Thursday, 6 September 2012

Indie Games for Girls (and Boys) Introduction

Blackwell: Excellent Games for Girls (and Boys)

So there was This interesting article on the Mary Sue about upcoming releases. It is a list of anticipated triple A games that were due for release that might be interesting to the Mary Sue's predominantly female readership. I was pleased to see that they went for the games with guns, the games that are typically not placed in women's demographic. I was just a little disappointed by the lack of indie titles, though they did include "Torchlight 2". So this post is probably going be part of a series of reviews and previews of existing indie titles, through my inevitably rose-tinted glasses. I'll start with the Blackwell games, a series of point and click adventures so good they were worth playing twice. Then in upcoming articles I'd like to cover, The Binding of Issac, a game I have sunk seventy hours into (and counting) and perhaps I'll do a couple of shorter articles on interesting titles and the problems they encounter when they use gender in their titles Nimbus, Hamilton's Great Adventure, and Dangerous High school Girls in Trouble. In each case I hope to interrogate the gaming industries stereotyping of female characters and explore the claims that female characters are under-represented or poorly characterized.

My decision to look at indie games is two-fold. First this is a less well trodden path; fewer people look at indie games as a medium. Secondly, indie games are not constrained by the barriers placed on games produced by established publishers. Without the marketers and businessmen's input, in theory, these video games should represent a wider selection of female characters. My aim with these reviews and articles is wonder at how games now are representing women, and to consider exactly what makes for decent female character development, and what is the result when bad characterization enters games. 
Are women playing the major roles?
How interactive are female characters? 
And, especially important, how do game mechanics delineate gender? 
Video games are medium unto themselves. By exploring the specifically interactive modes that these games use to articulate gender, I will be able to show how games should be designing female characters to depict their strengths, and their weakness in ways that cohere with game mechanics, art design and characterisation. 

Tuesday, 15 November 2011

All My Little Ponies. (What d'ya mean red dead ain't a riding sim?)

The Horses in Skyrim are shit.

I understand, horses and ponies are hard to animate, and almost impossible to balance. Having played skyrim for a couple of hours only I managed to amass the 1000g needed to buy a very beautiful stocky nord horse. It was beautifully animated, and stood in it's pen behaving as I have seen real horses do. It made the right noises, it moved in the right way and I WANTED IT. I had had bad experiences with in game horses before so I saved before buying her, climbed aboard allie and watched to my dismay as she walked at human speed and sprinted slower than my character could. Crap. A reload then. Added to this, riding instantly forced me to go into third person, so all the practice I put in was useless. I couldn't use a two-handed weapon whilst riding, so my beserker was essentially slowed and disarmed all because I was silly enough to try and ride a horse. I do however understand bethesda's logic. Horses are powerful. In game there is the option to steal the animals. If they went too fast the thief would be unstoppable, so instead the horse becomes as useless as the famed 'horse armour' of Oblivion.
All in all I give the Skyrim horse 3/10.

There are at least two ways to counteract this discrepancy, one is to time-lock the horse until you reach a certain level or you play for a certain amount of time. This was the method used in Harvest Moon: Back to Nature. Not only was this the best version of the farm simulator it had one of the most balanced in game horses. You can receive your steed simply by activating an event in the first month of your arrival at the farm. The animal is brought to you by a neighbour but is too young to be ridden. So for one in game year ( around 25 hours of playtime) you must tend to the foal, brushing him everyday so that he loves you. When next spring comes around if your neighbour is pleased with the horse's progress he gives him to you. In this way, the instant excitement of having an animal on your farm is coupled with the waiting game in which you grow attached to all its pixels. This tending process is rewarded with a horse who can not only be ridden but also acts as a moveable shipping box which allows the crops you harvest to be sent to the buyer (Really useful in game). The horse also unlocks a horse racing mini-game to be played once a year. The soft-lock on the horse is perfectly designed to be as satisfying as possible to the player and in the end getting the steed feels like a reward for the love and attention you put in.
8/10

