Showing posts with label Legend of Zelda. Show all posts
Showing posts with label Legend of Zelda. Show all posts

Friday, June 5, 2009

+1 Against Recessions

I mentioned yesterday how some coverage of E3 functioned as set-up - not as assessments in their own right, but as a lead-in to gloomy insights about the state of the industry.

Well, if that was the set-up, then this is the punchline.

Harold Goldberg at The Big Money is not buying it, and deigns to say what everyone else is thinking: That when it comes to questions of monay monay, E3 doth protest too much.


"By not mentioning the deep worldwide recession during these days in Los Angeles, it looks as through game makers are firmly ensconced in a video game fantasy of their own design, one that is carefully choreographed to show them all as great heroes and masters of the universe. In this world, they have drawn their swords and vanquished their foes, so much so that the economy needs never to be mentioned."

Oh, burn. ECONOMY burn. You got punk'd by a guy who uses the word 'ensconced,' which I think is when you're entranced by a scone.



As in: "Dude, I am totally ensconsed by that pastry."


Here's hoping we'll see a trend of these type of pieces, which blend economic critique with hackneyed video game metaphors.

"Well, up until now the video game industry has had a star and thus invincible, but recently it's taken a hit from a Recession Goomba and their profits have shrunk... just like MARIO! Now they will either need to get a super mushroom of infused capital, assemble the Triforce of Economic Solubility, or take that warp pipe which leads to the Water World. Of.. of money."


And everyone will be like: Okay, come on. That doesn't make any sense.

Mario doesn't have the Triforce.


- Rook

Monday, June 1, 2009

Free Thing of the Week: Well Played

Games studies can be a tricky fish to fry. Here is this gorgeous new medium with limitless potential to be poked, prodded and punctiliously ployed, but always, we must realize that what we are studying here is play. You may think it's 'srs business,' but to most other folks, it may well be 'just a game.'

Fun, here, may have some relation to Mark Twain's thinking on humour: "Explaining a joke is like dissecting a frog: you understand it better, but the frog dies in the process."



Critics of the time were known to respond: "Yeah, well, your FACE is that!"


Observant readers will note that my analogy has shifted species. How do we get from fish to frog? Well, when a mommy fish and a daddy frog love each other very, very much...

Since games at the best of times need a light touch, it it my double delight when I find critical thought that keeps some life kindled in its subject - Inevitably, these tend to be not strictly endeavors of the mind, but labours of love. Play remains the subject, but it is not captive... it is allowed to roam, free-range.

Thus we have the FREE THING OF THE WEEK, which is not just free as in libre, but free as in gratis. Enter "Well Played 1.0, Video Game, Value and Meaning", a text which backflaps itself thusly:

"What makes a game good? or bad? or better?

Video games can be “well played” in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done.


This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of “well played.”


The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis."


The plaintext is free on the internet. Free as in, why aren't you reading it right now? We have analyses of old standbys such as Super Mario Bros. and Legend of Zelda: Ocarina of Time, considerations of cult favorites like Ico, Silent Hill 2 and Parappa the Rappa. You'll find work ranging the gamut from blockbuster games like Metal Gear Solid 4 and Half-Life 2 and indy gems such as Portal and World of Goo.


Oh, and Zork. So that's me in the bag.


Reading these essays, you may find much to disagree with - but everything is put forward so cheerfully, one can hardly protest. These people have found pleasure in these games, and as such they are a pleasure to read. Who was it that spoke of the importance of being earnest?



Oh right. It was this guy.


- Rook

Monday, March 30, 2009

More than Pac-Man with a Bow: Super Smashing GENDER CONSTRUCTS



Now, I will be the first to admit that constructs are hard to take on. Between their immunity to critical hits and invulnerability to effects that require a fortitude save, they are tough hombres to smash. But I must prevail! How else can we hope to resurrect that one Wayans Brother?




Snails, don't! NOOOOOOOOOOOOOOOOOOOOOOO.

All right. Got that out of my system. Now... where were we again? Right.

In each case, these characters have inherited signs from a more limited period of gaming technology, these vestiges are not so easily swept aside. Now codified into icon, they are projected through generations of gaming systems and gamers alike, becoming more elaborate through history and momentum.

These exaggerations of sign, from Peach's hyper-victimhood, Samus' dual role as able warrior and sexy space hooker, and Zelda/Sheik's gender and form ambiguity are all on full display in a game such as Super Smash Brother's Brawl, which combines gaming characters from a vast array of franchises to duke it out.

The results are as-expected. Peach still swings about frying pans and dishes out slaps. She cowers behind her retainer, floats about on a parasol, ever-reaching towards new heights of inspired uselessness. Samus is the same heavily-armored space mercenary, at least until she delivers her final smash and her suit literally falls off her body. And Zelda/Sheik are dual roles of the same characters, toggling between a slow, heavily defensive sprite to an agile finesse-fighter at the flip of a button. As a further point of gender-bending, here Sheik is referred to exclusively as a woman, and whose reconceptialized art is more feminine, while still retaining most of the masculine characteristics.



Sisters are super smashing it for themselves.

Though not every game can highlight the disparate signs of a handful of franchises as well as Super Smash, elsewhere the brawl rages on - where once game designers had to struggle to convey even the most basic information through their characters, today's characters must fight to be rid of the parasitic signs of earlier ages.

We've seen nearly three decades of damsels-in-distress and sexpot adventurers, figures either exemplified by their static weakness or their zealous enthusiasm to be fetishized while in the line of duty. These preconceived notions of what femaleness is, and does, don't only interfere with the creation of fully-formed characters. In defining playable, capable gaming experiences as implicitly male, and passive, captive and inert experiences as female, they perpetuate a false dichotomy within which gender discourse is bound to be skewed, misunderstood, or relegated to the sidelines.

Film historian Jan Oxenberg spoke of the experience of being "starved for images of ourselves on the screen". Despite modest successes, the stale tropes of an earlier age continue to deplete the cultural stock that video games, as a medium, draw from. In order to flourish, we will need new images: New generations of female characters drawing from new negotiations of sex and gender., communicated through new signs.

Only then will autonomous female characters become the norm. Otherwise, they are doomed to remain shadow imitators, relegated to the background: Just Pac-Man with a bow.



(Did you see what I did there I totally just used my title again.)


- Rook



Tuesday, March 24, 2009

More than Pac-Man With a Bow: Part 4



"It's like the Adventures of Link. He has to find Zelda, you have to find a house... "
"Boy, is that sexist."
"It's not sexist! It's... romantic."

- The Wizard, 1987




I've been invited by the Escapist to discuss the role of The Legend of Zelda's Sheik in an upcoming issue on gender. I'll link there from here when it goes live.

May I say, with the risk of spoiling the surprise, that dude looks like a lay-day.


- Rook