Saturday, August 10, 2013

Kaila's adventures

Taking a little time out from talking video games so I can promote a series I dearly love.  Kaila's adventures is a funny, quirky little story about an alien cat/dog girl who is both pet and guard to an alien king.  It's a strange little story, where Kaila is very childish and her king, Zeke, is quite snobbish, but together they make a hilarious couple, involved in wacky hijinks.  The series is created by Erin Gormley, also known as the Animated Reviewer.  It's a cute series, so it might not be for everyone, but spread the word.  I think this deserves to succeed.

It's currently on a kickstarter that has started out slowly, and I want to help any way I can.  So, for any regulars I might have, I encourage you to give it a look.

http://www.kickstarter.com/projects/1153124113/kailas-adventures-the-story

And for examples of the humor invoked in Kaila's Adventures, look below.

http://kailafun.tumblr.com/

http://cool-fire-bird.deviantart.com/art/Elegant-Lady-127856915

http://24.media.tumblr.com/tumblr_mcu72fPX441rsmzgjo1_1280.png

http://24.media.tumblr.com/tumblr_m717aq48W61rsmzgjo1_r1_1280.png

http://cool-fire-bird.deviantart.com/art/Rise-Kaila-Vs-Rian-Part-1-149635249

http://www.youtube.com/watch?v=2WfSROgXPwE&feature=player_embedded


Friday, August 9, 2013

Diminutive Diatribes: Why Region Locking is an All Around Bad Idea



Region locking.  It's been a part of gaming since it's rebirth in the late 80s at the hands of Nintendo.  The pins in the original NES cartridges were of a different number than those in Famicom carts, so neither could play the other's games.  And really, this has kind of boggled my mind.  Our industry has a history of region locking that...largely doesn't make any sense if you look at it objectively.

Region Locking: Making you buy asinine add-ons to play your games since the 1980s
            First, what is region locking?  Well, it's basically a system put in place, either through hardware or software, that prevents video games from one specific region of the world, such as the US, Europe, or Japan, from working on the same game systems from a different region.  US games don't work on Japanese consoles, European games don't work on US consoles, Japanese games don't work on European consoles, etc.  This might have made a bit more sense when it was first envisioned, as in order to prevent another video game market crash, Nintendo created some software lock out procedures to make sure they had quality control of video games.  They didn't want bootlegs being produced with minimal effort and flooding the market.  This is likely how region locking became a standard feature in gaming consoles and, to be fair, it made sense at the time.  After the Atari crash, no one wanted to deal with another market where several hundred games, many of low quality but still sold at full price, were released every week.  However, it's twenty five years later.  I think it's time for the game industry to move on.

Ah, the NES lockout chip.  Tool for building monopolies, controlling quality of games, and preventing imports...this was in the 1980s.  Why have we not moved forward?
            Region locking has understandable roots, but why has it been maintained?  Honestly, I couldn't tell you.  To me, it's never made much sense, other than that's how it's always been.  From a business perspective, it actually does far more harm than good.  The games industry has an unbelievably diverse amount of tastes, genres, and preferred types of games.  Trying to cater to all these needs is not in the current game industries best interests.  AAA games require so much capital that they tend to try and appeal to the broadest possible audience, while niche titles which can't afford a worldwide release, thanks to translation costs or what have you, are only released in one region.  However, think about this for a moment.  If you, as a developer or a publisher, have a game that you cannot release in another language, but there is still interest from the gaming community, who want to play the game regardless, does it not make more sense to have a console that can play your game, thus giving these gamers a reason to buy your game from you?  Set up a service, or work with already existing services like PlayAsia, and sell your games directly to the consumers who want them.  You still make money, since copies are being moved.  And, if interest is enough that you want to make a release in that language, chances are good that even if the gamers bought the import copy, they will still buy the new, translated copy just for convenience's sake so they can have English menus or hear the dialogue spoken in their own language.

Originally scheduled for a US release, Grand Knights History remains a Japan only title.  C'mon, Vanillaware!  Partner with Amazon Japan or Play Asia and bring it over to us!  Even untranslated, this game looks gorgeous
            This is simple.  No matter who buys your game, you are still moving copies...however, region locking is an arbitrary limit on how many copies of your game can ever be sold.  If, for example, a Japanese game is released for the Wii, which is still region locked, and that game is only sold in Japan, that limits your possible customers to the Japanese public.  True, that's several million people, but not everyone will want to buy your game.  Your market share is drastically crippled by this action.  Now, think about what happens if region locking were removed and your game could be bought online from Amazon without the insane shipping costs or extraneous fees.  Your potential customer base goes from maybe a few million Japanese Wii owners to several hundred million Wii owners world wide.  And no, not everyone may want to buy your game, but if removing region locking got you one hundred thousand more sales, wouldn't that be worth it?

Everyone loves the Wii, right?  Not importers...this machine is near impossible to import for due to region locking.  You'd have to buy a Japanese Wii
            Largely, console makers have been waking up to this fact.  Portable gaming consoles like the PSP and the Nintendo DS are region free, allowing gamers to pick up Japanese or European DS and PSP titles and play them, offering free publicity and sales to these niche titles.  The same could be said about the PS3, which uses region free discs.  This is actually how Demon Souls, and by extension its sequel, Dark Souls, got a US release.  There were so many people importing the game that From Software, the developer, took notice and gave the title a proper US release. 

