If Left is Wrong I Don’t Want to be Right. The Left-Handers of Video Games, Part IV!

One of the things I pride myself on with this blog is having the most complete listing of left-handed video game characters on the internet.  A series of posts, documenting the rare representatives of the genetically superior laterality that appear in our electronic entertainments.  Kind of a silly little thing, but as a leftie myself and it being a perennially hard time finding representation of that among my chosen medium, it means something to me.  But it’s been years since I last wrote something up about this, and you know, part of having the most complete listing of anything is that you need to update it once in a while as time passes and more examples of that subject emerges.


So let’s correct that now.  The previous three posts include all the left-handers I’d personally encoutered up to that point in games, at least that I knew of.  But now, years later, I’m just as young but significantly wiser, and let’s put that updated wisdom to use, in this, an addition to the list of those characters in games who are just innately better than everyone else.

Nero-Devil May Cry

The son of Virgil, the traditional way-cooler-than-the-actual-protagonist rival character, Nero takes over main character duties from that right-handed goober, Dante, for the few most recent mainline games.  And dude is a beast at that.  See, his right hand has some devil grappling powers, letting him style on his enemies then pull them back in when they get knocked away, reaching combos that Dante and Virgil have to struggle more to achieve.  Nero heads up two mostly good games in the series out of his two shots at it, whereas Dante only has one out of his three.  Now, you could say that’s the result of Nero leading the games at a point where what makes a good DMC was more firmly established and the Capcom team was more versed in it, but we all know really it’s that left-handed blade- and gun-work that leads him to success.

Soda Popinski-Punch Out

There’s a couple of Punch Out character that take southpaw stances, but Soda Popinski, aka Vodka Drunkinski, is the only one who consistently does that throughout all his appearances, so outside of the previous post’s Super Mac, he’s the only one from the series I feel confident enough in to count here.  The others are just posers.  Anyways, Soda Popinski might not have been the first boxer to give you trouble in the old school punchout, but he might have been the first one to make you cry, with the combination of his high speed and great defense making him hard to score counterpunches on, the foundation of most of your offense.  Much like real life southpaws, his left-handed offense makes him hard to read for your weak right-handed mind, and he benefits from that greatly.

Patrick Galloway-Clive Barker’s Undying

What’s this?  We’ve finally got a second left-handed character on this list from a game that was developed outside Japan?  I never thought I’d see the day.  But here we are.

So, I’ve barely played Clive Barker’s Undying, so I can’t really hype up Patrick Galloway that much.  Instead, let’s talk about why he’s left handed, because mechanics-wise, it’s pretty interesting.  Undying is a PC FPS where you’ve usually got both a weapon and a magic spell ready at the same time.  Usually, it’s left-click to shoot, and Undying has Patrick Galloway left handed so that visually corresponds with your left mouse button.  Your right click, and his right hand, are dedicated to the spells.  It works out very elegantly.  And I really don’t know why more FPSes haven’t taken that same tack.

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Rhyme like a Rolling Stone! The Persona 3 Retrospective, Part 6(e); Characters-Koromaru, Ken, and Shinjiro

Part 6(a) S.E.E.S. and Protag

Part 6(b) Yukari and Junpei

Part 6(c) Akihiko and Mitsuru

Part 6(d) Fuuka and Aigis

Koromaru

The Strength

Koromaru is a dog.  With human-level intelligence that can summon a persona.  It’s barely explained.  In fact, for that matter, it contradicts other information given about personae, in that the whole reason Aigis is shaped like a human and not a tank or something is that it’s necessary for her to see herself as human in order to be able to manifest a persona, but here’s this dog with a persona so whatever.  

Anyways, Koromaru is basically Hachiko.  He used to live with a monk that would take him on nightly walks.  One day, the monk got killed by shadows, and Koromaru continued their nightly walks alone, and spent a lot of time hanging around the shrine the monk used to take care of.  Then one day, the team detects some shadows roaming outside Tartarus attacking the shrine.  Akihiko heads there, only to find the shadows already dead and Koromaru injured.  Putting 2 and 2 together because he’s not the dumb meathead the later games think he is, Akihiko realizes this dog must have a persona.  So he takes him back to the team, they get him medical care, and then Koromaru joins up with S.E.E.S.

