Showing posts with label game criticism. Show all posts
Showing posts with label game criticism. Show all posts

Monday, July 17, 2017

Ballroom Glitz: Analysis of Feminine Game Design Via "Princess Debut"

Writing for Mammon Machine's ZEAL project, Alex Roberts looks at what she says is a prime example of "feminine game design" that she feels was overlooked: "Princess Debut" for the Nintendo DS:
Princess Debut is a rhythm game and dating sim released, to mild commercial success and critical disinterest, in 2008 for the Nintendo DS. It stars a teenage girl who, after trading places with her princess doppelganger in a parallel universe, learns ballroom dancing and wins the heart of at least one handsome prince with the help of her feisty talking animal companion. She finds magical accessories that transform into elaborate outfits. She spends perpetually sunny days in gardens and beaches with cute boys who are all interested in her. Princess Debut could only be girlier if her dance instructor was a horse instead of an anthropomorphic rabbit. (But that would mean striking a crucial Alice in Wonderland reference.) 
What makes Princess Debut feminine, though, is not its pink menus, delicate soundtrack, or shoujo manga-inspired character designs. Rather, those external aesthetics are genuinely representative of an internal structure that whose priorities and techniques are expressly feminine. Its cover art — a petite teenage girl, gasping with delight, eyes wide as dinner plates, hair in a perfect up-do — is wonderful in itself, but what makes Princess Debut worth writing about almost a decade later is the way it delivers on the promises that happy face is making.
Roberts does a deep dive into the aesthetics of "Princess Debut", comparing and contrasting it with another rhythm-action game, "Elite Beat Agents". She examines why one was a critical darling, one was met with critical indifference, and the difference between feminine game design and pinkwashing. It's a great read and has me so interested, I'm gonna be tracking down a copy of "Princess Debut" as soon as I can.

Monday, June 19, 2017

Listen Up: Fresh Out of Tokens


Fresh Out of Tokens is a bi-weekly podcast that recently celebrated its 2 year anniversary. Hosted by David & Tanya, the podcast focuses on addressing issues of diversity, inclusion, intersectionality and feminism in video games. Tanya and David are lifelong video game enthusiasts, and this podcast is obviously a labor of love. They bring their combined experience and insight to a podcast that has already featured some intense discussions and amazing guest interviews. They're not afraid to ask difficult questions of interview subject or do deep dives into the culture surrounding video game development and video game fandom and culture.

You can follow along via the Fresh out of Tokens  simplcast site, or on iTunes via iOS. 

Listen Up is an ongoing series devoted to shining a spotlight on podcasts by diverse creators. You can check out all the podcasts previously featured here. If you have a podcast you'd like to recommend, post it in the comments or email me at shawnstruck at gmail dot com.

Tuesday, June 13, 2017

Glitch In The Narrative: ROM 2064 Missteps With Disability

I loved almost everything about MidBoss' cyberpunk adventure game, Read Only Memories: 2064. The soundtrack was evocative and well put together, the look of the game nailed the classic cyberpunk aesthetic, the writing was by turns affecting and humorous, and nearly all the characters from the protagonist and side NPCs were vibrantly well written. ROM: 2064 is also a game that takes unflinching looks at issues of morality, disability, gender, and mental illness in society, which is why one character's end game story turns out to be so disappointing. I've set up a jump cut to ward off accidental spoilers, so be warned: the rest of this post features spoilers for the endgame of ROM: 2064.

Monday, June 12, 2017

Listen Up: MisanthroPlay


Pop culture analysis MisanthoPop has a companion video game podcast called, appropriately enough, MisanthroPlay. Hosted by game critics Robert Fenner and Alvin Chua, each episode of MisanthroPlay features two parts. The first part focuses on a different in video games- types of genres, types of narratives, design, or even a series of games itself. In the second half, Alvin and Robert talk about whatever they've been playing that week. The recent podcast going in on the Wonder Boy remake is a delight!


