Gender stuff, GTA IV and mostly Saints Row the Third

The other day I was reading this article on masculinity in GTA IV and how the traditional male gender roles can be “played out” in this game and how stereotypically portraited both males and females are and I thought like “wtf she’s got to be kidding how can she FAIL to see the irony in everything and that the game is actually critizising the same things it displays” and she ended the article with in fact explaining this irony and went like “trolololololl”… (Marking the territory by Elena Bertozzi, in Social exclution, power and video game play 2012. Don’t want to pay for it? Talk to your local librarian.)

Saints Row the Third is a game that I enjoy, but when I try analyzing it I get confused. Anita Sarkeesian, help me here! Note now that I’m a n00b, I havent played GTA since the original when I was like 11 and I have no knowledge at all of the previous SR games. Buuut anyway I some time called SRtT GTA’s younger more immature brother. It pretty much sums up the game content. And while GTA is obviously ironic and full of sour social commentary, SRtT is not. It’s more of a game making fun of games, sometimes with means certain people find offensive. Me, I react on the sexism.

As soon as we start playing the game we realize this world is full of hookers and strippers and would probably draw the conclusion that the game and the game makers are awfully awfully sexist. But looking closer at the characters there are actually many “strong independent” (uuugh…) ladies among them. One of the main villains is a female with a background, there are the DeWinter sisters who run a powerful porn emipre (but do’t get me started on analyzing that) and we have the smart but paranoid ex-FBI agent Kinzie (who’s interest in extreme sex is played for laughs, but this is the good kind of sexualization imo). And even though offensive female stereotypes may appear, male stereotypes are just as common. Plus, everything is too over the top to be taken seriously anyway, so why bother? The violence for example is not only raw but also glorified, so why doesn’t Miss Magpie have any problem with that?

Sure, the hookers and strippers are there because it’s exactly what you would expect from this kind of game and just like the glorified violence it’s something that people will use to hold against the very existance of the video game media itself. Which I WOULD believe is what the creators intended (this kind of ting seem to be trending in games now, I should write an article about it).

But compare it to the violence again, violence is something general, something anyone could have a great time with and enjoy regardless of age, gender or ethnicity. In the game it’s not targeted towards any certain group of people. The sexism, though, is. And the problem, as usual when it comes to gender roles, is that the male traits are considered positive whilst the female ones are negative. The men are big and strong pimping their flocks of whores, the women are weak and need to be saved by their pimps, or just ornaments for the male gaze even while kicking ass (*cough*penthousepets*cough*). But it’s all in good fun! You said it yourself! Might be so, but the way these women are portraited it’s no difference from any other game with similar content and is not actually over the top at all. Well maybe a little since the fat whores are ridicued for being fat and ugly and worth less on the street. Humor!

Anyway, it’s hard NOT to see this as just… Well… Sexism. How could they have avoided this? Hmm… Including male strippers and whores maybe. But nooo that wuld be too unrealistic. Because hooking and taking their clothes of is what women do when they run out of money right?

I don’t really understand where the developers want to go with this. Many parts of the game is making fun of stereotypes and is (actually) providing characters who are not defined by their gender, which always is very good to see. Other parts just fall into the same old exploitation we’ve seen over and over again, things that would only appeal to juvenile minded men. Like the Penthouse pack DLC, provoding nothing but a set of half naked ladies to call upon when you need them. I mean, maybe they think the’re exploiting the customer? Like, haha look what shit we made you pay for. But some people do fall for it and thus they’re enforcing the same old gender roles we are so tired of. Or are they simply trolling us? Trying to provoce anger from rabid feminazis like me? But if the goal is to be provocative, why focus on the women and not go all the way? Because no straight men would buy it if the men were portraited in the same way as the women?

As I said I like SRtT very much, a lot thanks to the characters and it is a very funny game with accessible (yes, I say that as a good thing) gameplay. But I dislike the fact that the whole game in the end is still packaged for a straight male audience. Maybe male strippers and whores would have been all too free spirited? Perhaps there are things you just don’t try and provoce people with, a giant purple dildo was probably “gay” enough…

To turn my frown upside down after this piece of slight bitterness, I present to you one of the most EPIC moments in Saints Row the Third. Some great game direction right here, turn your bass up! 馃檪

Neverwinter trailer

Being a huge fan of Forgotten Realms I was really excited a couple of years ago when I heard there would be a new Neverwinter game. Baldur’s Gate II is still one of my favourite games and I love R. A. Salvatores books, especially the Dark Elf trilogy. But this trailer looks fairly un-epic, only introducing the D&D classes. Which makes me think that the whole game is targeted more towards new players than older fans, like me. Oh well, since it will be free-to-play Neverwinter might just be the first MMO I’ll lay my hands on. Could be a shiny thing, we’ll see.

