Lagging Behind on the Leading Ladies, Part 3: The Creative Side

Introduction

Business Perspective

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It’s that time again! Time to talk about how I don’t get to play like a girl as much as I want to, and look into possible means as for why that is.

Today, we’re going to talk about the creative aspect of having women as leading characters in your video games. And it’s purely going to be about the art of making video game women, in a vacuum. We’re not going to discuss the impact audience reception has on creating just yet, that’s going to be a topic for our next post in this series, when we’re talking about the social factors. Most creators do create for their audience, but if we start working that in alongside everything else we’re talking about the lines between this post and the next post will blur and then I’d have to write the two of them together and I am too monumentally lazy right now to do that. So yeah, just focusing on the creative side of things today, looking at things from the perspective of the designer, not considering the marketing or receptive aspects of these.

This didn’t come up so much in the last post we did in this series, but at it’s core, the whole issue behind gender representation and everything else we’ll talk about here stems from the way we as a culture look at gender identity. So let’s talk a bit about that first.

I’m going to say I’m pretty experienced at being a man. I’ve got a lot of experience at that. Enough that I have pretty much mastered the art of physically being a man. On top of that, I’ve known plenty of women throughout the course of my life. Taken in their stories, their personalities, their… eh, let’s keep this G-rated. Never been a women, but I’ve observed them plenty. On top of that, as I continually demonstrate through this blog, I am a genius. My thinking is just of a top-tier quality.

What I’m saying is I have absolutely the highest credentials to talk about matters of gender. Accept no substitutes. My word on this is the best-informed you will ever see. And I’m telling you that men and women just aren’t all that different. Naturally, we barely have anything between us. Personality-wise, we in general have a few different drives, usually related to partnering or evolutionally instilled upon us from a period of life that we’ve outgrown faster than our biology has, but aside from that, we’re basically the same. Yes, we have some biological, hormonal, and brain developmental differences, but the differences account for so little proportion of who we are. Men and women have far more in common than we realize. Stripped of everything else, we all have basically the same capacity for caring, for aggression, for nurturing, and for enjoying video games.

But cultures in general do not recognize that. That’s one of the human absolutes, every single known human culture has developed a distinction between gender roles because people in general have a hard time not getting blinded by obvious distinctions. It’s human nature, in an attempt to understand people we attempt to see them as instant wholes based on the most obvious characteristics, rather than taking the time to figure out their individual features and building our concept of them around that. This creates expectations. Implicit, unstated expectations of how different genders are supposed to act, instilled in us since birth, and the mold by which we’re supposed to grow up into. Which is ridiculous. You cannot define a single personality trait or feature that reasonably applies to a full half of the human population. But cultures try. And in so doing, they create more differences between the genders than actually exists.

And that has negative impacts on both sides of the coin. Those impacts don’t always reach a one-to-one match, but the defined gender roles are hurting both men and women in different ways.

But still, it persists. That’s both the cause of what we’ll be talking about today, and the whole reason I’m writing this post series in general.

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Lagging Behind on the Leading Ladies- Part 2: The Business Perspective

Overview

So. This series here. As I had mentioned, we’re going to be covering three different categories of factors that make it difficult to have a woman as your lead in a video game; business, creative, and social. Before we get to that, though, first I feel I need to do something I’m very, very, very good at. I need to talk about myself.

Specifically, I need you guys to know where I’m coming from in all this. I spend nearly all of my time being absolutely incredible, but for this one, I need to take it two steps back, and make myself credible to you all. I don’t like putting a lot of real life into this blog, except for a few isolated places, but here’s one where I feel it’s really important to know what my foundation is to contextualize your own take on the theorizing I’m about to do.

Basically, I’m not an expert on any of this. I do have enough of a professional background behind me to make what I consider to be some educated guesses, but I’ve never worked in the video games industry. So, you know, keep that in mind.

My degree’s in Business Administration. I’ve spent most of my career as a small business consultant. I’ve worked on the outskirts of the literary publishing, the fine art, and the film industries. I have and continue to periodically write or work on my graphic novel or do other creative stuff. So the above few sentences are where I get my standing on the business and creative spheres. I currently work as a case manager, which gives me a bit of a lead on the social aspects, but honestly, most of that is just going to be drawing from my years of experience watching people be assholes on the internet. Because really, that’s as much of an expert as pretty much anyone is on that side.

So there, that’s the short and quick of what I’ve got behind me pushing me towards these thoughts. You got it? Good.