You can browse an episode index here or subscribe via iTunes  here.
Listen Up is an ongoing series devoted to shining a spotlight on podcasts by diverse creators. You can check out all the podcasts previously featured here. If you have a podcast you'd like to recommend, post it in the comments or email me at shawnstruck at gmail dot com.

Thursday, April 27, 2017

Persona 5 Puts the LOL in "Localization"

The latest game in Atlus' long-running Persona RPG series, Persona 5, was released recently. Plenty of reviews mention the stylish graphics, the eye-catching presentation and the entertaining in-game battles. What not many reviews mention is that the actual English dialogue in the game is, to put it politely, a hot mess.

This is especially surprising considering how much acclaim the localization and dialogue for Persona 4 received. Persona 5 boast 8 editors and 6 translators listed in the game's credits. So why is the dialogue so bad? Writing for Polygon, translator and Persona fan Molly Lee gives her best estimate:
Chances are high this localization was a rush job; a lot of the more egregiously bad lines read like an unedited first draft. It’s possible the localizers were doing everything in their power just to finish the scripts on time, and chewing on phrases and wording to make the script sound natural for English speakers takes time, and it’s possible they just didn’t have any.
The end result is that the localization ends up being worse than just bad... it's robotic. Nonsensical. Boring. As Lee explains, when it comes to localization, too many cooks spoil the soup:
The really good lines are overshadowed by the memory of the worst ones, and in a way, that actually makes it worse. The purpose of localization is to provide the best experience possible while maintaining a reasonably close approximation of the game the Japanese players enjoyed. But Persona 5’s localization is not that. Instead, it's amateurish, mechanical, and if it wasn't for the voice acting, it'd be almost entirely devoid of character voice. 
In fact, let's try a thought experiment. I'll provide some dialogue from the English version of the game, and you try to guess which main party members said them. Sound good? Okay, here we go: 
  • "He healed himself...? Is it because he ate those inside there?" 
  • "What kind of stupid phantom thief would use their real name!? I'm not down for that!" 
  • "Why do I—the one who was just watching—know more about it than you two!?" 
  • "I hope that she doesn't torment herself over this. When it comes down to it, women don't hesitate." 
  • "Uhh ... Anyway, it can't be helped if that's the case. Time for you to go to hell." 
  • "What nonsense that you used a mousetrap on me!"
Ready for the answers? 
All of those lines were said by Morgana.
From a story perspective, dialogue is supposed to clue the reader in as to each character's personality. So what kind of personality does Morgana have, exactly? Is Morgana relaxed enough to use curse words like "hell" and slang like "down for that"? Or is Morgana a bit of a tight-ass who uses stiff, dismissive language like "nonsense?”
If Atlus is going to ask us to invest $60 and dozens of hours of our time, then I think that they should at least take some pride in their releases.  Especially for a game that is so extremely dialog-heavy. Because really, who talks like this:

"At this rate, it's be pointless how much I contribute to this school."

Thursday, January 28, 2016

Are Hardcore Gamers The New Right Wing Conservatives?