Another method of locking out a horse from the game is to control the rarity of good horses. This is illustrated brilliantly by Red Dead Redemption. Red dead is easily the best horse riding simulator I have ever played. I understand that other people played it for the action, the story and the adventure and whilst all of those things were great it was the horses that kept me playing in the closing acts of the game. Once I had completed the main story I stopped fast travelling altogether. I rode and rode and rode the length and breadth of that country, because it was more fun than fast travelling. The horses were balanced, only by unlocking new areas would new breeds reveal themselves, this meant that you might steal a horse and still feel the arm of the mounted law. The mini-game for breaking horses was also an interesting and important addition which added a challenge to unlocking new and better steeds. The horses are well characterised: they throw aggressive riders, and respond well to an apple or two if they are in the mood. Every atmospheric moment I had in game, every heart pounding moment, every blissful bit of reverie was on the back of my horse. 10/10

Being a girl gamer I have played A LOT of Pony/horse sims. For the most part they were utterly without merit. But the game I enjoyed most was Mary King's horse riding star. The game play was super fun and challenging. In fact I may just pick it up off ebay for £2. 6/10

A couple of missing examples:
Epona: 7/10.
Ponyta/Rapidash: 1/10
All MLP games to date: 5/10 O.o


Monday, 26 September 2011

Madness Returns: Puberty is Pretty Rough.



'This unmitigated disaster is your doing. And it will get worse. Your Train keeps a hellish schedule. Get moving... The change has begun'


'The train is perfectly capable of terrifying me, Cat.'


Alice: Madness Returns is not the best game ever made, but it is certainly the best in-game exposition of female puberty.




Video games traditionally under-represent women. With a couple of exceptions such as Metroid, Portal, and Red Dead Redemption, women in games are not well rounded. Thinking on the characters that come to mind from this brief list, what makes, Samus, Galdos, Chell and Bonnie different is their overt masculine qualities. Feminine and vulnerable women are generally over-sexed, whiny or difficult. They are foils to the protagonist, that is, if they merit inclusion at all.


Initially Alice circumvents these issues by presenting it's eponymous protagonist as a child. She begins the game in a doctor's office, as she leaves a very young kid enters the office saying: 'It's my turn to forget, Alice.' No delineation, other than height, is made between the teen Alice and the six or seven year old boy. She wears the simple smock of her infantile brethren, and whilst she is almost twice as tall as these strange dwarfish children she is similarly wan and pale. She has been in therapy a long long time. Her vulnerability is her initial personality. Her wonderland seems at best escapist: the game to stop a runaway train is Alice's attempt to eradicate the memory of childhood trauma.


The wonderland we first encounter is captivating, light and absolutely stunning. Whilst helpless in London, unable to so much as jump; in her fantasy she is lighter than air. Her skirts allow her to triple jump across wide expanses of sky. Alice's initial experience of wonderland is childhood fantasy becoming a reality. Careless and and free she negotiates the simple and linear opening level of Madness Returns with ease. That is, until she finds the vorpal blade, and meets her first enemies, dolls and black slime, combined together. Blood, and the shedding of blood, becomes her first taste of dealing with the difficulties and frustrations of an aggravated childhood. Her transformation from child to adult is initiated through these attacks.


As Alice grows steadily more experienced in violence, and aggression she gains an adult understanding of the world. The game's writers links narrative transition directly to character development. As pubescent fantasy, the story is carried predominantly by Alice's sexual experiences. The more blood she sheds, and the more deeply entrenched she becomes in wonderland, the easier it is to re-examine her past. Her childhood, we learn was torn apart by the fire in which her parents and sister were killed, as she struggles to piece together these experiences she battles the horror and fear which all teenage girls encounter. But Alice has the advantage of experiencing these emotions and the difficulties through a fantasy in which she wields a razor sharp knife. Lucky girl.


