Showing posts with label gender conflicts in video games. Show all posts
Showing posts with label gender conflicts in video games. Show all posts

Wednesday, April 11, 2012

Raccoon City: A Great Vacation Spot



Not much to this post other than a brief follow-up to my earlier post a couple week back about Resident Evil: Operation Raccoon City (RE:ORC). When I discussed it before I was sort of on the fence....the game looked like it had the potential to go either up or downhill, and I wasn't entirely sure how it would work out. Well, as luck would have it I've found I really am enjoying the game. It's not conventional Resident Evil as we all know the main series, and those decrying it for failing to be a proper part of the "numbered" portion of the series are missing the point (they might as well complain about the on-rails shooters in the RE series that propogate like gnats on the Wii, for point of example). But it is an amazingly fun Left 4 Dead style shooter flavored with some really awesome Resident Evil pepper sauce.

Anyway, the game managed to capture a real sense of survival and desperation, as well as still making zombies (even the staggering and slow RE zombies) both startling and dangerous to a gang of professional, well-armed killers. I have actually felt that special "magic" one occasionally gets when a game manages a keen synergy....that sweet spot where you are in the moment, and forget for a bit you're playing a game. I like that. So yes, I am endorsing RE:ORC and suggest everyone who didn't like its style can wait for Resident Evil 6 later this year. Me, I love them all (except for those rail shooters) so I get the best of both worlds.

Wednesday, March 21, 2012

Soul Not So Dark, and Raccoon City Under Siege Again, Film at 11



I gave up and traded Dark Souls in for Resident Evil: Operation Raccoon City after one final, earnest effort to get somewhere without wanting to ragequit the game. After ragequitting (again) and then moving on, I feel as if I finally got out of an abusive relationship. On the downside, Resident Evil: Operation Raccoon City is not the stellar game I (didn't really) expect it to be, although it is fun. It's key problem right now is that it is a bit of a genre break from the traditional Resident Evil format, and so far after only a short time playing through its clear that the game is influenced a bit more by the amoral badassery of Milla Jovovich's character in the movies and slightly less so by the more plodding, sense-of-dread and threat ambience of the classics. It's also clear that this game is trying damned hard to inject a little bit of the RE universe into the Left 4 Dead/Call of Duty/Gear of War multiplayer co-op mode. In fact, just about every move you can make in those aforementioned games is available here.

RE:ORC so far underwhelms for two reasons, though: so far its a linear cooridor slog, and although it's trussed up nicely the fact that I noticed this about 5-10 minutes in is a bad sign of linear cooridors to come. There's nothing wrong with linear game design, I feel, so long as the game's level design does a good enough job of fooling you into not noticing; this is not doing a good job of it. It seems like a lot of Japanese-developed games (for example FFXIII) have this problem.

Second, and more importantly, the game feels kind of by-the-numbers, like the lead developer had a list that marketing gave him after they played L4D, MW and GoW and other games, of each game feature or element they wanted represented here. This isn't necessarily a bad thing, but it may be the reason the game feels less like an original romp, and more like a "trace"  of  these other games.

Also, there's a lot of classic "hide behind conveniently scattered industrial boxes while capping enemies too dumb to crouch low enough not to have their noggin blown off" gameplay.

It's too early yet for me to say anything else, but if it gets better I'll talk about it more. I do like the character models....the Umbrella goons in your squad are all a bunch of fine, evil looking/acting/talking psychopaths. And Hunk, the unfortunately named side character from the bonus quest in Resident Evil 2 (or was it 3?) shows up right off as a truly malicious patron/insitgator (and ally, at least for now) from the get-go. That part is a lot of fun, and distinguishes this game from the rest of the RE series in a cool, interesting way.

And for the record, as new co-op multiplayer games go, this one has other recent efforts (like the unfortunate Payday: The Heist) beat hands down with better gameplay and even better AI so far. On the other hand, like many co-op games these days its missing a split-screen mode, which disappointed my wife greatly. Not gonna go out and buy a second copy (or second Xbox) anytime soon just to play with her. Hmmmm.....it would be a good excuse, though.....




It's kind of weird, really, it feels like the late 90's all over again with the old PS1. I have Silent Hill: Downpour, the Silent Hill HD Collection and now Resident Evil's latest game all sitting in my console collection waiting for Marcus to fall asleep so I can play. The more things change...

