of Lankhmar is discussed, it's only described in the most generic possible terms as the quintessential fantasy city. It's really rather disembodied, at least until part of the story takes place there, and the place is described a little more directly.

This sense, the sense that you're creating the fantasy world as you explore it, is very different from the feeling you get in The Fellowship of the Ring, where the remote "outside world" beyond the Shire seems to live by its own inscrutable rules, and thus seems hostile and unwelcoming to the hapless explorers. Indeed, both The Swords of Lankhmar and Monster Hunter Tri are very encouraging to the explorer, who can travel through successive landscapes and towns that are static variations on a range of accepted themes.

Of course, the reason I called this "cyclic fantasy" is that there seems to be an unchanging "way things are," and the fantasy world of these tales always eventually returns to this state. Indeed, in cyclic fantasy stories, the main characters are often tasked with averting some cosmic disaster or destroying some villain that's getting too powerful, whether for rewards or for vengeance; thus, they are often tasked with maintaining the status quo. The "quest" is a job, assigned by some guardian or authority in the world, that leads to the restoration of the given order. This cycle repeats forever, throughout the myriad adventures of the story's protagonists.

Indeed, one of the distinctive aspects of Swords and Deviltry is that the two main characters' lives before meeting -- their lives at their ancestral homes -- are barely sketched out, only given enough detail that we can look forward to their dissolution. In effect, it seems like these "normal lives" -- the Gray Mouser's life of tutelage under a good wizard, and Farfhad's life within the community of northerners -- are already deviations from the true way things should be. By escaping and defying their mundane backgrounds, these characters bring into effect the status quo of their world. One of the essential components of this status quo is that these two adventurers are united in friendship and purpose, and that they're free of their histories and obligations, at liberty to explore and undertake quests.

If there's a video game equivalent to the "literary fantasy" paradigm I mentioned earlier, I think it's the Final Fantasy series (I'm thinking of Final Fantasy VI and VII in particular). Like Tolkien's work, these games take place in worlds that seem to be neck-deep in their own history. Exploring and understanding these worlds is remarkable, largely because they're so unpredictable and full of personality and narrative power. However, the feeling of being in a living, historical world is remarkably different from Monster Hunter Tri's sense that the world is waiting there for you to occupy and defend it.

And though I'd never try to make Fritz Leiber (or anyone, really) compete with Tokien for some sort of literary merit award, it does seem like there will always be a place in fantasy for the cyclical, the alchemical and archetypal, the world created as a static structure to frame the adventures of the characters who enter it. This is the setting we enter, not as strangers, but as avatars, harnessing our power to create the world as we experience it.

Tuesday, September 28, 2010

Metroid: Other M, and Fear For Samus's Soul

I wish I had an infinite amount of time to play video games. I don't even need an infinite amount of money... there's such a great time-to-money ratio with a good console game, I think I spent a fair, responsible amount of money on video games, affordable on my normal salary, and still be happy, as long as I had infinite time to spend playing them. That's how calculus works, right?

If I had infinite time to spend playing video games, and if, theoretically, I could distribute that time however I saw fit, I definitely would have played through Metroid: Other M by now, and I'd have revisited Prime and Fusion, and maybe gone as far back as the 8- and 16-bit games, just for background. That's just how fascinating I find the whole Other M debate, which clumsily sideswipes some ideas I've expressed about Samus, in a previous post, which I still think is a lot better than most of the stuff I write now.

For a general overview, you can check out a few key texts on the game:

MetaCritic has it at 79%, which sounds respectable until you realize that other Nintendo key properties on major consoles tend to score in the mid-to-high 90% range. Most of the reviews are lukewarm on the concept, cold on the execution and dialogue, and (with some exceptions) reasonably sympathetic to the new control scheme.

However, one of the major dissenting reviews turned out to be the flash point for a debate on this entry's place in the series. This was Abbie Heppe's negative (2/5) review on G4tv.com. Abbie criticized the controls a bit, but this seemed like an afterthought, coming at the end of a long critique of the game's respect for Samus's character and her place in the canon.

This review has been rejoined: the vast majority of commentary I've read is unsympathetic to Abbie's point of view, preferring to defend the game and either excuse the story or minimize its importance. Of these, the response at Dromble is the longest and most vehement; the poster's name appears to be "Fred," but it's not officially attributed to anyone, so I'll just call it the Dromble review. It's an enthusiastic piece, but seems a bit clumsy, mostly concerned with using obscure references in the series' canon to answer vaporous versions of Abbie's argument, which is so generalized in the response that it becomes a Straw Man.