Every Persona from this point forward has an animal-like character.  Persona 4 and 5 makes sure its a character that can talk, however.  Koromaru can’t, which poses some problems.  To be fair, they do a decent job of communicating Koromaru’s personality through his actions, such as it is, and Aigis can understand his thoughts and sometimes interprets them for others.  From that, you learn that Koromaru is very loyal and protective of those he considers family, and admires bravery.  He also likes certain TV shows demonstrating brave people, and has a near human-level comprehension of the world.  But they only take it so far.  Koromaru gets left out of a lot, not having much input in dialogue heavy scenes, not usually being with the party when they’re away from the dorm, and not really having much in the way of impact on the plot.  Which is a shame.  We only get a shallow view of Koromaru, and there was a lot more room for developing him.  As a result, he’s the most forgettable member of the cast, to the point he either doesn’t get included or gets bound together with another character for most of the spinoffs.  

He does have one big moment, however.  In the midst of the party’s darkest moment, when Shuji Ikutsuki betrayed them and was in the midst of crucifying them, he didn’t bother crucifying the dog.  It was Koromaru who tore the device he was using to control Aigis away from him, enabling her to break free from her programming and save the party.  So, if it weren’t for Koromaru, the party wouldn’t have survived to save the day and make millions of dollars in game sales.  That counts for something, at least.

In combat, Koromaru’s speedy.  The most speedy.  He’s the fastest, most accurate, and most evasive character in your party, and tops most shadows in all those areas, too.  On the flip side, he’s really not durable.  Shadows will have a harder time hitting them than anyone else, but when they do, he’ll go down fast.  Other than that, not especially much to write home about.  He uses knives to fight, and is accurate but not so damaging with them.  He does pretty decently with magic, and has an arsenal of fire and instant-kill darkness spells behind him.  Given the only other character with dedicated fire spells is Junpei, who is realllllly not great at magic, he’s the one to go with if your MC’s personas are focused on other things.  He’s also a very direct character.  Doesn’t have a lot of tricks to him, pretty much just basic attacks and direct damage or instant-kill spells.  His persona is Cerberus, which both fits his doggy nature, and I’m also pretty sure is a reference to Pascal, your dog that you turned into Cerberus in SMT 1.  He does not get an ultimate persona.  That requires personality development, and when you barely show up in the plot, well…

Ken Amada

The Loser

Nobody likes Ken.

Shinjiro Aragaki

The Hieropha-

What?  No.  No, we’re not doing that.  No Ken.  I’m not going there.  You can’t make me.

Ken Amada

The Garbage

Ok, so Ken is this little prat that nobody actually wants around because he ruins everything he touches.  And that’s about all there is to say about Ken.  Let’s move on.

Shinjiro Ara-

Seriously.  There are things mankind is not meant to know.  The existence of Ken Amada is one of those things.  Trust me.

You don’t trust me.  

Jerk.

Fine.

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Mommy’s not here, gotta fight! The Persona 3 Retrospective, Part 6(b) – Characters: Yukari and Junpei

Part 6(a) S.E.E.S. and Protag

Yukari Takeba

The Lovers

Ah, Yukari.  In my view, she’s the most realistically complicated character in the Persona series.  She is complex and inconsistent in much the same ways that real life people are.  She is very open and socialable and popular and has no close friends whatsoever and is incredibly lonely. She’s a caring person who keeps an eye out for the needs of those around her and she frequently lashes out at others with little to no provocation. She is incredibly insightful, often picking up on things that nobody else even notices and remains grounded even when everyone else is distracted, and also fears abstract concepts and fictional spooks greatly.   She’s a lot more complex a character than you usually find in fiction.  As a very complex character, fan opinions of her also vary quite a bit.  Some like her.  Some hate her.  Some are annoyed by her at first, but like her more as the game goes on and she develops as a character.  Some start out a fan of hers, but then hit a point in her social link where Japanese and western principles and values vary greatly and she ditches you if you do what seems most natural and supportive to her from our perspective.  Fun times.  