Perhaps if such monsters were not presented, the knife would be turned upon her own body. Wonderland offers not simple a childish escape but the opportunity for action. As she destroys life, Alice becomes the active character in an inert world. This is emphasised by her encounter with the Walrus. As in the original Alice game, the side characters are unable to escape the clutches of passivity. The Walrus has Alice round up his cast, mutters the inescapable riddles. The side characters, with the exception of the cat, watch the oncoming destruction of wonderland without batting an eyelid. They welcome and submit to oncoming disaster because inaction is so tempting, so easy. They too, seem like children, trapped in the fantasy of wonderland but unwilling to take the action which would allow them to grow.


By continually battling the violent the demons which plague and destroy her childhood wonderland, Alice is negotiating the path to adulthood. Unable to remain as it was, wonderland is a spectre to which Alice clings but can no longer sustain. Either she chooses to forget, to ignore the traumas of her past as her Doctor suggests, (The doctor later reveals his true motives) or she fights through and embraces the trials and difficulties of puberty. In creating this narrative the developers have produced a brilliantly polished character The narrative is driven, not be the illusive and ridiculous notion of a gothic train, but by Alice's desire to grow. The train represents the onslaught of technology and development, these are things Alice does not really reject at all. She recognises that her nostalgia for wonderland is destructive, another kind of forgetting, which would ultimately lead to her own destruction. Whilst all around her cling to the past, she fights for the future. The train is not her enemy, it is merely her means of getting places.


Alice is no longer able to stay in her childhood fantasy, she must except the onslaught of puberty. This is made particularly clear when she comes to the red queen's castle and is confronted with a long heart-shaped passageway. Red and slimy, it drips, it is, after all a vagina. This blood is not limiting, it is liberating. By walking the passage Alice's development continues and culminates in meeting with the red queen. A mirror image of Alice herself or perhaps her sister, the queen decodes the riddle: 'The train is trying to destroy all evidence of your past, and especially the fire.' Through self-reflection, Alice can find the truth. Through individual growth she can save herself. The deadliness of self-reflection is another theme throughout Madness Returns. The potent philosophy of escapism and avoidance is encouraged by wonderland's cast of characters, but Alice must defy them.


As a videogame Alice: Madness Returns thrives because it counteracts the persistent lack of control present in Carroll's novel with interactive gameplay. The game allows that sense of self-control, and engagement which the original story never delivered. As Alice becomes more deadly, and more aware of sex the in-game collectable memories offer a new narrative.


Rather than simply being told things the narrative allows Alice to re-experience memories in a new and sexualised light. She talks of the fluffy undergraduates who fell in love with her older sister. And in one unerring moment of self-consciousness, Alice remembers the advances of one creepy old man whose advances turned towards her younger self. This, is Carroll himself, or rather Charles Dodgson who appealed to the real Alice Liddell, sent his manuscripts and it is believed; asked for nude photos. The writing in this game is astounding, revealing and dangerous. Rather than shirking responsibilities, or being too attached to the material, (one thinks of Burton's Alice) it interrogates the author, and the story.


Madness Returns is a game all girls should play. Alice is weak, she is terrorised, tortured only to be empowered by action. Her puberty is a process of violence, death and emotion. Rather than being tempered, she fights, rather than being sexy she is sexually aware. By smattering the game with sticky juices Alice becomes a gripping and engaging experience, which encourages reflection. Rather than escapist fantasy, wonderland becomes the space in which Alice can investigate her own burgeoning self-awareness. The game offers teenage girls a similar space to encounter the realities of a bloody and violent puberty so rarely touched upon by mainstream culture.


Tuesday, 7 June 2011

L.A. Noire: The Wrong Side of The Yellow Tape.





LA Noire was almost genre defining. The first time I sat down and played it the scenery was overwhelming. It reeked of the noir landscape. The dark alleyway, the torches, and the cars, the streetlamps and bloodstains were completely believable. The straight-laced cop Cole Phelps was a tiring and dull cardboard cutout. By producing a character so overtly lawful 'good', we were left with a long string of repetitive actions with little or no motivation to continue with the plot.