One more thing I want to highlight on this little series here. The Shameful Narcissist hit it right on the head in the last post on the subject: This is a very complicated matter. The question of why we don’t see more woman-fronted video games is something that relates to the core of how we look at each other and treat each other as human beings. This is a complex matter. And we cannot apply a simple solution to it. People on both sides of the argument have been doing that as long as the argument has been there, and it hasn’t gotten anybody anywhere. That’s the big takeaway I want you to get. We cannot have a simple solution to a complex problem. There are so many factors involved in keeping men as the primary gender for video game protagonists and trying to address one single thing as the cause for it all is just wasted effort. If you want to see the type of change that leads to more female leads in games, we’ll need to start by understanding just how many branches there are in that rabbit hole.

Moreover, this is not about misogyny or any sort of acute sexism. This is not a man vs. woman thing. If there is anyone out there deliberately making choices to keep women out of games, nobody with any sort of sense is listening to them. Rather, this is more about implicit bias. This is about the assumptions society in general makes about gender and what that means. Every culture, large-scale or small, has their own set of assumptions and acts on them unconsciously in ways that trend towards whatever group is most strongly represented there. It’s not just whatever group men or whites or whatever group in power at the time does. Look at companies and industries dominated by women, or caste- or clan-based societies, and you’ll see the same thing. These unconscious biases are usually negative on both sides, which we won’t so much see here but will become more apparent when we get into the next two sectors we’re looking at. The longer that culture goes on, the more prominent those unconscious trends become, until slowly, shifts start to happen. We’re in the middle of a shift like that now, but it’s not happening quite the way a lot involved in that dumb culture war going on right now would like. We’re going to check out why.

Let’s start giving you the Business.

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Lagging Behind on the Leading Ladies: Part 1, Why I’m here.

Hold onto your seats, boys and girls. We’re going to talk about women in video games. Specifically, women as protagonists. You may have heard, likely from someone typing with way too many caps and exclaimation points, that the industry has a bit of a problem with its leading ladies. Which is not to say they aren’t out there. There are a huge number of strong female characters in video games. Given the size of the industry, in sheer numbers, there’s even a lot of protagonists with double X chromosomes. I could make you a list of playable female characters a mile long. The problem comes in when you’re looking at proportions, in which the formerly fairer sex is completely crowded out by a wave of digital masculinity. I’d like to see women getting a bit more market share. The thing is, gender representation in games is a hugely complicated issue, far more than your random agenda-pundit on Twitter is ever going to give it credit for. If all it took for creators to work some more women into their leads was to click on the right check box, it’d already be happening. Video games are a business, this overwhelming preference for male leads wouldn’t be happening in a vacuum. There are a lot of business, creative, and social factors that may be complicating the situation, and in this series of posts, we’re going to take a look at just what may be making varied gender representation in games such a hard thing to implement.

Before we get int that, though, I wanted to get into why I care. Wait, let’s put that another way. I want to talk about why I, as manly a dude as God has ever invented who doesn’t give a rat’s ass about this stupid culture war the Internet’s been waging in which it seems a participant’s intelligence is inversely proportional to the number of words they put together talking about it still wants to see more women helming his video games.

It’s not about trying to score points for any given side or to try to pick up women by white knighting for them, because when you look as good as I do, it’s no problem getting myself an in. Nor am I just looking for some new eye candy for my screen, although I wouldn’t begrudge it when used appropriately. To some extent, I do have the social concern. Studies have shown that just hearing stories about someone of their particular demographics finding success can lead to a statistically significant improvement on skills and education tests, and people shouldn’t have to work hard to find that in their chosen medium, though.  On the flip side, unless there’s a mirror in the room I do typically enjoy looking at women more than I do at men, and having more women leads would facilitate that. But to be honest, when I’m home, trying to get my leisure on, those are both small concern to me.  Really, what it all comes down to for me is a very selfish thing. I just want to play better games with better stories, and part of that is having more interesting leads.

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Just a refresher for those of you that need it, women are those people that wouldn’t go to prom with you in high school because they were too busy thinking about me. Anecdotally, more of my personal friends who play have been women than men, although I know that’s not representative. Women make up more than half of the human population, and a significant portion of the video games market. Although their proportions in a given industry, women are involved in all occupations, including military, law enforcement, crime, and video game development. Yet for all of their involvement in real life they don’t make up a very large proportion of video game leads.

I’m going to go out on a limb and say that video game protagonists are more diverse than protags in most other creative industries, in the sense of actual experiential variation if not filling the EEO checkmarks. The most recognizable video game hero is both fat and rather ethnic. Due to the strong Japanese influence and historic market share, Asian and mixed-race characters abound. I could bring you examples of characters of all economic backgrounds. And I’d guess that you still see a lot more women taken seriously in action roles than in most other media. So while video games may seem to get more heat on the internet around its representation, I would posit that there’s a lot less inequality here than in most. Inequality is inequality, and that it’s there, even if it’s better than you might find otherwhere, is a sign that we’ve still got work to do, but recognition of that fact is handy for discussion.