An Asia only release of Demons Souls got an American release because people were importing it like crazy.  That's the thing!  Make it easier for us to get copies, translated or not, and we will give you money!  It was so popular it even got a sequel, Dark Souls
            However, there are still pockets of resistance that...really don't make any sense.  The Nintendo 3DS uses region locking on it's online services, so you cannot buy Japanese games on the Eshop unless you have a Japanese 3DS.  This is easily one of the stupidest decisions you could make about the 3DS.  For starters, there is no overhead with digital games.  No manuals, cases, or discs need to be made.  If an American gamer wants a Japanese game on the Eshop, that is basically free money that you are saying you don't want.  Likewise, the PSN and Xbox Live put similar restrictions on buying digital content from Japan or Europe.  The question I have to keep asking is why?!  Those products are not subject to refund, so quality control shouldn't be an issue, they are delivered over the internet, so there is not an issue of production, it is basically free money!  And as recent as 2013, the Xbox One at it's announcement said that it would have region locking.  Why would you do that?!  You still get royalties off the games sold, so why would you limit your market like that?!

A step in the right direction, but why would you restrict digital content, Nintendo?  That's even EASIER than cartridges to just give a free pass to on region locking!
            Video games are a global market now and no longer just defined by region.  Game and console developers need to recognize this fact and embrace it.  Embrace the idea that you can sell a game in a foreign language to people not native to that country.  It will improve your sales so so much.  Look, the simple fact is that right now, importing is something of a niche market.  You know why?  Because the steps needed to be an importer are a lot of trouble.  With the NES you need a converter to play Famicom games.  With the SNES you have to make changes to your console.  With the Playstation or PS2 you need mod chips and with each of these consoles, sometimes this doesn't work and you need a Japanese or European console to play those games on it.  It's a lot of hassle.  That's why you don't see the kind of sales I'm saying you COULD have.  But selling games is just like squashing piracy.  If you provide a better service, customers will beat a path to your door.  If you make it as easy as buying a foreign game online, or even in a store, and just plopping it into a gamer's machine with no hassle, you will see a huge increase in your sales.

So long as this screen remains, you will be flushing hundreds of thousands of sales down the toilet, game industry
            I think this may be one of the last great hurdles for the game industry to get over.  They got over censorship, they managed to deal with digital distribution, they've even gotten to the point where they no longer need to directly compete with one another, as Nintendo's Wii and Wii U pursue a different market from the PS3 or the Xbox 360.  Now, they need to get over this last hurdle and not fear letting foreign games outside the borders of their home countries.  Just like some US gamers will be entranced by Umihara Kawase, some Japanese gamers will jump at the chance to play Spyro the Dragon in its original English.  Region locking is an all around bad idea, games industry.  You keep playing the pauper and saying that pirates or used games are killing you...when really, you've shot yourself in the foot for years thanks to region locking.  You want more sales?  Remove region locking and watch as the numbers start to climb.

Americans aren't the only ones removing region locking would benefit.  Some western properties are just as popular overseas as eastern properties are in the west.  Food for thought, guys
            The fact is, in this day and age, after all that the game industry has been through, I should not have to say this.  But I do.  There is a huge market for import games that is being ignored by the game industry at large.  The only way many of us get Japanese or European or Brazilian titles these days is through Steam.  Games like Recettear or Class of Heroes are Japanese games the US wouldn't touch, but a few savy developers translated them and brought them over for Steam players to enjoy and they have reaped the rewards of their efforts.  Personally, when I was in Japan I bought five Japanese language DS games brand new because they weren't for sale in the US and I wish I'd bought more.  Let me make this clear, games industry.  Stop region locking.  You hurt not only us, but yourself when you do so.

Friday, August 2, 2013

The Myth of the Useless Female Lead: Putting Things in Context



             Women in gaming get a bad rap.  Even when they're not dressed in skimpy attire or being used as nothing more than a plot device, the idea that gaming is a "Boy's Club" activity tends to marginalize and discriminate against women, both those who play games and those who are in games.  However, I don't know if our perceptions about female characters in video games are quite as accurate as we think.  For the longest time, I was on the bandwagon that certain tropes were a bad thing in video gaming.  That the kidnapped princess from Nintendo titles or the loyal wife in games like Harvest Moon were often subversive and hurt feminism.  The idea that these tropes objectified and made the female characters useless.  Now though, I'm beginning to reconsider.  I don't deny that there is a deplorable double standard in video gaming, but...well, just hear me out on this one.

Another useless and ineffectual princess?  Maybe not...
            A female gamer online responded to a feminist's criticisms of some of gaming's more useless female characters with some interesting ideas that made me take stock of my own beliefs.  Her arguments were two-fold when it came to useless or objectified female characters.  The first argument was for people to look beyond the obvious and to see implications of how a female character's presence and absence affects the world.  The second was that personality makes a character and that even in the midst of these tropes, a good personality can create a female character who is strong and memorable regardless of what role she's been given by the developers.