DESTINY!

So, surfing WordPress and I start to find articles on the new project from the creators of Halo. The game carries the somewhat corny title Destiny:

This guy think it will be nothing more than an SF FPS MMO, this guy is drooling like an idiot and this guy seem to be most interested in the story of the game. Myself, I say: “Post-apocalyptic FPS? How could I loose?!”

Though, there are some alarms going off in my head when I watch this video. “What could be bigger than Halo” one guy says. Hmmm… Maybe a more “accessible” game? Making something bigger than a franchise that is already huge usually mean this, making things more “accessible” by dumbing down gameplay and flattening out the story to make it appeal to as many people as possible (i. e. reaching out to non-gamers?). And the social interaction bit is also a slightly alarming. How could they possibly incorporate this into the game in a meaningful way?

But that 10 year story cycle does sound intriguing and certainly is something that would suite an MMO. It will be interesting to see how it works. Perhaps it’s a world with 10 years of unique events? You’re not online, you’ll miss it. In that case the social interaction thing would make sense…

Oh well, I’m not gonna speculate to much. Everything will soon be revealed anyway… In the meantime:聽“Post-apocalyptic FPS? How could I loose?!”

Storytelling – Bient么t l’茅t茅

bientot USB

To the left, USB with game contents.

Look what I got in the mail today, isn’t it purdy? It’s my reward for being totally awesome and pre-ordering the extravagant version of Tale of tales Bient么t l’茅t茅. Most famous for horror notgame/ art game/interactive novel The Path this Belgian indie studio has gained quite some attention among the ones who are interested in beautiful and innovative games. Before you start reading, note that I will call these releases games even though they are on the border to something else. It’s just easier that way.

There are many facets to the story of the聽 Bient么t l’茅t茅. Well, there is no real story in the sense of an intriguing plot but it does have a beginning, middle and end. The game takes place on a space station where we take the role of an unspecified human. This human in turn is the one actually playing the game, that for this character is more of a virtual world to relax in. In the beginning of the game we choose an avatar, man or woman, whom we will use to walk down a beach with. Phrases come in with the waves and we remember them. When we feel ready we enter the cafe where we hopefully will meet another player playing a player and we have a conversation using the phrases we found on the beach. When we decide to quit the game the story also ends for the character we play. And that’s basically it. Which have caused frustration to many a Steam user yes.

A very bleak story indeed, I wouldn’t watch a movie about that… But this is where the events in the cafe come in. Here is actually where we create the story about the character we play. The theme is always there, it’s defined by the phrases we found on the beach and as we know words can be pretty powerful… Whatever happens you will experience love and loss and pain and joy (oooh this sounds so cliche) since this is what the text fragments are about. But the story is something we make up ourselves. Who we are and why we say the things we say, and what happens when we (literary) run out of words and leave the cafe. How we interpret this game, what we feel in the cafe will also differ depending on when we play and who our partner is. We might experience a painful rejection or leave the cafe together, happily in love. Other times you might come across someone who seem to take things too literary and will try to write you messages across the cafe table (this happened to me once, kind of ruined the immersion but was also a lol moment, haha). In short, Bient么t l’ete is not a game. It’s not really a story either, but it leaves you with the experience of a story. It’s pretty amazing that this small studio has accomplished what no epic RPG to this day has failed to do, create a game where the outcome will change every – time – you – play – it.

That about the story. I could write more about this game and my interpretation of it, the fantastic music and the works of Marguerite Duras. But I’m not going to. This is art, and in my opinion art should be interpreted by the beholder. So, now that I’ve finished my storytelling analyisis of Bient么t l’ete, I leave you with a big I’M SORRY for ruining your experience.

bientot lete

Spontaneous (p)reviews – Don’t Starve beta

I have 44 hours on this game. Seriously. 44 hours on a bloody point- and click casual game. That is in beta.

Don’t starve is a 2d casual survival game. Collect stuff, create stuff and survive the monsters who are out to kill you. Permadeath, start over… These kinds of games are very addictive. You know the reason to why you spend hours on the Internet when you should be doing more important stuff? When we were cave people we needed to gather information about food and enemies in order to survive, hence our brains developed a feel-good chemical that would be released every time we found something useful. So say we were out in the woods, ripping our way through the shrub and suddenly we came across a nice fat berry bush. Not only could we eat some of those sweet berries as a reward, but our brains also released this chemical saying “good job laddie, now tell your friends”. This mechanism remains today, and when we are for example on twitter, reading updates, all of this registers as new information and our brains swim in feel-good chemicals going “goodjobgoodjobgoodjob” [citation needed]. Anyway, it’s the same with videogames in general, but especially games like these.

dont starve detail

Look, look at all the shiny things I’ve gathered! Now, brain, give me drugs!

