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Dissertations, Master's Theses and Master's Reports
2020
Through Her Eyes: The Gendering of Female First-Person Through Her Eyes: The Gendering of Female First-Person
Shooters Shooters
Elizabeth Renshaw
Michigan Technological University
Copyright 2020 Elizabeth Renshaw
Recommended Citation Recommended Citation
Renshaw, Elizabeth, "Through Her Eyes: The Gendering of Female First-Person Shooters", Open Access
Dissertation, Michigan Technological University, 2020.
https://doi.org/10.37099/mtu.dc.etdr/1045
Follow this and additional works at: https://digitalcommons.mtu.edu/etdr
Part of the Digital Humanities Commons, Other Feminist, Gender, and Sexuality Studies Commons, and the
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THROUGH HER EYES: THE GENDERING OF FEMALE FIRST-PERSON
SHOOTERS
By
Elizabeth Renshaw
A DISSERTATION
Submitted in partial fulfillment of the requirements for the degree of
DOCTOR OF PHILOSOPHY
In Rhetoric, Theory and Culture
MICHIGAN TECHNOLOGICAL UNIVERSITY
2020
© 2020 Elizabeth Renshaw
This dissertation has been approved in partial fulfillment of the requirements for the
Degree of DOCTOR OF PHILOSOPHY in Rhetoric, Theory and Culture.
Department of Humanities
Dissertation Advisor: Stefka Hristova
Committee Member: Carlos Amador
Committee Member: Adam Crowley
Committee Member: Diane Shoos
Department Chair: Scott Marratto
iii
Table of Contents
Acknowledgements ........................................................................................................ vi
Abstract .........................................................................................................................vii
Through Her Eyes: The Gendering of Female FPSs ......................................................... 1
Press Start ............................................................................................................... 3
Her-story ...................................................................................................... 4
Tutorial............................................................................................................................ 7
Terminology ........................................................................................................... 7
Gameplay ..................................................................................................... 7
Mechanics 8
Dynamics 9
Affects 10
Narrative ..................................................................................................... 10
Methodology ........................................................................................................ 12
Ludonarrative Synchronicity ....................................................................... 13
Insert Coin ............................................................................................................ 16
Is the game a first-person shooter? .............................................................. 17
Is the female avatar given, not chosen? ....................................................... 19
Was it produced by a “AAA” studio? .......................................................... 22
The Rise (1991-95) ........................................................................ 23
The Dead Zone (1996-2001) .......................................................... 24
The Peak (2002-09) ....................................................................... 25
The Collapse (2010-2018) ............................................................. 25
Literature Review ................................................................................................. 26
Female or Feminine?................................................................................... 27
Cyborgs 28
Plurality of Identities................................................................................... 31
Straight to Video (Games)........................................................................... 32
Gamer’s Gaze ................................................................................ 33
Point of View ............................................................................ 34
Chapter Preview ................................................................................................... 36
Level One: Svelte Spies .............................................................................. 36
Level Two: Alien Queen(s) ......................................................................... 37
Level Three: Bullet (Free)-Time ................................................................. 37
Boss Battle .................................................................................................. 38
Level One: Spy vs. Spy ................................................................................................. 39
Svelte Spies .......................................................................................................... 39
iv
Jane Bond ............................................................................................................. 42
Perfect Dark ......................................................................................................... 45
Joan of Dark ............................................................................................... 45
The Clothes Make the Woman .................................................................... 47
The Operative: No One Lives Forever................................................................... 50
Sexy Sixty’s Spies ...................................................................................... 51
Dressed to Kill ............................................................................................ 52
Scent of a Woman ....................................................................................... 53
Femme Fatales ...................................................................................................... 55
Level Two: Alien Queen(s)............................................................................................ 59
Brains over Brawns ............................................................................................... 59
Previously On… ................................................................................................... 60
Metroid Prime ...................................................................................................... 62
The Last Bounty Hunter .............................................................................. 63
The Right to Look ....................................................................................... 65
Irreplaceable ............................................................................................... 66
Alien: Isolation ..................................................................................................... 67
Last (Wo)Man Standing .............................................................................. 68
Like Mother, Like Daughter ........................................................................ 69
Bulletproof.................................................................................................. 70
Space Sirens ......................................................................................................... 72
Level Three: Bullet (Free)-Time .................................................................................... 73
I Am No Man ....................................................................................................... 73
Violent Femmes .................................................................................................... 74
Portal 76
Eyes Without A Face .................................................................................. 78
Ghost in the Chell ....................................................................................... 80
The Cake is a Lie ........................................................................................ 83
Fe-Male 84
Mirror’s Edge ....................................................................................................... 85
At the Edge ................................................................................................. 85
Follow the Ruby Piped Path ........................................................................ 87
Reload 89
Jump Around ........................................................................................................ 91
Boss Battle .................................................................................................................... 93
License to Kill ...................................................................................................... 93
v
Guns Don’t Kill People, Girls Do ......................................................................... 94
No Men Were Harmed in the Making of This Game ............................................. 95
Dodge, Duck, Dip, Dive, & Dodge ....................................................................... 98
Dead End .................................................................................................... 98
Antagonist Instincts .................................................................................. 100
The Future is Female .......................................................................................... 105
Wolfenstein: Youngblood .......................................................................... 105
Half-Life: Alyx .......................................................................................... 106
To Be Continued… ................................................................................... 107
Reference List ............................................................................................................. 108
A Copyright documentation .................................................................................... 117
vi
Acknowledgements
To Laura, you know what you did.
vii
Abstract
While the video game industry has attempted to address their years of mistreatment
towards women, within games and how they are produced, by hiring more women and
including more female characters as playable options, these fixes have been superficial at
best. Not only are there still few females as main characters in video games, but that there
are so few female video games. By this I refer to the fact that video games told through
the eyes of female characters often do not feature a gendered narrative, unlike multiple
games with male POVs in which the storyline directly reflects their gender. This issue,
however, is not just about inclusion of more female stories, but also execution. Female
FPSs may lack a narrative reflecting their gender, but they often feature gameplay that
represents a stereotype of females as weaker and less aggressive than men. The purpose
of this analysis is to explore how first-person shooter video games gender (or not) their
female texts, through both narrative and gameplay.
1
Through Her Eyes: The Gendering of Female FPSs
Imagine waking up in a bunker, your hands cuffed to a rusty bedpost. A man stands in the
corner with his back turned. Another sprawled on the floor, dead. The first man turns
towards you and begins to spout doomsday prophecies. This is Joseph Seed, the cult
leader of Eden’s Gate. His prediction of a “world on fire” has come true as moments
before numerous nuclear bombs were detonated around the globe. Joseph leans over you,
with a cold, intense stare (Figure 1). His gaze, constructed through a low angle, is
intimidating and threatening.
Figure 1
Joseph utters: “You’re all I have left now. You’re my family. And when this world is
ready to be borne anew, we will step into the light. I am your Father and you are my
child. And together, we will march to Eden’s Gate.”
2
As the world above crumbles, both literally and figuratively, the ceiling florescent lights
in the bunker dim casting even darker shadows on Joseph’s face and, leaving you alone
with him and his smirk. Harnessing the visual conventions of film noir where hard light is
associated with masculinity, this psychological thriller game recreates a sense of danger
embedded in both patriarchy and patriotism. This is just one of three endings players can
experience upon completing Far Cry 5 (2017), a first-person shooter game set in rural
Montana. You play as an unnamed deputy who, along with two US Marshals and the
county sheriff, is dispatched to arrest the cult leader, Joseph Seed. Unlike previous games
in this franchise, players can customize the deputy based on gender, skin color, hair
options, and clothing. These choices result in small changes throughout the game, such as
what pronouns are used to address your avatar or how low-pitch your death rattles are,
where the available pronouns are he and she and the pitch is articulated along gender
lines with high pitch representing a feminine avatar and a low pitch signaling a male
avatar? None of these alterations, however, are meant to alter the plot. Whether you
choose male or female, white or black avatar, the implication is that you’ll experience the
same story. Regardless of your avatar, the ending has you locked in a bunker with John
Seed, waiting however long the half-life of a nuclear bomb is to see the light of day
again. If you have chosen to play with a female avatar, there is far greater horror &
suffering awaiting you. Joseph craves company, the power-trip from being worshiped,
and most of all he desires family. The potential for rape is not directly implied by the
game’s developer Ubisoft, but that is this ending’s very problem. The game does not
formally acknowledge that that gender matters in the players experience of what is
assumed to be a uniform and universal plot. Far Cry 5 is exemplary of the complicated
3
ways in which gender is engaged in the production, representation, as well as play of
First-Person Shooter (FPS) games.
Press Start
In 2017, the Entertainment Software Association (ESA) released its report on sales,
demographics, and usage data in the computer and video game industry. According to the
ESA’s findings, “women age 18 and older represent a significantly greater portion of the
game-playing population than boys under age 18,” and women of all ages make up 42%
of the overall game-playing population (2017 Essential Facts About the Computer and
Video Game Industry 7). Unfortunately, the gaming industry has yet to recognize this
growing audience. According to the International Game Developer Association (IGDA),
only 21% of game developers have a world-wide identity as women (Developer
Satisfaction Survey 2017 Summary Report). Misogynistic crusades such as #GamerGate,
lack of representation within the industry and the sexual harassment suffered by the few
women employed have hampered the growth of female portrayals within games and
contributed to a masculine gaming culture. Within video games, all too often females are
seen as Other or are rendered invisible. They are consistently used as expendable avatars
or characters to be gawked at as mere objects of curiosity. Female avatars are positioned
as powerless damsels in distress in need of saving, as overly loquacious companion in
need of silencing, or as bosomed temptress to tame or kill. If female avatars are seen as
defenseless others, straight, white males are deemed as capable and thus playable. Not
only are there still few females as main characters in video games, but that there are so
stories few told through the eyes of female characters.
4
Developers have failed to recognize implicit and explicit gender differences. Even
on the few occasions, when FPSs feature a sole female character, these games often lack
a gendered narrative or gameplay, unlike multiple games with male POVs in which their
gender affects both the narrative and gameplay. This issue goes beyond just video game
creators, but to the very scholars who studied these texts. Aubrey Anabele, in her book
Playing with Feelings: Video Games and Affect, laments how game studies “seems to
want to move beyond the still-important question of representation by figuring a
computational realm in which power works in ways that are detached from lived
experience and, hence legible only to those with the power to decipher them (56).
This issue of recognition is not just about inclusion, but also execution. In this
dissertation, I explore how first-person shooter video games gender (or not) their female
texts, with gameplay and narratives that references the protagonist’s gender. In talking
about gendering female FPSs, I use “gender” as a verb. To gender is to code, to
internalize, to produce a narrative and gameplay that “becomes essential to the formation,
persistence, and continuity” of the subject’s gender designation (Butler The Psychic Life
of Power: Theories in Subjection 3).
Her-story
Female characters, in general, have had less than dignified treatment within video
game texts themselves. More often than not, female figures in games are limited to non-
playable characters (NPCs) in need of rescuing, protecting, or killing (Summers and
Miller 1030). Tracy Dietzs analysis of video game violence and gender roles found that
games were filled with princess and damsels in distress with “21 percent of the games”
5
analyzed portraying females as victims” or in other words in positions lacking power.
(Dietz 435). This study, however, only covers video games up until the late 90s.
Subsequently, this trend has evolved to position female characters who possess agency,
some ability to control their actions, as a threat that needs to be visually consumed or
eliminated: “recent female video game characters are not only found to be sexy, but also
aggressive.(Summers and Miller 1030). Summers and Miller note that “Options for
playable female characters are limited to gamers and, when available, she will most often
be impractically masked and armored for gamers’ visual pleasure.(Summers and Miller
1028). For every battle-suit wearing Samus Aran, there is a Bayonetta with her black
catsuit and bouncing boobs. Female characters are thus often positioned as objects to be
looked at and to be conquered. The visual pleasure here is derived through the
objectifying gaze of the male characters as well as the presupposed male game player,
where the gaze is endowed with power and agency.
First-person shooters have underutilized the use of women as the main character
more than any other genre of video games as approximately only twenty percent include
females at the forefront (Hitchens). In 1994, Rise of the Triad and Zero Tolerance were
the first FPS games where the player had the option, but was not forced, to play with a
female avatar (Ibid). In 1998, the expansion pack Star Wars Jedi Knight: Mysteries of the
Sith replaced Kyle Katarn with Mara Jade thus giving the option to play a female main
character. It wasn’t until the year 2000 that mainstream FPS games featuring a female,
6
and only a female, lead became available.
1
In a survey of over four hundred FPSs
conducted in 2011, Michael Hitchens found that eighty-one percent of FPS had the
gender of the main avatar enforced as male. Nineteen percent of games featured a female
avatar as enforced, optional, or gender unspecified. Finally, only four percent of the
games overall had the female avatar enforced (Hitchens). However, even when females
are at the fore-front of the character articulation, their gender is not always reflected in
the gameplay and/or narrative.
1
Perfect Dark & The Operative: No One Lives Forever
7
Tutorial
. Defining terms is tricky. There is an unspoken assumption behind the practice: that if a
definition is correct-if it manages to capture the essence of the thing under discussion-
then everything that logically follows from that definition will be correct too. And so
scholars often take great pains to demonstrate that there is a strong correlation between
their definitions and reality.
The “correction” of a definition isn’t a property of the relationship between the word and
reality; it is a function of the conversation that the definition facilitates. And, indeed,
multiple contradictory definitions can all be equally “correct” if they each manage to
independently structure a producing discourse (Upton 12).