            The example this female gamer used involved Princess Peach from Super Mario Brothers.  Nintendo often gets a lot of flak for making largely incidental female characters.  Arguments typically range from Princess Peach being a useless monarch to Zelda being a figurehead and prize when not cross dressing.  These are targets people have been using for decades.  But stop for just one moment and think about Princess Peach and the implications her kidnappings create.  When she is kidnapped, it sends the Mushroom Kingdom into chaos, forcing Mario to have to save her to restore order.  However, when she is still in power, the kingdom is at relative peace and stability.  Even if she may not be able to defend herself, does this not prove her worth as a capable ruler?  The kingdom isn't suffering from a high deficit, the toads aren't planning a bloody rebellion to overthrow their tyrannical ruler, and Bowser is so envious of her beauty, grace, and apparently her skill as a ruler that he feels the need to make her his own.  Looking at it from this angle, Peach seems a bit stronger and more capable than most of us give her credit for.  Another thing to think about is that Mario only gets his time in the spotlight if she's kidnapped...otherwise he's just a friend/defender of the realm.  It's easily as much his fault as Peach's that she keeps getting kidnapped, since he KNOWS this is how the story goes and just lets it happen, so he can have his games.

How peaceful and idyllic.  Princess Peach must be doing something right.
            Now, this might be looking a bit too far into things.  Nintendo's plots are largely simplistic and don't take into account real world logic, but upon hearing the female gamer discuss these issues, an idea was planted.  Of all the female leads we call useless, how many really are?  And once I started thinking, I saw so many leads others called weak or bland or lifeless as having new life.  Elena from Pandora's Tower is a great example of this.  On the surface, she seems kind of like a prize, as the hero, Aeron, is killing monsters for her sake and building up a relationship meter with her for a reward at the end.  But look at it from Elena's perspective.  She is afflicted with a curse that transforms her into a monster if she doesn't eat the meat Aeron brings her.  She is reliant on him, but despite this, she tries her best to stand on her own and assist him when possible.  She has reconciled the fact that she can't go with him, as she's frail and cannot wield a sword, so she wants to do her part back at their base by translating helpful documents, making medicine or treats, tending to Aeron's wounds, upgrading his equipment, etc.  Elena finds something she CAN do and runs with it, trying to make the best of a poor situation.

Does having a love interest or being domestic really make a woman weak?  I'm not so sure.  Elena might not be able to wield a sword, but she still tries to be strong in her own way.
            Some might argue that this locks her into a stereotypical housewife role and that that's negative, but...I disagree.  Elena has agency and chooses to put her faith in Aeron while doing what she can from the sidelines.  Her culture forbids her to eat meat, but she does so to honor Aeron's efforts as well as to survive.  And even if she is stuck in a housewife's role...have you ever seen a hardcore housewife?  They are some of the toughest, strongest people you can know, as they have to look after their home, children, they have to keep food in stock and ready, etc.  They have so many responsibilities.  On top of that, Aeron is a soldier and frequently away.  Ask any significant other of an armed forces member how hard it is for them when their love is out fighting for their sake and you will see that Elena is not just a cringing flower, eclipsed by Aeron's greatness.  She is strong and bears with his absences largely without complaint, dealing with the worry and fear of losing a loved one because that is what she can do to help.  Even in her darkest hour, when she starts transforming into a monster because the player didn't give her meat fast enough, do you know what Elena does?  She waits at the door for Aeron and despite her grotesque appearance, forces herself to smile and says "Welcome home," as if nothing is wrong.  Some might argue this is all still very demeaning to her as she is bound in a relationship to a man, and I can't argue that she and Aeron are inextricably intertwined...but what gets me angry is when people talk about Elena, or Peach, or Zelda like they're totally worthless just because we don't see them hefting a sword over their shoulder and slaughtering baddies.  That isn't all there is to being strong.  Sometimes, the quiet resolve of someone doing the best they can in a bad situation is truer strength than a hero going out and smashing heads.

Bless you, Elena.  Despite your pain, you're trying so hard to be brave.  And succeeding spectacularly.
            This brings me to the second argument that made me start re-examining my ideas of how female characters are viewed.  Personality.  I know for certain that personality is one of the most important things in determining if a character is...well, a character or if they're just a non-entity.  For example, Elena has a personality.  She is shy and demure at times, but also studious and adaptable, with a love of cooking and crafting.  She enjoys singing and is a skilled dancer.  Elena also tries to hide her sadness and doubt so as not to worry Aeron.  She has a great appreciation for nature and loves to chat with people.  These are all traits you can pin down about Elena that help define her.  By contrast, let's look at Skyrim, one of the most critically acclaimed games of 2011.  Skyrim makes a number of mistakes with female characters.  While some have...marginal characteristics, many women in the game are blank slates with no defining traits besides their gender.  For example, in Skyrim you are afforded a number of vassals called House-Carls who will follow you and be your steadfast allies.  Lydia, a female warrior, is the first House-Carl you'll typically get.  Lydia is a non-entity.  While you may be able to appreciate Lydia as a warrior and for helping you, she has no personality, will not do anything without your orders, serves you constantly either by watching your house or by fighting alongside you, and even if you marry her, she does not open up to you.  She merely opens a shop and gives all her money to you.  This is the kind of characterization that objectifies and makes women ultimately pointless in video gaming.  After spending almost forty hours fighting alongside Lydia, I could not tell you any of her interests, what her usual moods were like, or even if she had goals beyond serving me.  And it wouldn't have been THAT hard to make her more fleshed out.  Have her make reference to her past, complain about certain issues like if you're in a sewer, have her tell you about her likes and dislikes, etc.  You could even have a conversation option to have the hero ask Lydia about hobbies or goals.  Can you see the difference?  Lydia may be able to wield a sword and fight battles, but that doesn't make her a character.  And she's not the only lifeless doll in Skyrim.  Not by a long shot.