Description: Stephen Colbert, dressed in a business suit &
seated at a desk, raising a pitchfork. the caption reads "Unleash
Nerd Fury!"
 In the mid-to-late 90s up to the the early 2000s, there was a lot of sound and fury and fear about censoring video games, worries about the resultant effect on free speech and the possibility of strangling video games as an art-form before it even left the cradle. There were Congressional hearings on video game violence, pundits bloviating in newspapers, magazines and online, and reactionary conservatives seemingly pinning blame for video games on everything from the Columbine massacre to the collapse of the nuclear family. But for all the sturm und drang, all the worries about legislators attempting to legislate morality... nothing really came of it. As the Houston Chronicle's Jeff Rouner outlines in "Have Gamers Become The New Religious Right?":
However, though there was a lot of talk about official censorship there was never really any serious chance it would happen in America. Video games were declared free speech by the Supreme Court in 2005 in a 7 – 2 decision, and Nintendo had given up their dream of completely family-friendly entertainment by 1994. Mature content became a badge of honor to the gamer community. It was proof that the medium couldn’t be stopped by moralistic thugs determined to protect us from ourselves.
So what happened?
Journalists like Leigh Alexander and Mattie Bryce as well as YouTubers like Anita Sarkeesian began looking at game content, both narrative and mechanical, and examining what that content said about us. It was not, as a lot of gamers like to claim, a call to censor or ban that content. It was just looking at it in a more thoughtful and nuanced way. With games now protected by all the power of the First Amendment, you would think that discussion over them could flourish more freely since they were in no danger of being taken away. 
That’s not what happened, though. Organized retaliation against the concept of conversation and dialogue in the form of 4chan ops and GamerGate happened instead. Sarkeesian’s videos were constantly flagged on YouTube in an attempt to take them down and online campaigns to have various journalists discredited or fired became a new way of life for anyone who dared deconstructing games from a social justice perspective... Criticism of the status quo, no matter how mild, is felt like an attack on a person’s morality. Religious people in the ‘80s who were comfortable with traditional gender roles took the idea of someone else rejecting those roles as a judgment. Likewise, players who are perfectly happy with a white, male-centric, violent, heteronormative status quo in gaming feel judged for that happiness when marginalized people and their allies speak up about how it affects them.
How bad has it gotten? A couple worked together for a year on a game called "That Dragon, Cancer" as a way to help process and explore their grief as well as the boundaries of games as an interactive medium. And hardcore gamers howled with outrage. Over a game a couple made born from their experiences of watching their infant son wrestle with cancer.
Unfortunately, Feminist Frequency gave the game a good review, and so of course the horde has descended on Steam to flood the forums with cries of “feels-marketing” and saying the Greens immoral for not donating profits to cancer research. Bear in mind, none of these people have actually played That Dragon, Cancer. They just hate it because a bunch of other people they normally pick on all got together and said it made them feel something.
So readers, I ask you: what are moderate gamers to do? Sound off in the comments below.

Thursday, August 20, 2015

SJW: Social Justice Witcher

Lawrence Richards, writing for gaming site The Leveller, recently took on a special challenge playing through The Witcher 3 (which we've previously discussed here):
I wanted to see if instead I could play a character whose interests were a bit less tedious than being some empty, unquestionable Nietzschean superman. I wanted to test the so-called freedom of what is clearly the most groundbreaking open world game of our generation, to see if I could reject the usual triple-A heroism and play a character who is sensitive, humble, committed to social justice rather than self-aggrandisement. 
I wanted to play a male character who could be an actual ally to the empowerment of his female co-stars, a-la the new Mad Max, rather than just the tough guy who saves them. I wanted to immerse myself in this world committed to freeing its inhabitants from their miserable feudal bondage, rather than just saving the day and making sure that the system can survive. I wanted to play a hero that Gamergate couldn’t wank over.
Giving some of the series' reputation for cringeworthy misogyny, The Witcher 3 may seem like an odd choice for Richards to try to play the character in this way. However, the developers have played up the nuanced choices available, and there are supposedly 32 different ending depending on how you play the game. Many reviews have called The Witcher 3 out as a good example of an expansive sandbox action game. With this in mind, he decided to play the game as an anarcho-feminist. Was he sucessful? Kind of.

There's also a neat little side-diversion on game economics and NPCS:

I tried to keep those ideas of money and exchange and autonomy in mind as I freed numerous entrepreneurs through the world. But ultimately it was all done in good faith, as well as a sense of resignation that there was no way for me to guarantee helping cottage industries was going to help the workers. There were very rarely apprentices, which made each smithy and merchant’s shop a kind of Ayn Rand utopia in which the only visible labour is that of the brilliant entrepreneur, the source of all value and creativity. This, though subtle, was for me one of the blandest features of the game, because it is an accidental trope rather than a philosophical decision.
What do you think? Sound off in the comments!