The problem, from my big selfish perspective, comes when certain models of characters become overwhelmingly widespread. Now, this isn’t the first time games have run things into the ground. Back in the NES/SNES era, we needed characters that could be easily represented at minimal size and pixel use, so the mascot character ran rampant. As 3d games started getting their hold, and it became easier for the technology to represent someone recognizably human, the anime pretty boy started popping up all over the place. Then, when graphics started getting realistic, well, realism is apparently white brown-haired thirty something whatever.

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Any individual character is just fine. You can’t really pull out any individual mascot or spiky-hair or generic dude and honestly say they embody the worst of their era. It’s like steak. You can make a great meal out of it, you can prepare it so many different ways, there’s a lot of variation to it, but if you eat it every day, it’s going to start tasting bitter. Such it is with characters. Variety is key to keeping things fresh and interesting. When it’s something you’ve seen a thousand times, now matter how solid it is, it’s just harder to get into it. So when everything’s built off of the same general design document, the world just starts to look bland.

Breaking away from the XY chromosome isn’t the only way to add sufficient visual interest to a character. There are other ways to add in some fun variations. After all, Heihachi is made more interesting by virtue of being old. Link is made more interesting by being left handed. Dunban is made more interesting by being absolutely gorgeous and looking remarkably like your favorite video games blogger.

Nor is strapping a pair of tits on a character enough to automatically create that visual interest. No matter how white boy he might be, Geralt is still way more obviously interesting than Left 4 Dead’s Rochelle, just from a basic design standpoint. So yeah. Characters don’t have to be women to be interesting. And while the visuals, including their demographic, are the foundations from which a character springs, But women leads are a really obvious way to both create more interest through variety in their protagonists and get the story told through a somewhat different lens that we’re just not seeing that much of. Supplanting male characters is a common idea that just strikes me as a completely blind approach to the issues, but getting some lady leads, that carve out their own identity, much as Lara Croft, Faith, and Aloy have? That’s some low-hanging fruit that remains largely unplucked.

But there’s barriers to getting there. It’s not a simple decision for most of these businesses on any level.  You know what, let’s do some science here.

No, wait.  Let’s do some SCIENCE!

We’re going to do a big scientific study, right here, right now.  You would think, if it was easy to have women as lead characters in our games, if it were a simple matter, if the only thing holding it back was a bunch of old business dudes and their outdated assumptions, the indie creators would be making more woman-led games then the establishment.  Their creators are given more free reign, the companies thrive on individuality, and the smaller a company is the more flexible and the more in touch with their market they should be able to be.  So if there weren’t any of these business, creative, or social concerns in place, I would think that they’d be more reactive to the vocal demands for more women representation and the larger place women have been taking in our culture.

That’s what’s called a hypothesis in the biz.  We’re going to run a quick survey, sample size of my Steam library, on how many games have male protagonists, female protagonists, and indeterminate gendered/choice of gender or main characters/no protagonist.  First up come the major company releases.

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Really.  Out of almost 100 games, only six female protagonists?  Not very diverse, game industry.  Fine, let’s look at the Indies next.

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See!  There we go!  Numbers are still relatively low, but that’s 12% female protagonists in the indie sphere against just over 6% in the mainstream releases!  Twice as much!  Eat that, producers!

But wait.  There was one sphere that might be skewing those results.  Let’s take a look at those numbers again, but let’s take out the Visual Novels and Environmental Narratives that have very limited amounts of player involvement from those.  Not because they don’t count as games, we’re not getting into that argument here.  But because I think it does give a more accurate picture when we’re looking at the games where the player is expected to act through their character in a meaningful way.  So here’s the numbers when we isolate those games in which the player is an active participant.

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Indies have more mixed options, but as far as stories told with a strictly female protagonist?  The proportion is basically the same as the mainstream releases. 6% vs. 6.5%.

That’s because it’s harder to work in a female protagonist than most might assume, and those difficulties are largely the same whether you’re a company outfit or an indie studio.  If we are going to ask for more gender variation in our protagonists, I feel it’s important to understand where those barriers are, because creators aren’t going to break through them until their audience is there on the other side.

And that’s what we’re going to be taking a look at in this series. I hope you’ll join me for it.

The Higurashi Notes: Onikakushi-Keiichi’s Sanity and Ooishi’s Behaviour

All right, so now that we’ve taken a look at the happenings in our last post, let’s go back and try to work out… you know, what actually happened.  Onikakushi drops a whole lot of questions.   No answers.  But if you know where to look, there might be a few hints.  So, what do you say we start with the biggest question?

How much is actually real?

Yeah, yeah, Onikakushi runs really heavily on the “Is it magic? Is it mundane?” question, to the point it has the characters arguing about it OOC at the end.  But you know, that question is nowhere near as interesting to me as this one.  Stuff happened in this plot.  A lot of stuff happened in this plot.  But, did all the stuff that happened actually happen?