Get used to that bland, lifeless, face, because she's your bodyguard...she's a title, not a character.
            Now, alot of people might think, "Well Lydia's not the lead, so it doesn't matter if she's bland and lifeless," or "Elena's not really important because we're playing as Aeron."  To those people, let me just say that I think you're missing the point.  A character isn't worthless or weak just because they cannot fight.  And being able to fight does not automatically make them a good character.  Look at the game Recettear.  It is a charming little title about Recette, a girl who is largely abandoned by her father and saddled with a huge debt she has to pay off.  So, what does she do?  Go out and hunt monsters to make back the money?  No.  She's a child of around eight or so.  Killing monsters is a little beyond her.  Instead, she converts her house into an item shop to try and buy low and sell high until she gets enough money to pay off the debt.  The girl is not a warrior and may be filling a domestic role, but considering her circumstances, she is acting with remarkable maturity and strength.  The entire game is about paying off the debt by making the best damned item shop you can.  And what I love is that the characters in this game play an often overlooked role in the world at large.  They are supporters for other adventurers.  Looking at it from their perspective, they aren't useless, or bland, or lifeless at all.  They are working towards success by using their skills and available resources to the fullest.  In my opinion, that's quite admirable.  Alongside that, the personalities of Recette and her associate Tear are quite likable, if a bit silly.  Recette is a child.  She loves sweets, has a knack for crafting, is very capitalistic, but also trusting, naive, and honest.  Tear is her partner, who acts as a teacher, a surrogate mother, and a loan shark holding the sword of Damocles over her head.  This is why Recettear is a good example of how female characters in often overlooked roles can be seen as strong and not useless or objectified.  If you look at it from their perspective, what they do or don't do may be just as important to the world as what the hero does.  And, if they have strong personalities, the players will resonate with them.

Recette is silly and adorable.  She's also an item shop owner, has paid off a huge debt while at the age of eight, and tends to brighten everyone's day with her cheerful nature.  Deep?  Maybe not.  But a likable, mature, and independent female character?  I'd say so.
            This is not to say that gaming has improved the quality of female characters in general, however.  Too often we get developers making women who are bland, fan-service sex dolls, or who might as well be men with no real defining characteristics besides anger and a will to fight.  There is still a long way to go.  However, I want people to exercise their brains when examining female characters who may not be in the spotlight or who might get a knee jerk reaction from feminists for having a domestic role.  Look at them from a different angle or perspective and try to understand what their life is like in this world.  Pay attention to their personality and see if they actually have some.  You might be surprised.

            That being said, don't be fooled.  There ARE several female characters who are just fan service or who don't contribute to their games at all.  TRUE useless female leads.  And they are damned frustrating.  Shadows of the Damned, for example, has Paula, who is kidnapped from minute one.  Now, this could create a situation like with Peach where her presence creates stability and her absence creates chaos.  However the hero, Garcia Hotspur, openly admits to hunting demons before meeting her, so her presence didn't cause him to become a demon hunter, and he dotes on her, basically taking care of any and all eventualities.  Paula is totally reliant on Garcia, since she does not have a job or any noticeable skills beyond sex appeal, as emphasized in the game by her being perpetually in white lingerie.  Even if you were to look at her personality, Paula is a weak character.  She has so little screen time that her personality goes from whiny, to hysterical, to vindictive, to submissive, to psychotic with little to no consistency or transition.  Her only purpose in the story is to give Garcia a princess to rescue and to try and look sexy.  This is the epitome of an objectified female character.  She does nothing and is largely useless, save for her purpose as a plot device. 
Now THIS is objectified.  Paula is shallow, bland, whiny, and her only purpose in the game is sex appeal, as she clings on Garcia and relies on him completely, with no thought or will of her own.
  
            However, like I said earlier with Lydia, it is sometimes difficult to differentiate between a character that is strong and does their own thing in the world she is in, even if it looks like they don't, and a character that seems to be important, but is really useless.  Sylvia, in No More Heroes, might appear to be a confident, sexy, in control woman who acts as an agent for assassins, however near the end of the game and in the sequel this illusion is destroyed, showing that she is a self absorbed liar and a con-artist, whose frivolous actions eventually leave her destitute, forcing her to take refuge in a whore house frequented by perverted customers.  She has no point other than titillation and to move the plot forward.  In comparison, Rachel from Ninja Gaiden, while forced to wear armor that is sexist, stupid, and largely pointless, does at least prove herself to be strong enough to fight demons, does not swoon over or cling to Ryu Hayabusa, the hero of the game, and is working towards her own goals.  While she does spend some time as a hostage for Ryu to save, she has some strong characteristics buried under the unfortunate sexism that has become a hallmark of Team Ninja games.  Can you see the difference?  True, some of it might be the developers trying to cover their asses, but at least they're TRYING to show some degree of personality in a female character...many games have shown that developers can and often do just turn women into bouncing boobies for the enjoyment of a male audience.  Mores the pity.