Tuesday, August 18, 2015

What Designers Really Need To Learn From Metroid

Metroid for the NES and Super Metroid for the Super NES are two of the most influential video games ever made.

The games' non-linear progression, solo exploration and action based gameplay have, along with Konami's Castlevania series, influenced so many action-platformer games that therm term "Metroidvania" was coined in video game reviews to describe the genre. The Internet is chock-a-block with all sorts of indie game plaftformers that display their Metroid influence proudly. But, as Maddy Meyers explain, just because you can count Metroid as an influence doesn't mean your game is automatically as good:

Take Shadow Complex, for example, a “metroidvania” that is obsessively similar to Super Metroid in terms of play-style—except that it’s 2.5D instead of 2D, so the world feels a bit more layered and packed out with compelling new surfaces to scale. That said, for a game that supposedly takes its influence from Metroid, Shadow Complex falls wildly short in terms of aesthetics, narrative and nuance. The plot follows Jason, a bland-as-a-plain-bagel man whose girlfriend gets kidnapped right out of the gate by shadowy soldiers. The game’s artists gave Jason a far more boring existence than Samus Aran’s, overall. Instead of beautifully designed, vibrant, unique armor and towering, glorious alien architecture, Jason gets black-and-gray suits and bland warehouse crates and hallways. (He doesn’t even strip down to a bright red swimsuit at the end of the game, either.)

So what makes Metroid stand out? Why is it so important as a game?
The reason why Metroid and Super Metroid work, at least in part, is because they evoke a fearful feeling of exploring and surviving, as well as a sensation of not-belonging, of being lost, and of rebuilding oneself piece by piece. Samus fights a cyclical, endless war on familiar battlegrounds; she goes on unglamorous, personal quests, often with little institutional support (in contrast to heroes like Master Chief or Marcus Fenix, who spend their campaigns being loudly lauded and supported.) Metroid is dark, and not in a cheesy way—in a mournful, slow, deliberate way. 
The fact that Samus is a woman matters, and it has always mattered, but that’s not the only element missing from contemporary Metroid imitators. The other missing pieces are even sadder: the lack of emotional nuance and depth, the shying away from the grit of loneliness, the dark existential depth of outer space, and the murky waters of motherhood (incidentally, videogames already do dads plenty—but only Metroid and Portal have even come close to tackling “mommy issues”.)
Meyers also goes into a very insightful breakdown of the movies Alien, Aliens, and Terminator 2 and how Metroid is the video game that comes closest to capturing the sci-fi feel of these movies.

Have you played a game that lives up to the Metroid legacy? Is it even possible? Sound off below.

Wednesday, July 22, 2015

New Video Series About Race In Gaming Needs Our Help


MYNG's Samantha Blackmon and Alisha Karabinus have announced "Invisibility Blues" which will be an online video series that aims to cast a critical eye on how video games deal with the issues of race and minority representation in video games. They plan to produce a five part series presented in a web documentary format and feature their own analysis as well as input from other gamers. The are looking to crowdfund the series via Kickstarter because "We love what we do, and we want to bring the discussion to a wider audience. We hope you’ll stand with us, by sharing, supporting, and talking about the project as we work."

Check out their progress at the hub page here and think about kicking in a few bucks to help out. They have 16 days left and are 3/4 of the way there.

Thursday, June 11, 2015

Austin Walker On Video Game Critics & Influence

Description: The word JUDGE looms over a stick figure drawing
of a person frowning at a computer monitor, hands steepled.
Austin Walker has been a hot new hire for video game website Giant Bomb,and with his latest essay for the site, it's not hard to see why. In his latest editorial in the "Why We Write Series", he tackles the importance of critique, the reasons behind it and the influence of games criticism and games as entertainment.