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At its core, Onikakushi is a story about Keiichi’s descent into paranoia.  You see him going from being a normal kid, run into a conspiracy so far beyond him that starts targeting him for even knowing about it, and in defense, Keiichi starts backing into the corner and pulling out the claws.  Starts smashing up nothing, thinking enemies are all around him.  But, maybe it goes beyond justifiable paranoia.  Maybe Keiichi starts experiencing things that are not actually there.

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It’s interesting to me how much Keiichi does that seems to serve no other purpose than to make his house a portrait of madness at the end.  The entry way of his home is all smashed up.  Mashed garbage strewn all over the room.  A hastily scrawled note asking “Was there a needle?” on the fridge.  The brief, hand-written memoirs of a crazed child stuck with tape behind his clock.  The kind of home that would make you think its owner escaped from the asylum if you came across it in any crime drama.  Of course, all of these were in response to something Keiichi was reacting to, and you see all the context for that, but take a look at that from outside Keiichi’s head for a bit.  He smashes up his house by swinging at something invisible and intangible.  He has a relatively calm phone conversation with Ooishi, then mention of the needle causes him to take a break and throw garbage all over his house, before he returns to the calm-ish conversation.  Keiichi knows what it all looks like.  That’s why he’s so very careful about what he puts in his dead drop note, and why it ends up being way too vague to be useful, outside of the bits that get torn out before the police find it.

But how far back does Keiichi’s altered perception go?  Let’s start from the end, and take a look at some contradictions between what we’re shown and what we know.

So first, the police report at the end.  Right off the bat, it states, and states conclusively, that Keiichi had called Rena and Mion over to his house before he beat them to death.  Now, it doesn’t list any of the evidence for that claim, but logically, the police would be able to look into phone records in regards to what calls were made.  At least, I’m going to assume they could.  I don’t know ‘bout that 1983.  So we can figure that it’s more than just an assumption that Keiichi called them out.  Thing is, if you recall from the events we saw, when Keiichi woke up in his house before he killed his friends, Rena was already there.  Sure, she called Mion from Keiichi’s house, but there’d be no reason for Rena to be called over.  Unless, either the ‘Director’ she called share’s Rena’s number, or Keiichi had in fact called her over, and just wasn’t cognizant of it.

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Keiichi died in exactly the same way as Tomitake did earlier.  That’s exactly what Mion was threatening, saying he’d be injected with the same drug.  But there’s two problems with this.  The first, going by what we saw, Keiichi was never injected with the drug.  He blacked out just before he did, came to with his friends dead, then recalled that he had knocked them away before he was injected.  Possibly, this is recreating memories after the fact, but otherwise, he should never have been impacted by the drug at all.  The second notable thing is that Keiichi started following in Tomitake’s footsteps long before the drug ever came up.  The big moment is when he smashed up his front entryway, striking at the presence he detected but couldn’t see.  Ooishi had notice that Tomitake had been found with a two-by-four that had impacted several things, but had no blood, skin, or biologic materials found on it.  He smashed up a guardrail, but had no sign of actually hitting anyone else with it.  Mayhaps he had been finding a presence that couldn’t be seen or touched, himself. Continue reading

The Persona 2: Innocent Sin Retrospective-Part 6, Other Characters

Part 1-Introduction

Part 2-Gameplay

Part 3-Setting and Tone

Part 4-Plot

Part 5-Player Characters

ANTAGONISTS

The Masked Circle

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These are the longest-lasting enemy group in the game, who you’ll be romping with for almost all the game’s plot.  The Masked Circle is a doomsday cult, led by the Joker, who seek to gather enough ‘Ideal Energy’ to destroy the world and drive humanity into a new golden age in space.  Yeah, the rumors allow pretty much anything to happen.  Those who make their wish with the Joker find themselves first forced to be a part of the Masked Circle, then sacrificed for their goals, their Ideal Energy drained from them until they’re left motivation-less husks.  Their leadership is made up of pastiches of your own group, as Jun seeks to replace your childhood crew with his own creepy cult fellows.  They lose a lot of steam after you break Jun out of his Joker guise, leaving them pretty much without leadership, but they do maintain a presence up to the end of the game, being one of the few organizations able to make a stand against the Nazi invasion.  Of course, they don’t stand for long against them, and they’re only fighting them towards their own twisted goals, but still, at least you’re not the only group putting up the fight.  You’re constantly running roughshod over them, interfering with whatever they have planned, but most of the time you figure out the full extent of their plans just after they put them into action.  Your interference only seems to make them stronger, too, thanks to your spreading the word about them and the power of the rumors at play.  At least until you start knocking off their leadership.  Once you reach that point, there’s no recovering for them.