What makes this game so special to me, except聽 for making nice chemicals run through my brain? First of all the hand drawn art-style, this is what drew me into the game in the first place. Each object looks like it’s coming straight ouf of a sketch book. It’s dark, cutesy and bizarre all at the same time and very Tim Burton-esque. I’m not a huge Tim Burton fan (“If you love Johnny Depp so much why don’t you just marry him”), but I am a fan of other things dark, cutesy and bizarre. Second, the characters. You start with Wilson the gentleman scientist. As you play you gather experience points from building and surviving to unlock new characters, each with their own traits and personalities. My favourite is probably Wendy. Always haunted and probably crazy..? Gameplay comes in on third place actually. I like the game especially because of the art style and the characters, but it wouldn’t be as near as enjoyable withouth the flow of the gameplay. The UI is very easy to use with simple menus, your inventory is always visible. Equip a tool with just one click, move your character by holding lmb, no awkward scrolling or external menus necessary. Just like in music we can refer to the KISS-rule, Keep It Simple Stupid.

So what am I missing? Well STORY of course. But I truly believe the developers will save som surprises for the official release. And that character Maxwell you meet in the beginning of each game will probably have something to do with it…

Storytelling – Metro 2033

Metro 2033, a pretty great book. Metro 2034, a quite mediocre book. Metro 2033, a fucking AWESOME game!

I picked up Metro 2033 right after reading the book by Dmitri Gluchovskij and found the game just not to be a good FPS (not that I’m an expert on the subject), but also a good example of the thing that makes games fascinating to me. Gameplay seamlessly merged with storytelling.

I’m not normally a fan of linear storytelling, but in Metro 2033 it’s just so goddamn well excecuted. The game just kind of flows, just like when reading, and the switching from gameplay to plot is almost seamless. I think this comes down to one thing: the lack of cutscenes. The game is divided into chapters, each presented with a still frame and a narrator (Artyom) in short words telling us where we are and why. During the chapters (i. e. after the prologue/tutorial is over) there are no cutscenes, at least not in the sense of cinematic animations. Instead, when the area allows it, NPC actions are played out in-game. You COULD run away and miss it all if you wanted. But why would you? Listening to Miller speaking russian is AWESOME. If not, for example in a dresin which is the Metros main type of transportation, your character is frozen but you can still move the camera. This creates a feeling of participation I guess and even though these parts sometimes are quite long, they are never boring.

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Phew, the Metro is pretty crowded after all.

When presenting the plot in this way there is no risk of drowning in it. A danger when it comes to linear storylines where cutscenes can be too long or too closely spaced, certainly in an FPS. I mean, at least in my opinion you don’t play FPS for the sake of a good story or even the feeling of being immersed in a fantasy world, you play them because shooting stuff (or sometimes, in the case of Metro, running away from or sneaking around stuff namely librarians) is fun! The focus in Metro 2033 is undoubtedly on the gameplay, but our objective is always clear. Everything is just so well balanced I can’t stop praising this game!

Metro 2033 is in my opinion an excellent example of adapting a novel to a game, but also an excellent example of a good linear storyline woven together with the gameplay. Just like when adapting a novel to a film certain things in the manuscript need to be changed to suite the medium in question (and if you want to know more about that check out this video by my favourite critic NostalgiaChick). It was a while ago since I read the book, but I remember the “fantastic” elements as being toned down in the game. Somehow the plot in the game actually made more sense than the book, I remember it as more relalistic. And still, the main questions and themes that appear in the book are also raised in the game.

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“Thanks Artyom, this is a really good book”. Indeed, now READ IT. NOW.

And speaking of that, 4A games are now working on the sequel Metro: Last light. A game that聽 (at least from what we know) will have nothing to do with Gluchovskijs sequel Metro 2034. My feelings are kind of mixed in this matter. After reading 2034 I’m not very surprised they chose to create another story, it is very bleak in comparison. It lacks the depth of the previous book and is nothing but entertainment for the ones already familiar with the Metro universe. Last light will feature Artyom from the first game as the main protagonist, instead of Metro 2034’s outcast child Sasja (Some will argue with me on this but I claim the main character is Sasja).