First of all, he wants to dispel the notion of critics trying to "force changes" on unwary developers:
So, what if instead of thinking about all of this in terms of a binary relationship (either a critic forces someone to do something or they don’t), we thought about this on a spectrum. On one end of the spectrum is absolute disconnect from influence: A writer pens long form essays about how developers should always do whatever they want. On the other end of the spectrum is critical work demanding that devs actually be “forced” to do things. But most critique exists in between those two extremes. 
He also puts the boots to two other ideas behind pulling punches when it comes to criticism of games-- targeting and timing:

When we note that a game is filled with slurs and offensive caricatures, we’re told that we should be less offended because, hey, it's just satire. When we point out how a game leverages a history of racialized, coded imagery to elicit fear, people link us to wiki articles and explain the deep lore as justification. When a game made me spend a half hour of my real time every day just to keep my skin color on point, I was told that, no no, of course games have a problem with race, but why did I have to go after Animal Crossing...
Yes, writing about diversity and The Witcher 3 is especially complicated because of the perspectives involved. Polish history is filled with outsider groups minimizing, controlling, ignoring, and erasing the nation's unique ethnic and cultural character. At the same time, people of color in white-dominant spaces have struggled to develop the vocabularies of critical race studies and post-colonialism only to then be told to mind their tone. These things mix here in an especially volatile way. But this doesn't mean that we should shy away from addressing it, afraid of stepping on toes, afraid of what we don't know. It means we step forward in good faith, with sympathy for the other perspective, and with a willingness to incorporate the complexities of someone else's view.

He also covers ideas of American standards, media influencers, and the emotional core that drives him to write. A great read.

Wednesday, June 10, 2015

Sherlock, Watson & Chainmail Bikinis

Description: A red-haired woman warrior locked in combat
with a lizard monster taller than she is. She holds a shield
to defend against attacks, sword ready to strike.  The armor
she is wearing is a chain mail bikini, leaving much of her body
exposed to attack.
There are two terms in literary criticism that have been used in the wider world of media fandom and fiction critiques: Watsonian and Doylian. Watsonian means looking at something from an in-universe perspective. For example: "Sherlock Holmes died in that story because he fell off a cliff," would be a Watsonian explanation. "Sherlock Holmes died because the author was sick of writing stories about the detective and wanted to start something new," would be a Doylian perspective, named after the author of the Sherlock Holmes, Arthur Conan Doyle. It was first used on a Bujold-Master fan discussion list and spread from there. It's basically making a difference between talking about something a character says or does and how it fits with the character's fictional world, and why or how the writer's choices fit into our real life life culture, society and circumstances.

There can be a bit of a problem in discussions of fiction when a Watsonian (in-universe) perspective is used to dismiss a Doylian (real world) criticism, and nowhere is that more apparent in both tabletop and gaming circles than the trope of the Warrior Woman Who Fights In A Chainmail Bikini.

The chainmail bikini has been a staple of pulp fantasy art since the 1930s, and has appeared in one form or another in the art and character designs of fantasy novels,tabletop games and video games ever since. Take the cover art for Runequest up there. An in-universe explanation for why the character chooses to wear a chainmail bikini because she feels powerful, almost invincible in battle, and doesn't think she really needs to wear practical armor, so what's the big deal? That would be a Watsonian view.

Description: Video game renders of characters in
armor.On the left,a woman wears armor that covers
armor covering her hands, feet, legs& shoulders while
barely covering her crotch and breasts & exposed
midriff. At right, a male character in armor leaving
nothing exposed but his head.
But the artist or character designer choosing to draw her or portray her that way isn't a value-neutral choice when you look at it in a Doylist (real world) sense. Sure, in the fictional world the story takes place she's Druscilla the Invincible and her bikini symbolizes her fearlessness. But the character also exists as part of a whole trope of chainmail bikini women in fantasy battlefields that have the men warriors decked out in armor from head to toe. And THAT exists among a tradition and media landscape showing women dressed like that merely acting as decoration for men who look like the traditional badass power fantasy. In-universe, the chainmail bikini could represent the character's choice to show fearlessness. In the real world, it is the artist who is choosing to create this look for a character, and those depictions mean something else entirely.