Joker

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If you call your own cell phone number, the Joker will appear before you and grant you one wish.  At least that’s what everyone says.  Except that your crew tries it in the early game, and instead on sending you on a shopping trip to buy those larger pants you’re suddenly needing, he just sics a bunch of demons on you.  As stated previously, the Joker is Jun, still really, really pissed off at your crew thanks to the influence of Nyarlathotep and the false memories he has of all his childhood friends burning Maya to death.  To say his feelings towards you are troubles is an understatement.

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Joker is the head of the Masked Circle, he who directs their activities towards the fun, fun goal of destroying the world.  Making you suffer seems to mostly be a side project of his.  The Joker is all about ideals.  He highly values his own ideals, he respects other’s commitments to their own ideals above all else, and he thinks largely in terms of ideals.  As twisted as it is, he honestly believes that the destruction of the world and the ascension of its people are honestly what humanity wants.  Thing is, he’s much more of a big picture guy, and doesn’t much care for the individual.  So, the fact that thousands of people don’t really want their ideal energy drained away in pursuit of the Earth’s destruction doesn’t much matter to him.  He is completely serious about the Masked Circle and their goals, focused on them above all else.  He doesn’t even use them to go after you until you start messing with the circle first.

Like Guido/Kandori of last game, Nyarlathotep is his persona.  And like last game, Nyarlathotep ends up taking him over for his final battle in this guise, then flees his form once he’s defeated.  Free of Nyarlathotep’s corruption, Joker reverts to his old form, and joins you in undoing the mess he’s created.

King Leo/Tatsuya Sudou

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Tatsuya Sudou’s dad is Japan’s Foreign Minister.  Tatsuya Sudou’s dad is a bad, bad man.  Growing up in that environment did him no favors, compounding the troubles he already had with his schizophrenia.  He found a father figure in Jun’s dad, however, who helped him make some sort of sense of the voices he was hearing, believing them to be some sort of alien prophecy and codifying them into the Oracle of Maya doomsday thing the Masked Circle is buying into.

Some time after that, Sudou snapped.  Depending on how far back the rumor thing was in effect, this may have been a result of other’s beliefs about him, conflating his schizophrenia and his father’s bad reputation and thinking he was a violent figure.  Either way, he became a serial arsonist, and burned down the shrine kid you and kid Maya were hanging out in.  You broke out, Sudou stabbed you, and you awakened your persona and burnt out his eye.  I’m going to say you got the better of that one.  After that, he stalked Maya for a good long while, then joined up with the Masked Circle for reasons that are mostly up to conjecture, and serves as King Leo, the second in command to the order.

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Tatsuya Sudou, as should be obvious from the name unless you did the right thing and change your protagonist’s handle for something wicked sweet, is the counterpart for your lead.  Given Maya’s history with him, he serves to some degree as the Masked Circle replacement for her, too.  He’s an arsonist, so he likes blowing things up.  Throughout the section you’re dealing with him, he leaves behind clues that will lead you to buildings he’s rigged to blow.  You usually have two buildings at a time to choose from and have to pick the right one, enter it, and find the bombs in order to properly bring a halt to his deeds.  Or, if you’re of a lazy mind, you can choose the wrong one and skip a few dungeons entirely.  It culminates in a big encounter in an aviation museum where you have to rescue an entire field trip, beat him in a big slogknocking fight, and jet of there in an exploding blimp.  Probably one of the high points of the game, in all.  As you might guess, he gets a sadistic glee in death and violence, and actually burns a man alive by means of introducing himself.  His persona is Reverse Vulcanus. Continue reading

The Gays of Gaming

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A while back, I wrote a series of posts celebrating the left-handed characters in videogames.  At the time, I had pointed out that southpaws, while they are clearly stronger, sexier, and just plan better than the average person, are still one of the most underrepresented groups in videogames.  I almost called them the single most underrepresented group in videogames, but I wasn’t entirely sure of that.  Namely, there were two groups giving me pause before making that big, probably wrong conclusion.  And the gay, lesbian, and bisexual community was one of them.

Recently, I’d been thinking back to that.  Wondering which group had it worse in terms of videogames representation, and if the gay community had come far enough to beat out left-handers.  So I started doing a thought experiment, trying to think out how many gay characters have been in the games I’ve played.  And, I figured, since I was doing the mental work anyway, I might as well make a list and share it with the public.  Hence, this post.  Here, I’ve put together a roster of all the homosexual and bisexual characters I can personally remember in video games.  Hopefully, this will be interesting to someone other than myself.