In assessing the ways in which FPS games are gendered, this dissertation explores how
does the narrative of these games represent the protagonist’s gender? What kind of
gameplay can evoke the protagonist’s gender? And does the narrative and gameplay
reference the same gender? In order to answer these questions, I will first define two key
terms: gameplay and narrative.
Terminology
Gameplay
In the analysis, I harness definition of gameplay established by Robin Hunicke, Marc
LeBlanc, & Robert Zubek and their concept of MDA (mechanics-dynamics-aesthetics).
Their lecture series, “MDA: A formal approach to game design and game research,
8
presented over several years at the Games Developer Conference was intended as a
methodology to be shared by scholars and developers alike. For LeBlanck and Zubke,
gameplay consists of mechanics, dynamics, and affects.
Mechanics
Mechanics are the ludus of a game, that is the rules at play. They refer to all necessary
pieces that one needs to play the game, including the equipment, the venue, or anything
else necessary for play to be had. In considering the game as a system, the mechanics are
the complete description of that system. Another way to consider mechanics is as a
“system of constraints” (Upton 15). Designer and scholar Brian Upton, building upon the
work of academics Katie Salen and Eric Zimmerman, explains that the rules of a game
(not just video games) are a system of constraints, a varied group that can include:
the physical geometry of a level, or the behavior of the enemy AI, or the amount
of damage that a hand grenade does… Anything in the game that proscribes the
player’s ations is a constraint. The player is free to move around within the game
world, to trigger actions, even to change the world’s configuration, but always
within limits laid down by the game itself (Upton 16).
But mechanics do not need to be constraining. Take for instance a game like Borderlands
(2009), a bizarro sci-fi FPS set on the perilous planet Pandora, filled with kooky
characters, and even crazier physics. In the game, players take control of a Vault Hunter,
inter-planetary mercenaries with little regards to the rules or laws. As such, the laws of
9
physics in the game are nigh non-existent.
2
For instance, when a player falls from a great
height, despite the hard impact, there is no loss of health. The lack of damage, a
cartoonish effect in a game filled with outlandish aesthetics, is a mechanic that reflects
the topsy-turvy tone of the game.
Dynamics
Dynamics refers to the “behavior” of the game, the actual events and phenomena that
occur as the game is played. When viewing the game in terms of its dynamics, the
question asked is, “What happens when the game is played?” The relationship between
dynamics and mechanics is one of emergence. A game’s dynamics emerge from its
mechanics (LeBlanc 440-41). If the mechanics are a set of rules or a system of
constraints, then dynamics are how players operate within that system.
When playing Dishonored (2012), a first-person stealth action-adventure game
where the player undertakes the role of a scorned assassin Corvo, choosing to sneak past
a guard rather than execute him is an example of the game’s dynamics. A dynamic choice
need not be a decision between a better or worse action, though the outcomes they
produce may differ. If the player executes a guard, then his comrades might hear the
struggle and be alerted to Corvo’s presence. If the player fails to properly perform a
stealth move, which is more difficult than most execution mechanics, then they might
lose more health in the process. Choosing stealth over vicious is not a right or wrong
choice, but purely a matter of a gamer’s desired play style.
2
This is, after all, the same game that describes a quasar grenade as E=mc^(OMG)/wtf
10
Affects
In Hunicke, eBlanc, and Zubek’s initial proposal of MDA as a formal analysis of
gameplay, the A stood for “aesthetics.” I find the term “aesthetics” problematic as it is
more often used to describe artistic quality and not an experience. Instead, and in order to
maintain the MDA acronym, I have chosen to use the term “affect,” rather than aesthetic.
Affect, as defined in the field of cultural studies, is more than just a sensation, emotion,
and feeling. Gregory Seigworth and Melissa Gregg, in their seminal collection The Affect
Theory Reader, argue that affect “at its most anthropomorphic, is the name given to those
forces-visceral forces beneath, alongside or generally other than conscious knowing, vital
forces insisting beyond emotion-that can serve to drive us toward movement, toward
thought” (Seigworth 2). A video game’s affects are its emotional content, the desirable
emotional responses that players have that result from playing the game. A game’s affects
emerge from its dynamics (LeBlanc 441); how the game behaves determines how it
makes the player feel. For instance, the difference in affect between two racing games
from 1997, Mario Kart 64 and Diddy Kong Racing, is that the former intends to be fun
with its random item generator mechanics and its lack of dynamic options to compensate
for this apparent chaos. Diddy Kong Racing, on the other hand, has much more strategic
dynamic capabilities due to its hierarchical item generator system, thus creating a more
competitive affect.
Narrative
In Brian Upton’s Aesthetics of Play, in order to use game studies to critique and inform
literary studies, he starts his analysis “anchored firmly in much older critical and
11
philosophical traditions” (Upton 5). Like Upton, rather than “trying to protect game
studies from being colonized by literary studies” for this analysis I want to adapt
traditional narrative theories with medium-specificity in mind. Some of those differences
include video games non-linear, procedural, interactive, and ergodic nature (Ibid). This
isn’t a radical concept. Narrative scholar H. P. Abbott brought attention to the difference
between literary narratives and video games in aside for his primer, The Cambridge
Introduction to Narrative. For Abbott, the bare minimum definition of narrative is “the
representation of an event or a series of events” (Abbott 13). These events or sequence of
events constitute the text’s story and the narrative discourse is “how the story is conveyed
(Abbott 15). By this definition, story and narrative discourse share a similar emerging
relationship to mechanics and dynamics by Hunicke’s formulation. A game’s narrative
discourse is determined by how the rules at play (mechanics) are played (dynamics). But
a video game’s dynamics are not static. Per our Dishonored 2 example, a player may
experience a different narrative discourse based on their dynamic choices. How can this
multiplicity be resolved? This brings me back to the necessity to bear medium-specificity
in mind. For Abbott, Espen Aarseth’s Cybertext answers the “role-playing conundrum” in
a manner that is compatible and evolves somewhat seamlessly from traditional
definitions of narrative. For Aarseth, a sequence of events is not a story, but actions.
These actions or ergodic, “situation in which a chain of events… has been produced by
nontrivial efforts of one or more mechanisms (Aarseth Cybertext: Perspectives on
Ergodic Literature 113). These ergodic chains of events created by the player’s actions or
interactivity produce “intrigue,” events singular to each player based on their dynamics
choices:
12
[Rather] than a fixed story with its linear course, there are multiple possibilities,
and that particular series of events that actually happens is recorded in the manner
of a log: Instead of a narrative constituted of a story or plot, we get an intrigue-
oriented ergodic log (Aarseth Cybertext: Perspectives on Ergodic Literature 113).
For our analysis, when discussing the events of the games installed by the developers
prior to the gamers playing, traditional literary terms (ex. story, plot, narrative) will be
used. Aarseth’s terminology will be used when discussing events of the games dependent
upon players’ interactions.
Methodology
As game designers, we need a way to analyze games, to try to understand them,
and to understand what works and what makes them interesting. We need a
critical language. And since this is basically a new form, despite its tremendous
growth and staggering diversity, we need to invent one (Costikyan 196).
In the sixteen years since Greg Costikyan laid down the theoretical gauntlet, numerous
designers and scholars have attempted to develop the Holy Grail of methodologies.
Similar to defining terms, this is no simple task nor is there a “correct” answer. Rather
than perform the tantamount task of creating an entirely new methodology, this analysis
will be using a refined version of the inquiry into drama in games set forth by Marc
LeBlanc in “Tools for Creating Dramatic Game Dynamics.” According to LeBlanc, the
topic of this essay “comes from [his] first lecture at the Game Developer’s Conference
(GDC) in 1999… At that time, it was becoming clear that our discourse on game design
needed more of a conceptual framework(438). LeBlanc’s analysis is founded on three
13
questions: How does the narrative function create affect? What kinds of dynamics can
evoke the narrative? From what kinds of mechanics do those dynamics emerge? These
inquiries are “a way to place individual topics of discussion in their proper aesthetic
context” (Ibid). In this case, the individual topic of discussion is the gendering of female
FPSs and his three schemas for understanding games-mechanics, dynamics, and affects,
3
in terms of his three motivating questions form the basis for our conceptual framework,
ludonarrative synchronicity (LeBlanc 441).
Ludonarrative Synchronicity
Ludonarrative synchronicity is not just an adaptation to LeBlanc’s theories, but also a
response to a term that sparked a thousand Twitter posts: ludonarrative dissonance. The
term’s originator was Clint Hocking, a former level designer, game designer, and
scriptwriter for Ubisoft Montreal, who frequently blogged about his experiences as a
developer on his personal website, Click Nothing: Design From a Long Time Ago.
Hocking’s blog post “Ludonarrative Dissonance in BioShock” gave rise to a debate that
previously had been of little consequence, how narrative and gameplay are at odds in
video games. According to Espen Aarseth, editor-in-chief of Game Studies, this argument
is:
used as a touchstone by beginners to prove they know their way around the field,
but -- without exception, the writer doesn’t have a clue, and the paper is typically
about something entirely unrelated to the issue of whether games are narratives or
3
LeBLanc uses the term aesthetics as previously discussed in the terminology section.
14
not. What it does signal is that the writer feels the need to blend in, to show that
they are aware of some stuff that has gone before (in those murky days of 1998-
2001), but the effect is that they end up perpetuating the myth that there was a
group of narrative theorists who had a quarrel with another group called
‘ludologists’. (This is not the place to explain that great misunderstanding, instead
see Aarseth 2014, but suffice it to say that the so-called ludologists were all using
narratology, whereas the so-called narratologists were not, with the possible
exception of a little bit of Aristotle.) This is not at all to suggest that there should
be no more discussion of the relation between games and stories, because there is
very little actual, informed, productive disagreement in our field, both on that
topic and many others, and room for much more. Direct, vocal criticism is, or
should be, a sign of respect. So perhaps there is too little of both? (Aarseth "Game
Studies: How to Play -- Ten Play-Tips for Aspiring Game-Studies Scholar")
Hocking’s post was hardly informed or productive. He only uses the phrase
“ludonarrative dissonance” once, in the title, thus a firm definition of his term, or how he
defines ludology and/or narratology is never provided. It can be surmised that
ludonarrative dissonance refers to the gap between “what a text is about as a game and
what it is about as a story.” Despite the lack of scholarly context, after Hocking
published his blog post, the term was reused and repurposed by academics of various
disciplines and journalists alike. Computer scientist and physicists Mikael Hansson and
Stefan Karlsson in their study, “A Matter of Perspective: A Qualitative study of Player-
presence in First-person Video Games” used ludonarrative dissonance as “a perceived
disconnect by the player, brought on by inconsistencies between actions required of the
15
player, through a game’s ludology, and a narrative story portrayed within the fiction
context,” but they do not define what constitutes ludology (Hansson Mikael 2). Military
entertainment scholar Matthew Payne describes ludonarrative dissonance in War Bytes:
The Critique of Militainment in Spec Ops: The Line as a “disaffected state” (269).
Sociologist Scott Hughes essay “Get real: Narrative and gameplay in ‘The Last of Us'”
uses the term ludonarrative dissonance in the abstract and is listed as a keyword, but like
Hocking he never actually uses it in his article. While Hocking’s term has become
common usage for players, developers, critics, journalists, and academics, not all agree
with its application. Semionaut and narrative designer Corvus Elrod regarded the term as
pointless and redundant. For example,
we have a situation where the fight choreography does not uphold the fiction
behind the show. But don’t refer to this as choreonarrative dissonance. Nor, for
that matter, do we refer to the poorly written and delivered dialog as
dialonarrative dissonance. Or the lackluster camera work as cinemanarrative
dissonance (Swain) .
From an industry-perspective Grantland’s resident video game journalist Tom Bissell
agrees thatsome designers and critics regard ludonarrative dissonance as a core problem
in modern game design” (Bissell).Despite these objections, the term continues to be used
in game reviews, criticisms, and scholarly articles.
It is not my intention to continue in Hocking’s footsteps, but to co-opt this
popular usage of “ludonarrative”. Rather than assess whether a video game “manages to
successfully marry their ludic and narrative themes into a consistent and fully realized
whole,” ludonarrative synchronicity is designed to analyze how the ludic/gameplay and
16
narrative themes interact, whether in harmony or at odds, to create a subject (Hocking),
which in our case is gender. The how instead of what is part of the reason why
ludonarrative synchronicity is an effective methodology to analyze these female FPSs.
The problems surrounding female FPSs in this study is less a matter of what is included
in the games, but how these elements are gendered. The major obstacle to more female
FPSs developed is not just about inclusion, having more games feature a female lead, but
a matter of execution. This goes against a common argument for improved media
portrayals of non-white, cis-males, through increased visibility quantitatively. According
to filmmaker and trans-activist Jen Richards “there is a one word solution to almost all
the problems in trans media, we just need more’. And that way, the occasional clumsy
representation, wouldn't matter as much because it wouldn’t be all that there is” (Feder).
The titles explored here, however, are less marred by clumsy or stereotypical
representations, but a lack thereof. Through comparative ludonarrative synchronicity,
pairing up two similar female FPSs with each other, we do not see a slew of problematic
portrayals of females, but hardly any recognition for their gender at all. When
ludonarrative synchronicity is lacking, when the narrative and gameplay do not interact
or gender two seemingly different subjects, then another (arguably greater) slight to
females occurs: the disappearance of their representation.
Insert Coin
In choosing which FPSs to focus on as sites of analyzing the gendering of games, I
implemented three criteria points. First, and foremost, I questioned whether the game
could be categorized as first person shooter via the use of the first-person camera and a
17
shooting mechanic. Second, I considered whether the female character was given or
chosen. I focused on characters that can be mechanized or in other words are movable
and actable. Three categories of character engagement emerged here: alternate choice,
customizable, and sole option. Last, but not least, I have considered the industry standing
of the games via their accreditation through AAA and their belonging to one of the four
periods of FPS game development.
