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.

Continue reading

Being the Butt of the Joke: The Bard’s Tale

Humor is not always nice to everyone.  Humor has to be subversive in some way to find its mark.  It has to go against expectations, explicit or implied.  And targeted humor goes against the expectation that we’re all good to each other, which, as it turns out, is a pretty core one in this whole human journey we’re on.  Because we’re all good people.  So yeah, making fun of people is one of the more effective ways to get a chuckle going.  Because we’re all bad people.  Making fun of people in real life, when they’re not in on the joke, is kind of a crappy thing to do.  Making fun of fictional people, though, what’s the harm in that?

Aside from making you feel bad for the guy you’re probably not supposed to feel bad for, normally, not much.  Video games bring a new dimension to that, though.  That guy, everyone’s butt monkey, the target of every joke even though he’s not actually all that bad?  What if that was you?

kgnrji3gcpyx1rstgclq_390x400_1x-0.jpg

At least, that’s what I ran across in my playthrough of The Bard’s Tale.  I was going to go for a review, as I’ve been doing around here, but the game’s not enough to make for an interesting review.  “Competent but kind of bad” pretty much sums it up.  The only really notable point is the game’s humor.  It has a lot of it.  It’s in an odd Scottish style, which I wouldn’t have known was a thing before playing it, that may not land with a lot of people, but it does make the humor unique, at least.  A lot of it is at the expense of the titular Bard.  Which, ok, sure, he’s not a good person.  He could use a good few pokes at him.  Thing is, though, he’s also you.

And that leaves me curious for how all these jokes should be landing.  It’s not the only game to be leaving the PC with the occasional thrust.  It sure felt quite a bit different when it’s just so constant, however.  The Bard, and by extension, you, never seems to catch a break.  Even the people who are happy to see you there usually have some jibe in place that the game pulls on you.  And sometimes that has gameplay implications, like when you’re told to find a character and you end up finding 5 with the same name and have to go between them all multiple times over before getting to the next plot point, or when you get to the end of a big old monster sprawl to rescue someone that can point you to the incredibly obvious place you need to go that’s right next to him, but the Bard can’t understand his brogue so you have to spend around 15 minutes backtracking and re-backtracking to bring someone there who could understand him and tell you to just go in the glowing portal thing.  Really, when it gets to the point the jokes are dragging out the gameplay, the joke’s not on the character.  The joke’s on you.

20190504220255_1.jpg

In any case, for a rather unremarkable game, this is the facet that stuck out at me.  It’s pretty common to have one of those characters in a work.  The perennial lovable loser.  The butt monkey.  The guy for whom luck goes sour in the most hilarious of ways.  And yeah, you can make that work.  Video games play by different rules, though, and no matter who the protagonist is, there’s going to be parts of you there just by virtue of them being your avatar to this world.  You’re going to sympathize with them more.  And good natured ribbing is one thing, but when you’re the butt of every joke and it never lets up, well, it’s not fun to have the whole world laughing at your expense.  That’s an additional level you wouldn’t find in most media, but it’s right front and center in games.

That said, as always with humor, it’s a different matter when it hits right.  A few of the jokes, like when the Bard joins in on a tavern jam session and ends up inadvertantly playing in a song that is insulting him all over the place for accidently setting a doomsday demon free earlier in the game, that was funny no matter how close to home it was.

Lagging Behind on the Leading Ladies: The Social Factors

Intro

Business Factors

Creative Factors

final-fantasy-x-2-image-yuna-rikku-paine-037-470x310@2x.jpg

Gotta admit, I’ve been putting this one off for a while. Part of it’s the fact that, although I’ve been watching for a long time and done some work on the fringe, I don’t have the same type of background for discussing the social factors as I do the business and creative factors on female representation in video games. But most of it’s the fact that this part of the subject is particularly depressing, and I don’t like having to face it.

Here’s the deal; we, as humans, are just bad to each other. And we don’t even think about it. We’re a society that’s been built on social groups, and the belief that our social group is better than everyone else’s We’ve stepped into an era where surrounding us with people just like us is not important anymore, but we still hold to that old tribal thinking.

And every group does it. In the west, we often point the blame at the WASP men because that’s the easiest and the socially safest, but in countries where other races are in power, they do the exact same thing. Same in micro-cultures were women hold the power. It’s the unfortunate interaction of people’s habits of attempting to mentally understand something completely the moment it’s introduced and so filling in their concept of a person based on stereotypes of the most obvious features until further information is gained and of thinking of themselves and the people like them or in their groups as inherently superior to all others.

Us vs. Them. It’s one of the most addictive ways of thinking, yet one that leads to ugliness in life like few others. Us vs. Them is the enemy. And if we want to start treating each other well, we need to identify and eliminate it wherever it comes up, and whether it benefits our group or not.

But that is a large task. It starts with understanding, in small pieces. So, in pursuit of that understanding, let’s take a look at one facet among thousands of that comprise of this, and dig into some of the social challenges of having women as the main protagonist in video games.

Continue reading

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

Introduction

Business Perspective

maxresdefault.jpg

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.

Continue reading