A few notes on the composition of this list:

  • To be counted here, the character has to be, well, an actual character.  They need their own personality and name.  If I could count generic NPCs, we’d never leave.  They don’t have to be deep characters, but they do need to have something going on.  Player Characters are a little tricky with this.  In general, if they have some sort of demonstrable character beyond just following the player’s decisions as their only interaction with their world, they’ll count for this.  Otherwise, nope.  I’ve got a deep love for the blank player avatar, but they don’t really fit in with this project.
  • I’m not counting transgendered or intersexed characters on this list.  I know in a lot of ways the communities and social issues involved are very similar, but I personally view gender identity as a separate matter than where one likes to stick their junk, and this list is focusing on the latter.  Transgender representation in videogames is still a lot more problematic anyway.
  • The creator’s word outing someone as gay will be taken into account, but, as always, they present only one possible interpretation of their own work.  In-game content is king.
  • Much like the list of left-handers, I’m only cataloging characters from games I’ve played.  Just too complicated to explore any beyond that.
  • I’m only counting honest designations.  As much as I’d like to make note of how fancy the King of All Cosmos is, this isn’t the place for it.
  • In the end, if it’s not absolutely explicit, it all comes down to my personal judgement call.  Don’t agree with me?  Well, too bad.  This is my list, I can do what I want.  And that may well be different from what you’d think.  In fact, if you write fanfiction, I can guarantee this list is like a tenth the size of anything you’d put together.
  • As always, I was right.  Homosexual and bisexual characters are totally better represented than left-handers.

Anyways, that’s all the boring stuff out of the way.  Shall we get to it?

1 and 2: Persona 2-Jun Kurosu‘s crushing hard on your main, Tatsuya Suou.  He’s not even subtle about it. Tatsuya himself can get into something of a relationship with either Jun or two of the women on your team, no fuss either way.

3 and 4: Fallout 2-This game was notable for having the first same-sex marriage in videogames, possible between your main and either Davin or Miria. This is followed by the first same-sex divorce in videogames. Fallout 2’s just that kind of game.

5 and 6: Fallout New Vegas-Veronica Santangelo and Arcade Gannon

7, 8, and 9: Kazuhira Miller of the Metal Gear series comes close, but I’m not willing to make the call based on what we’ve seen so far. Snake and Otacan are just dripping with the fangirl baiting, but still nothing definitive. Vamp, Raikov, and Volgin are very clear with their sexuality, however.

10: Killer 7-Kevin Smith was outed by the creator.  Got nothing in game saying either way, but it makes sense to me.

11: Zangief is specifically noted as disliking young beautiful women, but that doesn’t necessarily mean he’s into men. I’m willing to bet, however, that Street Fighter’s Eagle, being based on the famously fabulous Freddy Mercury, is.

12: The Elder Scrolls III Morrowind-Crassius Curio. Dammit, I really wish I didn’t have to remember him.

13 and 14: Final Fantasy XIII-Fang and Vanille.  According to the designer.  As if the subtext wasn’t thick enough already.

15: Bully-Jimmy Hopkins

16: Guilty Gear-Venom

17: Phantasy Star II-Usvestia. Literally more famous for being gay than any other reason.  Try searching his name and see.

18: Streets of Rage 3-Ash. I guess the walking stereotypes still count.

19: Star Wars: Knights of the Old Republic-Juhani. Only a romance option for the ladies. Also the first, and still one of only a few, gay characters in the Star Wars franchise.

20: Earthbound-Tony

21: Indigo Prophecy-Tommy

22: Fable-Reaver.  Gotdommit.

23: Vampire the Masquerade: Bloodlines-Jeanette

24, 25, and 26: Jade Empire: Silk Fox, Dawn Star, and Sky.  All the romance options, whether by deliberate choice on the part of the developers, a glitch, or a combination of both.

27 and 28: Heather from Fire Emblem: Radiant Dawn joins your army purely to pick up chicks. Tharja from Fire Emblem Awakening is interested in your avatar of either gender.

29: I Have No Mouth and I Must Scream-Benny.  Knowing that actually changes the way you look at the wicked dealings in his past.

30 and 31: Gone Home-Sam and Lonnie. Their relationship is the main thrust of the narrative, so the game’s absolutely dripping with it.

32, 33, 34, 35 and 36: The Asari in Mass Effect don’t really count, given that they’re a single-sexed race in the first place. The female Shepard going for them in the first and second games definitely do, however, as does the male Shepard if you join with Steve Cortez in the third. Also, Kelly Chambers, Kaiden Alenko, and Diana Allers.

37, 38, 39, 40, 41, 42, and 43: Oh jeez. Let’s get this Dragon Age thing going. In the first game, there’s Leliana and Zevran. I don’t really count the Warden, as they don’t have much of an established character. In the second, we have Hawke, Anders, Fenris, Isabella, and Merrill. And I’m sure there’s more in the series, but I haven’t played all the content, so anyone outside of these just doesn’t count. So hah.

