Unfair play for the fairer sex

One of the most well-known video game heroines is Lara Croft of Tomb Raider fame.  Let’s take a look at the femme fatale we all know and love:

Her eyes are up there, gentlemen.

That was years ago.  This is Ms. Croft’s current iteration for the next Tomb Raider game:

Shouldn't be hard to find the eyes in this one.

Aside from her battered state and the dramatic graphic upgrade in the second picture, see if you can spot the differences.  I gave you a hint — look at the eyes in the lower picture.  Soft.  Vulnerable.  Human.  And unlike before, she no longer walks out of those tombs looking immaculate and sexy.  She actually looks like an adventurer.

Women have had a turbulent history in games.  They started out as princesses, damsels in distress.  Metroid made strides when it introduced heroine Samus Aran, but most guys never realized they were playing as a woman . . . until they unlocked the ending scene that depicted Samus in a bikini.  After that, it was hard times for a while.  Women still rarely got to be part of the action, and when they were, they always rode into battle in the skimpiest, least practical outfit possible.  I won’t overload this post with pictures, but you’ve probably seen examples.

Maybe one more picture.

The Tomb Raider series saw a drop in sales around 2000 because sex appeal just isn’t a substitute for good gameplay.  Developers had to take note.

Then women started getting into games, and guys had some awkward conversations with our girlfriends when they demanded to know why these avatars were wearing next to nothing.  And then, like magic, us guys started to understand.  We saw screenshots of skimpy bikini-clad girls, and while our gazes still lingered, we rolled our eyes and moved on.

And that brings us to today.  I’m not going to pretend that women aren’t exploited in games anymore.  It still happens, and it happens a lot.  But times are changing.  We’re figuring out that the way we treated women in games was not only exploitative, it was holding the industry back.  We want to play as women who kick ass, not who would look good on the cover of Maxim. Why else would Lara Croft undergo such a dramatic makeover?  And why else would everybody be talking about it?

Lara, you’ve come a long way, baby.

Blood Omen, part 2

I will be doing several updates this week to catch up with what I’ve missed.  After this week, I will regularly update on Tuesdays.

Two lists for your perusal (all scores are taken from Metacritic and are on a scale of 100.  All games listed are for PS3):

Games whose violent content is either overlooked or considered an asset:

God of War III : 92

Call of Duty: Black Ops : 88

Fallout 3 : 90

Games whose content is considered as “crossing lines”

Splatterhouse: 59

The Punisher: No Mercy: 47

Soldier of Fortune: Payback: 50

Interesting.  Do we ignore ultra-violent content when it’s in a game we like?

Alright, so the first three games are all excellent and have lots of things going for them.  But God of War and Fallout are two of the most violent games I’ve played, so why do we brush it off?

My last post garnered a bit of discussion, with the two larger points being 1) games don’t receive the same kind of protection or allowance that other arts get and 2) video game violence is not as big a deal as the media depicts.  Those are both excellent points.

As far as the argument for video games as an art form, Dustin was absolutely correct.  It’s a point that I wish to address more when I talk about mature themes in video games, so for now we’ll leave it.

For point number two, I agree that the issue of violence in games is overblown by the media.  On the other hand, I feel like gamers and developers don’t help our case that much.  Can you honestly say that Splatterhouse offers any artistic merit to justify its excessive gore?  Fallout 3 addresses the finer points of morality and has a story to tell, but does it really help the game to have slow-motion effects of bodies falling apart as you shoot them?

Team Fortress 2, a team-based shooter from Valve, has a novel way of dealing with violence.  You can leave the blood and guts on, or you can opt for the “kid-friendly” option, in which soldiers explode into showers of teddy bears and toy trains.  Many of the people I regularly play with use the toy option because it’s simply more interesting.

Anymore, most games offer us a choice between excessive gore or none at all.  As the industry and its customers grow, we need to come to realize that we can have a middle ground.  I may have been drawn to violent games as a kid (to my parents’ chagrin), but now I’d like to be able to enjoy a mature setting without having to turn my head away at the rough parts.

Blood Omen, part 1

Violence in video games is a tricky subject.  I could write about what is or isn’t acceptable, but the definition of “acceptable violence” varies widely from person to person.