Is the game a first-person shooter?
Mark J. P. Wolf argues that “player participation is arguably the central determinant in
describing and classifying video games, more so even than iconography” (113). For
instance, a game like Super Mario Bros. (1985), in which players direct Mario to jump
from platform to platform, beam to beam, cloud to cloud, is a “platformer.” A role-
playing game (RPGs) such as Dragon Age: Inquisition (2014), centers on the player
creating his character whether it is by the avatar’s appearance, skills, or social
interactions.
For a first-person shooter there are two aspects that separate these games from
other genres. The first is the game’s use of a first-person camera. Using the terminology
first-person “point of view” is a matter of contention, best explored by Alexander
Galloway in his essay “Origins of the First-Person Shooter.This essay appeared in his
collection Gaming: Essays on Algorithmic Culture which was meant to “formulate a few
conceptual movements, a few conceptual algorithms, for thinking about video games…
[but] above all, this book is about loving video games” (Galloway xii). In his “Origins of
the First-Person Shooter,” Alexander Galloway compares the subjective camera shot of
18
film noir to the first-person point of view camera in FPS. For Galloway, a subjective shot
is one of accuracy “when the camera shows what the actual eyes of a character would
see”, while a POV shot is a generalized approximation (41). This goes against visual
studies scholar Frederic Jameson who describes “‘Point of view’ in the strictest sense of
seeing through a character’s eyes” (112). Galloway clarifies his claim by noting that
“subjective shots are more extreme in their physiological mimicking of actual vision, for,
as stated, they pretend to peer outward from the eyes of an actual character rather than
simply to approximate a similar line of sight” (43). He explicates himself from this
argument of terms by saying that “video games are the first mass media to effectively
employ the first-person subjective perspective
4
… used to achieve an intuitive sense of
affective motion (Galloway 69). Rather than ask if modern-day FPS feature subjective or
POV shots, he emphasizes what these shots create: action? I emphasize modern-day as
the graphic capabilities of early FPS such as Doom and Wolfenstein wouldn’t allow for
loose, natural camera movements. Nowadays, with better technology, some FPS can
mimic the physiological state of a character, such as blurring one’s vision after being
injured or near death. As for why I choose to use the term “camera” rather than either
point of view or subjective view, “camera” emphasizes the player’s control over their
gaze. They are moving the camera, it is the player’s viewpoint, not their avatar’s.
The second integral aspect of FPS as a genre is the shooting mechanic.
Continuing with Galloway’s essay, weapons are as equally essential to the FPS as the
4
Underline added for emphasis
19
subjective perspective, with how an avatar’s weapon appears on screen (57). However,
Galloway does not see violence as a key for these types of games. FPSs are not the only
video game genre that feature violence. He argues that even a game like Metal Gear Solid
(1998) or Thief (2014) that feature weapons and killing, emphasize avoiding violence and
using a stealth dynamic instead (69). His argument, however, overlooks why players are
provided a weapon in the first place. A focus on stealth and pacifism doesn’t negate
violence as key to the FPS genre. For even if a player chooses (or tries) to avoid
committing carnage themselves, the enemies will retaliate nonetheless.
Is the female avatar given, not chosen?
According to Janet Murray, in her seminal piece Hamlet on the Holodeck, “an avatar is a
graphical figure like a character in a video game(J. H. Murray 113). These can include
non-playable characters (NPCs) such as enemies, figures to populate the world, or side
characters who offer assistance. For our study, the focus is on the avatars that players can
control themselves. In FPSs, disembodied hands, wrist, and forearms typically are the
only portions of the playable avatar’s body presented on screen, along with a weapon in
the foreground. When it comes to avatars players can control, there are three types or
options: alternate choice, customizable, and sole option.
For a game like Left 4 Dead (2008), a FPS zombie-hunter, players have the choice
between four characters: Francis, an outlaw biker, Bill, a Vietnam Veteran, Zoey, a
university student, and Louis, a district account manager. In this particular title there is no
advantage or disadvantage between picking one avatar over the other, their stats are all
the same. Other titles, such as Dishonored 2 (2016) feature a choice between two
20
different avatars with a different set of abilities. One can play as Corvo, an experienced
assassin, or Emily, an assassin-in-training. Each has similar powers, but Corvo’s
mechanics are designed to favor melee-combat and Emily’s range abilities favor a more
cautious dynamic. It is less that there is an advantage or disadvantage, just a different
choice in playstyle.
Another type of avatar option is the customizable character. This is most often
found in RPGs where the player can change a number of aesthetic traits of their character.
The YouTube series Monster Factory highlights the degree to which players can alter
their avatar’s appearance. For Fallout 4 (2015), a post-apocalyptic RPG that allows
players to switch between first-person and third-person camera, the McElroy Brothers
created a monstrous being known as “Final Pam.” (Figure 2)
Figure #2: The Unyielding, The Undying, The Devourer, The Existence-
Eater, the Fearkeeper, Final Pam
21
Standing nearly ten feet tall, her face covered in pockmarks, with a sharply upturned nose
and chin, Final Pam the not-so-benevolent is an extreme example of what can happen
when players are given the opportunity to alter their avatar’s appearance. In fact, this
customization became so (in)famous amongst the gaming community that Bethesda,
Fallout’s publisher, made Final Pam canon with her inclusion in their online game,
Fallout 76 (2018). Not all customizations are purely for aesthetic purposes. While in
Destiny (2014), a multiplayer FPS, players first choose a race and gender that does not
affect access to any skills or change the game’s challenge level, when choosing their
avatar’s class and sub-class, these choices alter the mechanics and dynamics of the game.
A player could create a male Exo Titan Defender, given equipment and abilities
(mechanics) that favor melee combat (dynamic). Changing the Titan Defender to a
female Awoken race would not alter the given mechanics and resulting dynamics.
While not a FPS, Bioware’s Mass Effect (2007-2017) series had a unique
combination of a female character as both an alternate choice and a customizable avatar.
The default selection, John Shepard, can have his physical characteristics altered, along
with his background and class that changes his combat, technology, and magic skills. But
players were also given the option to turn Commander Shepard into “Fem-Shep.While
the narrative that follows alters according to the customized character (in the first Mass
Effect, players were unable to romance NPCs of the same gender), male Commander
Shepard was the default choice with all of the advertising, promotional material, and
references being focused upon him. All of this despite the character model initially being
designed as female (Cooper).
For this project, I am concerned with the final type of avatar: the sole option,
22
where the player is given no choice in whom to pick as there is only one protagonist
whose qualities (ex. gender) cannot be customized or altered. Examples of this include
Lara Croft from Tomb Raider, Link from Legend of Zelda, or Master Chief from Halo.
There are no choices, one plays the single determined character the game provides as
given.
Was it produced by a “AAA” studio?
In the video game industry, AAA is equivalent to a major film studio like
Universal or book publisher such as Random House. Video game studios of this size
include BioWare, EA, and international powerhouse Nintendo. Mainstream titles are
usually regarded as being “at the cutting edge of game development… big budget
productions where only the speediest and most visceral graphical experiences will do”
(Dunning 93). I am restricting my search to AAA games as I contend that a female FPS
published by an indie studio will either lack the cultural impact of mainstream games or
not be creatively as hampered by the misogynist culture found in typical AAA studios.
To understand why the FPS genre has lagged behind in regard to gender equality,
the problem needs to be placed within the genre’s historical context. For the purpose of
this dissertation, I have broken down the chronology of FPSs into four historical periods:
the rise (1991-95), the dead zone (1996-2001), the peak (2002-09), and the collapse
(2010-18).
5
This chronology outlines the ways in which FPS games were initially seen as
5
Much of the history of FPS has been pulled from Klevjer’s “The Way of the Gun: The
aesthetic of the single-player First Person Shooter” and Hitchen’s “A Survey of First-
person Shooters and their Avatars.”
23
inclusive of both male and female players and subsequently shifted towards narrative and
aesthetic choices that privileged a masculine experience in opposition to a genre
designate for young female players.
The Rise (1991-95)
The FPS genre came about in the early 1990s thanks mainly to advancements in
computer graphics. Catacomb 3-D was the first wide-released FPS in 1991, though
stylistically more credit is given to Wolfenstein 3D (1992) as the birth of the genre (de
Meyer and Malliet).
6
During the rise of FPSs, the number of titles released rose
exponentially each year, from just one in 1991 to thirty-five in 1995. This initial stage
was conceived as inclusive of both male and female players. Other key titles released
during this period include System Shock (1994) and Star Wars: Dark Forces (1995). It
was also during this period where we can see a step away from “women games.” As
defined by Shira Chess in Ready Player Two, women games “are not games that women
play, but rather games that in their design, marketing, or style appear to be intended for
late teen or adult female audiences” (Chess 16). Chess points to the release of new
consoles (Sega Genesis in 1989, Super Nintendo Entertainment System in 1991, and the
PlayStation in 1995) as part of the turn from what was originally an inclusive market
(Chess 9). More violent titles, such as the FPSs Doom and Quake, were produced and
6
Some have argued that 1973’s Maze deserves the title of first first-person shooter, but
the game was never commercially released, rather it was freeware available via the
ARPANET. For more information refer to Richard Moss’ “The First First-Person
Shooter” from Polygon.
24
marketed specifically towards men (Kent 531). FPS games emerged in opposition to
“women games” and were seen as relevant to a predominant masculine audience.
The Dead Zone (1996-2001)
This period of growth was followed by a quick drop in ’96 where only twenty-two
titles were released. This lull continued into the 21st century, with an average of twenty-
two FPSs released a year. All of this decline was shaped despite and because of the
prevalence of new home console systems, including the original Playstation released in
1995 and the Nintendo 64 in 1996. Known as the fifth-console, 32-bit, or 64-bit era, these
systems had the capability to display FPSs, but could not compete with the quality of PCs
with their graphics and processing speeds. However, the arcades that were the secondary
market for these FPSs were in decline because of the 5th-generation consoles. It was a
time of technological transition and the FPS genre got caught in the middle. Still, several
classic games and franchises rose from that dead zone, including Quake (1996), Dark
Forces II (1997), and Unreal (1998). It was also during this time that the gap between
male and female games grew as “in the mid-to-late 1990s there began a slower
emergency of video games specifically targeting young girls” (Chess 10). These games
often featured pop culture figures, such as Barbie, and simplified, feminized gameplay
involving the likes of dress-up or interior design. Despite this lull in both FPSs and
action-based female games, 2000 saw the first two female-led FPSs released: Perfect
Dark and The Operative: No One Lives Forever. This would become a trend for female
FPSs, that when the market was in despair, developers took chances of female leads.
25
The Peak (2002-09)
Just as suddenly as the FPS genre lost popularity, it shot back up, raising from
twenty-three titles in 2001 to thirty-eight in 2002. Metroid Prime was among the games
released during this time period. The highpoint of this era was in 2005, when fifty-five
FPSs were made available. In 2006, Gamasutra reported the first-person shooter as one
of the biggest and fastest growing video game genres in terms of revenue for publishers
(Cifaldi). Much of this increase was due to the arrival of the seventh-generation consoles
such as the XBOX 360 in 2005 and the PlayStation 3 in 2006. There was a small dip or
valley between ’06 to ’08, but the average number of titles released still averaged forty-
three games a year. During this gully, the first Portal (2007) and Mirror’s Edge (2008)
titles were released, just as we saw with Perfect Dark and The Operative.
The Collapse (2010-2018)
After a quick bump back up into the 50s in 2009, the FPS genre collapsed. From
2010 to 2018 the average number of FPSs released was eighteen titles, with a high of
thirty-two in 2011 and a low of ten in 2018. The period included only a single female
FPSs produced, Alien Isolation. However, if the trend established continues, this low
period could signal the production of more female FPSs title in the near future. Female
oriented FPS games tend to emerge in moments of crisis and decline of traditionally
masculine-coded games within the genre.
This dissertation analyzes several FPS with female protagonists to explore how
the games gender (or not) their female texts. It does so by considering the gendering of
games as a phenomenon articulated within the ebbs and flows of the gaming industry
26
broadly defined. I have selected six games representative of three periods of development
within the AAA cluster: Perfect Dark and The Operative: No One Lives Forever as
representing The Dead Zone Period; Metroid Prime, Portal, and Mirror’s Edge as
exemplary of The Peak, and Alien: Isolation as prototypical of The Collapse stage.
Below are six games that fit my criteria and are thus analyzed in terms of their gendering
in this dissertation:
Title
(Initial) Year of
Release*
Developer
Historical
State
Perfect Dark 2000 Rare Dead Zone
The Operative: No One
Lives Forever
2000
Monolith
Productions
Dead Zone
Metroid Prime 2002
Nintendo/Retro
Games
Peak
Portal 2007 Valve Corporation Peak
Mirror’s Edge 2008 E.A./Dice Peak
Alien: Isolation 2014
Creative
Assembly/Sega
Collapse
All these texts, sans Alien: Isolation, have sequels or reboots, hence the use of
“(initial) year of release.” Unless there was a change in developer or massive change in
the production team, I will be analyzing not just the original game but its follow-ups as
well.
Literature Review
The conceptual approach of this chapter is how FPS establish gender through
both gameplay and narrative. As such it is key to understand how feminist/gender and
27
visual studies are interpreted through video game studies. Concepts of particular interest
are the bodies and genders of avatars, how the “camera” is controlled in FPSs, and what
is seen through this “lens.”
Female or Feminine?