44, 45, 46, 47, 48, 49, and 50: OH JEEZ! Let’s see here. So Saints Row’s Pierce was always suggested as being interested in his own kind, but Saints Row 4 just went and made everyone open to both genders. So that gives us the Boss, Johnny Gat, Kinzie Kenzington, Shaundi, Matt Miller, and Asha Odekar (an aside, if you’re basing a character off of your real life child-aged daughter, please don’t make them a romance option. That just makes me feel icky.). King doesn’t count because his romance option is pretty platonic, and Keith David doesn’t count because, although he does have the romance option, he won’t take you up on it either way.

51 and 52: Shin Megami Tensei Devil Summoner 2 has Binbogami and Yabyogami, two bosses who are really, really into fighting (specifically, being beaten by) Raidou.  If only they’d find each other, they could leave me alone.

53, 54 and 55: Grand Theft Auto IV-Bernie Crane, Bryce Dawkins, and, well, Gay Tony

56 and 57: The Last of Us- Bill and, as the DLC reveals, Ellie

58, and 59: The Walking Dead-Matthew and Walter seemed a bit closer than just friends.

60: Tales of the Abyss-Total judgment call here, and maybe my own little fangirl moment but didn’t Jade Curtiss seem awfully intimate with the way he kept teasing Guy?

Those Left Behind: The Lefties of Video Games, Part III

So, while writing my last post outlining the Southpaws of the Video Games world, I ended up with more characters than I had time.  So here’s the long-awaited follow-up to part 1 and part 2 of our thrilling series highlighting members of one of the most underappreciated groups in video games, the mighty Southpaw.  Tracking down left-handed characters in games is a lot harder than one might think, largely due to how scarce we are, but I believe that with the completion of this list, combined with the other two, I’ve almost exhausted all the lefty characters in video games.  Got any I missed?  You know where the comment field is.

Phoenix Wright-Ace Attorney Series

phoenixwright-dualdestinies-artwork

Here’s one that’s never officially been determined, but it really does seem likely to me.  Phoenix Wright’s pointer finger is legendary.  Tell a lie in court, and it’s coming straight for you.  And it’s always his left finger, too.  Moreover, whenever you see him manipulating anything, usually his papers, he’s holding it in his left hand.  And his left arm’s used a lot more often than his right in official art.  So I’m calling it.  Phoenix may be stuck in the closet, but he’s still a member of the Southpaw Crew.

Makes total sense, as Phoenix Wright is one of the few defense attorneys able to carve out any sort of winning career in a courtroom heavily biased towards the contribution.  Of course, that is largely due to the fact that almost all of his clients are indeed innocent, but the fact that he’s left-handed and therefore part of a long history of outmaneuvering the rest of the population certainly plays a part.

Ice Climbers-Ice Climbers, Smash Bros.

ice climbers smash

Much like lefties as a whole, the Ice Climbers are vastly unappreciated.  They haven’t had a game of their own for almost thirty years, their stages tend to be a bit more poorly designed than most in Smash Bros., and even as Smash fighters themselves, they’re a bit of an odd duck.  They don’t have the raw attributes of some of the other characters, so they really need practice and study to be able to use effectively.

Still, though, considering how smoothly they went from smacking down icicles and ceiling tiles to pounding Bowser into the pavement, you know they have to have some game.  And it’s all in their left hands.  It’s their left-handedness that gives these former benign glacier scalers the power to hang with the worst of all of Nintendo’s canons.

Bowser Jr.-Various Mario Games

Bowser Jr

So, the Mario universe is really inconsistent about the handedness of their characters, but Jr. here seems to be a lefty more often than not.  He paints left-handed, plays baseball left-handed, chucks enemies at you left-handed, etc.  He’s a significant pain to deal with, and his handedness only makes him more effective at causing you trouble.

Yoshimitsu-Tekken

Tekken-5-Dark-Resurrection-Yoshimitsu

Back in the day, I used to think that the Tekken Yoshimitsu and the Soul Calibur Yoshimitsu were the same character, displaced by time.  The fact that SC Yoshi was a filthy right-hander was what clued me in that this wasn’t the case.  Anyways, Yoshimitsu is pretty much what Robin Hood would be if he were a ninja from space.  He’s one of the most honorable and effective characters in the game, and has proven popular enough to be a part of every entry in the series save one.  And that one entry is pretty darn bad.  Coincidence?  I’ll let you decide.