Yukari officially joined S.E.E.S. a short while before you did, although she’s been on their radar for a while before.  She just recently awakened to her persona before the start of the game, and isn’t yet adept at facing down the emotional hurdle required in summoning it.  When Yukari was a kid, her father was one of the scientists working on the Kirijo Group’s Shadow project, the thing that ended up creating the Dark Hour in the first place.  When things went south there, the only thing the public knew was that there was an explosion that killed a lot of scientists, for which the survivors used Yukari’s dad as a scapegoat, posthumously.  Because we’re dealing with a society that’s horrible and hateful in this game, although Yukari’s dad also died in the blast, everyone around treated Yukari and her family horribly because of it.  Between the grief from their loss and the combination of pity and hatred they faced, they had to move quite a bit of times, preventing them from building any real connections with anyone.  In her grief, Yukari’s mother sought solace in a series of short-term romantic entanglements, which led to Yukari being neglected, at least in her view.  Yukari started living alone, some time before starting at Gekkoukan High School, and it seems she and her mother rarely talk, now.  Ten years after her father died, Yukari gets a time capsule letter he left for her, full of good feelings and love, and with that, Yukari doesn’t believe he really could have done the things he’s been accused of, and, knowing his experiments were tied with Gekkoukan High School somehow, enrolls there to figure out what exactly happened.  

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Freaked Out Now and Dead on Arrival. The Persona 3 Retrospective, Part 6(a)- Characters (S.E.E.S. and Protag)

Part 1-Intro

Part 2-Gameplay

Part 3-Presentation

Part 4-Setting

Part 5-Plot and Themes

Persona 1 Retrospective

Persona 2 IS Retrospective

Part 6(b) Yukari and Junpei

Alright, so this post is proving to be too large and taking too long to write, because it turns out I can run my mouth about things. So we’re breaking it up, rather than going through all the characters at once. Here’s the first bit of our Persona 3 character analysis. We’ll be at this for a while.

Here’s a fun time!  Let’s talk the characters!  Persona is a very character-driven series, and Persona 3 marks a point in the series where you started going over each of them with a magnifying glass.  So what say we dig into them, and see what they’re all about.  Starting with the PCs.  Well, the PC and the sorta-PCs.  They’re not NPCs.  But you don’t control them directly.  Except for that one version where you do.  Uh… maybe I should just lower-case it then.  Let’s talk about the PC and the pCs.  

Also, another warning here.  This is spoiler territory.  I would imagine that if you’re going to play the game, you would have done so by now, but just in case, if you still want to take it on, might want to stop here.  Else we’ll be revealing all sorts of secrets.

Specialized Extracurricular Execution Squad (S.E.E.S.)

The party as a whole.  S.E.E.S. is an officially sanctioned student club at Gekkoukan High School, who apparently don’t blink at having a club with “Execution Squad” in the name.  Given the Shadow stuff is all supposed to be secret, I wonder what school staff think S.E.E.S. actually does.  Staff advisor is the school principal, Shuji Ikutsuki, who you never actually see doing any principalling, although in my experience the principal’s only duties are to yell at you when you’re having fun and keep you from flirting in the hallways, so…  In any case, leadership structure is a little varied.  Mitsuru Kirijo is definitely the group’s leader, and she and Ikutsuki are usually the ones to set goals, plan strategies, and coordinate activities, with Akihiko Sanada serving as the group’s underboss, taking more direct action in building up its members and keeping them in line with Mitsuru’s direction.  In the field, however, the protag calls the shots, due to his unique wild card ability allowing him the greatest degree of tactical flexibility.