One of Judith Butlers most famous maxims may be that “gender is in no way a
stable identity… rather, it is an identity tenuously constituted in time” (Butler
"Performative Acts and Gender Constitution: An Essay in Phenomenology and Feminist
Theory" 519). Butler is not avoiding defining gender, she is trying to turn away from the
binary categories of man and woman and the ever-changing qualities associated with
femininity and masculinity. Continuing this temporal explanation, Butler quotes de
Beauvoir who “claims that woman is an ‘historical situation,’ she emphasizes that the
body suffers a certain cultural construction” (Butler "Performative Acts and Gender
Constitution: An Essay in Phenomenology and Feminist Theory" 523). These claims
stand in stark contrast to other feminist scholars like Susan Bordo and Moira Gatens. For
them, the body is not an abstraction constantly undergoing the process of identity
formation by means of various performances. The body is material (Thomas 58, 62).
Both Bordo and Gatens rebel against the idea of how the body is “tabula rasa, awaiting
inscription by culture” (Bordo 35). Gatens takes aim at how the gender feminism of de
Beauvoir “took the female and the male body to be passive and inert, a blank sheet ready
to be written on through the processes of socialization and in so doing, maintained the
mind/body opposition which is the cornerstone of western thought” (Thomas 57). What
these inscriptions miss is the processes of nature. Bordo brings in this factor to female
28
development, building upon rather than discarding Butler and other Foucauldian gender
feminist, focusing on how the embodied experience is affected by culture, history, and
biology (Bordo 34, 42). For Bordo, despite what qualities a body takes on or performs,
one cannot escape their body and the biological facets that come with it. Don Ihde, in
Bodies in Technology, finds a way to combine both Bordo and Butlers perspectives. He
uses “body two” in his work to define the “culturally constructed body that echoes with a
Foucauldian framework, the cultural body as experienced body” (Ihde 17). “Body one,”
on the other hand refers “to the bodily experience that Merleau-Ponty elicits…
perspective as a form of phenomenological materialism insofar as his concept of the lived
body is one that holds that the active, perceptual being of incarnate embodiment” (Ihde
16-17).
7
But what about virtual bodies, without any materiality to be had? Could these be
a “body three?”
Cyborgs
As mentioned in the “Tutorial” section “an avatar [as] a graphical figure like a
character in a video game,” but also according to Janet Murray avatars are a “mask that
creates the boundary of the immersive reality and signals that we are role-playing rather
than acting as ourselves” (113). Returning to our previous discussion, Judith Butler
argues that “gender is instituted through the stylization of the body and, hence, must be
understood as the mundane way in which body gestures, movements, and enactments of
7
We will discuss embodiment in greater detail later in Level Three, particularly
regarding the game Portal.
29
various kinds constitute the illusion of an abiding gendered self(Butler "Performative
Acts and Gender Constitution: An Essay in Phenomenology and Feminist Theory" 519).
Avatars in video games are a kind of bodily enactment that can fulfill Simone de
Beauvoir’s claim that “one is not born, but rather, becomes a woman,” through the
player’s performance of the avatar’s, rather than their own, identity. Donna Haraway
echoes this language, referring to cyborgs as uncanny creatures that are not born, but
constructed, entities epitomizing “transgressed boundaries, potent fusions, and dangerous
possibilities” (Haraway 154).
This aspect of being unborn is what differs females of the material world from
their cyborg counterparts. The biological function of birthing is missing. In Fallout 3
(2008) the game begins
for the player who initially sees nothing but a black screen. Gradually, some
bright light appears, we hear a heart monitor, and (what we assume is a doctor’s
face materializes out of the dark. It becomes apparent that the player is
experiencing his/her own birth: the onscreen darkness represents the dark of the
birth canal; the bright lights are those of the operating room; the first voice you
hear is that of the doctor, who, it turns out, is your own father. Your father asks
you to choose your gender, your name, and then he employs a “gene projector” to
“see what you’ll look like when you’re all grown up.” (Boulter 18-19)
Jonathan Boulter, author of Parables of the Posthuman: Digital Realities, Gaming, and
the Player Experience, deems this sequence as “the birth of the player,” not the avatar.
The absence of the mother in this instance is not an anomaly, but a seedy trope within
video games. From BioShock to Dishonored, Far Cry 4 to Mirror’s Edge, “the most
30
common state for a mother in games, is to be dead. Deaths often occur in childbirth or the
early childhoods of protagonists (Campbell). Susan Bordo, in her analysis of reproductive
rights and the politics of subject-ivity, asks are mothers (the epitome of female biology)
persons (Bordo 71)? Apparently not in video games. This is just another example of how
video games fail to recognize gender. For scholars like Haraway, cyborgs offer liberation,
they are “a matter of fiction and lived experience and that changes what counts as
women’s experience” (Haraway 149). Cyborgs are “creatures of apost-gender world… a
world without gender which is also a world without genesis” (Haraway 150). It is,
however, without biological beginnings that video game avatars enter a world not where
the male/female binary has been overcome but erased. Females have been made invisible.
Upon return to definitions of gendering as formed by Butler and de Beauvoir, then
an avatar can become female. Scholars like Boulter focus on the relationship between
players and their avatar’s identity created by that player and their experiences. I,
however, wish to focus on the formation of an avatar’s identity prior to a player’s ergodic
actions. With the exception of Fallout 3, a majority of FPSs’ stories start with avatars in
media res, already experiencing the game’s overall narrative. The avatar given to the
player is one who has already been performing and thus undergoing the gender process.
Future post-human scholars could add a fourth sub-question to the purpose of this
ludonarrative synchronic analysis. Rather than just “does the narrative and gameplay
reference the same gender,” they could ask “does the game start (with the pre-defined
narrative) and end (through the player’s intrigue-oriented ergodic log”) with the same
gender?
31
Plurality of Identities
Bear in mind that not all females, material or otherwise, are alike. This is one the core
tenet of intersectionalism. For this dissertation, I am deploying Patricia Collins and Sirma
Bilge’s definition of intersectionality.
Intersectionality is a way of understanding and analyzing the complexity in the
world, in people, and in human experiences. The events and conditions of social
and political life and the self can seldom be understood as shaped by one factor.
They are generally shaped by many factors in diverse and mutually influencing
ways… Intersectionality as an analytic tool gives people better access to the
complexity of the world and of themselves (Collins and Bilge 2)
Collins and Bilge’s interpretation of intersectionalism is heavily influenced by Kimberle
Crenshaw’s work, particularly “Mapping the Margins: Intersectionality, Identity Politics,
and Violence Against Women of Color.” In this piece, Crenshaw considers
intersectionality a provisional concept linking contemporary politics with
postmodern theory. In mapping the intersections of race and gender, the concept
does engage dominant assumptions that race and gender are essentially separate
categories. By tracing the categories to their intersections, I hope to suggest a
methodology that will ultimately disrupt the tendencies to see race and gender as
exclusive or separable (1244)
As for the many factors alluded to by Collins and Bilge, Crenshaw writes that “the
concept [intersectionalism] can and should be expanded by factoring in issues such as
class, sexual orientation, age and color(1245).
32
Since the mid-to-late 90s game studies, particularly feminist game studies, have used
intersectional approaches to consider larger issues of diversity such as sexuality,
ethnicity, social class, and other factors [that] play into and exacerbate problems that
have already been documented in terms of gender within video games” and the industry
(Chess 16,19). In Video Games Have Always Been Queer, Bonnie Ruberg pushes for
other forms of intersectional engagement including disability, neurodiversity, religion,
and nationality; several of which are touched upon in this dissertation (13).
Straight to Video (Games)
Books about new media often make a point of emphasizing how video games
represent a radical break from older forms of art… the purpose behind putting
forth this idea of a radical breaks seems to be two-fold: to carve out a unique
critical space for discussing games that frees the discourse from the constraints of
pre-existing critical methodologies and to establish video games as being on the
vanguard of some sort of postmodern cultural revolution. I disagree with his
approach (Upton 5).
While it is important to recognize the medium specifics of video games, it is just as
imperative to recognize the landscape set by previous art forms and their engagement
with one another. Numerous game studies scholars have backgrounds in film studies such
as Bernard Perron and Mark J.P. Wolf, as well as multiple creatives who work in both
genres like Ken Levine (BioShock) and Rhianna Pratchett (Mirror’s Edge, Tomb Raider).
Beyond personnel, there are a myriad of overlaps between the two entertainment formats.
To grab as large of a market share as possible, as early as “the 1980s video games such as
33
E.T. The Extra-Terrestrial (Atari, 1982), capitalised on the fame of their cinematic
counterparts to attract new audiences” (Fassone, Giordano and Girina). This trend
continues today with the release of film-based games such as Days of Thunder (2011) and
Mad Max (2015), but also vice-versa, with Hollywood producing films-based-on-games,
like Pokémon: Detective Pikachu (2019) and Sonic the Hedgehog (2020). Video game
series such as Kingdom Hearts, which brings together characters from the Final Fantasy
video game franchise with the Wonderful World of Disney, exemplify the boundless
nature found in modern trans-media cooperation. “The relationship and reciprocal
influence between cinema and video games goes well beyond storylines and characters”
to technical techniques as well (Fassone, Giordano and Girina). Our focal point here is
the use of the camera and the difference between what is seen by its lens in film versus
video games.
Gamer’s Gaze
The spectator identifies with himself, with himself as a pure act of perception (as
wakefulness, alertness): as the condition of possibility of the perceived and hence
as a kind of transcendental subject, which comes before every there is… and it is
true that as he identifies with himself as look, the spectator can do no other than
identify with the camera, too” (Metz 25)
A viewer can relate to the cinematic camera, and often the subjects on screen, but they do
not control this camera. What makes the camera’s viewpoint in video games different
than those used in film is that the gamer can control the field of view to a greater extent.
While developers can control and place restrictions on just how far the gamer can turn the
34
camera, usually keeping it anchored as so the gamer never loses sight of their avatar, the
gamer still has choices that are missing from the film viewer’s experience. The gamer’s
gaze isn’t fixed. Film controls the dimension of time and space and such coding allows
the camera and filmmakers to create the gaze. Therefore, in comparison to moviegoers,
gamers’ have greater freedom to create their own spectacle through their experience with
their avatar.
Point of View
There are two camera views that are most often used in video games to display
the world inhabited by the avatar: third-person and first-person. Video games presented
in the third-person lack the camera placement and freedom of movement like its
omniscient cinematic brethren. In films, the camera’s location is often only restricted by
the 180-degree rule. Outside of this, it can focus on any key subject it wishes from a
manner of perspectives. The third-person camera in a video game is almost always locked
on to the avatar, restricted to following the player’s character.
Back to the debate surrounding Alexander Galloway’s definition of POVs shot as
a form of generalized approximation (41) while “subjective shots [are] more extreme in
their physiological mimicking of actual vision, for, as stated, they pretend to peer
outward from the eyes of an actual character rather than simply to approximate a similar
line of sight” (43). Which raises the question, do modern-day FPS feature subjective or
POV shots? I emphasize modern-day as the graphic capabilities of early FPS such as
Doom and Wolfenstein wouldn’t allow for loose, natural camera movements. Nowadays,
with better technology, some FPS can mimic the physiological state of a character, such
35
as blurring one’s vision after being injured or near death. Nicholas Mirzoeff tells us of
soldiers describing their actions “as being like a videogame” are not speaking in the
metaphorical sense” (297). This, however, is not the case in all FPS and will be a point of
contention discussed in relation to each game.
The female point of view is nigh absent in video games. Approximately only 25%
of all genres of video games have a playable female leads. Amongst this sample, a
majority of these games use the third-person, rather than the first-person, camera view
(Hitchens). This includes iconic female characters such as Lara Croft, Bayonetta, and
Ellie from The Last of Us series. However, the inclusion of female characters does not
inherently create the female point of view.
The power of Classical Hollywood cinema regarding how it portrays women, is in
how it “builds the way she is to be looked at into the spectacle itself” (Mulvey 716). This
is achieved by
forming a scopophilic instinct (pleasure in looking at another person as an erotic
object), and, in contradistinction, ego libido (forming identification processes) act
as formations mechanics [so that] the image of woman as (passive) raw material
for the (active) gaze of man adds a further layer demanded by the ideologically of
the patriarchal order as it is worked out in its favorite cinematic form
illusionistic narrative film (Mulvey 724).
Including a female avatar as playable, and thus active, adds a layer of complication to this
argument. However, by relying on classic Hollywood cinematic techniques, video games
risk the inherent heteronormativity of the woman as image and man as bearer of the look
(Mulvey 719). Thus, to avoid the failings of Western filmmaking, video games can turn
36
to avante-garde cinematography Mulvey recommended and practiced herself. Examples
of such include Riddles of the Sphinx (1977), which begins with Mulvey directly
addressing the camera/viewer. While breaking the fourth wall in cinema is often used
“destroy the satisfaction, pleasure and privilege of the “invisible guest” or camera, it is
only natural for NPCs to address the camera/viewer in first-person shooters (Mulvey 725-
26).
Chapter Preview
One way to think about the organization of this dissertation is chronologically as
with the exception of Alien: Isolation, the case studies are presented in chronological
order, based on their release dates. This allows us to explore how female FPSs have
evolved alongside the video game genre itself and view the titles in context with other
FPSs of each period. Another way to consider the layout of this project is thematically,
since it follows not only the evolution of the female FPS, but each text is paired with
other titles that feature similar issues of gendering games, from gameplay that deprives
females from specific actions all the way to narratives that confront feminists issues head
on.
