No longer a
hobby exclusively for young boys and teenagers; games and consoles are now being
advertised to entire family members including young girls and more senior
people. Such examples of this include the Nintendo's Wii and DS consoles.
But are games
still dominated by masculine ideals? This essay will examine how – in spite of
the growing popularity of computer games amongst people of all ages and genders
– Gears of War 2 constricts the role of women in order to perpetuate
masculinity.
One need look
no further than the successful Tomb Raider series of games to see how
female characters are able to take the place of the male hero as the strong,
dominant protagonist. In this instance the franchise's heroine Lara Croft is
synonymous feminine video game champions who undermine the otherwise masculine
authority.
However, in
their online article Gender and Computer Games: Exploring Female Dislikes
[2006] Tilo Hartman and Christoph Klimmt say that “visual portrayals of
females tend to highlight physical attributes (e.g., through clothing) or
exaggerate female sexuality”. It is then perhaps worth pointing out that in many
of the game's series Lara is often the focus of male sexual fantasy, with
particular reference to her breasts and clothing. This is evidenced by the
game's choice to utilise a third-person perspective throughout, giving the
player maximum view of the entire character.
Lara Croft has
also become something of a parody over the years, particularly when the infamous
'nude' cheat became widespread. The website CheatCC ran a Top Ten which
listed the Playstation's 'nude code' for Tomb Raider no.8 on the chart.
The website states that: “They wanted Lara to 'take it ALL[sic] off'. And they
were pretty damn sure that Core Design had left a code within the
game...”
Arguably there
are female game characters who are more of a step forward than the above
example. Although Lara Croft pioneered the way forward for female-oriented
gaming, maturity and technological advances have allowed for a more
sophisticated approach. Mirror's Edge's Faith is perhaps a noteworthy
example of women as central character in modern gaming. Her role as feminine is
never down-played and her compassion for her sister shows her as a caring
avatar.
Regardless,
Faith is a highly capable protagonist shown through her ability to subjugate and
intercept enemy territories dominated by male antagonists and S.W.A.T. Teams.
The game may be in first-person perspective but through the use of intermittent
cut scenes the audience is always reminded of her femininity both through her
interactions with her sister and friend, and conversely with her stance against
brutish and powerful masculine figures.
Though it may
be worth mentioning that it is not abject violence that drives Faith in the
Mirror's Edge story. In many instances the player is forced to run rather
than shoot (what's known as the 'fight or flight' response). Interpreting this
as a means of basic survival skills rather than an act of cowardice shows a
level of logical thinking on the part of the female protagonist when compared to
the masochistic tendencies of more masculine characters who tend to go in 'guns
blazing'. (the primary text of this very article being a key example)
However, it is
Alyx Vance from Valve's Half-Life 2 game who can be looked at as perhaps
the best example of an important, strong woman who is not regarded as an object
of sexual voyeurism. Her clothes, facial features and even her name set her
apart from more traditional, male-viewed representations of women in games.
Daniel Bullard-Bates describes Alyx as a character who is “...not what
advertising and patriarchal society want us to believe is the ideal; she does
not wear makeup and her clothing is practical, not revealing.”
Although only a
side-kick to the game's protagonist lead, Gordon Freeman, Alyx revels herself to
the game from the opening level 'Point Insertion' where the hero is knocked
unconscious by a horde of the game's standard enemies: the Combine. During this
sequence the player sees nothing but a blank screen but hears the sound of a
female voice shouting “Over here!” before a fight takes place.
When the hero's
vision returns we see the looming figure of Alyx Vance standing over us;
short-haired, tough and – above all – of mixed race heritage (perhaps the most
sophisticated in-game representation of true equality).
Looking at the
above examples one can easily see how female characters have fought through
gender stereotypes to take centre stage in gaming. Comparing these examples to
Gears of War 2 one can see how Epic have ceaselessly undone what current
generation games are trying to push forward.
It could be
feasible to analyse aspects of the game in terms of the more archaic Mother form
or examine ideas of feminine traits in other areas of the game. For instance:
the giant rigs the Gears use to transport themselves in chapter three are given
female monikers. Which, in turn, leads to Fenix's partner Dom claiming
“...apparently, I'm riding on Marilyn.”
The phrasing of
this has comical implications whereby the male figure is expressing some mild
joke about being on top of a woman. The rigs are also used not only as a form of
protection for the protagonists (their immense size making them tougher to
destroy) but they become the subject of protection themselves when they are
subjected to attack from enemy fire. This then causes the male marines to leap
into action in order to save Marilyn and the other rigs (the other names also
being feminine: Lola, Betty etc.)
As for the
female characters themselves, they can be split accordingly into three different
categories according to their in-game role and purpose. The Gears' voice-over
assistant, Anya, can be classified as a 'protagonist's aid'. The Locust Queen
would fall into the 'antagonist' description. While Dom's wife – who is the
subject of Dom's motives when he goes looking for her – can be seen as a
'sub-plot' or 'storyline McGuffin'.
Anya
Evidently a key
character for the male protagonists, Anya assumes her role as a rather enigmatic
helper (the player only sees her physical form during the opening sequence and
the end scene – her physical attributes seem to conform to the gender
stereotype: blonde hair, slim, tight-fitting uniform) who assists Marcus Fenix
and the other Gears by relaying information to them from the headquarters. Simon
Ferrari says this: