Friday 5 April 2013

On the Enjoyment of Critical Analysis of Video Games: A Tomb Raider (2013) (Xbox 360) Review Part 1


Hey there, I've just completed (though not 100%ed) the New Tomb Raider game and thought I should provide a somewhat lengthy review of it, not just as a game or a gaming experience, but through the feminist critique people threw at it during those initial trailers. Because the complete experience of the game is vital to most readings of this game in particular, there'll inevitably be spoilers, even though you've already figured out how the game will turn out. Also, while I'll try to be academic about it, large chunks of it will have to do with my own personal experience of the game. So yeah. Have fun!

Preamble: Things Left Behind

You figured it would happen eventually.

Last year I posted the first part of an aborted analysis I was going to do on the issues of gender equality in video games, particularly in the protagonist archetype. Effectively the nub of my analysis is how the gaming heroine experience changed, from barely existing, to distaff counterpart, to the mixed blessing of the 'Girl Power' era, where action girls were created that amazingly missed the point, before moving to a worrying trend where, far from being equal, female characters would be lightening rods for serious abuse in a misguided attempt to be 'serious' or 'edgy', while male characters seemed to be the same bulletproof action hero fantasy figures they always were, just with even massiver muscles. I stopped that, mainly because I didn't feel I'd researched enough feminist theory to really do it justice, but it is something I maintain is the case.

The first game I planned to talk about was Metroid Other M, a painfully misguided game which tried to make a character who never speak never shut up. The biggest problem wasn't that though; it was the rampant misogyny, shown mainly the strange patriarchal complex Samus developed at the start of the game, obsessing over the 'perfect military mind' Adam, doing everything he told her to despite having no reason or incentive to do so, and not daring to touch the equipment she has unless Adam says its okay, and being so obsessed she runs through a volcanic area, burning herself alive until Adam lets her turn on the Varia Suit she already had! Then there was the bloody maternal metaphor, which including such things as Samus being drawn by a distress signal called a “baby's cry”, which was hamfistedly monologued about for a good five minutes. It read like the developer shockingly realised Samus was a woman and was like “Oh no! What do women do? Have Babies? Alright, there's our central metaphor, we are aware of gender issues!” And then there was the Ridley fight, where she developed a PTSD that seemed to serve no purpose but act as a trigger for abuse sufferers and I could go on for an eternity about it. It was living proof that a bad story badly told can ruin what was otherwise a very fun game.

The other game was the then-upcoming Tomb Raider, and I'm glad I waited until I put the controller before I touched it. The main dilemma with the game is obvious. The game is pitted as a reimagining of not only the series' gameplay, but primarily the series' protagonist, the unflappable Lara Croft. She's always been a polarising figure in feminist debate, considered possibly the greatest emblem of the 'Girl Power' era; she kicked mountains of ass, was a smart, interesting character and was in the business of tomb raiding entirely for herself, however that was offset by her image, which was cheesecake and increasingly exploited to drum up sales (a running gag went for a while in the 90s about just how big Lara's breasts would get, given they got bigger each game). Sexualisation in video games was hardly a new thing in video games; even Metroid had it if you beat the game fast and complete enough, but it was one of the most prolific and successful examples. It was difficult to really condemn or celebrate her as a feminist figure without coming to complications about representation, she was too strong to be sexy and too sexy to be strong, apparently.

As an eight year old struggling with the complicated all weapons code and accidentally making Lara blow up in Tomb Raider II, all of this went way over my head, as did most of the sexualisation stuff. It was something you heard about and giggled about like you did about anything adult when you were that age; I was too young to understand it enough to be affected either way. Regardless, I loved Tomb Raider, and tried really hard to beat it and let her get the Dagger of Xian.

After reminiscing, I kind of want to play it again, regardless of the fact Lara is a tank in a tank top in that game. The gameplay was fun and the writing slightly better than one could expect from that era.

I was also too young to realise certain problems with the action girl era. I just thought they were cool and wondered why there weren't more of them, then shrugged and went on to play Mario.

I really got into the later three games before this latest reboot (Legend, Anniversary and Underworld), coded by Crystal Dynamics (who completely incidentally designed the Gex series of games, which were far too awesome to fade away). The pacing was quicker, clearly inspired by the Prince of Persia: Sands of Time series and their flowing parkour style of platforming (Incidentally, the last game Core Design, the original makers of Tomb Raider made was called Free Running and somehow was stodgier than the Tank-like Tomb Raider games they made previously). Lara's wit also quickened and sharpened too, the return of series creator Toby Gard probably having an effect on the direction of the series. They were fast fun, full of secrets and cool things and had enough of a plot to string together the more impressive physics puzzles and set pieces.

There is a point to this preamble, I assure you.

After the allegedly disappointing sales of Underworld in 2009 (It sold 2.6 million copies, so take what you will from the 'allegedly'), there was much speculation as to the matter of why it didn't sell, and in the end they put the blame on the alleged bulletproofing of the character, internally dubbing her “Teflon Lara”. She never felt in any peril, or at least in any believable peril and despite no parkour platformer ever having serious peril and threat as a part of it (Prince of Persia in particular making it near impossible to lose with various timeshifting and magic powers), the decision was to reboot Lara Croft as a younger, more vulnerable figure who it was hoped you'd care for more than a climbing running avatar.

The result of this is already clear to people who saw the reactions to the trailer for “Tomb Raider” (named pretentiously as such like all reboots to imply the earlier game never happened. See Also: Prince of Persia). What was meant to be an attempt to portray Lara as less badass and more fragile was taken out of proportion by pretty much everyone (including me). The trailer had over 50 screams and grunts of pain, there seemed to be a bizarrely fetishistic amount of pain, and most covered in the press there was an unfathomably uncomfortable scene with overtones of sexual assault and sexualised violence. None of this was helped by Ron Rosenberg actually saying they 'try to rape her' in an interview shortly afterwards, and various other things that caused a majority of feminists to want to lynch the bastard (including me). It is a shame he positioned the story as because it meant a large amount of the other things shown in the trailer were ignored, such as the new gunplay system, hunting, and some more traditional platforming parts.

Blaming all this on a misunderstanding of the project he was in charge of is a bit of a fools gambit and doesn't justify anything he said or implied, but there was a lot of it. His comments about how Lara becomes like a wounded animal in a flight or fight scenario or how the player desires to protect Lara probably sounded innocuous in what he understood of the game, failing to realise that pretty much everything he said exuded an unfortunately putrid misogyny, effectively implying to an unknowing crowd that we are both playing the damsel in distress and her knight in shining armour. In short, the way he worded it made it sound like some kind of male power fantasy that somehow leapt out of the TV and into your lap. Couple this with the Hitman Absolution trailer and it doesn't surprise anyone other than the team at Square Enix and Crystal Dynamics that there was a huge debate about misogyny in video games (including me, well, partly).

The thing is, what the project designer says is one thing, and the complete opposite reaction by Rhianna Prachett, the lead writer is quite another, but in the end it is down to the finished product and the way the game is played to reveal something about the video game Zeitgeist and whether it's still as hostile to women as was perceived back in June.

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