Level One: Svelte Spies
Perfect Dark and The Operative: No One Lives Forever were the first two games
released with a solely playable female avatar in the FPS genre. Not only were the games
released the same year, but they feature similar leads (international spy) and influences
(James Bond). Their comparison highlights the objectification and consumerism of the
37
female body, set forth by scholars such as Baudrillard and Bordo. The aesthetics of the
protagonists have obvious narrative implications, but it is how the games integrate their
clothed bodies into the gameplay that emphasizes the gendering of the texts.
Level Two: Alien Queen(s)
Space-based FPSs have explored infinity and beyond since the original Doom sent
Doomguy to the moons of Mars to fight demons and the undead. It is this focus on
exploration that separates our two space sirens, Samus from Metroid Prime and Amanda
Ripley of Alien: Isolation from other inter-galactic titles based purely on combat. While
both games feature numerous battles, the games emphasize exploration and discovery as
a way to improve one’s chances when fighting carnivorous creatures. Could it be that the
gameplay emphasizes a brain over brawn dynamic based on female stereotypes
surrounding physicality and mental capacity Stereotypes are just one form of
predetermined expectations that affect Samus and Amanda. Unlike the other games in
this study, Metroid Prime and Alien: Isolation’s protagonist are not original characters.
Both characters are part of popular multimedia franchises and players press start with
numerous presumptions already in place. Due to their in-media res nature, the gendering
of these games appears locked in from the start, but is the choice to have female fighters
as necessary as it first appears?
Level Three: Bullet (Free)-Time
Portal and Mirror’s Edge complicate the FPS genre by introducing two additional
intersectional elements to the gendering of games, namely race and pacifism. Chell and
38
Faith of Portal and Mirror’s Edge respectively allow for an intersectional study of female
FPSs as neither are the default white, male nor fit the mold of previous female leads.
These titles also present an alternative, less-violent approach to shooters. This raises the
question of whether Portal or Mirror’s Edge feature divergent gameplay because of their
unconventional protagonists or does their hero’s gender play little to no role in their
title’s more pacified play-style?
Boss Battle
Represented violence can take many forms. Where Judith Halberstm
8
uses literary
and cinematic examples to explore imagined/queer violence, I use video games. Like
Judith Halberstram’s seminal piece, “Imagined Violence/Queer Violence,” I’m
implementing fictional examples of imagined violence and articulated rage via video
games “to elaborate a theory of the production of counter realities as a powerful strategy
of revolt emanating from an increasingly queer postmodern political culture”
(Halberstram 190). This chapter features the culmination of trends found through my six
case studies, particularly how females enact violence. I discuss what females shoot with,
who they shoot, and how often they actually don’t use weapons. Finally, a delve into the
current landscape looks like and what the future of female FPSs could be.
8
I’ve chosen to refer to Halberstram as Judith when discussing pieces they initially
published under that name and Jack when discussing their current work.
39
Level One: Spy vs. Spy
It wasn’t until the year 2000 for a mainstream first-person shooter to come out featuring a
female, and only a female lead. Perfect Dark’s Joanna Drake and The Operative’s Cate
Archer. Rare’s Perfect Dark and Monolith Productions The Operative: No One Lives
Forever were released within six months of each other, on separate consoles (Perfect
Dark on the N64, The Operative for PS2). Unlike their male counterparts of the time,
such as Deus Exs JC Denton or the nameless soldiers in Counter Strike, Drake and
Archer had personality and a flair for fashion. Comparing Perfect Dark and The
Operative: No One Lives Forever highlights the objectification and consumerism of the
female body, as set forth by scholars such as Baudrillard and Bordo. The physical
aesthetics of the protagonists have obvious narrative implications, but it is how the games
integrate their clothed bodies into the gameplay that emphasizes the gendering of the
texts.
Not only were the two games female first-person shooters, but they featured similar
spy tropes in response to one of Nintendo 64’s most popular FPS: Goldeneye 007 (1997).
While Perfect Dark was Rare’s attempt to distance themselves from Goldeneye 007 with
a futuristic intergalactic take on espionage, The Operative: No One Lives Forever was a
parody of James Bond and his ilk.
Svelte Spies
In both games, the avatars of the super-spies express their femininity through
body shape, an affinity for fashion, and accessories. While these forms of expression are
40
not exclusive to the female realm, it wasn’t until the early 1990s that the “diet industries,
the cosmetics manufacturers, and the plastic surgeons ‘discovered’ the male body” and
how to manipulate it (Bordo xxiii). The female body is “a high maintenance proposition,”
with exercise, eating (or not), clothes, and cosmetics used as tools for upkeep (Thomas
53). In modern Western culture, the desired female body image is one of slenderness,
often “equated with competence, self-control, intelligence, and feminine curvaceousness
(in particular, large breasts) (Thomas 55). The games thus mirrored cultural practices that
associated feminity with slenderness and a sense of fashion. In other words, the import of
these cultural constructs of femininity into the gameplay contributes to their gendering.
The idealized female body is a consistent trope not only in these two games but in
modern video game culture more broadly. Feminist Frequency founder Anita Sarkeesian
has tackled this topic multiple times. At a gaming lecture held at NYU, Sarkeesian said
that It’s as if male characters are free to embody whichever physique best communicates
their personality or abilities, but when it comes to the design of female characters, that
kind of imagination or creativity doesn’t seem to exist” (Totilo "How Anita Sarkeesian
Wants Video Games to Change"). Male heroes can be bulky mountains such as Kratos
from the God of War series or lanky and effeminate like Cloud from Final Fantasy 7.
Females, on the other hand, are usually thin, young, and attractive, a concept further
explored by Anita Sarkeesian in her Women vs. Tropes video, “All the Slender Ladies.”
This body type is extenuated by form-fitting and/or revealing clothing that serves little
practicality or function for the female’s line of work. For instance, Lara Croft is an
archaeologist who spends most of her days exploring treacherous jungles and caves. Yet
she wears mid-thigh shorts and cropped tops that reveal her mid-riff to the dangers of her
41
surrounding terrain. Her outfit is not meant to function as work gear, but rather to serve
the male gaze as set forth by Mulvey. The visual pleasure here is derived from the
voyeuristic ability to look at the objectified female body. The avatar is not only gendered
but also sexualized: literally underdressed and undressed.
While voyeuristic gaze has traditionally been theorized in the context of cinema, a
growing body of scholarship has addressed the ways in which this concept is useful for
understanding games and gaming culture as well. While not all video game scholars
would reduce video games to being “interactive movies,” Mike Ward uses this grounding
to explain how Lara Croft is
grounded in an ever more refined combination of oppositions that, tied to a fetish,
integrate the player into a closed cycle of narcissism and voyeurism. The
interactive movie format potentiates the bind between the one who is looking
at/playing with the seen object to the point where the difference between the two
objects collapses. One sees and is seen; one sees himself or herself in the object.
Moreover, one sees in the object his or her actual or better or true self. Voyeurism
and exhibitionism coincide; one is at once man and woman. The individual
satisfies his or herself (Deuber-Mankowsky 43).
In this chapter, I examine the ways in which Perfect Dark and The Operative justify the
physicality of their female leads by way of their narrative and/or gameplay or as whether
their design is purely to satisfy the male gaze and cultural expectations. Video games
appear to be responding to two different trajectories: first, the broader cultural climate of
feminine beauty in which associated with slimness and youth; and second, the visual
42
cinematic tradition in which the female body is set as an object of visual pleasure for a
voyeuristic male spectator.
Jane Bond
In order to understand how Perfect Dark and The Operative stand in stark
difference to their male counterparts or a stereotypical Bond girl, one must understand the
perceived misogyny in the super-spy stories of the 1960s. I use the term “perceived” as
the sexism and subordination of women in these stories has been considered by some
critics less a comment on the weakness of the fairer sex, but a satire of over-
compensating masculinity (Holland). According to Umberto Eco, Bond women share
five characteristics:
Dominated by the Villain, […] Fleming’s woman has already been previously
conditioned to domination, life for her having assumed the role of the villain. The
general scheme is (1) the girl is beautiful and good; (2) has been made frigid and
unhappy by severe trials suffered in adolescence; (3) this has conditioned her to
the service of the Villain; (4) through meeting Bond she appreciates human nature
in all its richness; (5) Bond possesses her but in the end loses her (45)
On the other side of the spectrum, other scholars have described a Bond woman as
“naturally enough, beautiful. More importantly, she is independent, defiant, and probably
dangerous. She [… is] one of the lasting icons of feminine strength, beauty and resilience
of the past half-century […] And, despite the popular conception, [she is] anything but
subservient to 007” (d'Abo and Cork 113). Both sides agree that the body of a Bond
woman is integral to defining her, a trend seen in both Perfect Dark and The Operative.
43
What GoldenEye 007, and other video game entries set in the James Bond
universe, lack is his infamous sexual exploits. Rares Goldeneye 007 is based on the film
Goldeneye released in 1995 and sticks fairly close to the movie’s plot. Goldeneye, both
the film and game, featured the first female M, played by Judi Dench, along with two
other core female characters: the damsel-in-distress Natayla Simonova and the sadist
Xenia Onatopp, who has a penchant for crushing her enemies between her thighs.
While Bond doesn’t sleep with Simonova in the game (and it is only implied in
the film that he does), he can still penetrate her: with a bullet to the head. The player will
fail the escort missions if he does so, but the options are endless as to how a player can
murder her, including shooting her in the face, setting off a remote explosive near her, or
even some glitches in the game that will result in her death if the player shoots too close.
YouTuber Anto RetroGamer uploaded a video entitled ‘Natalya Abuse’: Funny Ways to
Die-GoldenEye 007” which features a compilation of her deaths. Anto RetroGamer
clarifies that he does not hate Natayla “or any other female protagonist in any other
videogame. It’s more like a grudge towards her. Anyone who has played GoldenEye 007
on 00 Agent in the levels where you have to protect Natalya, will know what I mean.
Natayla Simonova has found herself high on lists such as What Culture’s “15 Most
Offensive Gaming Characters Ever” where she was described as “another infuriatingly
inept escort character whose lack of regard for her own well-being almost borders on
suicidal. She's the worst type of escort character: dumb, useless and actively working
against the player”. Protecting Simonova from enemies, herself, and your stray bullets is
the bane of numerous escort missions featured in the game. The tables are turned,
44
particularly in The Operative, where the female agents have to protect men who are often
unwilling to be saved by a woman.
Despite Natalya’s best (or lack thereof) efforts, upon its release GoldenEye 007
became an instant classic. It was the third best-selling video game on the Nintendo 64
console, falling behind two titles featuring the Italian plumber, Mario. Reviewers praised
the title for its multiplayer, gameplay, and realism. According to one of the UK’s longest-
running video game magazines, Edge:
what stands out most about GoldenEye is the depth of its atmosphere. The
realistic setting, remarkably well-animated characters and interactive backgrounds
combine to create a genuine sense of ‘being there’ which is rarely experienced in
a videogame. Bullet holes pepper walls after frantic battle scenes, lights can be
shot out, shrapnel breaks nearby windows, smoke lingers momentarily after
explosions, hats can be shot off enemies’ heads, and characters react differently
depending on where they’re hit shoot them in the head, for example, and they
go down immediately, but more sadistic players can inflict harm on limbs several
times before the injuries prove fatal ("Goldeneye" 77).
For three years after GoldenEye 007’s financial and critical success, Rare Studios tried to
catch lightning in a bottle again, developing a spiritual successor to GoldenEye 007.
However, it was the game’s prominence that led Rare down a different path. Initially, the
plan was to adapt the next Pierce Brosnan Bond flick, Tomorrow Never Dies (1997), but
“the success of GoldenEye [had] reinvigorated the James Bond property as a subject for
video game production (much in the same way as the parent film re-established the
cinematic franchise)” and Rare lost the rights to develop the game in a bidding war with
45
Black Ops Entertainment (_Ltd.). This opportunity lost gave rise for the chance for the
Rare creative team to develop a title of their own IP (intellectual property). According to
design support Ken Lobb, the developers set forth three features they wished to include in
their next FPS title: secondary functions for all of the weapons, a female-lead, and aliens
(_Ltd.). Eventually this evolved into Perfect Dark.
Perfect Dark
Perfect Dark is set in the (now) near-future of 2023, where humankind is caught in the
middle of a war between two alien species: the Maians (stereotypical grey and lanky
extraterrestrials) and the reptilian Skedars, who have the technology to disguise
themselves as Scandinavian humans. Along with the intergalactic conflict, two rival
factions are competing to become the dominant corporation on the planet: Carrington
Institute & dataDyne. The former is supposedly an R&D center, but is actually an
espionage organization with the Maians, while the latter is a defense contractor secretly
teamed up with the Skedars. The player emerges as Joanna Drake, a newly appointed
agent of the Carrington Institute, as she sets off on her first mission. Over the course of
her subterfuge, Joanna later teams up with an Maian named Elvis to save Earth from both
aliens and corrupt humans.
Joan of Dark
Producer David Doake said that after the success of GoldenEye 007, he wanted to
develop a game starring a woman, but never gave any reason besides “it would be
different” (_Ltd.). The developers named Joanna Drake after Jeanne d’Arc, the French
46
name for Joan of Arc. Poet Christine de Pizan wrote of Joan as an “outstanding,
representative member of the female sex. Such extraordinary prowess, she claims, has
clearly brought honour and glory to all womankind ” (15). The warrior woman of the
Hundred Years War, Joan helped the French hold the British at bay before she was
betrayed by her countrymen, accused of heresy and burned at the stake. Joanna Drake is
also placed at the forefront of a great war between two alien superpowers. Not only did
the developers base Drake on a famous female fighter and her military prowess, but also
borrowed Joan’s look. Drake’s short, cropped, black hair (though promotional images
have it as red) (FIGURE 4) resembles numerous depictions of d’Arc, particularly Albert
Lynch’s Jeanne d’Arc 103 engraving. (FIGURE 3).