I think S.E.E.S. is unique in that it’s not your typical group of fire-forged friends.  Most every other RPG will see a lot of strong bonds develop amongst the cast.  Even every other game in the Persona series will have the main cast incredibly strongly together by the game’s end.  Except for Persona 2: Innocent Sin, which ended by killing one of the characters and wiping all the remaining one’s memories except for one who responded by turning into a huge douchebag so the rest wouldn’t lead to the world being destroyed again.  That’s the odd one out.  Anyways, S.E.E.S. is a lot more realistic about it.  The main characters do feel strongly for each other, and do develop good bonds among each other, but the natures of those bonds vary from truly being friends in some to just being good coworkers of sorts in others.  There’s a lot of intergroup conflict, as you would expect if you stuck a bunch of teenagers together and pushed them to do just about anything.  Yukari seems to really hate Mitsuru for much of the opening, before their joint conflicts and traumas lead them to opening up to each other and becoming great friends.  Akihiko is welcoming but aloof and doesn’t really get close to anybody except Mitsuru and Shinjiro.  Junpei spends a big chunk of time resenting and constantly trying to one-up you before he ever actually gets close.  The group starts out rather impersonal among each other, before many, but not all, start developing some true bonds, and they’re not a perfectly cohesive group, in all.  There’s times where the group loses their way, individual members drift apart or strike out on their own aims, or something shocks them and they each need to spend time alone to process.  It leads to a lot of that good character development that we love in these sort of stories, and also sets this group apart from many others.   This is a bit outside the scope of this game, but the Answer shows that the protagonist, your character, did a lot to keep everyone together and moving in one direction; after they’re dead, the members of S.E.E.S. lose a lot of what bound everyone to each other and start drifting apart, although they do find common ground and a good level of trust in each other again when Mitsuru later reorganizes anti-Shadow activities, as seen in the Persona 4 Arena games.

Every member of S.E.E.S. has some sort of complications in their relationships with their parents that lead to them growing and operating independently of them.  Some don’t get along with their parents, some have been deeply hurt by them, and some are tragically orphaned.  Likewise, everyone outside of the protagonist doesn’t really fit in with society as a whole.  Akihiko is popular for his looks and accomplishments but has no social skills, so doesn’t really have any close bonds outside of S.E.E.S.  Mitsuru has a hard time relating with anyone that doesn’t have her same upbringing.  Junpei is so wild he puts people off.  Fuuka is very shy and has a hard time opening up with people.  Etc.  Between the two of those factors, perhaps that level of disconnection from one’s family and community is necessary to independently muster up a persona in corporeal form.  

Hey, lets dig into these guys.

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Good Sexy, Bad Sexy

Come to think of it, this post is going to cover the same ground as something I did years ago, when I was just a little baby blogger.  Just, saying it now in a different way.  So consider this the HD Remix of one of my most popular for probably the wrong reasons seminal posts of why and in what situations sexiness can be good.

Sexuality is awesome, isn’t it?  It grabs people at a very instinctual, emotional level, it brings people together, and makes us feel whole.  It makes us healthier physically and mentally, it gives us drive and energy, and it feels so innate to us that most consider it a significant part of our identity and our society has adopted a rather complex set of cultural practices surrounding sexuality.  It likely comes as no surprise, coming from the world’s sexiest man as determined by a survey of myself and my mirror, but to me, sexuality is a marvelous thing to be celebrating.

Media producers often work sexuality or titillation into the works they’re producing.  This is not a new phenomenon, it’s been going on for hundreds of years.  Just think back to all those classical paintings you spent way too long staring at back in middle school.  And it’s no wonder why.  We’ve got an instinctual draw for it, and it’ll capture or attention in a way that little else will.  And it works on an instinctual level, just like we react to the simulated intensity of danger or the fear of horror, so too do we get a thrill from sexiness when it’s coming through our screens, canvas, or pages.  And in contrast to what many may say, I’d posit that that’s a good thing that we can get that hook in us when we wish.

Which makes me wonder why so many creators get it so wrong.

Recently I was playing Oneechanbara: Bikini Zombie Slayers, which is part of a strange and eclectic collection I call “Games I own because of the women I’ve dated”.  Which also includes the first three games of the Hitman series, Onimusha, Final Fantasy VII Dirge of Cerberus, Dynasty Warriors III, the entire Fable series, Syberia II, the Wii version of Oregon Trail, and the absolute bane of my existence, Fur Fighters.  I’m coming to realize that my ladyfriends have some really mixed tastes.  Not sure what that says about me.  Anyways, in this case, as you can probably tell by the title, this is a total fanservice game.  It exists to put scantily clad women in front of you.  And yet I found the sexuality there really wasn’t working for me.  It’s kind of a middling game without it, yet the sexiness, I found, actually dragged the experience down.  I was wondering about that.  I’ve played a lot of other games where I enjoyed the sexuality there or felt it actually uplifted the experience.  And it got me thinking back to what made the difference there.