Some gamers might try and defend Sylvia as strong because of how she uses Travis in No More Heroes and is confident and what not, but she's really just a liar, a con-artist, and eventually driven to prostitution...charming.  Sylvia might not be bland, but she's definitely objectified.
            I want to encourage players to look at female characters with a bit of a more discerning eye after this discussion.  Look at their situation and circumstances, look at their skill sets and their choices, look at their personality, and think about what they themselves are going through.  You might be surprised at how strong they may be, in spite of how poorly they come across. 

Rachel from Ninja Gaiden may be forced to wear sexist clothing and oversexualized, but at least she tries to be strong.  At least she can fight on her own, doesn't hang off of Ryu Hayabusa, and values saving her sister above everything else.  She's not a perfect role model or anything, but at least it's something...that's more than we get in a lot of games.
            Now, I don't claim that these views are the end all be all.  In fact, these views may be quite flawed.  I may be a feminist, but I am not a woman, so there may be key issues that I have overlooked.  Like many of my posts, these are opinions meant to spark discussion.  See, I find that female characters get a bad rap just because of how they are perceived...or not perceived as the case may be.  Just because one doesn't look strong doesn't mean they aren't going through their own trial by fire.  Just because they appear ineffectual doesn't necessarily mean their presence isn't important.  And the ability to fight on par with male counterparts does not automatically make them strong characters.  They need a strong heart to be impressive, not guns or muscles.  Make no mistake, there are many women in gaming who are ineffectual.  Who pander to the male audience.  Who are depressingly one dimensional.  But then again, there are many who aren't, even if they look that way.  Look at the characters from all angles, then decide for yourself whether you're dealing with an ineffectual female lead or a strong willed woman doing the best she can, given the circumstances.

Thursday, July 25, 2013

For video game lovers...PERLERS!

Hey all.  No new editorial today, because I'm engaged in one of my other hobbies.  Selling out.  I kid, I kid, but one of my big time hobbies is perling.  Thusly, I've opened a store to sell my perlers.
http://www.etsy.com/shop/RealmofPerlers

What is perling?  Well, you use multi-colored beads on spiked pads, iron them together, and you can create some cool images, like these:




Anyway, I started up a shop to sell some of these awesome perlers, because...well, I've got too many and I'm about to be laid off of my job.  Got a talent?  Try and make some money off of it.  So, please excuse me for selling out just a tad.  I'm trying to create voices that are talking about my shop...even if they're all mine, hehe.

Promise, next week I will have another editorial.  Till then, give my store a look.

Thursday, July 11, 2013

Oversexualized Vs Objectified



 With the release of Dragon's Crown just a few short weeks away, I'd like to talk a little bit about something that happened in May.  You see, Jason Schrier of Kotaku fame recently did a smear job of Dragon's Crown and itscreator, George Kamitani. Kamitani and his company, Vanillaware, make some of the only games I will buy no questions asked anymore in this boring, over saturated, overblown game industry, because they are fun, often feature strong female characters, have interesting art styles, and prove that hand drawn sprites are still relevant in this day and age. So, why the smear job? Because some of his characters are sexually exaggerated...and this naturally descended into the typical flame war between journalist, developer, and fans of both.  We're so mature in this field of entertainment, aren't we?  However, while looking on with a mix of disgust and disappointment at the state of games media and even developers themselves, I read a few arguments from fans who were more than just well thought out.  They were somewhat transcendent. 

Kamitani's rebuttal to Schrier's criticism.  We're so mature here...from the moment I saw this picture, I began the count down to the Kamitani x Schrier flame war.
            "Oversexualized does not mean objectified," was the thesis I took away from the most eloquent of these arguments. There are tons of oversexualized women in gaming and while some of it may pander to the male demographic, these women only become less as characters if you fail to see them as characters to begin with. True, there are the token eye candy cheesecake shots, but most of these women have a personality, a past, and a drive, beyond the outlandish designs...if you're willing to look for it. And really, many people who cry foul about oversexualization should perhaps examine for themselves why they jumped onto that bandwagon to begin with. I don't deny being a man and being biased towards the outlandish designs of some women in gaming, but if a woman is an object, I tend to get frustrated...I would rather they be a well rounded character who contributes to the story, because that is kind of why I play games.
 
Outlandish, perhaps, but objectified?  Not if you know who this character is.  Especially not if you know who this character is.
           Following that same line of thought, I examined why certain women are dressed the way they are.  I found that those who are blatantly pandering, like the Oneechanbara girls who fight zombies in bikinis, are...well, rather stupid.  Their outfits make no sense and come off more as idiotic, rather than sexy.  Some of the pandering games at least gave their characters good reason to dress the way they did, thus sucking me more into the world.  Juliet Sterling, for example, in Lollipop Chainsaw was a high school cheerleader, so her short skirt and tank top, while very much showing off her body, made sense in the context of the world.  On top of that, Juliet is a strong female lead who is capable, unreliant on men for protection, has an emotional support system through her family, wit and intellect that is buried behind a valley girl personality, and some self loathing which makes her more relatable, as she has self-image issues.  These personality traits mesh well with her role in the game as a cheerleader/zombie slayer, creating a nice balance between cheesy, over the top, and somewhat relatable.  Her occasional lapses of understanding are still played for yucks and the camera loves to zoom in on her short skirt or her tight top, but she, on her own, has both a personality and context.  Even if the character herself is oversexualized, to an extreme degree might I add, her strong, distinct personality and the proper context for her behavior and clothes go a long way to combat the idea of objectification.  In the current video gaming environment, this seems like the status quo for strong female leads.  They're allowed to have some character, but there must always be sexual appeal and their clothes often need to show off their bodies.  While this is understandable to an extent...it is also very unfortunate, given how in the past video games have created strong female characters who didn't need to rely on sexuality to sell their games.
 
