How Video Games Changed the World Page #9
- Year:
- 2013
- 120 min
- 106 Views
man and here we have a fellow
who has been experimenting with
PlayStation for only a few minutes.
Enter the slickly marketed
PlayStation,
positioned as the post-club,
post-spliff entertainment medium of choice,
bristling with trippy visuals
and incredible soundtracks.
PlayStation moved gaming on
and gaming was now something that
young adults did, not just men.
Lots of woman played Wipeout, lots of
women played early PlayStation games.
They understood there was something
powerful about putting a woman on screen.
Tomb Raider was the first game
I became obsessed with.
It was the only game at the time
where there was a woman involved,
and a woman with a couple of guns
shooting stuff and being really kick ass.
Partly inspired by the gutsy female
image of singer Neneh Cherry
and post-punk toon feminist
Tank Girl, Tomb Raider's Lara Croft
earns a place on our list for being
gaming's first true female icon.
This was the era of Loaded and FHM,
and Lara Croft somehow was the
virtual representation
of that whole idea,
she was a sexy Mario,
the sexy sonic.
There has been
so much discussion about
was she an object of female
empowerment
or an object of male titillation?
When I was ten years old playing
that game, that didn't matter to me,
all I saw was a woman where
previously I had only seen a man,
and that was huge for me.
Having ruled the late '90s,
brightening up trendy magazine covers
and appearing in irreverent
soft drinks ads,
the 2000s would be less kind to
Lara, despite, or perhaps because
of, being trained by the equally
unrealistic Angelina Jolie
in a pair of noisy but not very good
Hollywood action flicks.
Stop!
But then in 2013, Tomb Raider was
rebooted and re-imagined
with an increased emphasis on story
and Lara's character.
I have finally set out to
make my mark. To find adventure.
Another key difference - this time
the lead writer was female.
I didn't like the way she had been
adopted by the wider media
and over-sexualised, and I felt
that as a younger female gamer
I was being pushed
away from the franchise.
When I took on the role of helping
develop this new, younger Lara,
myself as a gamer when I started out
would have liked and what the younger
me would have responded well to.
You can look at the journey
of video games
and mirror it with the journey
of Lara Croft as a character.
At the beginning she was a look,
because video games were
mostly about looks, and then as time
has gone on, Lara's creators
have made her more of a character,
more of a relatable person.
Similarly, all video games have been trying to
tell stories that are more human, more relatable.
The new Tomb Raider
reboot feeds into that.
What you have there is a character
who was once an avatar
and is now becoming a person.
This shift reflected a debate
about gaming's depiction of women
that was already well underway.
In many ways, games still seem
psychologically lodged
somewhere around 1978,
full of eye candy dolly birds
without much to say for themselves
and the voices questioning this
have been growing louder.
In 2012, when cultural critic
Anita Sarkeesian launched a
Kickstarter campaign to fund
a series of short films about female
stereotypes in games,
some male gamers reacted by bombarding
her with rape and death threats.
I don't believe video
gamers are sexist.
I don't believe most
games are sexist.
But also, you look at video games
and you can't deny that there are
things in there that are not
flattering to women and
make you roll your eyes and sigh, or
sometimes make you really angry.
I think it is not so much
gaming culture
that is unfriendly to women,
it is internet culture.
Even today, a huge number of games
still place you,
the player, in the shoes of a boring
cookie-cutter Caucasian
hetero dude with a dick and a gun,
and f*** all else of interest.
But there are some exceptions.
Mass Effect is a good
example of a mainstream video game,
one that many people buy, that does
include something other than
straight white men and for that
reason it has a very devoted
following among people who are not
necessarily straight white men.
In Mass Effect, your character is
basically bisexual by default,
you can fight with whoever you want
and pursue a relationship with
whoever you want and it is sad
that this is progressive but in a
video game of this size it is progressive.
I did not know you were such
an optimist.
You have that effect on people.
Meanwhile, back in the late 1990s,
those cool adult gamers were not content
to experiment with things like
female protagonists such as Lara Croft,
they wanted whole new
kinds of experience.
Games had become set in their ways,
there were too many predictable
platformers or metronomic fighting
games or by-the-book shoot-'em-ups.
What was required was an entirely
new kind of experiences,
a new kind of game.
And that is precisely what turned
PaRappa The Rapper is a game about
a musical dog
who learns the value of self belief
by rapping with a kung-fu onion
while you just press
buttons along with the beat.
PaRappa The Rapper was incredible.
Such a simple, really clever
use of the controller,
you had to hit the things
in sequence.
"boom-boom-ba, boom-boom-ba".
That very simple Simon says
kind of gameplay.
Simon sets the pace,
you follow right along.
Simon says style rhythm action games
began with the endearingly
advertised computer
smart arse Simon.
Simon has a brain,
you either do what Simon says
or else go down the drain.
PaRappa turned this basic concept
into a psychedelic
musical pop-up book.
The songs are...
they are so catchy and insane.
I often listen to
the onion man song.
The driving school one.
There's the one where they are all
waiting to go to the toilet.
There's the driving school one,
did I say that? Yes.
PaRappa The Rapper was appealing
because it made people like me
who have absolutely no musical
ability whatsoever
feel like they did.
That was a big
part of the appeal,
the fact that you
were pressing buttons in time.
There's no musical talent in that
whatsoever
but you felt that there was.
PaRappa The Rapper led to
games like Guitar Hero,
in which you use a simplified
push-button guitar to play along to
recognisable
hits from big-name acts.
Later games added far more
realistic instruments, meaning
players would generally
improve their skills,
however old they were, as you
can see from this charming footage.
The very latest rhythm games have
taken this to the logical
conclusion. You now connect a real
guitar directly to your console.
In fact, they are not
marketed as games any more
but bona fide
musical education tools.
Not a bad legacy for a cartoon dog
in a hat, although
PaRappa himself has been forgotten,
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