Thursday, October 13, 2011

Propaganda Games and Gender Issues in Video Gaming

Extra Credits on Penny Arcade TV is all about video game design, but sometimes their discussions veer into territory that applies to other media, and other times its just generally fascinating and thoughtful shows. This particular episode on propaganda games (both intentional and accidental) is especially interesting. Check it out here.

In thinking about it, there were two points in the Extra Credits take that I am not sure I agreed with. First, I was amazed at the number of intentional games of such a type out there, but I tend to feel that those products, like the pamphlets, books and videos that accompany them, are usually speaking to the choir. However, the idea of unintentional propaganda was really interesting. On the surface, it seems silly, but on consideration, there's some interesting truth to it.

Take the Royo art I posted below. Royo and others like him have been doing scantily clad female fantasy art for ages, and are more or less typical of stuff I grew up with in my own generation. However, I (and I optmistically would posit most men of my generation) do not inherently feel that this has generated a sense that women must wear fewer clothes to be noticed/successful, at least not as a proper social norm. There are and have always been stronger social pressures at work influencing such beliefs within my generation.

There's a real temptation to suggest that such may not be the case for the current generation of gamers, however. I think it's incorrect, in so far as the show may be confusing the issue of correlation with cause and effect. It may also be confusing what could be a much larger cultural change in normative values and relations between men, women, and how they perceive both themselves and one another. This is a different issue from the idea of a sexual reward/stimulus approach to skimpy female characters in video games right now, which is part of a bigger problem in the video game industry, demonstrating that it has not yet caught on that both women and men play these games, and in increasingly even numbers as time goes by. Should we one day see a Gears of War game where Marcus Phenix (or his descendant) has a no-shirt flowing hair mod/achievement reward to go along with whatever skimpy female models are offered, then we will be seeing a developer that, while still disingenuously using the "sex sells" theme in the game, has at least aknowledged that sex sells to both genders equally well.

Anyway, the problem of over-sexualization/visual mysoginy in games is not the cause, but a symptom. I think this video misses that point, perhaps because the Extra Credits crew are (like me) prone to optimism. The part that is a real problem in video games is marketing, the so-called "marcom" divisions of these publishers and their willingness to exploit through careful metrics the portion of their audience that is ruled by baser instincts. That in and of itself belies the greater issue that there are plenty of young men out there who are increasingly spending more and more time indoors, playing games with virtual female characters therein, and spending less time actually talking to real women.*

When I think back to the late eighties and early nineties, I recall plenty of friends and cohorts with a fear, animosity, sometimes even outright hatred or disgust toward women. It was all a large component of their innate uncertainty and fear at dealing with the opposite sex, coupled with an inability to rationalize or cope with the instinctive processes in the male psyche, and the prevalent need to have women in our lives that is ultimately part of the biological process of furthering the species, a feature of our chemistry which doesn't give a damn how awkward it makes our artificial human social constructs. In any case, I have to wonder how many of these guys, back in the pre-internet and pre-quasi-photorealistic video game days, would have simply isolated themselves from the world at large, avoided women, and started developing their perspectives on the fairer sex entirely from these carefully tailored artificial stimuli and experiences? What sort of effect would that have had, back then? I think there's a huge test bed for that going on out there in the real world right now, a sort of global skinner box.

Anyway, food for thought. I'm really hoping that by the time my son is old enough to start noticing women, that he's comfortably balanced enough and has a strong appreciation enough for real women as equals that the lurid temptations of video games and the internet are easy enough for him to resist (or better yet, to understand)...FSM knows that even without these things it was hard enough for guys from my generation!




* I could be off base here, though, as admittedly my sample is skewed toward the gamer crowd I hang with, and always has; anecdotally however even the hardcore football jocks and decidedly "normal" guys I have known throughout the years appear to have a bewildering range of antipathy and trepidation (if not disturbing hostility) toward the opposite sex. Again, this is probably a byproduct of necessary biological conditioning or instinct, a residual effect of the need for competitive action through aggression to pass on our genes, manifesting in its traditionally uncomfortable way as we have managed to develop civilized, intellectual culture that transcends our inherent programming, yet unfortunately we're still many decades away from the singularity of proper transhumanism, that will allow us to wipe out such impulses and recode our genes to spec instead of our current only choice of default "factory settings" nature has arbitrarily chosen for us (for better or worse).