Mortal Kombat is credited (kredited?) as the first mainstream game to take violence to the extreme.  Of course, that was 1992.  Today, we have games like Splatterhouse or God of War, titles whose legacies are built on blood and gore.  But those are the extremes, far beyond the realm of realism.

So what about realism?  Call of Duty: Black Ops has machine guns that perforate bodies and sever limbs.  Realistic, sure, but does that make it acceptable?  The enemies killed in Call of Duty are facsimiles of real armies and people that fought.  They’re humans, or at least representations of humans.  Is it better to disembowel a dragon in an unbelievable shower of blood, or would you rather kill “people,” albeit realistically?

So let’s say that people are off-limits.  How do you define that?  In the Left 4 Dead series, the player shoots, slices and explodes zombies.  They’re humanlike, and they represent humans that were infected by some disease.  Yet there they are, in various states of decay and attacking the player with animal ferocity.  On which side of the “human” line do they fall?

How do you set limits when there are so many trip-ups and loose definitions?

Violence is one of the most complicated moral issues currently faced by video games.  It’s far too heavy to explore in a single post and come out with any sort of satisfying conclusion.

We’re still going to try, though.  Check back again Friday.

Time Limit

I was 11 years old when I was introduced to the Final Fantasy series.  It was Final Fantasy VIII, and I was captivated.  I spent hours every day immersed.  I thought about it constantly at school.  I don’t remember anything about sixth grade except for Final Fantasy.

Final Fantasy XIII came out last year.  Remembering the good times of my early adolescence, I picked it up and readied myself to jump in again.  I played.  And I played.  And I wondered how I ever had the patience for this nonsense before.

Instead of thinking about the game all day, I spent my playtime thinking about the things I could have been doing instead.  I returned the game (unfinished) less than a week after purchase.

I’m 23, in college and employed.  I don’t have the kind of time I used to have to devote to hobbies.  Let’s take a look at my library, though: Mass Effect 2, Eternal Sonata, The World Ends with You.  All brilliant games, but they require an investment of time that I can’t afford to make anymore.  Even the more frenetic shooter games like Call of Duty or Killzone can’t really be played in short bursts.  In fact, the only recent purchase I’ve made that lends itself to 15-minute games is a re-release of Tetris, a game older than me that hearkens back to arcade-style play.

So who is it that’s fueling this mess?  Gamers, naturally.  We complain about paying $60 for games that clock in at less than 6 hours, then we complain that we don’t have enough time for sweeping, 50+ hour epics.  I can’t blame the developers because in this situation, they just can’t win.

The trick is not in the amount of gameplay offered, but rather how it’s used.  Uncharted 2, winner of many “Game of the Year” awards in 2009, is the best example.  The game can be completed in around eight hours, but it’s a memorable experience.  No one complained about its relatively short length because every minute was put to good use.

As we get older, we have more and more claims on our time.  It makes no sense to have to compromise between a worthwhile experience and one that we’ll actually have a chance to play.  If a feature film can offer fulfilling entertainment in two hours, there’s no reason that a game can’t do the same with eight.

Power On

This is a blog about video games.  Wait, where are you going?  Come back here.

Alright, it’s a little more than that.  It’s not about the newest trends or latest announcements.  It’s not about reviews.

Many people may hate to admit it, but our culture has been changed by the impact of video games.  Mario is one of the most recognized figures in the world, and there are actual clinics devoted to rehabilitation of people addicted to games like World of Warcraft or Counter-Strike.  That’s all (kind of) interesting, but the real fun starts when we look at our our culture is now affecting video games.

Those of us who grew up on the Super Nintendo are college-aged and looking toward our futures and people who started on the NES or earlier now have their own families to take care of.  Our interests have changed, and now the industry that carried us through our childhoods is having to change to accommodate us.  Sometimes it succeeds.  Usually it fails.

So, there are a number of issues here.  Sex and violence are the two most obvious, and they will be discussed, probably at great length.  There are other factors, though: addiction, ease of play and mass appeal are a few.  Join me for the next few months as I check out these themes and how different games (rated “Mature” or not) measure up to our changing standards.