Juliet Sterling:  Oversexualized?  Most definitely.  Pandering?  Without a doubt.  But look at her clothes.  She's a cheerleader caught in a zombie outbreak on her way to school.  At least her outfit makes some kind of sense.  We aren't always so lucky.
            I shared some of these ideas with a non-gamer friend of mine who was markedly more critical of my approach, stating that oversexualization, even with a strong character, is still objectification to a degree, since game designers have control over how a character looks and acts.  While we did get a bit heated, we managed to stay civil and she broached the idea to me that one of the few times oversexualization is okay is when it is done not for the sake of pandering but for the beauty of the form.  When sexuality is just created for beauty's sake, for its own sake, then it is alright.  No cheesecake shots, no snide remarks or drooling idiots hounding a beautiful woman, just someone who is beautiful on their own and it does not have to become an issue with the story or the audience.  To her credit, I found this idea intriguing and after re-examining some of my own favorite female protagonists, I found that the ones I liked the most did in fact adhere to this kind of mentality, where they were beautiful, but not objectified or even used for male pandering.
 
Meet Ellen, from the game Folklore.  Ellen is very attractive.  Without showing a bit of skin.  She is beautiful for the sake of being beautiful, not for titillation or pandering.  Well done, Folklore.  Well done indeed.
            So, I decided I wanted to have a little chat with the gaming community on oversexualization.  When it is actually well done, when it is tolerable, and when it is deplorable.  For these three examples, ironically, I can use the three female leads of Dragon's Crown to tie it all together, because of their varied designs.  The elf fits the criteria for beautiful, well rounded, and contextual character, making her the strongest female lead and the one requiring the least pandering, while still being able to be attractive.  The amazon fits the well rounded and contextual character and while her design does pander a little to the male audience, it largely stands on its own since she has a unique and independent persona.  The sorceress sadly falls into a trap that was started in the Playstation 2 era where "jiggle physics" became a thing.  Her clothing makes a kind of contextual sense, but largely it seems out of place and only meant to show off her cleavage and legs.  Speaking of her cleavage, her breasts jiggle around willy nilly with no rhyme or reason and her personality seems ditzy, flirtatious, and reliant on men, even if it is for the sake of manipulating said men for personal gain.  She is the kind of character that needs to be avoided.  I hate bashing on her because Kamitani probably didn't create her with that in mind, but it speaks to an archetype that really needs to be laid to rest in gaming at large. 

            I want to add for the sake of completeness that this is a preliminary analysis from before the game launches to broach the idea of oversexualization vs objectification.  The characters are being examined based on gameplay footage, since the story has not been officially released, so their personalities, as seen through their in-game animations and dialogue, may change.  This is just based on what we know right now. 
 
Get ready kids, we're about to jump into examination and wild speculation on character design and personality.  Fun times.
            Anyway, with the background out of the way, let's start with the best first.  The elf fits the bill of being beautiful byhaving a slender, attractive body that is fitted into a ranger's uniform.  A green tunic and brown cloak for disappearing into the woods, a hood to keep the rain out of her eyes, thigh high boots for traversing through muck unimpeded, and all of this together without needing to show much skin for titillation.  Her pale face and well proportioned body speak of a kind of beautiful woman who is agile and capable, even if she cannot wield a gigantic sword like some of the male characters.  She has strong bow skills and the ability to use martial arts to defend herself.  The elf's in-game animations give her an air of seriousness, with a tender side as she appears to be friendlier to animals than the other characters.  The elf hits the perfect balance, in my opinion, of strong, attractive female characters that are beautiful for their own sakes, not for the audience's sake.  She is like Gwendolyn from Odin Sphere, Elly from Xenogears, or Lenneth Valkyrie from Valkyrie Profile.  Her clothes make sense in context with both the setting and her personality and her body type is pretty average.  Truth be told, she could have been given larger breasts as an attempt to titillate the audience, but if her overall design was the same, I.E. no cleavage, then she'd still be able to hold onto this beauty for the sake of beauty ideal.  This is what we want if we're going to have an oversexualized character.  One who is beautiful for their own sake, not for the sake of a male audience, who has a strong, independent personality, and one who dresses and acts with proper context based around their persona and the setting.
 
