Obscurasoft's gay dating sim “Coming Out on Top”.
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Critical Distance: This week in videogame blogging #2

Are queer and black voices being excluded from games?

Critical Distance is proud to bring to the New Statesman a new weekly digest of its popular This Week in Videogame Blogging feature, which promotes the best, often little-known, incisive criticism and cultural commentary on interactive media. This week, we discuss the representation of queer and black voices in games as well as the imperative for games preservation to provide a historical context.

On Joystiq, Jessica Conditt offers a multi-faceted look at the representation of black gamers, from the troubling lack of prominent black voices. . .

The games industry is hurting badly as a creative medium in terms of diverse voices," Treachery in Beatdown City developer Shawn Alexander Allen told me. "We don't see many prominent black or Latino (or really any other minority populace) representation in protagonists, critics, marketing or creators. I mention prominent because while many other cultural forms like music, movies and writing have a dearth of black voices, they at least have people who are out there making their culture better at all levels and are very visible."

. . .to the disheartening lack of positive black characters in games:

These virtual worlds tend to reflect the white male majority found in their development and audience, meaning representation of black characters in games is also anemic. A 2002 study from the Kaiser Family Foundation found that 56 percent of human characters depicted in games were white, and 22 percent were black – but 87 percent of all human heroes in games were white. The seven top-selling games specifically designed for children starred only white human characters, the report read. A separate study from University of Southern California Professor Dmitri Williams in 2011 studied 150 games across all platforms and ratings, and found that 10.7 percent of characters were black, though they were mainly athletes and gangsters.

Over at IGN, Jesse Matheson discusses a project in an isolated mining town in Western Australia providing indigenous youth a digital space to preserve their cultural identity.

Gil Almogi of Game Revolution looks at the dating sim Coming Out on Top:

The player character cannot be changed, so very much like the majority of video games, you can only play as a conventionally attractive, white, cisgender man. Although this was as advertised, it leads to an awkward moment when the player utters, “I’m not racist, but…” Thankfully, this doesn’t segue into terse conversation with either of the men of color in the game, but I couldn’t help but feel this could just not have been a thing. Later, when Jed is thrown a racist remark and physically threatened by a random person, it drives home the idea of the privileges white, gay men experience that their brethren of color do not benefit from.

Robert Yang’s Succulent makes for a particularly tasty social commentary for Kill Screen’s Jess Joho to deconstruct gay male culture:

But by the end of Succulent, sex is the last thing on the player's mind. Finishing the game with a final blow to the Queer as Folk, consumer-driven lifestyle he sees as so prevalent in the media representations of homosexuality, Robert explains that "after consuming the carrot/popsicle/corn dog and hypnotizing you, [the character] has nothing left to feed upon, so he reveals his demonic nature and proceeds to consume you."

Writing for the New Yorker, Simon Parkin reveals how lacklustre curating efforts is a death sentence to contextual experience:

Still, their social, political, and cultural context remains hidden. Few contemporary explorers of the archive will recognize, for instance, that Wanted: Monty Mole is a riff on the UK coal miners’ strike of 1984 – you play a courageous mole who breaks the picket lines in defiance of his union leader, a character modelled on the real-world National Union of Mineworkers president, Arthur Scargill. Nor are today's gamers likely to sense the Cold War paranoia that suffuses Atari's Missile Command, which reputedly caused its designer, David Theurer, to wake at night in panic sweats.

Finally, Hannah Peet of Videodame, in a review of Ian Bogost’s How to Do Things with Videogames, reflects on a better reality where games are the “cornerstone of media conversations and artistic reflection”.

Perhaps it is time to insert these small, movement-less scenes of reflection into the player's instinctual gaming mannerisms. I can feel these reverent pauses in many games, but the player must be willing to listen for them in order for them to happen. Similarly, non-players should be willing to find this metaphor by spectating the fiction, actions, and environment. The player or spectator should appreciate such a positive moment of reformation for cultural beliefs and values. Games often don't force players to pause in-game as games are inherently a lean forward activity. Reflection on player choices should happen periodically while working through a game, but it's also time to implement reverence outside of the video game itself and into the conversations we have about the medium, its participants, and the symbols involved.

There is much more available in this week’s full roundup at Critical Distance! Tune in again next week and be sure to follow us on Twitter @critdistance for all the latest and greatest games writing from around the web.

Photo: Warner Brothers
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Why superhero films should follow Wonder Woman’s lead and have female villains

Bring on the bad.


In films, as in real life, the villain is rarely a woman. There are several reasons for this. One is believability. Women just don’t commit heinous crimes as much as men, so a film has to work very hard to convince the audience that a female baddie could do whatever terrible things we have no problem believing men capable of. There’s no such thing as a bogeywoman because society isn’t afraid of women. As Gillian Anderson’s serial-killer-hunting detective Stella Gibson says to her colleagues in the BBC’s crime thriller The Fall, “is anyone in doubt as to the gender of the killer?”.