Side-note: there's also this debate on OBJECTION, which does a decent job of recapping the argument from a middle-of-the-road perspective. I LOVE the use of Phoenix Wright animations, especially at 2:35, when Kenshiro breaks into a little bit of an "America needs more maps" stutter.

Anyway, I would write about this debate for a week if I had the time, and didn't feel totally phony about it. As it is, I haven't played the game, and don't have the time to invest in it, and even if I had, I would want to play back through some of the other recent franchise entries, as well... it seems to me that Samus has been changing slowly for a few games now, taking on a more subtle and sensitive inner life, and her space-world has been changing around her. I could spend a whole post discussing the importance of consistency and continuity within video games, and science fiction, and fiction in general; I could spend another chunk of time talking about Samus as a modern-era Samurai, and about her mixed motivations as a bounty-hunter-peace-keeper in a dark intergalactic future. I could use this as a jump-off point to talk about authorial intention, and whether, theoretically, an author (like Metroid's creator, Yokio Sakamoto) can betray their own work (George Lucas being the paradigm case). Unfortunately, I'll only be able to fit so much into this discussion... so I guess I'll start from the key point in all the exchanges, the scene of Samus's encounter with the alien Ridley. Warning: I've spoiled it for myself, and I will probably do so for you, as well.

You can actually see the controversial cut-scene here.

Now, I was initially skeptical of Abbie's criticism, since I tend to give creators a good bit of license with their creations, and I can accept some pretty broad and unpredictable behavior from a key character. But watching the scene on YouTube, my visceral reaction was: who is this woman? Where is my Samus, always so steadfast in the face of Metroids and Space Pirates? And who is this man coming to her aid, barking one-liners at their shared adversary, and making an immediate belittling remark about Ridley "knowing how to treat a lady"? It's hard to work through those emotions. It's hard to see one of your heroes falter.

Now I'm willing to give Abbie's criticism a bit more credit. We've never had a thorough exploration of Samus's past, but make no mistake: we knew her (I find Abbie's own assertion that she has "only the personality that we have bestowed upon her" to be dubious). She was always alone, flying a single-person ship, shaped like her own helmet... this was pride bordering on narcissism. She ventured into all those planets and compounds without any thought of calling in backup. She has always been a loner. And she has always been a professional, first and foremost, entering each game with a target and an objective. Fix your ship and escape, find this exotic artifact, hunt down this scourge and wipe it from the universe. Take whatever steps are necessary: flood part of the planet, destroy its core, spend hours in the tunnels looking for an alien supplement that keeps you alive in molten temperatures. Shoot the enemy with missiles and power-bombs, and just hope that you can get out when the planet starts to implode. Samus Aran was positively cavalier.

Obviously, these aren't feminine traits. Indeed, claiming that Samus has ever been feminine beyond her mere anatomy is (self-)deception. The fact that young men like me found her hot doesn't prove that she's innately feminine... it just proves that we were gullible enough to fall for whatever 8-bit body was put in front of us. And in this regard, Samus is a monad (a symbolic reduction) for her universe as a whole: she lives in a post-human version of outer space, where technology is so dominant, it renders biological sex meaningless. Samus has a sex, but she has no gender, and her opponents are the same: Ridley has been referred to as a female at some point in the past, and now (s)he's accepted as a male. We could never tell the difference between the female and the male Metroids, and when one of them spawned a baby, we barely registered that as a gender signifier. They may reproduce asexually, after all.

In fact, Mother Brain, Samus's original opponent, is perhaps the best illustration of the post-human nature of her world. Mother Brain is considered female, being the "mother" of the Space Pirate legion... but what makes her a mother? She has no determining features at all... no behavioral patterns considered feminine, no physical body to provide signifiers. Mother Brain, the massive and evil and perversely biological counterpart to Samus, is proof that in this universe, gender is nothing but an empty symbolic distinction, unrelated to physical sex, and in fact, divorced from reality in general.