My theory: Cole Phelps should have been a private detective. The LA landscape was excellent, but without the difficult protagonist the game was completely unable to fit into noir film genre. The police are boring. They have to be boring to keep us safe, they have to be boring to be uncorrupt, they are boring because if they weren't boring they would be dodgy. Private detectives are intrinsically difficult characters. They sit on the divide between private and public, at once affecting the atmosphere of political environments whilst simultaneously being self-serving only. They have power without responsibility. A dirty difficult protagonist in the spectacular LA environment would have created a game which not only had great set pieces (as in the cases) but an engaging over-arching plot. I haven't gotten anywhere near far enough into the game for this very reason. I'm not feeling the story.

My experience of this game has also been coloured by reading a book entitled Queenpin by Megan Abbott a crime fiction writer who has recently appeared in local libraries everywhere and is being rather patronisingly called a 'debutante' on the cover each of her novels. Queenpin follows the story of an anonymous (and thus liminal) woman who finds herself working for a mover and shaker (The Queenpin). I certainly entered into the book as green and fresh as the girl who fast becomes embroiled in the sexy criminal underworld. It's a great, easy and refreshing read, and I would recommend it. It is also soaked in more noir than your average pastry: it is the tirumisu of crime fiction. Yum. As we watch the girl's fall from grace, we are voyeur to this seedy world. It is this voyeurism which LA Noire utterly lacks. Were the protagonist a private detective, the potential for watching would be far greater. Whilst the police officers palate operates in fullcolour, a private detective can only ever be sepia-toned. Brown, grey and black.

Players of GTA weren't ready to go to the other side of the yellow tape. They didn't want to legitimise the policeman they have obnoxiously slaughtered for fun since the late nineties. If they are anything like me they certainly don't sympathise with Phelps. But the more anarchic role, the role of being at once part of the law, and yet against it, was what made red dead near perfect. It is also what would have made LA Noire a masterpiece.

Sunday, 17 April 2011

ALMOST THERE!!!



Day 19 - Picture of a game setting you
wish you lived in: Jhoto!
Who doesn't want pokemon to be real?
10 years old setting out on the back of a ponyta, five other awesome critters in tow. Battling and earning independence, it certainly feels like a better rite of passage than high school.

Day 20 - Favourite Genre:
RPG. This is not exactly a narrow genre and really I would categorise this as any game which has strong storytelling elements with emphasis on character. In the past I was well into final fantasy and as I have gotten older I have still retained a fascination for interesting plots and characters. The gameplay has to hold it's own, however. Into this category I would place harvest moon, and pokemon alongside many of the modern action adventure games, red dead and half-life and everything in between.

Day 21 - Game with the best story:
Red dead wins again. Beautifully written plot, well rounded characters. True and believable ending.

Day 22 - A game sequel which disappointed you.

All of the harvest moon games after Back to nature. Dear God who gave marvelous the reins. Incapable of producing anything as nearly addictive or challenging or polished as Back to nature. The loading screens were soo long winded, and the only aspect of the farming ex
perience they managed to create was the sheer unadulterated boredom. Whilst I loved every chicken I bred on my little farm on the PSX the 3D cows of the later games failed to woo me. Yawn yawn yawn. Rune factory could prove to be a mild diversion. But I have the feeling it will still be all the grind with less reward.

Day 23 - Game you think had the best graphics or art style:
De Blob:

The wii can get it right! The art style of this and it's sequel are both perfectly in tune with what was required of the game. The depressing grey landscapes are not simply restored they flourish into stunning bright city scapes. Plus you are the one who makes it beautiful. I think the original edges it though, because more emphasis is played on more colour, you can score bigger points by painting with the whole spectrum of colour; a feature which the new game has lost.

Day 24 - Favourite classic game:

I have no idea what 'classic' means. I certainly don't enjoy the nintendo hard games of the past, and even gameboy mario is more than I can stomach. I enjo
y pacman, but I'm never gonna really get in a spin about games I never really connected with. I guess my first favourite game was spyro year of the dragon. The best little platformer I've experienced, it comined really great level design with sweet baddies and lots of really fun minigames. But PSX is not exactly old enough.