Isaac-Golden Sun

isaac smash

When everything starts crumbling all around you, of course people will look to the nearest southpaw to lead them through the storm.  That’s just basic survival instinct.  You latch on to the smartest, strongest, and most skillful person available to see you through, and a preference for the left hand is one of the clearest signs of those traits there is.  So it is that everyone counts on Isaac to lead the group fighting against allowing the terrible power of Alchemy back into the land.  And a good call that is.  Isaac is one of the most talented combatants on the team, being well-versed in physical attacks while still having enough skill with Psynergy to fill in as a caster in a pinch.  And sure, Isaac may have made the wrong call in being convinced that Alchemy is necessarily a bad thing before taking the whole picture into account, but Golden Sun is still a net gain for lefties, largely because of…

Felix-Golden Sun

FelixLostAge

So, as it turns out, Alchemy in Golden Sun is a necessary thing.  In fact, it’s the only force that can avert the eventual self-destruction of the world.  It’s dangerous if misused, however, and people are scared of it.  They need someone to drag them kicking and screaming into the age of alchemy, to save their own lives.  They need someone bold.  They need someone wise.  They need someone left-handed.

For the second half of the game, Felix leads the team trying to bring Alchemy back to the world.  He knows what’s up, he knows what needs to be done, and he’s not afraid to do whatever it takes.  Obviously, as a left-hander, he’s just as skilled in a fight as Isaac, and is well poised to bring his world into the new age.

Shion Uzuki-Xenosaga

xenosaga ep 1 shion

Shion’s a scientist.  In a video game.  I know, I know, Gordon Freeman aside, that’s usually a recipe for a quick and dirty death, but Shion manages to stick it out, thanks to her experimental android, her unusual weapon, and the might of that left hand.  She may not be the most useful party member, but her ether abilities do keep her afloat well enough to suitably lead the party through the first entry in the Xenosaga, and keep her relevant afterwards.

Angelo-Dragon Quest VIII

dragon quest VIII angelo

Angelo is a skirt-chasing, hard-drinking, gambling swordsman.  The fact that he rises so far in the Templar Knights even with all his vices is a testament to how much his natural skill as a left-handed warrior places him above the rest.  He outperforms the rest of his kind in their darkest hour, and proves himself to be one of the most versatile members of your party.  Seriously, he’s able to do anything well, his natural handedness lending itself well to quite a variety of weapons and spells.  In fact, some may even say the game never truly begins until the southpaw swordsman joins your crew.

Marisa-Fire Emblem: The Sacred Stones

sacred stones marisa

In the 2-d Fire Emblem games, people’s handedness was all over the place, thanks to sprite-mirroring.  Marisa was one of the few who ever made a point of their preference, and she’s very clear on that front; she’s a lefty.  A first-class Myrmidon, she’s very dedicated to the art of the sword, going so far as to sleep on her right side to always have her weapon hand available.  In most of her endings, she ends up as one of the best swordsmen in the land, stoppable by no man.  Of course, her southpaw nature only serves to give her the edge against anyone who dares face her.

Miriel-Fire Emblem Awakening

awakening miriel

As you can tell just by looking at her, Miriel’s one of the smartest people in the Shepherds.  Sure, that image gives lots of traditional signs of intelligence: the book, the glasses, the superior and distant gaze, but the biggest indicator?  That’d have to be that she prefers her left hand.  A perfectionist, Miriel demands much of those around her, yet her performance in combat makes her fastidiousness worth it.

HONORABLE MENTIONS

Yuri Lowell-Tales of Vesperia

tales of yuri

Yuri’s actually fairly ambidextrous, switching his swords between hands as his combos and moves require.  He does seem to have a definite preference for his left hand, though.  He was probably born left-handed, but, as a common fate for lefties in a Right Power world, he was forced to adapt and learn to use his right as well to utilize stuff like school desks and scissors and notebooks and things like that.  Tales games usually deconstruct a common aspect of modern day storytelling over their runtimes and in Vesperia’s case, it’s all about breaking down the contemporary anti-hero, a role Yuri fills well.  Having a clear dark side, Yuri’s not afraid to just ice the villains the justice system can’t touch.  Perhaps his sinister handedness provides a window into his sinister nature as well?

Super Mac-Super Punch Out

super mac

Nintendo’s been really cagey on whether this guy is actually Little Mac or not.  The character’s just as cagey about which hand he prefers.  Unlike Yuri, who’s mostly ambidextrous, Mac here seems to be a clear case of mixed dominance, preferring to use different hands for different tasks.  In the boxing ring, his left jab is his fastest and far most reliable attack, and probably the sole reason why he’s able to take down foes far larger and stronger than he.  He also leads in with his left for his Super Body Blows, but the Super uppercuts are done with his right.


And thus, we end.  Thirty-five characters, three posts worth, and we’ve gone through all the left-handed characters in the games I’ve played.  Are there more?  There might well be.  I haven’t quite played all the games in the world just yet.  I’d posit you’d be really hard pressed to find any, however.  So here, between these three posts, we may well have the most comprehensive list of southpaws in video games on the internet.

One thing that’s still really odd to me though.  Thirty-five characters, I’ve found, and only one, Doomguy, was brainborn outside of Japan.  Seriously, what’s up with that?  Is Japan the one place free of persecution against lefties?  I might have to be making a visit there, sometime soon…