Those who feel some aspect of Samus is betrayed are mostly talking about series continuity... but in this debate, there is a lot of gender subtext. Samus's return to her childhood state, her sudden panic, and her manly rescuer referring to her as "a lady" to her foe -- these are a sudden resurgence of signifiers for femininity and weakness, suddenly wrought upon a character who was always defined outside the male/female binary. This is what motivates Abbie Heppe to frame so much of her review in feminist terms:
The point is to flesh out one of the most iconic (and nonsexualized) female characters in gaming history and yet the outcome is insulting to both Samus and her fans.

When she isn’t submissive and obedient, the flashbacks portray her as bratty and childish and the whole mess smacks of sexism.

The gap between "discontinuity" and "sexism" is an easy one to bridge, and though Abbie doesn't make the argument explicit, the reasoning is all there. Samus's personality seems wholly different in this iteration of the series, despite the fact that it's the first time her history has been explored... so what's to account for this difference? Why does Samus seem to have suddenly dramatically changed her behavioral patterns, from dominant loner to obedient subordinate, and from rock-solid, nerves-of-steel professional to soul-searching drama queen? One sad but logical answer is that the people who wrote this game tried to furnish her with a personal history, but their own gender stereotypes were the only tools they brought to bear. Conventional solutions are the bane of creative accomplishment.

Here I am, responding to the whole situation based on one YouTube clip. I'd like to defend myself against the inevitable criticism of talking out my ass (not wholly unwarranted) by mediating my response a little. First of all, I'm mostly trying to register sympathy with Abbie's point of view, but I don't necessarily agree with her review, because I haven't played the game, and it might just be fun enough that I would stop caring about the story. Alternately, perhaps there's some twist in the narrative flow of Metroid: Other M justifies Samus's uncharacteristic behavior. Perhaps my insufficient experience with the Prime games have left me out of the loop of Samus's personality. For the sake of the series, I hope the former is true; after all, Samus's ungendered, posthuman nature is what I always found so compelling about her.

Or maybe it's a misstep on the part of the writers of a new Metroid game. And maybe that's okay, too, because my Samus will always survive, in my head and at the far end of my controller.

Monday, September 14, 2009

Have you heard of the "Beatles"? They're pretty sweet

So the Beatles' White Album was rereleased on September 9th, and Pitchfork actually wrote a detailed review of it... a move that's hard to fully comprehend. Where, exactly, do you get off reviewing one of the most influential albums in history? They gave it a 10/10, at least... they can be pretentious, but they're not dumb enough to alienate a whole generation by giving this a lukewarm review.

Reviews are normally written to help people decide whether or not to buy something. I don't think it's gonna work that way with the White Album... everyone already has an opinion on it, and even if they haven't heard it (it's a fairly common phenomenon these days), they've spent their lives immersed in opinions on it. The whole world of public perception is oriented around esteem for this recording. It's basically assumed that your opinion of it (or of the songs on it) is somewhere between approving and religiously devoted, and if you have a lukewarm or negative opinion on it, you're considered a true outlier. For informational purposes, I doubt anybody really needed Pitchfork's little weigh-in.

Then again, there's a generation coming that will have had no exposure to The Beatles whatsoever. Even my generation... the ones who are now at fully employed age... had most of our experience through our parents' love for the band. Quotes, tributes, radio airplay, parents, and older siblings were really my primary connection to this culture-defining phenomenon, and my younger contemporaries... neices and nephews... will be even further removed from the legend. To us, the Beatles are nostalgia; to them, Michael Jackson and DVDs will be nostalgia. The Beatles will truly be history.

For that reason, I guess it's good that reviews are being written for albums like the White Album, and for games like Super Mario Bros. These reviews read like tributes, rather than actual critiques (although it's annoying that GameSpot only gave Super Mario Bros. an 8.1). Thus, they function less like actual reviews than they do like essays of appreciation... like the "Great Movies" series on Roger Ebert's website, which are there to remind the Christopher-Nolan-Seth-Rogan generation that there's something just as powerful in a more primitive era of film.

So perhaps these post-reviews will remind hipsters and minigamers that for some of us, these old media represent some of the greatest experiences in history. Perhaps it will remind them of their roots; perhaps it will make scholars out of them. Or maybe, at the very least, it'll give us something to relate to them about.

Friday, January 18, 2008

Cool Shit Alert: simulating a 3D environment on the Wii

THE COOL SHIT ALERT:

Johnny Chung Lee, a Carnegie Melon student and known Wii-hacking supergenius, has developed something that's not only an amazing technology hack, but simply an amazing concept in general. It strikes me that this would be revolutionary, no matter what technology it was exhibited on... the fact that the Wii makes it easy is just a testament to the versatility of Nintendo's hardware.