And that got me thinking back to that post I mentioned above.  And, you know, almost six years later, I still stand by that post.  I occasionally look back over my old writings and find something I may not agree perfectly with now, but that one, that still holds up completely.  But the thought still remains in my mind, of the differences between the works that do their sexuality right and those that don’t.  And I’d like to explore that here, today.  I’m not going to walk in my own footprints and re-make those same statements I did years ago, so check that post if you’d like some background on this whole deal.  But I would like to delve into that concept again.  This time, let’s take a look at how it works specifically, comparing and contrasting a few examples.

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Smash DLC Predictions

the-gangs-all-here.jpg

I’ve fallen for the new Smash Bros.  Hard.  This has happened before.  The original, Melee, Brawl, I’ve got hundreds of hours in all of them.  I ended up kind of meh about Smash Bros. 4, for whatever reason, so I wasn’t expecting too much about Ultimate.  Just picked it up on a lark, really.

And yet.  And yet.  I can feel it.  I’m falling off the wagon.  I am so into this game.  It’s just clicking for me, when I had assuming either the magic was lost with the last game or I had just moved past it.  It’s good.  I’m loving it.

So, in case you haven’t been on the internet for a while, one of the fun things to do with Smash is speculate about which characters are going to get into it.  Used to be that this sort of hobby would dry up after the game came out and cut through the knot.  Now, though, thanks to the magic of moneygrubbing, we have DLC to keep the questioning alive post-release.

We know there’s going to be at least six DLC characters for the game.  Two of them are already out, Piranha Plant from Mario and Joker from Persona 5.  So four to go.  And I am excited for it.  I reaaaaaaally don’t get excited for DLC; usually if it’s not in the base game, I have a hard time trusting the quality of it in advance.  But here, I find myself already getting the season pass.  I can’t understate it, that is quite a shift for me.

So let’s join in on some of that same fun speculating.  There’s going to be four more characters.  Who are they going to be?  Here’s my predictions.  I’ll say I’m probably wrong on all of these, but you know what, that’s not the point.  The guessing is fun.  I’ll also say that I’ve not yet exhausted all the spirits, unlockables, and probably assist trophies in the game yet and I’ve been avoiding looking these up for spoiler’s sake, so there may already be information I’m missing.  But based on what I know now, here are my best guesses as to which Amiibo’s will soon be adorning LightningEllen‘s shelf.

Ryu Hayabusa-Ninja Gaiden

 Ninja_Gaiden_-_Ryu_Hayabusa_as_he_appears_on_the_front_art_cover_of_the_NES_version_of_Ninja_Gaiden_III.png

Yeah, yeah, I know.  Even through just a cursory search online, this one’s a really popular guess.  Not leading with something unique here.  It seems strong to me, though.

Koei Tecmo and Nintendo have seemed to have a strong relationship of late.  They co-own Fatal Frame, Koei Tecmo has contributed a lot of games towards the NES classics available with a Switch Online subscription, Hyrule Warriors was a big success that was supported and updated longer than any other game on the Wii U, they followed that up with Fire Emblem Warriors, there’s a lot going on across the two companies.  But as yet, the only representations Koei Tecmo seems to have in Smash Bros. Ultimate are a Fatal Frame-based assist trophy and a few assist trophies from the same series.

I’m pretty confident that Koei Tecmo is going to get one character in on the upcoming DLCs, just based off of how strong their relationship seems to be with Nintendo.  And of every character Koei Tecmo has, Ryu Hayabusa seems most likely.  Even with Bayonetta and Snake in the mix, Nintendo’s still keeping things mostly family friendly in Smash Bros, and I don’t think they’re going to go any stronger on a horror game series like Fatal Frame than they already are.  Ryu’s probably the most prominent character Koei Tecmo has, and would represent both the Dead or Alive and his own Ninja Gaiden series here.  He’s the biggest part of gaming history of any of Koei Tecmo’s characters, as well as having the biggest presence on Nintendo systems, which isn’t a perfect indicator of Smash inclusion anymore, but it still does seem to be something of a factor.  And he’d have plenty of content to be drawing from.  If Koei Tecmo is getting one of these DLC characters, as I believe they are, Ryu Hayabusa seems the strongest option.