The elf has a slender, beautiful body, but her clothing makes sense and doesn't needlessly show off skin.  She is cute and attractive without having to flash breasts or butts to the male audience.  This is what we need more of.
            Next up is the amazon.  The amazon, in my opinion, fits into a precarious position between overtly pandering and beautiful in her own way.  From her animations, the amazon appears to be very much like a barbarian heroine from a Borris Vallejo painting.  She is muscular, comfortable with her body, and favors brute force over subtlety or protection.  The amazon has a fairly decent sized chest, complete with cleavage showing, and massive muscular thighs, which have earned her some criticism because she dresses in what amounts to a chainmail thong bikini.  This may sound like me, as a male, making excuses, but hear me out.  I honestly think this aesthetic works for the barbarian woman personality the amazon seems to have.  Barbarians are traditionally known for wearing little clothing, as they prefer freedom of movement over heavy armor, and only cover their weakest spots, like genitalia, feet, or their head on occasions.  In this context, the amazon is a mass of muscle, but still has weak points in her feet, for example, if she had to cross jagged ground, in the area of her genitalia due to the nerves and sensitivity, and the head, which controls the rest of the body.  Thus, it makes sense for her to cover these parts, while not covering her muscle.  And the clothing she wears, while very revealing, allow her to make full use of her legs, as she favors kicking enemies as well as using an axe.  She is confident enough in her own strength that she doesn't need the covering and would prefer the freedom of movement.  To me, this costume makes sense with her personality and the context of the game.  Is it pandering?  Well...yeah, unfortunately.  The amazon doesn't have a body thought of as traditionally beautiful but she does have some parts which could be singled out as sexy by others which overlook her as a whole
 
The thong will be a sticking point for a lot of people, but considering her aesthetic, I think the amazon works.  Is she pandering?  Yes, but at least there is more under the surface and her outfit makes sense in context.
            In this case, like with many women in games who have a strong personality and clothing that matches context but is still revealing, I want to say this.  A character is only objectified if you THINK of them as an object.  The amazon has a personality, a reason for dressing like she does, and even if she is somewhat pandering, it is easy enough to ignore it because she can be seen as beautiful in her own right.  The beauty of the human body at its peak physical perfection.  However, if all you see are the giant thighs and the cleavage, or the lack of clothes, you are turning her into an object.  She wasn't made as one, you are TURNING her into one.  This is true for a fair number of female protagonists in modern gaming.  Bayonetta, for example.  Her personality shows that she feels dismissive towards men and enjoys using their sexual thoughts against them, while using an outfit that is made of her hair which is equal parts weapon and armor.  Is she pandering?  Absolutely, there are plenty of cheesecake shots or moments where she herself is overtly sexual.  But for her personality and the world she exists in, her costume makes sense and her actions seem more like a middle finger towards the largely male audience oggling her.  So, she's only objectified for her looks if you refuse to see how she is subverting the norms of the jiggling bimbo heroine and choose to only see her AS a jiggling bimbo heroine.
 
Bayonetta and the amazon are where we are right now in the games industry in terms of regular female protagonists.  They can be strong, but they do have to pander the audience, with sexy poses, cheese cake shots, or a general lack of clothing.  They're still characters and are only objects if we reduce them to objects...but we can do better.  I know we can.
            Sadly,the worst example of female character design in Dragon's Crown comes from theSorceress.  Her clothes feature a dress that has a slit in the side to show off her long legs and her top is low cut, allowing her breasts to jiggle about like crazy.  She has a ridiculously thin waist and seems content to shove her legs and chest wherever she pleases.  Her attacks seem to focus on a mix of magic and titillation.  She has some impressive magic feats, such as ice and fire spells, true, but she also has spells like charming enemies, turning them to frogs, or turning them to stone, which reflect back on female ideas of titillation and temptation.  Her design seems to dip heavily from traditional witches and mythical temptresses.  This could be me looking too far into it, but this kind of design seems reliant on men for her success, as she counts on her sex appeal to a degree, and with clothing that really doesn't fit the context of the game world.  In Dragon's Crown, players enter all kinds of dungeons, from dank sewers to dragon's caves.  I'd think you'd want clothes that either protects your entire body, like the knight who is covered in armor, that allow freedom of mobility while protecting the essentials, like the amazon, or which makes sense based on your skillset, like the elf, whose costume seems built around keeping her mobile and able to snipe enemies with her arrows.  The sorceress's clothing seems more reminiscent of a bar waitress's clothes, with a witch's hat added in for good measure.  I'm not saying bar maiden's or bards or any other unorthodox type of person can't be an adventurer, but it seems oddly out of place amongst the other adventurers.  She seems like fan service for the sake of fan service.  And really, that is, in my opinion, the worst kind of female character in video games.  These are the characters who are objectified because they have no strong persona, their clothing and design in and of itself are meant to not fit into the world, but rather to catch the male eye, and they cannot stand on their own without a male audience.  I'd find it hard to believe with her jiggling breasts and overly sexual design that women would be able to enjoy the sorceress as much as men.  Which is a shame, because some of the ideas they had for her seemed interesting, like turning male monsters into toads, thus subverting some fairy tale and female tropes of storytelling.  However, the whole package with the sorceress seems to be a bit much.
 