A recent Empire Magazine piece entitled The Greatest Villains of All Time featured just one woman out of twenty evil characters, Nurse Ratched from 1975’s One Flew Over the Cuckoo’s Nest. The article gleefully quotes Jack Nicholson’s character calling Ratched “a c*nt”, but doesn’t stop to analyse why the sole woman in the list (no, I don’t count the Alien xenomorph) is so bad. She, along with Misery’s Annie Wilkes, are popular villains because they betray a heavily gendered caring role. Around 90 per cent of nurses in the UK and USA are female, so Nurse Ratched’s subversion of her woman’s work - her female caregiver duties - is one of the worst lady crimes Western men can think of.

When women are allowed to be baddies, they’re usually one of a handful of female archetypes. The sadistic nurse, the crazed mother, the vain witch, the jealous lover, or the black widow. Rarely are female baddies allowed to be motivated by something other than the emotional or personal, while male baddies are obsessed with power, money, sex or politics, or just plain evil for evil’s sake.

Another reason filmmakers (93 per cent of whom are male) shy away from the female villain is because the hero is usually a man. To defeat a female antagonist, at some point our hero dude is going to have to punch her, shoot her, explode her, or drive a stake through her evil black heart, and most people are uncomfortable with that even when she really deserves it. Indeed, if the main baddie is a female, she’s often presented as victim herself (think Dredd’s Ma-Ma, Kill Bill’s O-Ren-Ishii, Audition’s Asami Yamakazi, or Mama’s’...er...Mama). But most female baddies are sidekicks, afterthoughts to the main man, to be dispatched by her equivalent female hero sidekick in a setup so common, it has its own TV Trope, the Designated Girl Fight.

This trope is seen frequently in comic books and therefore superhero films, but only because those films are way ahead of the curve in terms of female villainy. Superhero films have no duty to reflect real life. Superheroes can be anyone, from the underdog nerd to a billionaire, and so too can their nemeses. Superpowers are an equalising force. It’s okay for Toad to fling Storm through a glass display case in X-Men, because Storm is a superhero with mutant powers.

But still, these are supporting characters. Female leads even in comic book films are rare. One major exception is of course 2017’s Wonder Woman, directed by Patty Jenkins, whose protagonist is both exceptionally well trained for combat, and endowed with a few handy supernatural abilities (plus a gadget or two to help out in a plot jam). She’s a badass, and deserves an enemy just like her.

The main antagonist in Wonder Woman is of course a man, first fiddle to a female supporting character, Dr Maru, a sadistic chemist who straight up wants to kill as many people as possible, Nazi-style. She is played with chilling grace by Spanish actress Elena Anaya (in contrast to her comic book counterpart who was originally depicted disguised as a man, to better fit in with her evil allies. Baddies skew male, remember). But to truly belong to women, Patty Jenkins’ world shouldn’t be afraid of the big bad female. And so it isn’t. This weekend, Patty Jenkins announced that the main villain, the “big bad” of Wonder Woman 2 will be the Cheetah, played by Kristen Wiig. In the comics, the Cheetah has always been Wonder Woman’s archnemesis, part of the original canon. Her most popular incarnation is as alter-ego Dr Barbara Ann Minerva, a brilliant archeologist, although we don’t yet know if that’s the version of the character we’ll get for the film. Two evil women with PhDs in a row, can Hollywood be that progressive?

But still, however the Cheetah’s character plays out, this is a big deal. A female hero and a female baddie in a mainstream blockbuster film. It’s no coincidence the film is directed by a woman. More female filmmakers means more female characters and fewer lazy stereotypes, motives and archetypes. Those baddies who break the mould are often the brainchild of women. Kingsman 2’s psychopathic drug lord Poppy Adams is the co-creation of screenwriter Jane Goldman, Harry Potter’s Dolores Umbridge, representing the banal evil of unchecked authority, is of course the creation of JK Rowling, the screenplays of Maleficent and Alice in Wonderland were written by Linda Woolverton. A new study by digital movie network Fandago shows that 82 per cent of cinema-going women are more inclined to see a movie with dynamic female characters, and 75 per cent want to see more female ensembles. MPAA data shows women are consistently 50 per cent of moviegoers, and in 2016 were even slightly in the majority. The market is there, and we want our representation.

When women are involved in a film, female characters are allowed to be complex, including in villainy. It may sound like a weird feminist goal, to be allowed to express the full range of evil characters alongside the good ones, but when it comes to superhero movies, where anything is possible and art is escaping life, rather than reflecting it, there really is no excuse. Bring on the bad.