Jibanyan-Yo-Kai Watch

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Yo-Kai Watch is a property published and marketed outside of Japan by Nintendo, with Nintendo of America making key release announcements about the system.  Nintendo seems to be innately involved in this game.  It’s a multi-media property that seems to have developed a very dedicated following.  And yet it seems to have absolutely no presence in Smash.  I find that rather suspicious.  It seems to me the only way there wouldn’t be a spirit or an assist trophy or something from Yo-Kai Watch would be if they had other plans for the property in Smash.

Hence, the DLC character.  I know next to nothing about Yo-Kai Watch.  Seriously, this is a series that has almost entirely escaped my notice.  I know the people who like it really like it.  Just hasn’t come across my desk.  I picked Jibanyan because he seems to be the most visible… thing.   Yo-kai?  Mon?  Of the game.  The one that always pops up on all the art and posters and stuff.  He’s the Pikachu of the Yo-Kai.  I can’t speak with any nuance as to why it’d be him specifically outside of that, or what he would play like, but just you watch.

RabbidsRayman Series

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Yeah, I’m not super happy about them.  I really loved Rayman’s Raving Rabbids on the Wii.  But really, one game of these guys was enough for me, and I can’t imagine they’d make the most fun character to play.  Their loud slapstick really doesn’t seem in line with the Smash environment either.  But here we are.  I’m guessing that they’re an upcoming Smash DLC character.

With Smash 4, Ubisoft got the world excited with the news that Rayman was going to be in Smash, then immediately let them down by following that announcement up with the words “as a trophy”.  Seemed rather pointless then, didn’t it?  And it was.  But what’s happened since then?  I’ll tell you what happened.  Mario + Rabbids happened, that’s what.  It got attention in player spheres because of the sheer amount of emotions the developers demonstrated at seeing their game presented by Miyamoto at E3, but it’s since proven to be an actually pretty good game.  And one that Ubisoft has supported and updated for a good long while, now.

I’m operating on the assumption that if they’re already a spirit, they’re not getting into the game as a DLC character.  So that cuts out Rayman himself, as well as several of the specific Rabbids from Mario+Rabbids.  The garden variety version of them, though?  I haven’t come across one of those yet in spirit form.  And they’ve been a series that were born, grown, and thrived on Nintendo consoles from the Wii up.  So, it seems natural that they’d soon be BWAAAAHing up in Smash, too.

On the plus side, if I’m right about this, then that means that both Pokemon and the Ninja Turtles share a universe.  If we can get the Rabbids crossing over with Batman, too, that would be all of my childhood action figure storylines come to life.

Lloyd Irving-Tales of Symphonia

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Bandai Namco, under the direction of the eternal Smash headman Masahiro Sakurai, provided the staff to make this game.  Yes, it’s a Nintendo game through and through, but it was Sakurai and Bandai Namco that actually put it together.  Yet the only character Bandai Namco got into Smash is Pac-Man.  I would be absolutely shocked if they didn’t have at least one character in the DLC lineup.

And Lloyd Irving seems like the most likely option to me.  Not that they don’t have a huge list of other properties to choose from.  It could be Dig-Dug, but I feel he’s lost to the annals of time.  Same with Mr. Driller.  Someone from Soul Calibur wouldn’t be too out of place, but I feel that series doesn’t have a really strong stand-out character.  Heihachi from Tekken also seems a really likely option, but I struggle to come up with ground for that character that’s not already covered.  Lloyd Irving, however…

Tales of Symphonia was one of the best and most prominent games on the Gamecube, and filled a really solid space in the RPG library that was kind of lacking on that console.  They even followed it up with a sequel on the Wii, although that one wasn’t quite so exciting.  And in Smash 4, you could get his costume and hair for your Mii Fighters.  And you noticeably cannot with this game.  You could do the same with Heihachi, as well, sure.  And again, he also does seem a really likely option, but I’m tipping the scales over to Lloyd just thinking of atmospheric fitness.  But what do I know, maybe they’ll both get in.