Figure #3: Albert Lynch’s Jeanne d’Arc 103 engraving
Figure #4: Joanna Drake
47
The short hair provides Joanna with a slightly androgynous look, masculine in her
hairstyle, but feminine in her slender frame and facial features. According to psychologist
Sandra Bem, androgyny is “seen as a gender identity consisting of a balance between
positive feminine and positive masculine traits, which leads to distinct advantages for
individuals (Bem and Lewis 634). If this definition would be followed further then “an
androgynous person is more competent on a wider variety of tasks independent of what
sex the task may usually be associated with (Woodhill and Samuels 17). Thus, the
androgynous female warrior, can outshine her masculine male counterparts. The same
goes for secret service agents. John le Carre, famous author and super-spy himself,
believed that “men [were] mostly to blame for rash actions taken by British espionage
regarding the Iraq war. It his experienced belief that “if there were any wise women
present when the notorious and acutely embarrassing Iraq Dossier, justifying Britain's
involvement in the war… were in the room, they were outgunned by the men of
madness” (Le Carre).
9
The Clothes Make the Woman
While Drake’s facial features defy conventional female expectations, her choice of
stereotypical feminine clothing (tight-fitting, revealing) should not be misconstrued as an
adherence to society’s wants and desires. There was a time when Joan of Arc was
depicted “with long flowing hair, while her armour was moulded to a womanly body and
was often worn over skirts” (Warner xx), but this was meant to reflect the historical
9
As a side note, while Joanna Drake’s place of birth is never revealed in game, she was
voiced by British voice actress, Eveline Fischer.
48
context under which such paintings occurred. Cross-dressing was a transgression of the
highest order. In the Sixties, Joan of Arc imagery returned to “a new boyishness,” that
was both acceptable and desirable (Ibid.). Joanna Drake’s attire, a modern/future woman,
reflects a “certain degree of emancipation achieved with some freedoms for women.
There’s no need any longer to dress as a boy when hampering petticoats, tight-lacing,
keeping your knees together, and mincing belong to the past, or when you can win
Olympic gold in Taekwondo or join the army if wish” (Warner xxi).
According to artist B. Jones, the team at Rare wanted Joanna to be a fashionable
character, with different outfits for different levels (_Ltd.). Why would Joanna’s fashion
sense be relevant to her job as a spy? Bond retains the same outfit through nearly the
entirety of GoldenEye 007. Secret agents and spies do don different clothes and styles,
but this is often used as a form of light disguise in order to blend in, not stand out
(Mendez). Drake’s varied fashion does not lend itself to identity concealment, as her
facial features are never hidden or altered. For instance, in the level G5 Building:
Reconnaissance, Joanna is wearing a vest, just a vest, with no undershirt on (Figure 5).
Combine this barely buttoned top with her low-rise leather pants and Drake is revealing
just about as much skin as she has covered. The outfit is even less functional when Drake
escapes outside the building, into the pouring rain. functional when Drake escapes
outside the building, into the pouring rain. At least Joanna’s ability to perform athletic
feats, such as running and climbing in this get-up, in this get-up is feasible compared to
her party frock. The dress features a thigh high slit, accentuated by black sandal pumps
49
(Figure 6). Yet, somehow, Drake is able to dash about the Carrington Institute, gunning
down aliens without so much as a stumble.
Figure #5 & 6: G5 Building: Reconnaissance & Carrington Institute
While beauty aesthetics in relation to the body are concerns for both men and
women, according to Jean Baudrillard, “for women, beauty has become an absolute,
religious imperative” (278). Susan Bordo, in “The Body and the Reproduction of
Femininity” echoes this sentiment, saying that “in our own era, it is difficult to avoid the
recognition that the contemporary preoccupation with appearance… still affects women
far more powerfully than men” (166). According to Perfect Dark, this is a trend that
continues into the year 2023.
The danger in playing dress-up is that it can misconstrue “putting on makeup,
styling hair to be conceived only as free play, fun, a matter of creative expression
(Bordo 253). But these choices are rarely only fashion, rather “they are also experienced
by many women as necessary before they will even show themselves to the world”
(Ibid.). The plurality of outfits Archer dons is part of a vicious cycle to maintain the
“interest and allure-the ‘sexiness’ of change and difference itself… she is sexy because of
50
the piquancy, the novelty, the erotics of putting on a different self. Any different self
would do” (Ibid.).
The Operative: No One Lives Forever
During the Second Great Console War, while millions were playing Perfect Dark on the
N64, Playstation 2 loyalists were treated to The Operative: No One Lives Forever.
Whereas Perfect Dark was GoldenEye 007 set in the future, The Operative takes place in
a universe similar in style to the Sean Connery Bond films. According to the game’s
official website:
Players assume the role of Agent Cate Archer, a beautiful but deadly operative
working for UNITY-a super secret international organization dedicated to
protecting humanity from megalomaniacs bent upon world domination. As
matters of such delicacy aren't the sort of thing UNITY usually entrusts to a
woman, Archer has thus far been relegated to menial busywork out of harm's way.
Ironically, Archer's lucky break comes as a devastating blow to UNITY, when an
assassin identified as the notorious Dmitrij Volkov liquidates over half of
UNITY's active undercover operatives around the globe in the space of a week.
Can Archer thwart this plot before it's too late? Is there a traitor in UNITY's
ranks? It is up to Agent Archer to unravel these mysteries and thwart a conspiracy
that threatens the entire free world. From tense subterfuge to in-your-face combat,
No One Lives Forever™ ups the ante for plot-driven, 1960's-influenced spy
action with killer weapons, vivid international locales and deadly arch villains.
51
Sexy Sixty’s Spies
While the misogyny of the Sean Connery Bond era films was not parody, No One Lives
Forever is self-aware of such irreverent, misogynistic behavior and is brimming with
“wry humor”. Cate Archer is not passive but will actively call out even her superiors for
their gross improprieties towards her and other women. Cate admonishes Bruno, her
mentor, for not remembering the name of a woman he recently slept with. When
reluctantly offered a mission of dire importance, the director assures Cate that they are
without choice and that “matters of such… delicacy aren’t really the sort of thing one
would usually entrust to a woman. Emotional inconstancy and assassination do not make
especially good bedfellows. The player is given the chance to reply with either:
“Implicitly. But you shouldn’t be ashamed. Administration is a perfectly noble career”
OR “I’ll try to surpass your expectations.” Even when Archer is saving helpless men,
they feel the need to criticize their savior. While rescuing Dr. Schenker, he exclaims
“They sent a woman to liberate me? Mein Gott in Himmel! This was not part of the
arrangement” Archer informs him that he “can lodge a formal complaint the minute we
set foot on Western soil. In the meantime, can we go?” before easily dispatching four
guards with relative ease. She tries to hurry up the Doctor to vacate the premises, which
he does so begrudgingly quipping that “it seems I have no choice.” No choice but to
follow the woman who just saved his life.
In truth, Cate shares much more in common with another British super-spy than
Ian Fleming’s creation: Emma Peel of television’s The Avengers. Described as “the
beautiful, clever female equivalent of the impossibly cool James Bond,” Emma Peel
presented audiences with “a violent woman as a new mock-heroic, ironic comedienne…
52
and whose dialogue was the smart repartee of an ironic survivor on the war against evil”.
For Archer, she is more a survivor of a culture war against women, than the literal
combative war she is trying to prevent. While discussing the appeal of Emma Peel,
Hendin states that “popular culture has forged ironic, witty statements of women who can
subordinate times, places, and environments to their own will” (285). Archer does so by
standing her ground against the prideful patriarchy, whether it be found in friend or foe.
While Peel’s male counterpart, John Steed, was “a non-sexual, gentleman,” one of
Archer’s partners is masculine bravado personified. When Cate first meets Tom
Goodman, one of U.N.I.T.Y.’s American operatives, he is distracted by her womanhood.
Moments after being introduced, Goodman’s ego is already castrated by the unexpected
gender of his new partner. He orders an “Old Grand Dad. Bring the bottle, a tumbler, and
a bowl of ice.” Cate asks if he is celebrating to which Goodman, goofy smile and all says
“Compensating, actually.” His hyper-masculinity, as compared to Steed’s eunuch nature,
only serves to justify Cate’s need to be “as deadly with a pistol as [she is] with [her]
tongue.” Otherwise, she would choke on the misogyny constantly surrounding her.
Dressed to Kill
Despite Archer’s progressive nature, her apparel is both anachronistic and a parodic,
Americanized vision of 1960s British fashion. According to UKs InStyle magazine, the
1960s fashion was “veering away from the nipped in waist and fitted bodice that defined
the fashion of the decades before it”. Archer wears tight, leather jumpsuits that cling to
her form and are zipped down to reveal an obscene amount of cleavage. Though she
wears the space-age inspired leather ankle boots designed by André Courrèges, the
53
developers added heels to the traditionally flat boots, which isn’t ideal when being chased
by Russian and German spies (“An introduction to 1960s fashion”). Emma Peel was also
a fan of Courrèges “geometric tailoring… and Mary Quant’s A-line chic,” but her outfits
included practical pants and were zipped up properly (Hendin 286).
While the outfits are not functional for her line of work, they do serve another
function. Jean Baudrillard in “The finest consumer object: the body” compares the ethics
of fashion to those of beauty by using the example of Bridgette Bardot, a fashion icon for
the 1960s British clothing scene: “BB feeling ‘at ease in her body’ or ‘precisely fill[ing]
up her dress’ is part of this pattern of the ‘harmonious marriage of function and form’
that abstracts the body into little more than a function as sign-value” (280). The sexual
awakening of the 1960s, which Cate Archer lives in, led to “the representation of the
body as capital and as fetish (or consumer object)” (Baudrillard 277). Even if Archer’s
choice of clothes is one of resistance, proving to her superiors that her femininity is not a
weakness, “orchestrated as a mystique of liberation and accomplishment,” it is also a
“labour of investment (solicitude, obsession)” that is less about exploitation of the body,
but “more profoundly alienation” (279).
Scent of a Woman
Even Archer’s gadgetry is beauty-based. At Santa’s toy shop (The Operative’s
equivalent to Bond’s Q) Cate is given access to various gizmos such as a barrette that
doubles as a lock pick and a weapon that “when you slash an adversary, the pressure on
the blade releases a small amount of toxin into [the enemy’s] bloodstream. Quite deadly.”
Cate is also provided a lipstick explosive in an array of three colors, each with their own
54
unique property. The same goes for her perfume bottle, with “scents” such as acid,
sleeping, and stun. In the second No One Lives Forever title there is a fourth scent, body
remover, which also appears in the first game but as a powder. Cate uses this
powder/scent to hide her tracks, not leaving any bodies behind to attract attention to her
deadly activities.
Figure #7: Lipstick Grenade
The leftover remains of henchmen and how to dispose of them has been a key dynamic
source in numerous stealth-based video games, such as the Metal Gear Solid and Hitman
franchise. Sometimes, however, the gameplay forces this dynamic in at the risk of
weakening the narrative. Per our example earlier with Conan O’Brien playing Hitman:
Absolution (2012) for one of his “Clueless Gamer” segments, the “incredible amount of
storage everywhere” for the disposal of murdered henchman is an allowance for the
gameplay but places a constraint on the narrative. Why would there be corpse receptacles
around every corner of a mad man’s mansion? In The Operative, the designers justify
55
changing this classic dynamic, with the use of the body removal powder/scent. The techs
at Santa’s Workshop inform Cate that
a judicious agent doesn’t leave corpses lying about, as they tend to arouse
suspicion. Judging by your slight frame, you won’t have much luck hauling
bodies away, so we’ve come up with this special body removal powder just for
you. Sprinkle a bit of it on dead tissue and voila! The cadaver will vaporize
almost instantly.
Even if the reasoning is sexist, by the techs not the developers, the alteration in gameplay
dynamic is tied into the narrative and Cate’s gender seamlessly.
Femme Fatales
Joanna Drake and Cate Archer were the first sole females to star in their own FPSs. After
Microsoft acquired the rights to the Perfect Dark IP, a sequel was released, Perfect Dark
Zero, in 2005. In 2010, a remastered version of the original title was released, and Joanna
Drake has appeared in trans-media properties, such as Perfect Dark novels and comics.
The Operative: No One Lives Forever, sadly, lacked similar success. A sequel, A Spy in
H.A.R.M.’s Way was released in 2002, as well as a spin-off, Contract J.A.C.K. in 2003.
The latter, however, featured a male protagonist. Due to copyright and ownership issues,
The Operative franchise has been stalled for over fifteen years.
Which is a shame as the key difference between Perfect Dark and The Operative
when it comes to their gendering is the games’ recognition of gender at all. As I
illustrated, Drake’s gender choice was less a choice and more a whim by the Rare
developers. When reviewing the narratological elements, such as the plot, there is little
56
gendering to be found. Her mission to save the planet is one that could be completed by
any super-agent, male or female. Drake is never put in any position where her gender is
advantage, such as use her womanly wiles to distract or persuade nor sneak in or to
covertly traverse a level as woman may be perceived as less of a threat. Joanna Drake is
more often referred to as Agent or Perfect Dark rather than Joanna. Even when she is in
danger, when her ship crashes on an alien planet and transmission jammed, her handler
cries out in concern “Agent Dark, are you there? Perfect Dark, please reply!” There are
instances in which her handler does refer to Drake by her first name, most often when
chastising her. “Don’t joke. You have to be careful, Joanna” as she is admonished for her
callous dismal of enemies lives. In this moment, she is as Julia Kristeva would say “a
female who can wreck the infinite.” By this I refer to her unbridled nature, eager for
power over her enemies, her raw violence that extends to murder or the desire of
(Kristeva 167). Drake is only seen as female when she tests her superior’s patience, when
she poses a threat, not when her life is in danger.
