Sunday 19 August 2012

Girls Depowered: An Exploration of the changing representation of Women in Video Games Introduction

 So, apparently there have been some controversial trailers unveiled at E3 this year, once again placing gender representation firmly in the limelight of videogames in a matter not seen since the craziness regarding the original Mass Effect. The question with a lot of the trailers, particularly in the Square-Enix camp involved their immaturity regarding gender relations and controversial content, particularly in the trailers for Hitman: Absolution and the reboot of the long running Tomb Raider franchise. The latter is a more contentious one which will be the driving point of this essay, but to briefly sum up my views on the Hitman trailer, I believe it was less an issue of scandalised sexualisation of religious figures but an attempt to evoke the gritty dark aesthetic of seventies grindhouse films that was too silly to be provocative. The Tomb Raider trailer and various quotes from the lead designer are somewhat more contentious in ways I will go into much greater depth later in the piece, but suffice to say are a far cry from her days as a powerful female figure, one of the main totemic figures of 'Girl Power'. It seems like women in video games have lost their power, being cast into the shadows of mainstream popular games and being the victims of intense amounts of misogyny whenever they surface. It gets worse when this rampant misogyny starts to infect figures fairly central to the video game feminist Zeitgeist: Lara Croft from the Tomb Raider series and Samus Aran from Metroid. Comparing their characterisation, appearance and the implications thereof from their earliest incarnations to now represents the power struggle between the third wave Feminist movement and the Patriarchal Hegemony which has grown increasingly misogynistic as the twenty first century enters its second decade.

It's times like these you really miss Girl Power...

Introduction: What is Girl Power? And why the hell should I miss it?

Girl power is a movement that came into significant prominance in the mid-1990s, though it did exist before that as part of the Riot Grrl punk movement of the early 1990s, and thus has a tangential relationship to third wave feminism. And since feminism is a massive fundamental part of this essay and I will frequently be attempting to read video games using feminist frameworks, I will briefly summarize the three waves of feminism here and any feminist theory I use I'll explain as I go.

The first wave of feminism was to give women the vote, which was finally won in 1918 (with great caveats including having to be over 30; the real victory for all women was in 1928 when they could vote at 21 like men at the time). The idea was to remove the shackles to femininity that were mandated by law, most symbolised by that great democratic right to vote and the individuality that it symbolised. It is telling that it took nearly sixty years after the emancipation proclamation which heralded the abolition of slavery in the US (and thus for emancipated slaves to receive the vote) for women to also gain it, and is a firm indication of the struggle to crack the hegemony and allow women the most fundamental of democratic rights.

Second Wave Feminism was a tad more nebulous but was still with solid goals. It was about equal rights for women, particularly in the workplace. It was about equal pay for equal work, the right for a woman to own her own body completely (usually best symbolised by Roe vs Wade (1973) , the landmark US case on abortion), and other equalities of sexuality. Believe it or not, but up until 1986 (in the UK) sexual harassment was not criminalised, one of the biggest gains of the Women's Liberation Movement (as it was called). It is probably what most people think of when they think of feminism, with the burning of bras, marches, strikes, radical feminism with Germaine Greer's The Female Eunuch and works of fiction by authors such as Angela Carter and Jeanette Winterson, as well as a greater visibility in women in workplaces typically dominated by men.

Third Wave Feminism is a lot harder to define, but is really less to do with institutions and more to do with society as a whole. It speaks far less in absolutes, as second wave feminism did, and more about giving women of all races, colours, creeds and sexualities the right to define feminism for themselves. It was about highlighting the more hidden darker troubles surrounding feminine life, such as gendered violence, rape, domestic abuse, reproductive rights (ie the right of a woman to control her own body) and so. It focuses thematically on the reclaiming on concepts, words and ideas that have been wielded as weapons against them, which ironically enough includes the word feminist, as well as the body, the mind and the sense of self, through various means.

What does any of this have to do with Girl Power? Well, in the mid 90s, as the second wave began to fade away and the third wave was beginning to find its stride in popular culture, there existed a middle ground, inspired by the Riot Grrl movement. It was punk rock, by girls (or is it grrls?), for girls and about girl issues, like domestic abuse and the continued oppression of women. This wouldn't sit right with the typical pop music listener so it was made more market friendly and eventually you got Shampoo, a pop-punk duo, mainly known for an awful song called Trouble, a song mainly known for the savaging that fellow Riot Grrl Lucy McKenzie gave them and it, infamously going so far as to claim claim “Shampoo = Miss June And July Of The Paedophile Calendar". It was an awful song that inevitably ends up on School Dance megamixes and will do until the end of time, but it kind of summed up the girl power aesthetic as a very public reaction to very controlled images of femininity. This began in music with Shampoo but came to its very public peak with The Spice Girls, a five piece band, each singer (though I use the term loosely with Mrs Beckham) who each represented a different stereotype. You had Ginger Spice the leader, Sporty Spice (who may have popularised the 'girl power' trend of female singers wearing midriff baring tops and trousers), Scary Spice (who for unfortunate implications fans amongst you, is black), Posh Spice (Posh in this universe means wearing insanely tight and short minidresses) and Baby Spice (the blonde one). Their view of girl power was essentially singing the same sorts of songs as every other female pop outfit, but adding a hint of attitude. This was shown mostly in their first and biggest hit “Wannabe”, where (sing along with me readers) if you want to be their lover, you got to get with their friends. For the most part it was about empowerment, showing people who missed the memo during the Women's Liberation Movement that they could now think for themselves, here's a ton of media creations telling you that you can (providing it's within their pre-prepared ideas of 'identity').

So yeah, it's a mess of consumerist ideas of feminism and attempting to be strong independent women while at the same time not. It's a bizarre dichotomy of mutually exclusive ideas all tied together in an impossible ideal. It strives for “assertiveness, ambition and individualism” (to quote the OED definition) but due to its confines in consumerism it can't achieve any of them, since actual individualism doesn't sell brands. But on the same note, I can't hate it. Because compared to the alternative (women as either victims, objects or silenced) a patronising, market-tested strong female character (TM) is indeed a far better proposal, and also opened the door for genuine strong females to appear in pop culture, such as Xena Warrior Princess, Buffy the Vampire Slayer and professional wrestler Chyna, as well as host of imitators.
And it is at this point I can get into the bigger fish of this piece. Video games were no stranger to the movement, and between its inception and its zenith, two of the biggest female icons in video game history released their most land mark titles: Super Metroid in 1994 (with the first metroid a decade earlier in 1986) and Tomb Raider in 1996. I will be exploring both of these series in turn, framing them with feminist theory and explaining their individual importance to feminism and the ideal of gender equality in video games, as well as their down turn and the negative implications of their most recent games, Metroid Other M and the yet to be released Tomb Raider reboot.

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