So, that’s me.  That’s my guess.  Along with all the hundreds of thousands of others out there.  Am I going to look super cool once these characters actually come out and I’m totally right as always?  Is time going to prove me a wistful idiot?  We’ll see.

Microthoughts-Darksiders: Style vs. Substance

I have difficulty mentally placing Darksiders.  Given that I just beat the game, that’s probably a sign that either something’s a little odd with the game, or something’s going wrong with my mind.

You know, I’m not ready to admit I’m losing my wits just yet, so let me make a case for the former.

“Style over Substance.”  You’ve probably run across a bunch of games that fit that description in your player career.  That applies to Darksiders as well, but in a bit of a different position, as far as that goes.  A weird position.  Usually, the games that’ll focus on the art, the story, the FLASH! before the gameplay will end up with creatively bad games.  Games that try at least one or two unique and interesting things, but do it badly.  Not so with Darksiders.  For one, it’s not a bad game.  What it does do, it does well enough.  Just, outside of the visual designs, it doesn’t break any new ground.  The game has a very distinct visual design, and a gameplay that screams basic competency.  Which I’m finding really interesting to think about.

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I get the feeling that the initial creative meetings about the game were a lot of fun.  And the concept art seems like it’d capture every single thing the creators love in characters.  Do you like crazy amounts of accessories, eclectic placement of skulls and sigils, and pure, concentrated 90s antihero dark age comics design in every character and beastie?  All right here.  And you know what?!  You play as War!  Horseman of the Apocalypse!  Which has already happened!  Heaven vs Hell!  In a city in ruins!  You love it!  You know you do!

The game buys into its character and general visual design so much.  You can feel that coming through in its DNA.  They are excited to show you the next Cool Guy, the next crazy detailed item, the next area, every little bit they could thrust some more visuals at you makes them happy.  And they love their little world here, their whole self-contained mythology and the Hell-dominated post-apocalyptic landscape they have you traversing and fighting through.  They are proud of everything behind those two facets, and you can feel it coming through.

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It’s just strange to me that they’re so creative in that area, yet you don’t feel that coming through in their gameplay.  Which to be clear, gameplay is good.  It’s fine.  You can tell they knew what they were doing.  You can’t even call it uninspired.  It’s extremely inspired, by obvious sources.  Combat is a simplified version of the Devil May Cry/God of War character-action stuff.  Dungeons are simplified takes off the Zelda model.  The rest of the world is a basic 3d Metroidvania.  It’s all fine.  But it’s not anything more.  It doesn’t try to be anything more.

I guess the big thing that’s sticking in my mind is the dichotomy there.  When something is creative in one way, it’s often creative in other ways as well.  That spirit of creativity travels across tasks.  But not so here.  It’s like all the creativity got sequestered in the initial design meetings, then forced on everyone else who were just wanted to make something different.  I’ve got this image in my head of Joe Madueira or however you spell that and all the other high level creatives being super passionate about their ideas and the rest of the team just going along with it without really buying into it.  Leaves you with a bit of an odd mix.

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Those characters do look super cool though.  In that 90’s antihero dark age comics kind of way.

Leaving Love Behind: Aromantic Characters in Video Games

It was Valentine’s Day earlier this week. Valentine’s is kind of a crock, isn’t it? Who is it even good for anymore? Single people hate it, because it reminds them of their status and implies there’s something wrong with that. It sets attached people up for disappointment, condition them to expect great experiences provided by their partners with no effort required on their part, that both partners can’t reach and get burned by. I think it might be worst of all, though, for people like me. I know there are a lot of you out there who ache for someone to have on Valentine’s Day. And I’m sorry. I don’t do it on purpose, but it happens because of me all the same. It might be true that there’s someone out there for everyone, but come Valentine’s season, all the someones come knocking down my door. The reason you’re single right now is statistically likely to be because your destined mate just won’t leave me alone.