Here's the video. Be patient for the first minute and a half, as Johnny zips through a short explanation. Once you get to the demo of the display, it becomes rather mind-blowing.



When we think of 3D displays, we usually think of filtered glasses, allowing a screen to split an image into a "left-eye" version and a "right-eye" version. This creates the illusion of depth as the brain synthesizes the two images. Though it's also a two-dimensional take on 3D, Lee's display is working from a completely different paradigm.

Instead of simulating depth from a fixed point of view, Lee's program is simulating space by adapting a 2-D image to the position of the viewer. This is, in fact, more advanced than the traditional fixed-point approach used in movies like Beowulf. Here, the user can interact with the simulated space by moving around the frame and processing multiple viewing angles.

This could really be the next generation of displays for consoles and simulation. Even from the video, you can tell that it's mind-blowingly immersive, and it promises new heights of simulation and interaction.

I think it's also a testament to technology that this could be developed and disseminated by a man who is essentially an amateur, working with pre-existing tools and an incredibly innovative brain. He didn't need a room full of engineers to sit around and develop this with him, nor a corporate sponsor to give him financial backing and public exposure... he created it and publicized it himself, and nobody can ever take that credit away from him. That's a kind of visionary independence that's never been possible in any other culture or era.

Quickly, I'd like to throw in my own thought for expanding on this innovation. Perhaps somebody else has already suggested this, but I figure I may as well record it for posterity.

MY IDEA:

Okay, at the end of the segment, Johnny mentions that this will only work for one person at a time. This is because the display has to adapt to the user's position and adjust the image accordingly, and the same image can't accommodate two different points of view simultaneously. I'm not an inventor, and for me this is all speculative, but I have an idea of how to solve this particular problem.

I've heard of a technology that uses interlacing and wavelength filtering (i.e. through filtering glasses) to display two different images on the same screen at the same time. The screen would just interlace two images (image A and image B) that are projected for two different wavelengths, and the users (user A and user B) would each wear a different pair of glasses (glasses A and glasses B). The final result: user A would only see image A, and user B would only see image B. This would be a lovely alternative to split-screen viewing in two-player video games. Both players would be able to use the entire screen to steer their Kart.

Combining this technology with Lee's head-tracking wouldn't be difficult. He himself used a pair of safety goggles to track his head movement. If you just put filtering lenses in two pairs of goggles, you could give each of two users their own individualized content on the same screen. Thus, you could have the same scene, adapting to the positions of two different people at the same time, and you could create two-player games where each player got their own unique 3D experience.

COME ON, NINTENDO!!! DO EET!!! This is the future!

Tuesday, September 11, 2007

Metroid, Feminism, and a Bunch of Other Stuff

As promised, I'm going to continue with the "Feminintendo" train of thought and talk a little about Metroid. As I discussed this idea with some friends, one of them brought up a good comparison to a certain series of movies, which I'll get to in a second. First off, though, why does Metroid warrant a little criticism?

Metroid is arguably one of, if not THE first video game to enact progressive gender politics. Samus Aran is an amazing character, the type almost unheard of in ANY media, much less in video games, which (according to my best buddy Roger Ebert) are deeply inferior to film. Samus, the main character of Metroid, a bounty hunter hired by the Galactic Federation, started the series as a rare example of a female without even a trace of femininity. In fact, the 80's Nintendo player didn't know Samus was a female until they beat the original Metroid.

Sean Bouchard points this out in his article "Beyond Good and Evil as a cultural critique," and he takes some issue with it:
"Although Metroid can be viewed as a cultural critique in that it puts a woman in a role typically reserved exclusively for men (indeed, in its day it was hailed as a great step forward), it does Samus a disservice by stripping her of all feminine characteristics. The message, in fact, is not that women can be as strong and powerful as men, but that in order to be strong or powerful a woman must become like a man."
I understand the postmodern feminism perspective here, I really do, but let's give some credit. Metroid was working within a subculture of violence and hero worship, the interactive equivalent to classic sci-fi, and first and foremost, Samus managed to do something critical: she represented the player (presumably a male, based on the demographic) through a whole game, and then pulled an acute identity reversal on them, right at the end. There were probably some kids out there who gained a new respect for the role of gender in their fantasy world, whether consciously or not. And by-and-by, I'd LOVE to see a fantasy or sci-fi novel that placed a female in a male role in such an uncompromising manner as Samus. The supposedly infantile video game industry took a shot at this gender hurdle when sci-fi writing was still in the throes of machismo cyberpunk plotting.