That being said, Drake’s ability to perform is never questioned by her superiors,
unlike Archer whose credentials are constantly questioned due to her gender.
Goodman: We’ll I’m sorry, but I didn’t realize I was gonna have to babysit on this
assignment.
Archer: I may be a woman, but that doesn’t mean I can’t take care of myself.
Goodman: Oh, I get it, you’re one of those women’s libbers. Dress up in men’s clothing,
ride motorcycles, smoke cigars, that kind of thing?
Archer: Just because I can take care of myself doesn’t mean I’m not a woman. They’re
not mutually exclusive, you know.
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Goodman: But isn’t the point of women’s liberation to allow young ladies--like yourself-
-to become men?
Archer: The point is to allow young ladies to become whatever they please.
In his retrospective of the game, gaming-website Kotaku’s leader editor Kirk Hamilton
writes that this:
exchange perfectly encapsulates No One Lives Forever's particular brand of
confident, low-key feminism. It's not about women being men, it's about women
being whatever the hell they want to be. It's noteworthy that Archer herself
explicitly lays it out, particularly since she's not living in some abstract video-
game fantasy world; she's a 1960s woman living in the era the women's liberation
movement actually got underway… the only people making a big deal out of
Archer's gender are men; she's perfectly content to just go about doing an
awesome job and saving the world (Hamilton).
I disagree with the latter argument, that the only people making a big deal out of Archer’s
gender are men. Archer does indeed make a big deal out of her gender. She is not silent
on the issue. If men are condescending or patronizing, she will call them out, as seen
above. Where Perfect Dark is subtle in its gender dynamics, The Operative revels in this
conflict.
Perfect Dark and The Operative reflect the complex ways in which female
characters were introduced into the predominantly masculine FPS genre during what I
have termed the Dead Zone of game development. The gendering of Perfect Dark was
not motivated by the narrative and still relied on the male gaze for Joanna Dark’s design
as an objectified marker. The Operative attempted to balance its gendering as parody,
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with over-the-top misogyny, but also fell prey to male voyeurism. The ludological
consequences for each game’s gendering remain unclear, until we look at the state of
female FPSs twenty years on. From what weapons are provided to their interaction with
enemies, Perfect Dark and The Operative established tropes that two decades later are
ingrained within the sub-genre, for better or for worse.
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Level Two: Alien Queen(s)
With perhaps the exception of the films Decoys (2004) and Species (1995),
extraterrestrials are equal-opportunity devourers. Predator aliens could care less if their
prey is male or female. The xenomorphs from the Aliens series will attack whatever
unlucky human crosses their paths. It seems only logical that in space, heroes are found
in all shapes, sizes, and genders. Space-based FPSs have explored infinity and beyond
since the original Doom (1993) sent Doomguy to the moons of Mars to fight demons and
the undead. It is this focus on exploration that separates our two space sirens, Samus from
Metroid Prime (2002) and Amanda Ripley of Alien: Isolation (2014) from other inter-
galactic titles based purely on combat. While both games feature numerous battles, the
games emphasize exploration and discovery as a way to improve one’s chances when
fighting carnivorous creatures. Could it be that the gameplay emphasizes a brain over
brawn dynamic based on female stereotypes surrounding physicality and mental capacity.
Also, unlike the other games in this study, Metroid Prime and Alien: Isolation’s
protagonist are not original characters. Due to their in medias res nature, the gendering of
these games appears locked in from the start, but the choice to have female fighters is not
as necessary as it first appears. This chapter explores the role of genre and franchise in
establishing gender conventions and expectations in FPS games.
Brains over Brawns
Thus far I have focused on the stereotypical conceptions of the body, “prevailing models
of femininity and masculinity… characterized by firm breast, well-rounded buttocks, tiny
waist, and hourglass shape, while [males] can be distinguished by large shoulders and
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over-sized muscles” (Trépanier-Jobin 98). If men are assumed to be more muscular, then
they would be favored in feats of strength. But what of tests of mental might? Television
action heroine Emma Peel “prevails through potentially lethal encounters by a mixture of
violence and cool intelligence” (Hendin 287).
The specific form of intelligence tested in Metroid Prime and Alien: Isolation, is that of
spatial awareness. In a study on sexual differences and spatial recognition, a team from
the University of Montreal found that
women's superior incidental memorization of the global configurations [is]
formed by the relative positions of common objects within delimited arrays. This
memory advantage may rest on a cognitive mechanism akin to that regulating
women's primary reliance on a route navigation strategy that leads them to be
more precise about landmark orientation when drawing maps of both unfamiliar
and familiar sectors (Ecuyer-Dab and Robert).
Another study, completed by the Technical University of Crete found that when placed in
a complex virtual environment “a clear gender difference was found with female
participants correctly identifying objects in their correct location more often than the
male participants” (Paraskeva et al.). Thus, if in our world females have navigation
strengths, then why not in the virtual world. Exploration is key for both titles, along with
the ability to return to routes previously locked and find key items.
Previously On
By in medias res nature, I am referring to how both Metroid Prime and Alien: Isolation
take place in the middle of a well-defined narrative. Both games feature plots that are
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connected to previous titles, as well as (loosely) to each other. Metroid Prime is fifth in
the series, but second chronologically. The Metroid and Alien franchises have also been
inextricably connected since the first Metroid title. Samus from Metroid has been battling
aliens since 1986 and Amanda Ripley was first introduced that same year. Metroid
director Yoshio Sakamoto admitted that “Alien had a huge influence on the production of
the first Metroid game. All of the team members were affected by HR Giger's design
work, and I think they were aware that such designs would be a good match for the
Metroid world we had already put in place” (Hudson). Samus and Ripley bear striking,
and not incidental resemblance. Sakamoto confirmed this as well as Nintendo Power
when they were re-designing Samus for Super Metroid comic book (Hudson). These
similarities continue into Metroid Prime.
As both texts are part of popular franchises, with established leads, players press
start with numerous presumptions already in place. According to Laurie N. Taylor and
Zach Whalen, nostalgia can “be understood in constructive terms, as the process by
which knowledge of the past is brought to bear on the present and the future” (3). But the
strength of video games, regarding the commodification of nostalgia, is that they are
“capable of referencing virtually all of the media forms of the 20th century” (Sloan 547).
This section will also explore the importance of franchise components and heurmentic
horizons. As used by Flint Dille and John Zuur Platten in their manual for writing and
designing video games, franchise components are
certain elements and qualities that make a game and its ilk unique: When story
intersects, (you can decide whether it is a smooth merge or a collision) into the
nitty-gritty of game design, this is where the larger franchise elements you
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develop for the property can really come into their own. Think about the unique
ideas in your game, and how they could be expressed beyond gameplay and story
(111).
These franchise components can create horizons of expectations for players familiar with
previous titles. Collin Pointon, a philosopher and self-prescribed “slave to video games,
applies Hans-George Gadamer’s concepts to games saying that “players have a
hermeneutic horizon that consists of conscious and unconscious ideas of what [a] game
is, how it works, what to do in it, how it will affect them, what they want out of it, and so
on” (8). These prejudices evolve over time, as players converse with the game, but their
expectations also linger well after gameplay. Such presuppositions can then influence the
hermeneutic horizons at the outset of playing games from the same franchise or genre the
player is accustomed to. With characters so ingrained within their franchises, the question
becomes whether or not the gameplay and/or narrative even needs to reflect the avatars
gender to be regarded as a female FPS.
Metroid Prime
1986 was a watermark year in video game history. Still going strong companies like
UbiSoft and Bethesda Software were established. That year also saw the release of the
first Legend of Zelda title and Castlevania game. But, more importantly, it was the year
the world (or at least Japan, it was released in the US in 1987) was introduced to Samus
from Metroid. The game was developed by Nintendo and a slew of their all-star
employees, including Hiroji Kiyotake (creator of Wario), Hirokazu Tanaka (Tetris
composer), and Yoshio Sakamoto (game designer for Donkey Kong Jr.).
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Early Metroid games were action-adventure sidescrollers or platformers. Players
would guide Samus through alien planets and spaceships, zapping cybernetic enemies
and exploring levels for bonus items. The games were non-linear; Samus would more
often backtrack to find power-ups versus moving forward through the story. Metroid
Prime broke both these rules, being the first entry in the series in first-person point of
view and with a narrative at the fore-front.
The Last Bounty Hunter
According to an unused introductory monologue from the game, Metroid Prime takes
place:
10 years ago, below the surface of Planet Zebes, the mercenaries known as "Space
Pirates" were defeated by interstellar bounty hunter Samus Aran. Descending to
the very core of the pirate stronghold, Samus exterminated the energy-based
parasites called "Metroids" and defeated Mother Brain, the leader of the pirate
horde. But the Space Pirates were far from finished. Several pirate research
vessels were orbiting Zebes when Samus fought on the surface below. After the
fall of Mother Brain, the ships escaped, with the hope of finding enough resources
to rebuild their forces and take their revenge. After discovering a possible pirate
colony on planet Tallon IV, Samus has once again prepared for war, hoping to
end the Pirate threat forever.
It is while on her way to this planet that the gameplay begins, with Samus heading to a
Space Pirate frigate after intercepting a distress signal, only to find the all the crew dead,
killed by their own science experiments. She faces off against what is left of the parasites,
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including the Parasite Queen. While Samus is able to defeat the gigantic beast, she
damages the ship in the process, leading to its self-destruction. Before Samus can escape
the frigate, she has a run-in with Meta-Ridley, a cybernetic version of her arch-nemesis.
In the midst of the fight, Samus’ suit of armor is damaged. She and Meta-Ridley escape
the ship before it is destroyed and Samus pursues Meta-Ridley to a nearby planet, Tallon
IV.
Clearly the game is combat heavy, but there are plenty of moments when Samus
is just hunting rather than shooting. During this “downtime” Samus explores and item-
gathers, a mechanic heavily used in previous Metroid titles. In order to alternative and
secret routes throughout levels, Samus often needs to find keys or new armaments. But
the gathering in Prime is used for much more than just picking up resources and power-
ups. Prime alters the dynamic and affect of this mechanic by using it to reveal narrative
information through. Much of this information is provided when Samus scans her
environment and details are presented on her HUD (heads-up display) through a series of
visors. The Scan Visor can present Samus with “creature morphologies, Space Pirate
logs, Chozo literature, and much more” ("Metroid Prime: Instruction Booklet"). The
Thermal Visor “can track enemies using their heat signatures. Not only does this visor
help locate enemies hidden in dark areas, but it can also be used for acquiring alternate
targets on enemies. A thermal scan can often find a hidden weak spot on an otherwise
difficult enemy” ("Metroid Prime: Instruction Booklet"). Samus’ power suit is also
equipped with a Combat and X-Ray Visor.
This additional mechanic, the visors, would not have been as seamless in previous
Metroid games due to their 3rd-person point-of-view, a major franchise component up to
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this point. Changing the point-of-view allowed the developers to provide narratological
reasoning for Samus to spend more time exploring than hunting. It allows her to learn
more about her enemies beyond their weaknesses, but goes as far as to reveal their
motivations.
The Right to Look
While Samus has erroneously been credited as the first playable female
protagonist (that honor goes to Ms. Pac-man back in 1981), she was the first for
Nintendo. Sadly, the reason for this is just as innocuous as Rare’s decision to feature a
female lead in Perfect Dark. In a roundtable interview with Sakamoto, he admitted that
“It is true that in developing the original Metroid, we were partway through the
development processes when one of the staff members said, ‘Hey, wouldn't that be kind
of cool if it turned out that this person inside the suit was a woman?’ So that's how we
decided on that” (Hudson).
Despite the reasoning (or lack thereof) for Samus’ gender, her character has
remained a popular example of a (mostly) non-sexualized female heroine. Unlike
Bayonetta in her black cat-suit, mammaries defying gravity, or Lara Croft with her
extreme hourglass figure, Samus is mostly seen wearing practical armor.
There have been several stark exceptions to this hidden figure. In the original
Metroid, players got a sneak peek under the suit depending on how fast they played the
game. Under five hours, Samus takes off her helmet to reveal she is a woman. Finish
under three? Samus takes off her armor completely, revealing a form-fitting leotard. But,
if the player could complete the game in under an hour, Samus strips down to a bikini.
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For those in the know, inputting the password “JUSTIN BAILEY” allowed players to
play the entirety of the game with stripped down Samus (Shapiro).
This trend of revealing rewards continued into Metroid Prime. If players could
collect seventy-five percent of the items in the game, then Samus will take off her helmet,
just as she did in the first Metroid. However, this time going the extra distance doesn’t
reveal extra skin, rather after the credits the fate of the titular Metroid Prime is revealed.
Irreplaceable
To change Samus’ gender, after three decades, would be a nigh impossible feat without
major narratological reasoning. Nor is it necessary. The Metroid franchise doesn’t need to
go to such an extreme to include a male protagonist. Samus has appeared in every entry
of the Metroid franchise, along with even unassociated titles such as the Super Smash
Bros. series. There have been no other protagonists in any Metroid game. But is this
necessary? Must Samus appear in a Metroid title for it to be a Metroid game? After all,
the franchise isn’t named after her character, but rather the main alien antagonistic
species. For example, another long-running Nintendo series, The Legend of Zelda, has
changed up the gender of their protagonist. Link has not been the only playable character
in the series. Princess Zelda was the lead in Zelda: The Wand of Gamelon (1993) and
Zelda’s Adventure (1994).
