Showing posts with label Samus Aran. Show all posts
Showing posts with label Samus Aran. Show all posts

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 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