So Samus turned the gamer's ideas of the male hero upside-down by taking on a fully masculine role. Still, she couldn't escape the gender issues that tend to come as a subtext to storytelling. Even in the original game, Samus was pitted against "Mother Brain," a bizarre alien enemy that, for some reason, was gendered as a female. In a way, it seems that the whole game was a play of gender reversals... girl-on-girl action, 100%.

Since then, Samus has continued to be the badass we need to defend us against Metroids, but motherhood issues keep following her around. [METROID spoiler warning] In Metroid II, released for old-school Game Boy, Samus destroys the entire species of Metroids, except for one egg, which she witnesses hatching. The newborn Metroid assumes Samus is its mother and helps her escape the dying planet; this Metroid reappears in Super Metroid, the next installment of the series, and continues treating Samus as a parent. [end spoiler] Samus herself never buys in or relinquishes her bounty hunter role, but the Metroid's attachment reminds us that even a genderless warrior can be called upon to fill a nurturing role.

The original Metroid was released in August 1986, just a month after another media phenomenon hit the United States. This phenomenon was Aliens, sequel to the 1979 feature Alien, and according to some sources, this original movie provided Metroid with some of its inspiration. That point aside, there are some undeniable parallels between Ripley and Samus, in particular their shared Female Warrior archetype. Ripley, like Samus, is removed from her gender characteristics, so much that she seems strangely genderless; in Aliens, Ripley, like Samus, is confronting a terrifying counterpart to the Mother figure, the Alien Queen. Eventually, in Alien 3, Ripley reaches the same point that Samus reached in Super Metroid: she is the tentative mother figure to the alien itself, the eternal enemy.

Alien: Resurrection was so weird and discontinuous that I don't really want to discuss it here, but yes, it definitely deals with some motherhood issues. I'll say it again: issues.

I think, based on some of these observations, we can make some connections between Nintendo's characters and feminism at large. We discussed Zelda in the previous post, pointing out that she retains her femininity and "wisdom"-bearing role, even as she becomes a stronger, more confrontational character. In this role, she is the Feminine Mystique, the woman struggling to negotiate power while respecting her feminine identity. In Zelda, femaleness is interrogated and politicized, but it remains feminine at the core.

Samus Aran is different. Samus has kept the sex, but she's discarded the gender... a female who isn't feminine, even as she's chased around by specters of motherhood. In terms of feminist theory, she's the Cyborg Manifesto, the tract by Donna Haraway that advocates for the complete collapse and reconstruction of gender identity. The femininity that remains in play with Zelda is rendered meaningless in Samus, because she chooses to take on a man's role... and if her technology allows her to do that, what it is that makes it a man's role any more? In Samus's world, and perhaps in our own future, masculinity and femininity are mixed in such a stew that it doesn't make much sense to set them apart any more.

There are levels of meaning to video games that belie the youth and charisma of the medium, and they make it a prospect for a new great social forum. By bringing these issues to light, I work toward the critical goal of justifying twelve straight hours on my goddamn couch.

Friday, September 07, 2007

Zelda as Feminist Icon

I'm trying to finish up Twilight Princess so I can get more involved in Bioshock and, eventually, Metroid Prime 3: Corruption. My gaming list is starting to look like my reading list. Both Zelda and Bioshock have gotten me thinking, though... transhumanism, referentiality, world-building, storytelling, the aesthetic possibilities of the medium. And just as Bioshock is going a long way towards proving the versatility and intelligence of the medium, Zelda has made its own contributions to culture, too.

Though the series' protagonist is really Link, the brave young fool you tend to control, the series gravitates around Zelda, the princess who's always the motivating factor, a critical element behind the scenes of the game. The disconnected continuity of the series has given her the opportunity to play a lot of roles... after all, every Hyrule is essentially a different universe, built on different rules and assumptions than the previous incarnations, but they all deal with three iconic characters--Zelda, Link, and Ganon--representing three fundamental forces--wisdom, courage, and power--the three parts of the triforce. Each Hyrule, and each great adventure, is a reincarnation of these themes, instantiated in these characters.