So yes, you can totally appreciate and acknowledge just how awesome Druscilla is in her story
setting. You can't, however, make the context for her portrayal and her appearance vanish or ignore it just because you happen to like her story or her character. So if someone points out how that portrayal in the wider world is sexist, and you counter with "This armor has a practical advantage and it's the character herself choosing to wear it!" you are trying to counter a Doylian crtique with a Watsonian explanation, and that doesn't quite work. Someone pointing out the inherent sexism in chainmail bikini art and representation is also about everything else in fiction in specific and society in general that that bikini can represent. If you're bombarded with those images and these portrayals amongst the constant sea of objectification of women, and you're a woman, you can't just not exists in the world you're living in and you can't just un-see it.


When someone points out issues with sexism in a game, it doesn't make the people who play it bad people. It doesn't make the artists or writers bad people either (though it might show them to be making lazy decisions). Critiquing elements of a game isn't an attack on the game or an attack on people playing it. Criticism of something you like isn't an attack on you. And this isn't just limited to video games.As recently as 2013, the The Science Fiction and Fantasy Writers of America's (SFWA) magazine The Bulletin generated controversy with its cheesecake cover of a woman in a chainmail bikini...on the heels of editorials and columns written talking about "lady editors" and rating women solely on attractiveness and how Barbie should be a role model to women in sci-fi and fantasy because she was "dignified".

Most people protesting what they see as gratuitous elements don't want to see things banned and certainly aren't trying to censor anybody (besides, censorship is something only a government body can do)-- they'd just like it to not be the default. It would be cool to have the default be something other that just skimpy or revealing attire. It'd be nice to get a break from the constant objectification. And these critiques can open up the door to considering other things we take for granted. Why not a lithe man calling himself Dru the Invincible wading into battle in naught but a thong? Does that seem silly to you, but not so much if it were Drucilla in her chainmail bikini? Why not?

Friday, June 5, 2015

Second Quest-ions: New Comic Examines Game Culture

In 2013, the FPS BioShock Infinite was released to widespread accolades and high reviews at nearly every major gaming website and publication. Many of the reviews talked about how Bioshock Infinite not just met, but exceeded expectations for a sequel... without really asking questions about what shaped those expectation in the first place. Tevi Thompson published a piece called "On Videogame Reviews" where he used the accolades and acclaim the game was given in reviews to function as a jumping off point for a critique of gaming culture, video game narratives, and the culture in society in general and gaming in particular and the narratives they present at large. Near the midpoint, he observes that:
“The straight white male gamers so untroubled by BioShock Infinite, whose ideology and privilege are in fact perfectly reflected in it, are just not up to the task of reviewing on their own. Their subjectivities betray complicity. It’s a dead end, the good old boys speaking to their bros, and only by diversifying in every way possible can the review community thrive... This means more women, more people of color, more queer and transgender folks, more reviewers from diverse social, economic, and cultural backgrounds that don’t neatly fit the lifelong gamer mold. Not simply because we need reviewers to match the shifting demographics of those playing games, but because diversity is of clear and obvious value to any community and any discourse.”
These are obviously questions and observations that stuck with Thompson, and it's evident in his comic Second Quest, which combines Thompson's writing with the art of video game Braid and the webcomic "A Lesson Is Learned But The Damage Is Irreversible" David Hellman. It's a love letter to the Legend of Zelda mythos, with lush visuals and writing that makes some sharp insights, too. The narrative arc of the comic tells a story that also asks us to reflect on What is the how being told that the hero is a guy rescuing a girl, how the hero is always just, how systems perpetuate themselves even as they try and follow a world narrative. As they put it, Second Quest aims to be a "...tale of enchanting surfaces and not-so-secret darkness, one that questions the common legends we tell about our kingdoms, our people, ourselves".

It was crowdfunded successfully and released recently and between the engaging story and the evocative art, is definitely a recommended read-- whether you're into video games, Zelda, sociological narratives or even just really well-drawn comic art. You can read samples, find out more about the comic, and buy it here.

What do you think, readers?

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