Day 25 - A game you plan on playing:


LA Noire.


I picked this over Portal 2, because I have little to say. I know it will be a fantastic game and it's already tortured me and consumerism ways by forcing me to join steam and play indie games.

LA Noire intrigues me, I wonder and hope that the game will play like a cross between Phoenix wright and GTA. Crime scene investigation, inerrogations, combined with shoot-outs and car chases, all set in the blisteringly sexy setting of the 40s. Literally can't wait.

Saturday, 2 April 2011

Day 18

Day 18 - Favourite protagonist: Travis TouchDown

No More Heroes.

Travis is a stupid cunt. He gets sold down the river just because he wants to fuck a sexy chick. And it is for that reason he's a great protagonist. Driven, he's willing to go through all the manual labour and vicious light saber battles just to get the arbitrary title of no. 1 assassin. It's endearing that he would try so hard. He encapsulates the american otaku, thus the developers use him as a social commentary on the materialism of Japan culture particularly when it is taken up the west.
Plus he has a really cute kitten called Jeane.

Tuesday, 22 March 2011

30 days of gaming etc.

Day 11 - Gaming system of choice:
This has to go to the xbox 360, it is far and away the best console ever made which pains me greatly because microsoft are so fucking annoying in other areas of their brand. The attitude towards third parties is what makes this console great. Whilst nintendo has this inane obsession with only really pushing the identical dross they excrete every two years or so the xbox encouraged a stronger gaming industry by ensuring that small developers could get onto the international circuit.
Xbox Live Arcade is an example of how inclusive communities lead to more games, better games and cheaper games. The PC was the best equipped to do this first but the xbox is the best console for experiencing games which might not have had international playtime if it weren't for XBLA. Plus my computers all suck too hard for me to a PC gamer.


Day 12 - A game everyone should play.
The Lego movie game franchise.
It really doesn't matter which one you choose because they are all basically the same, but they are the perfect universal game. These are really the only games from a movie I play, (excepting viva pinata.) These are the games my kids will grow up on. These are the games all my siblings could all on some level appreciate. They are simple colourful and the cut-scenes are genius. At their heart they are fantastic action puzzle games which require replays to get the best of the content. They are great value for money and if someone is looking a game for their kids they cannot go wrong with this.

Day 13 - A game you’ve played more than five times:
I play all my games more than five times. Unless you mean to completion. In which case, none of my games. What a stupid question.


Day 14 - Current (or most recent) gaming wallpaper;
I have never had a gaming wallpaper, my wallpapers are always cats.

Day 15 - Post a screenshot from the game you’re playing right now.
Red Dead Redemption, Undead Nightmare.
Zombies have invaded the wild west and it's up to John Marston to figure out how to stop the hoard, and save his family. This shot is the first of the four horses of the apocalypse unlockable in the game: WAR. He rocks, and can set fire to zombies with his firey hooves. -.-

Day 16 - Game with the best cut scenes
Final Fantasy IX.
I know these games are not good. But this was the first game I ever asked for for christmas, it was the most sumptuous and beautiful opening sequence and I absolutely adored watching the cut scenes. I was a teenage girl at the time. My favourite was by far the sequence where the ship takes off and the queen fires huge hooks it in the hope of preventing the kidnapping. Action and sexy sexy looking scenery. I don't care that it was a boring grindy game because the sensation of falling in love with those flat 2D characters is still very ingrained.

Day 17 - Favourite antagonist:

I love a good villain. Portal's GlaDos is nicely rounded and a really interesting character. She sent chills down my spine in the trailer for the new game. Most villains are just annoyances with very little development other than wanting to fuck up your life. I think the scariest bad guy; though not necessarily an antagonist, was the spider in Limbo. Jesus christ that thing was fucking awful.