Link and Ganon have become more complex over the course of the series, but their roles haven't changed on an essential level. Link has always been a warrior-adventurer, representing the possibilities of the growth of spirit, struggling to resolve Hyrule's troubles and liberating its constituent kingdoms in the process. Ganon has always been the destructive element, breaking down the balance in the kingdom and precipitating its fall into chaos. Link versus Gannon, the eternal struggle, with Zelda always lingering, doing... what... ?

Well, in the beginning of the series, Zelda is a fairy-tale figure, usually a victim or a captive of Ganon. Her soul is the soul of Hyrule, and when Link saves Zelda, he is also saving Hyrule from collapse and ruin. In Zelda II, you start the game in a mythical castle chamber with Zelda behind you, sleeping the slumber of death. In Zelda: A Link to the Past, the Super Nintendo entry into the series, Zelda is a guide and an icon, but she still requires the rescue of the hero. Wisdom (in this case, a feminine attribute, represented by Zelda) may be the key to control of the kingdom, but the struggle to win it (her) is still between the aggressors, the forces of noble Courage and destructive Power.

It's a powerful metaphor, and it will undergo some serious reconstruction.

Zelda's true feminist evolution occurs in Zelda: Ocarina of Time. This game, the N64 entry in the series, is still considered one of the greatest in the Zelda cycle, and one of the greatest adventure video games. Aside from the transition into 3D, Zelda performs her own form of transcendence: she becomes an ally of Link's, a warrior instead of a victim or a prize, a champion of her kingdom. She appears as what appears to be a ninja, though she acts as more of a spiritualist; her guidance and the power implied by her abilities and her secrecy signal a profound change in her character.

Since Ocarina, Zelda's role has been permanently changed. In Windwaker, the Zelda game for the GameCube, Zelda appears [censored censored spoilers censored]. In Twilight Princess, she is a sage trapped in Hyrule Castle, a force that antagonist Zant keeps imprisoned in order to control Hyrule; you respond to her call, and in a series of critical cut-scenes, she proves that only her power can keep Link safe on his quest.

Zelda's new status as a potent ally changes the nature of the Triforce metaphor, as well... it becomes a metaphor for control and autonomy, with Power as the unstable attractor and Wisdom and Courage working together as its counterpoint. The metaphor rings true: great power in the hands of an authority is dangerous and unstable, and without reason and virtue binding it, it tends to spiral out of control.

Consider that through all this, Zelda keeps a gender identity. She's consistently the only non-violent aspect of the triforce, and even at her most powerful, she keeps sort of a "Queen Mother" role as protector of her kingdom. Through her, Nintendo has been exploring the level of power they can attribute to their feminine archetype: how is she as a child? Can she be a violent character? How does it play out when her character becomes the rescuer, rather than the victim? Whether this is for better or for worse... whether Zelda is an emblem or a stereotype... isn't for me to decide right now. But she's still representing a feminine force.

This is worth contrasting with Samus's role in Metroid, which more or less turns masculinity and femininity inside-out. I think Samus may become the subject of another blog post coming in the near future.

At any rate, I'm eager to see where Zelda goes, as a character and as a series, and Jesus, I need to finish Twilight Princess. Argorok, here I come.

Friday, July 13, 2007

Finding the PoMo in Super Paper Mario (a Postmodern statement)

I'm gonna confess... I've been playing a video game quite a bit. Or at least, I've been facilitating and observing its being-playedness by a passing resident of the household. That game is called Super Paper Mario.

Okay, so in the history of Mario, we've gone from a fully-restricted two-dimensional world (Donkey Kong) to a non-restricted two-dimensional world (Super Mario Bros. through Super Mario World and beyond) to a three-dimensional world (Super Mario 64 through the forthcoming Super Mario Galaxy). Paper Mario is, in a sense, a reflection on the history of the two-dimensional Marios, which the game undertakes by offering a third dimension.

Now, because it's oriented around a two-dimensional game, the third dimension isn't that well developed. That's why it's called Paper Mario... the game is conscious of, and in a sense apologetic for, its two-dimensionality. However, for what it lacks as a three-dimensional game, Paper Mario makes up for as Postmodern Mario. Meta-Mario -- that's what we've been playing, and it's a fascinating experience.