Look at that shot.  The skull between the breasts.  That should say it all.  The sorceress might turn out to be fun and not nearly as sexist as she seems, but...just this image of a woman in gaming is discouraging.  Guys, we really need to stop doing this...
            This is what I hate.  I hate it when a character isn't given enough personality to work with, like Paula in Shadows of the Damned, and where what little they have either panders to the male audience or makes little sense.  I hate it when characters are dressed up like barbie dolls for no reason at all and without context, like in the DOA volleyball games.  Think about those games for a second.  Not only are these female characters regular enemies in fighting tournaments, so they wouldn't be hanging out together at a resort, but they also have jobs or personas which make them lounging on a beach in a bikini, posing as hard as they can to look sexy, really unlikely.  Christie is an assassin.  Sex appeal can be used in her work, but in her downtime too?  Lisa is a wrestler.  Maybe she wants to relax, but...with people she's smacked down with?  Ayane is a bloody ninja who is frequently in contact with and assisting the Hayabusa clan!  Why is she traipsing around in a bikini on an island that seems to be inhabited only by eye candy for the male audience?!  Perhaps worst of all though, I hate characters that have potential, but have that potential is squelched for the sake of fan service.  The character Tala in Darkwatch was a bit oversexualized, with her gothic look, black clothes, open cleavage, and cold, but flirtatious persona.  But she provided some nice character development for the main character, Jericho.  Jericho is a vampire and still coming to terms with his powers, so Tala acts as the devil on his right shoulder vs. an angel he had on his left in the form of a ghost.  Then the game thought, let's show them having sex, with Tala naked and straddling Jericho, who is still fully clothed.  ...Really?  Why was that necessary?  Yeah, she uses the moment to tempt Jericho to bite her and uses her new vampire powers to become the main boss later, but...there were dozens of ways to do that which didn't just degrade the character into bouncing breasts.  Talya had potential as a female villain because she was subtle and clever...I'd think she could've figured out a quicker, easier way than screwing Jericho to get bitten.
 
Darkwatch, DOA Volleyball, Oneechanbara...this is just pathetic.  Fan service women with no character whose only goal is to titillate.  THESE are the objectified women.  These are the ones I feel sorry for and the ones I am unable to play, because they're so vapid, pandering, and empty.
            So, there you have it.  Three examples of oversexualization in gaming through the lens of Dragon's Crown.  What I want you to take away from this though is that oversexualization does not automatically mean objectification.  In the first case, objectification is damn near impossible because the character is so well designed that she is beautiful, but in perfect balance between body, clothing, persona, and likability.  In the second case, objectification is possible because certain parts of the character's body and clothing put aspects of her on display, creating an imbalance, but her personality and the context of her design make it your choice.  You can choose to see her as an object or as the character she was meant to be.  The third case is the most depressing, as it blatantly panders to the male audience without really providing context in costume, character, or setting as to why she needs to be this way.  The character herself is not strong enough to carry the design and while the abilities she possesses are nice, they don't excuse or hide the fact that the design is too catered towards the male audience, rather than a gender neutral party, which most games should be.  A good game can create male leads that both men and women find either admirable or attractive or female leads which women feel empowered playing and which men can find beautiful, but without feeling the need to ogle.

            Let me close with this. Oversexualization of both men and women is a common thing in all kinds of media, from books, to movies, to games. And not all of it as unwanted as some might believe, as many people, men and women, enjoy the form, the outlandishness of the design, or the costuming without even getting sexuality involved.  They enjoy the beauty of the character for what it is.  Oversexualization is not a bad thing in and of itself...it's when you reduce the characters being oversexualized to objects that we have a problem.  Oversexualized doesn't have to mean anti-feminist, misogynistic, or even unhealthy.  It's when you reduce that character to an object that you give them this negative connotation.  So next time anyone wants to do that, think about the game, the context, or the character you're talking about.  Think about who they are, what they mean, why they're depicted that way and if there really is a reason to get upset.  Don't just point and go "SEXIST" as a knee jerk reaction. And likewise, don't pick up a game or get enamored with it because of sex appeal...games are there to be played. You want sex, you've got the internet.
 
Vallejo paintings are full of oversexualized women and men.  Does this make them objects?  Well...I say that's up to you.  I'm more interested in the wings and the alien world that the fact the woman's in a bikini.  To me, she isn't an object...I don't know if the same can be said about others.
             All in all, game developers should strive to make characters like the elf, but we shouldn't be as critical of the amazons or the Bayonettas out there.  They are pandering to increase sales, but their character, design, costume, and their overall likability coupled with the game's enjoyment factor often make this a matter of choice.  You can reduce them to objects if you only focus on certain aspects, but that is YOUR decision to make.  The character still has character.  Game developers should avoid making characters like the sorceress, or at the very least try and make her BETTER.  The sorceress had potential and with a little re-tooling, I think she could be just as strong as the amazon or even the elf.  Don't make a character only for eye candy's sake, though.  We all lose when that happens.

            Finally, let me say once again, this is just one person's opinion.  Take it or leave it, argue with it if you want, but at least think about what I've said and why I've said it.  The fact that we live in a world where A) Men think it's okay to make a pandering piece of eye candy as a main character in a game and B) Where the world is such that women are so jaded about the portrayal of all characters that they may call sexist as a knee jerk reaction makes me very, very sad.  Also, this is based on the impressions of Dragon's Crown from its promotional material.  I wanted to use this to kind of defend Kamitani to a degree, because I don't think he tried to make his characters eye candy.  I want you to see how he probably thought about their design and creation, through these three examples.  I think the sorceress design is flawed, but it at least had potential.  That's more than I can say for the DOA Volleyball series, which took established characters and turned them into dress up dolls.