Valentine’s. It does things to people. And apparently that makes them come here and beg me for dates. And I’m a lot of man with a lot of love to go around, but even I have my limits. I’ve been booked solid for a week plus with admirers, and I’ve still got a ways to go. This is awful. I don’t have time anymore. Things are starting to get sore. And everyone always expects me to pay. Valentine’s sucks.

Let’s make ourselves feel better by celebrating the characters in games who have stepped away from that. Both sexuality and romance are not nearly as universal in video game stories as they are in other mediums. But that makes it all the more unique when you do find someone who clearly occupies the neutral ground in those regards. Let’s hear it for those who stand apart from that whole structure entirely.

Terra-Final Fantasy VI

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FFVI’s first leading lady has had a complicated development. A product of forbidden love herself, then kidnapped and raised as a living weapon/possible mindslave, before her memory is stripped. So, come game time, she doesn’t know who she is and what she’s about. Has trouble with navigating a lot of feelings, the one she seems to have the hardest grip on being love.

Seems like it might be leading up to her coming to herself as a man sweeps her off her feet. Maybe it would be that charming king that shows an obvious interest in her and gets her connected with the main crux of the conflict. Or maybe it would be that noble and honest enemy general she has a moonlit heart-to-heart moment with during a rare period of peace. Or maybe it would be that dashing rogue with a penchant for saving damsels that 90% of boys named after themselves because he was the first male character to show up in the game. It really seems the games moving that way in a lot of points.

But no. She does grow into herself over the course of the game, finding more about who she is and how she should feel. She even finds love. But it’s a maternal love, for some orphans she rescues and takes care of. In spite of more than a few men pursuing her, she shows absolutely no interest in romance of any kind.

Agent 47-Hitman

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Agent 47 always finds himself surrounded by sexually-charged people. Apparently, it just makes it easier for him to infiltrate and do his work. He’s a man that’s only ever focused on one thing, though, and love has no place in that. In fact, although he’s usually implacable, romantic overtures towards him are one of the few things that consistently draw an emotional reaction.

Which makes for a pretty interesting dichotomy with his game world. Hitman’s settings get progressively oversexed, to the point where they start bringing in the battle fetish-nuns a few games ago and that’s apparently a normal thing for them. And 47 wants absolutely no part of that. He stands apart.

Cole-Dragon Age

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Sure, you can ruin this if you want, but as a spirit largely unintegrated into normal human society, Cole just shows no interest in romancing anyone. That’s just not how he makes relationships. Throw him in a situation where he’s almost guaranteed to get some, he’ll just end up solving people’s problems and making friends, and leaving it at that. Unless you push him towards being more human, topics of love are just lost on him.

Garret-Thief

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Like 47, he’s just dedicated to his job. Of being a thief. The IRS has a hard time taxing it. Matters of romance are a distraction from him being the thievingest thief he can be, and he doesn’t stand for it. He does empathize with women, show concern for them, but never any romantic interest.

Ivy-Soul Calibur

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Yes. The woman showing up on so many sexiest character lists just doesn’t have any interest in sharing herself with anyone else that way. Sorry to burst your bubble. She just likes dressing that way for her own sake. And that’s fine.

So officially, this is out of necessity. Ivy’s the latest as part of a cursed bloodline, and doesn’t want to risk passing that along. Even before she found out about that though, she never particularly showed any interest in romance. One of those who just always seemed to have something more important going on.

Which is not to say she doesn’t value love or relationships. She had a very strong bond with her father. There’s just many different types of love, and she’s never had an interest in partaking in the romantic.

The Salarians-Mass Effect

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As a whole. An entire species. None of them care about that mushy stuff.

If you want to make something seem really alien, show them as having an unusual sexuality. It’s bizarre when you think about it, but sex and love are such a huge part of our individual identities, that showing a culture with very different sexual habits immediately and strongly sets them askance. Sure, the Salarians look like walking crab pincers and have the lifespan of a dog but it’s not until you find out that courtship for them is all about business relationships and nothing else that they start seeming really weird.

Again, it’s not that you don’t see them forming bonds, connections, relationships, etc. It’s just that almost none of them, are romantic in nature. And I bet they don’t have a Valentine’s Day. So lets all go vacation on their planet February of next year.

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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