To start, there's a level of historicism in Mario that's been a defining feature of postmodernism for a long time. Just as pop-art brought kitsch and self-conscious reference to art, SPM brings to the Wii a salvo of self-conscious references to Mario history, from the enormous 8-bit Mario you become when you grab a star, to the Princess's ability to float... it's sort of futile for me to list them. There are millions.

There are also references to the world outside the game. Occasionally, the characters mention you, the player, in order to explain their discussions of controller buttons, which Mario himself apparently doesn't understand. One of the enemies even has the Wii "processing" animation playing in its eye. These are discursive and semantic break-downs of the fourth wall that parallel Mario's own breaking of the fourth wall when he "flips" from 2-D space into 3-D space.

And about that "flipping" action, which takes Mario beyond the standard platform game world . He reveals hidden enemies, items, and landscapes that are on other two-dimensional planes, thus retreiving a certain more literal meaning of the phrase "parallel dimension." Most NPC's in SPM can't sense or interact within these alternate planes, making Mario unique, a sort of bodhisattva... come on, doesn't anyone else read a certain Eastern mysticism in that move? A moment of transcendence, perhaps? The same theme that appealed to Heidegger and Jung seems to have appealed to the Nintendo developers. Mario even learns it from a sage.

PoMario. That's the game, my friends. PLAY IT.

Wednesday, June 20, 2007

Street Fighter II is still King

My roommate just drew my attention to this remarkably simple video, featuring a fully stationary female guitarist rocking a song from one of my favorite games of all time, Street Fighter II: The World Warrior:




She's pretty awesome. This is what glam-riff guitar rock was made for, and she does it right... standing still, not giving us anything but that gorgeous post-disco soundtrack riff from the American Military Base in all our 14-year-old imaginations. At that age, I could beat my Super Nintendo version with Guile, Chun-Li, Ryu, Ken, and Blanka, and along with a couple other exceptional games, it was one of the only ones I could play over and over and over again. SF II deserves every homage made for it.

Wednesday, June 13, 2007

SPECIAL REPORT: Follow-Up on Literature: Suspicious links to video games?

Literature linked to more dangerous behavior for your children. Brutally maladjusted past-time of “playing video computer games” has long been recognized as one of predominant social ills among youngens. However, recent research at miksimum has linked this scourge to the older, more ubiquitous execration of LITERATURE, first profiled in our most recent post. Our sources have linked literature to dangerous video games like WoW (acronym for World of Warcraft, unrelated to the diarrhea-causing potato chips), which is rife with themes and references to “classics” like Tolkien’s The Lord of the Rings and Sir Thomas Malory’s Morte d'Arthur (a French title, no less! Pfffttt!). These kindred rituals share with video games more than the merely cosmetic devices of “swords,” “goblins,” “magic” and “epic romance”… they’re linked to insidious patterns that have plagued the youth for generations, including “getting lost for hours in a vibrant fantasy world” and “having a wild imagination.” After we follow Jack Thompson’s lead and neutralize all the video games, we must take the next step to assure that no more will ever be made: we must burn the books that inspire us! Err, them!

Thursday, January 04, 2007

Video Game Violence: Joe Lieberman is a goddamn comedian

I'm going to have to interrupt my gushing about Casino Royale to draw attention to an absurd example of propagandistic political cinema. I'm drawing attention to it because of my social libertarian tendencies, but more importantly, I want to bring it up because it's so under-argued and overdramatic that it's laughable.

It's a trailer for a new movie, I guess along the lines of new political-issue documentaries, like Inconvenient Truth, Who Killed the Electric Car?, and The U.S. Versus John Lennon. This one is positioned to attack video games as the pivotal gateway for violence to enter our culture. The video in question can be found here.

For the sake of rational argument (I put that concept in italics so you can wave goodbye to it for the duration of the clip), I'm going to look at this trailer on a point-by-point basis. They have four, maybe five soundbites, and not ONE of them stands up to the least scrutiny.

Let's take a few. I'm paraphrasing... the quotes are just to make it clear that I'm pulling a point from the video. My commentary is going to be minimal, because you're all individually capable of thinking about these points and recognizing them as farcical.

1 - "In the past, violence has been seen as a vice, rather than a virtue."
Every society in the history of civilization has valued its warriors over its lay-people. Samurais, Knights, army generals, kids play-fighting since the beginning of time... if anything, we live in perhaps the LEAST violent global culture in history.