And here is the thing: HOW I would like to see more non-sexualised females as protagonists in games. We NEED more non-sexualised females as protagonists in games. 4A games could have done what they did with Metro 2033, changed the parts of the story they don’t like and make an AWESOME adaption from the novel. They could have made the semi-shitty Sasja a BADASS aspiring action hero, just like Artyom was in the first game. Instead of following Mr. Love interest around, trying to be pretty, she could have been taking initiative to the travels around the Metro herself. FUCK YOU 4A for not taking this oppertunity, FUCK YOU very much!

One could argue that the main character in Metro 2033 (the game) is not really that defined. Artyom is the narrator, but over the course of the game we get to know very little of his background. Which of course has the natural explanation that the main plot is about the Dark ones. Plus, he is more or less always doing what he is told, following Miller and a bunch of other dudes around. Perhaps this is what 4A games intended with the sequel, revealing more of what happened before the people of Moscow resided to the Metro. Or perhaps Artyom will still be a kind of follower and undefined character and it was just an easier choice choosing a name the fans were already familiar with? In any case, the choice makes sense. I guess we’ll see and I’ll return to the matter once Metro: Last light is released. Oh how I long…

Metro: Last light pre-order…

… is apparently avalible. Pre-orders can be done online but I gave a call to my nearest Game store and ordered mine. If you don’t know about the Metro franchise, it’s about fucking time you look it up. Just try and show me a better way of implementing story to gameplay than Metro 2033. I’m writing an article on it right now.

Anyway, 4A games pre-order page can be found here: http://enterthemetro.com/uk/news/game_information_uk/ranger_mode_returns_in_the_metro_last_light_limited_edition_pre_order_now_uk/

DayZ dev. blog on YouTube

Eagerly waiting for the DayZ standalone release! The developers are now releasing videos on how the game is coming along which is, you know, AWESOME. It makes the waiting a bit easier knowing how much thought is actually going into the game. Character customization is one of the things I miss the most in the mod. And the reason? Well if you want to play with a female character all of the other females are your twins (kind of ruins the immersion), you are forced to wear light gray pants and be a living flight signal, and it is not possible to change skins, wear camo clothing etc.

*Trying to wear guillie suit *

“Female characters can’t change skins at the moment. This will be changed in the next update.”

*Trying to wear guillie suit, two updates later*

“Female characters can’t change skins at the moment. This will be changed in the next update.”

Spontaneous reviews – Anna

A decent piece of art, a poorly excecuted game.

This first person point and click horror adventure was released by indie studio Dreampainters in june 2012. Though a lot more simple in it’s mechanics and focusing on terror rather than horror, it would not surprise me at all if the creators were heavily inspired by Amnesia when making this… The way the story is interacted with the gameplay and the use of scenes to drive the plot forward is basically the same, only in a much smaller scale.

The game tells the story of a man visiting an old sawmill in the woods. Here he is confronted with horrors from his past in the epic quest of finding out what happened to Anna, the love of his life. Well not so epic really and… kind of clich茅. But games like these have a unique way of telling stories. We bit by bit discover the little ambigious pieces that makes up the plot and the experience is very different from what it would have been if the same plot was shoved in our faces in a book or film, or with cutscenes. So, even if we’ve seen this plot over and over again in films and books, it still manages to capure and entertain me. The music is amazing (the sound is the best thing with the game actually) and the graphics are beautiful, though not advanced. This is a very mature story and setting that could have been so much more, had the gameplay been better programmed.

Anna

We are being watched, I guess…

Many reviewers complain about the puzzles not making sence and they sure as HELL don’t. I can live with this though. It reminds me of the adventure games of the 90’s where trial and error was more or less the way to go and the solution of the puzzles were sometimes… weird. What is really dragging this game down though is the programming. Puzzles don’t allow ANY form of deviation from what the programmer intended, i.e. the game is not very user friendly. For example, one puzzle involves setting fire to two things in a fireplace. You have a lighter, but using it on the fireplace doesn’t work. Neither does it work using it on the fuel in the fireplace. Add this kind of trial and error to the fact that the inventory system is pretty awkward and the game at many times becomes a chore rather than the touching and beautiful experience it was ment to be.

To make things easier for myself i just checked a walkthrough like every 10 minutes.

Oh yeah you think I’m a cheater huh?! So sue me!

I did want to finish playing, because despite it’s flaws it’s still not a bad game as a whole. This struggling indie studio had a nice vision but were probably too eager to get their product out. So, if you are a fan of the genre, like me, buy Anna. On sale. Like I did.

I’m sure Dreampainters have gained a lot of experience from this game and I will definitely keep my eyes on their future releases.