Showing posts with label Metroid. Show all posts
Showing posts with label Metroid. Show all posts

Tuesday, March 17, 2009

More than Pac-Man with a Bow: Part 3


"He touched my breast!"

"I touched her breast? She doesn't have breasts! "

- The Wizard, 1987


Originally, nothing much was known about Samus Aran, the protagonist of Gunpei Yokoi's Metroid. The instruction booklet only states that Samus is a bounty hunter, shrouded in mystery. At the end of the game, having blasted through a horde of hostile aliens, that mysterious shroud is pulled away, with Samus' armor flickering and disappearing, revealing a long-haired woman.

Metroid's twist ending, which outed the calm and collected space marine as female, has long been touted as the emergence of the first empowered female character in gaming. But what is often ignored is the context in which Samus emerges: One of glorified, 8-bit peepshow.


With Metroid being a non-linear game, the time it took to complete could vary greatly as players became more accustomed to the layout. Depending on the time taken, the 'reveal' of the ending changed slightly. Take longer than five hours, and Samus merely raises her first in triumph. Take between three and five, and Samus' helmet disappears, revealing her long hair. Less than three hours nets you a shot of Samus in a leotard... and less than one hour rewards you with a shot of Samus in a bikini.



In space, no one can see your tan.


Samus, then, manages to be both hero and damsel, half space pirate and half space booty. In her bulky armor, devoid of female signs, Samus is functionally male - the instruction book even goes so far as to refer to her as a man. It is only when the game is finished, the threat is overcome, and control is passed over to the credits that Samus may safely emerge as female. This movement from Samus-player to Samus-object is explicitly one of orientation: As controlled during the game, the Samus is inhabited. During the credits, stripped to her skivvies, Samus is merely regarded.


The idea of Samus naked under her macho spacesuit is one that has remained with the Metroid series through its many incarnations, to the point in which it moved beyond tongue-in-cheek end gag to gameplay feature. In Metroid: Zero Mission, Samus is ambushed by space pirates and makes a crash landing... which, of course, damages her suit. Here we are re-introduced to Samus in her undergarments, a form-fitting bit of blue spandex aptly titled a "Zero Suit".. though perhaps "birthday suit" would be more appropriate given the circumstances.


I had that nightmare again where I went to school wearing my Zero Suit.


The difficulty in representing Samus as big, bad Space Marine is a problem of competing signification: As a figure "shrouded in mystery", Samus is free to operate outside the influence of explicitly female signs. But once revealed as female, she has endured a gradual aesthetisization and re-signification of gender: her armor has become more slender in the waist and wider in the bust and hips, her visor has gone from opaque to translucent to constantly display her face.


Where once Samus' gender was locked away within an androgynous suit, her femaleness has been tortured into a cloying, all-encompassing presence. Like many strip-games, it may have been exciting at first, but in the end everyone is left feeling silly, uncomfortable... and more than a little cold.



- Rook

Thursday, November 27, 2008

Jump, man, jump!




At the dank, cryptic arcade I frequented when I was young, there was one machine that towered above the rest: An original Donkey Kong. Set apart from the other games, it loomed monolithically, promising dark portents to any who dared plumb its depths. I’m talking real “hit a monkey with a bone” stuff, folks. Serious business.



"Huh.. it says 'insert quarter.'"


Despite my fascination, I never touched it. There was always a line of dull-eyed teenagers barring my way, menacingly clutching their cans of New Coke. Instead, I would gaze longingly at the art on the side of the machine, where a lumpy Mario-before-he-was-Mario was shown mid-spring. Underneath was a helpful protip, one as curious as a zen koan: “PRESS A TO MAKE JUMP MAN JUMP.”

It seems like we’ve been making Jump Man jump ever since. Since their inception, there have been video games about navigating space. Even pre-graphics classics like Adventure and Zork have a layout and a sense of motion - so much so that the ultimate threat is for your light to be extinguished, giving you no idea of where you are going. But with the platformer came the final ingredient to the recipe.

There is something supremely satisfying about jumping on a goomba. The way it remains squashed down, comic in defeat, while you spring upward and onward. It has a consistency: elastic, spongy, slightly al dente. (I have always suspected that they would be delicious in an omelet.) Though a lowly peon, one to be stomped with impunity, it has substance in a way the soulless blips of previous games never did.

The moment that physics are brought into the equation, the simple acts of running and jumping conjure a experience of the heft of the game: not simply the presence, but the experience of mass. In learning to move, we are not only learning to control a character but experiencing the scope of the world, the tactile sensations of bashing blocks and kicking about turtle shells. In coming to intuit how a character will jump, swim, fly, we encounter one of the first immersive experiences in gaming: the sensation of existing in a internally-consistent world.

Le saut-homme original.

In these cases the physics represent the grammar of these games, relating a language of motion. How Mario moves about the screen is not merely a character trait, but his essence. Compare to other 2D platform figures like Sonic the Hedgehog, Samus Aran, and Kirby: The way that the characters are defined relates directly to how they navigate their respective spaces.

King mentioned Cave Story in an earlier post, in tandem with Metroid. At first glance they seem to have nothing in common, due to their drastically different visual tones. But in beginning the game, the physical parallels are immediate and unmistakable. In both games you don’t so much jump as glide through the air, drifting in a way that is both crisp and surprisingly graceful. The connection is a kinetic one, as is the realization: “I have moved this way before.” They may not resemble each other, but they speak the same language.

So now we have a slew of 3D platformers, whose successes and failures have hinged upon how well they have provided navigable spaces. We have games like Portal, which translate first-person experiences into experiments with movement and space. We have Little Big Planet, which follows through on earlier experiences of tactile physics. We have Braid, which meta-textually examines this whole “jumping about from ledge to ledge” business we’ve busied ourselves with for decades.

So jump on, Jump Men and Jump Women. O’er pit of spikes, o’er lava deep, jump on. Jump on, Jump ever on, into the future. Because the one thing that we haven’t jumped yet?


THE SHARK.


- Rook

p.s. For an immediate and simple example of what I call heft, consider: Space Invaders don't got none. Asteroids does.