2 - "We didn't want to get into the regulation game; we invited the gaming industry to regulate itself."
Again, nonsensical. The video game industry is regulating itself; it would take some fast talking to claim that software companies, adopting the ESRB ratings voluntarily, aren't heeding the cautions of their critics.

3 - "We blame video games for teaching people how to fly planes into the World Trade Center."
Blaming non-violent video games rather than the CIA? An irrelevant and profoundly misdirective tangent. Mentioning 9/11 is nothing but shameless sensationalism.

4 - "We'll see Columbine etc. etc"
Again, sensationalism. Why can't we blame the alarmist media for glorifying violence by making every American crisis into a political buzzword?

5 - "We literally enter into a world that's so realistic, we forget that it's a make-believe world."
This isn't true for anyone I know, including 3 to 6-year old children. It's an absurdism that equates playing video games with a kind of psychopathic hallucination.

Alarmist is a comedic understatement. If this trailer suggested any kind of cogent argument, I might take an interest in watching the film. Instead, it shows that people who want to regulate our lifestyles can only justify their actions with bizarre misrepresentation of reality.

Tuesday, September 19, 2006

Semantics, Politics, and video games: Nintendo versus the world

In the spirit of mass market analysis, today's rant is going to be about the semantics of persuasion... in this case, I'm going to consider spin-doctoring in the marketplace. The free-market competition is for dominance in video game console sales, and the competitors are the X-Box 360, the Playstation 3, and the Nintendo Wii.

For the purposes of this discussion, I'm going to lump the X-Box and the PS3 into the same category. These are the old-guard game systems, competing on the basis of classic qualifications like franchise acquisition and processor speed. The Wii represents a different paradigm entirely, and at the moment, it seems to be shaping the debate over the next generation of consoles. Where the X-Box and the PS3 are in a race for power, the Wii is struggling to innovate... where the old-guards are selling their new processors, the Wii is selling its concept.

The unconventional Wii controller is at the nexus of this debate, and its success depends on whether it's cast as an innovation or as a novelty. This is a marketing game, and it's become a critical issue on gaming message boards. The old-guards claim that the gaming experience hasn't changed, and that it's based on good games, not on a gimmicky control scheme. Nintendo wants to prove that even in a die-hard realm like the gaming experience, the hegemony can be overthrown.

Thus, the primary semantic issue: novelty versus innovation. Novelties are attention-getting but transient, where innovations are ideas that produce lasting effects in their markets.

Most old-guard loyalists (read: fanboys) claim that a system withough an armor-piercing processor simply isn't "new generation," and their reliance on this term is telling: these gamers' criteria for games is established by the history of gaming, from the 8-bit Ataris to the dual-core 3.2 GHz PS3 powerhouse. These gamers expect an upgrade in graphics, speed, and dynamic simulation with every new system, and this means Nintendo has failed, because it's not building on the tradition of its supposed predecessors.

Nintendo isn't so concerned with the "generation" of this system, and in a sense, Nintendo has taken on the task of subverting this linear paradigm. Its new system was originally called the "Revolution," and this is another revealing semantic choice. "Next Generation" is progressive... "Revolution" is Marxist. Where Sony and Microsoft are competing to dominate an established field, Nintendo is attempting to redefine it entirely. Revolution is a risky business, but for the dedicated developers at Nintendo, it's the only way to overthrow the corporate video game hegemony.

I seem to be creating a political metaphor here, and I'm going to recognize it and dispense with it before it gets out of hand. The twentieth-century political environment was split into Communism (defined by socialism, revolution, and the enforcement of "equality") versus free capitalist democracy (defined by traditional individualism, competition, and the securing of "freedom"), and these two seemed irresolvable at times. Even so, they were united by a grand design, the ultimate struggle for social harmony and human happiness. Sometimes the only way to get perspective is to look at the total field, the ultimate domain that ties you and your opponent to the same end-goal.

What I'm trying to say is that all this stuff... innovation, progress, next-generation, and revolution... are taking place within a certain domain, and despite the fuzzy focus of the new marketing push, this is a total field that can't be bought, redefined, or subverted. This total environment is defined by the consumers themselves, the gamers, and its central term isn't "graphics," "development," "innovation," "market share," or "novelty"... its central term is gameplay, and it's something the three competitors have to keep sight of if they're going to win, or even survive, the next skirmish in video game politics.