10
The difference with Metroid, however, is that there are no
10
Neither of these games are considered canon as they were not produced directly by
Nintendo.
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other characters with pre-established backgrounds and personalities. Samus truly is
irreplaceable in the series.
Alien: Isolation
A majority of the Alien multimedia franchise have included the appearance of Ellen
Ripley, from the original four films, numerous novels, and comics.
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That is the case for
Alien: Isolation, where Ellen’s voice is the first to be heard in game, with a recording of
her final lines from the first film.
Final report of the commercial starship Nostromo. Third officer reporting. The
other members of the crew-Kane, Lambert, Parker, Brett, Ash and Captain Dallas
are dead. Cargo and ship destroyed. I should reach the frontier in about six weeks.
With a little luck, the network will pick me up. This is Ripley, the last survivor of
the Nostromo, signing off.
Amanda, Ellen’s daughter and Isolation’s playable Ripley, never got to hear her mother’s
supposed last words. That is, until now. Amanda is contacted by a Weyland-Yutani
android, offering her the opportunity to travel to a remote space station where her
mother’s salvaged flight recording is being held. However, while being transported to the
Sevastopol, Amanda is separated from her group. Not only does she now have to look for
her mother’s recording but find a way off a ship infested with homicidal humans,
aggressive androids, and one vexatious xenomorph.
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However, Alien: Isolation is the only video game of the franchise Sigourney Weaver
has lent her voice to.
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Last (Wo)Man Standing
Looking at the entirety of the Alien complex, the Final Girl concept is in full effect. The
last (wo)man standing in various Alien properties, beyond Ripley in the first four Alien
films, include Alexa Woods from Alien vs. Predator, Prometheus’s Elizabeth Shaw, and
of course Amanda Ripley. A male survivor is uncommon in the franchise. According to
Carol Clover, the Final Girl is:
Introduced at the beginning and is the only character to be developed in any
psychological detail. We understand immediately from the attention paid that hers
is the main story line. She is intelligent, watchful, level headed: the first character
to sense something amiss and the only one to deduce from the accumulating
evidence the pattern and extent of the threat; the only one, in other words, whose
perspective approaches our own privileged understanding of the situation. We
register her horror as she stumbles on the corpses of her friends. Her
momententary paralysis in the face of death duplicated those moments of the
universal nightmare experience in which she is the undisputed “I”-on which
horror frankly trades. When she downs the killer, we are triumphant. She is by
any measure the slasher film’s hero (518).
Ellen Ripley is used as an example multiple times by Clover in her slasher manifesto
Men, Women, and ChainSaws, particularly the chapter “Her Body, Himself.” Clover
describes Ripley as a “space-age female Rambo,” a comparison also used by Yvonne
Tasker in Spectacular Bodies: Gender, Genre and the Action Cinema (519). Both
scholars focus on Ripley’s and other Final Girls' lack of femininity, often composed with
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masculine elements as basic as their names (Clover 520). Other masculine qualities of
Ripley include her weapon prowess and muscular build (Tasker 15).
Like Mother, Like Daughter
Alistair Hope, creative lead on Alien: Isolation made it clear that Amanda was “
her own character; she's not just a clone of Ellen Ripley.
12
She has a slightly different
perspective on the world, but she shares many traits with her mother being able to
focus under pressure, striving to survive" (Marchiafava). Both Ellen and Amanda are
quick to realize when a situation has run afoul and are resourceful in the face of danger.
However, Amanda lacks several of her mother’s more masculine attributions. She has no
“natural leadership,” following the advice of others rather than forming her own plans
(Tasker 148). Unlike her mother’s athletic build, Amanda is slender, not even toned. It is
the differences between mother and daughter that the narrative and gameplay highlights.
Ellen was a warrant officer, which while a military rank is more often a duty that
includes technical assistance. Regardless, Mother Ripley would have had at least minimal
weapons training. Amanda, on the other hand, is a mechanic. Isolation provides us with
no background information that would suggest she knows how to handle a gun. The game
limits what weapons and resources are at Amanda’s disposal. Alien: Isolation also limits
what mechanics Amanda has access to based on her lacking the physical prowess seen
with other sci-fi slasher final girls. She is unable to jump or leap over obstacles. In doing
12
Unlike those alien abominations in Alien 4.
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so, it is harder for Amanda to run away from enemies and thus she must be stealthier as
she traverses her environment.
Thus the game’s emphasis on crafting. As Amanda sneaks around the Sevastopol,
she picks up items that she can craft into various tools and weapons including an EMP
mine, flashbang, medikit, molotov, noisemaker, pipe and smoke bomb. Her mechanical
background makes her a space-age MacGyver. Even some of the weapons found away
are not the traditional ammo-based firearms, including a bolt gun and flamethrower ala
the first Alien film. While it is handy to have such guns, they are not the best way to
survive.
Bulletproof
It's absolutely not a shooter," he stresses. "The weapons are never the solution.
They can be part of the solution but you're not going to win the game with them.
That ain't gonna happen. They're almost a hindrance rather than a help (Bond).
Thus far I have been using Mark P. Wolf’s concept of video game genres, that
emphasizes game mechanics and “player participation [as] arguably the central
determinant in describing and classifying video games, more so even than iconography”
(113). For a game like Alien: Isolation, where guns will most likely get you killed, does
that negate it being a first-person shooter? Critics, and lead artist Jude Bond above, have
described Alien: Isolation as a survival horror game, but for the purposes of this
dissertation, I believe the game can be both. Even though the main character is going to
die repeatedly if the players try to shoot their way off the Sevastopol, the game’s affect
(horror) relies on the player's horizons of expectations of what a first-person shooter is.
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Collin Pointon, a philosopher and self-prescribed “slave to video games,” applies
Hans-George Gadamers concepts to games saying that “players have a hermeneutic
horizon that consists of conscious and unconscious ideas of what [a] game is, how it
works, what to do in it, how it will affect them, what they want out of it, and so on”
(Pointon 8).These prejudices evolve over time, as players converse with the game, but
their expectations also linger well after gameplay. Such presuppositions can then
influence the hermeneutic horizons at the outset of playing games of a genre the player is
accustomed to.
For the first hour or so of gameplay, Amanda’s only options for survival are to
run or hide. Eventually she picks up a revolver. Soon after Amanda comes upon a dead
body riddled with bullet holes. It seems the other humans on the ship are armed and
trigger happy. It would appear that having a revolver on hand would now make the odds
even but Amanda has limited ammo, no allies for backup in the midst of a large firefight,
and gunshots have a nasty tendency of attracting Xenomorphs towards Amanda or
whomever lets off a loud bang. Regardless of the temptation to use the revolver (and
eventually a shotgun), the game is designed for this dynamic choice to be a last-minute
solution when up against fellow mortals.
As for the use of guns against the game’s other antagonists, if the films have
taught us anything, the androids created by Weyland-Yutani can be just as dangerous as
the xenomorphs. The game makes this clear when Amanda, while hiding in the vents,
witnesses a Working Joe sustain multiple gun shots at close range before promptly
dispatching with ease the armed human. The player can empty a clip or two and
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eventually disable a Working Joe, but it would be a waste of resources and only attract
more enemies to the sound of the commotion.
Space Sirens
With characters so ingrained within their franchises, the question is less whether Metroid
or Alien could feature another gendered protagonist, but whether or not the gameplay
and/or narrative reflects their avatar’s gender to begin with. Samus and Amanda appear to
be on opposite spectrums physically. Samus can jump to great heights using her Power
Suit, while Amanda cannot jump at all. Amanda must use aural clues to hear when a
xenomorph or Working Joe is sneaking up on her, where Samus can just use her X-ray
visor. It is less what they are capable of doing that they share in common and more why.
What affordances the characters are provided are used mainly for exploration rather than
combat. Both Samus and Amanda spend about the same amount of time gathering info
and items as they would battling aliens. Metroid Prime and Alien: Isolation push for
brains over brawns, that it is better to learn about your opponent and prepare to fight than
to rush in laser guns blazing.
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Level Three: Bullet (Free)-Time
Portal and Mirror’s Edge were released during a small lull in the “peak” years
(2002-2009) of the FPS genre, 2007 and 2008 respectively. With the market flooded with
classic titles such as Far Cry (2004), Doom 3 (2004), and BioShock (2007), it took a great
deal to stand out amongst the herd. Just as in Alien: Isolation, where guns weren’t always
the answer, Portal and Mirror’s Edge restricted players’ use of projectiles, rather than
following along with the blatant shoot ‘em up dynamic featured in traditional FPSs. This
raises the question of whether Portal or Mirror’s Edge feature divergent gameplay
because of their unconventional protagonists or does their hero’s gender play little to no
role in their title’s more pacified play-style? The chapter explores the ways in which
issues of invisibility, disability, and pacifism complicate the gendering of FSP games. It
details the ways in which feminity becomes articulated through voice and the rejection of
violence: modalities that are in start contrast with the voyeuristic and militaristic
stylization of the main avatars in FPS games.
I Am No Man
Rather than feature yet another straight, white male, the two games use females with
complex identities. Portals Chell is a racially ambiguous, augmented, fractured female,
while Mirror’s Edge’s Faith Connors is one of the few non-white playable females in
video games, not just the FPS genre. They are a step away not just from the default male
protagonists, but the other females of this study. Thus, this chapter engages with gender
through the framework of intersectionality. For this dissertation, I am deploying Patricia
Collins and Sirma Bilge’s definition of intersectionality.
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Intersectionality is a way of understanding and analyzing the complexity in the
world, in people, and in human experiences. The events and conditions of social
and political life and the self can seldom be understood as shaped by one factor.
They are generally shaped by many factors in diverse and mutually influencing
ways… Intersectionality as an analytic tool gives people better access to the
complexity of the world and of themselves (Collins and Bilge 2)
One of the complications Chell and Faith raise to Collins and Bilge’s definition is that
intersectionalism describes a multi-layered identity. What will be shown is that the
identity of our two female avatars are less layered and more interchangeable and
unstable.
Violent Femmes
If one was to find a trend amongst the FPSs released during the “peak” years, excessive,
meaningless violence would stand out. Violence in these games lacked consequence. The
level of conflict was shallow. This could be achieved by having the opposition “unclearly
defined, just there to represent darkness against the heroes” (Annander). Enemies could
also be portrayed as “caricatures in [their] unwillingness to see reason” (Annander). For
instance, in a title such as BioShock, players are forced into the fray as they battle their
way through demented Splicers, enemies addicted to an addictive chemical compound
known as ADAM, which gives users superhuman abilities and mania. The player is given
no choice but to murder them, as the Splicers will attack on sight and continuing hunting
the player until they dispose of their prey. Another way of eliminating any ethical qualms
regarding violent behavior is to destroy the illusion of death.
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In most games, enemies simply fall over as if an off-switch is flipped. Barring a
yell of agony, characters don’t ever die, they just stop running their AI behaviours
and turn to ragdolls. There might be blood, bone, or even lost limbs, but we don’t
perceive this as part of anything but a posthumous spectacle. It’s often just the cue
that tells us the enemy is actually dead, and won’t stand back up. A flashing cross
in the middle of our screen or an exploding head doesn’t really matter - it’s
interface (Annander).
While this assertion accurately portrays a majority of FPSs during the rise of the genre,
FPSs of the 2000s reveled in their presentations of death and pain. In Borderlands,
players come in conflict with a variety of Psychos, scavengers who are literally
psychopathic and extremely hostile. One in particular, Face McShooty, encourages the
player to… well, shoot him in the face. Rather than urging the player by threatening them
with violence, McShooty mouths off. “SHOOT ME IN THE FACE! IN THE
FAAAAAAAACE! DO IT! SHOOT ME IN THE FACE! FACE
FACEFACEFACEFACE! NOW! BULLETS IN THE FACE! WANT EM! NEED EM!
GIMMEGIMMEGIMME! If the player refuses to shoot McShooty, he yells hysterically
“I NOTICE YOU HAVEN'T SHOT ME IN THE FACE! CURIOUS AS TO WHY!
Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE!! WHAT ARE YOU WAITING FOR!?”
The player can choose not to shoot McShooty, but he will continue to re-appear
throughout the game, regardless, chanting incessantly IN THE FACE! NOT SO
COMPLEX! NEED IT! WANT IT NEED IT HAVE TO HAVE IT! FACESHOT!
BOOM! BRAINS EVERYWHERE! Not the KNEE, not the ARM, not the SPINE -
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FACE! IT HAS TO HAPPEN! HNNNNG! FACEY FACEY FACE FACE! TIRED OF
WAITING! NO MORE WAITING! NEED A FACE SHOT! BOOM! SQUISH! YAY!.
The following era (2010-) would feature postmodern titles that used excessive
violence as a key dynamic, to argue against the genre’s conventions and expectations. In
analyzing third-person shooter Spec Ops: The Line and its challenging of the mainstream
industry, visual studies scholar Soraya Murray concludes that:
The protagonist of most first- and third-person military shooters assuredly fights
on the side of right. In this game, fantasies of full-spectrum dominance remain
technically fulfilled, but morally frustrated. As a player, this frustration results
largely from feeling dragged into Walker’s insanity and self-righteous military
display, without having any real power to choose otherwise. In fact, after using
the aforementioned cinematic elements and military shooter signifiers to present a
conventional vision, The Line deftly exploits morally condemnable tactics as a
strategy for confounding players’ expectations that they represent the good (160).
But Portal and Mirror’s Edge raised the question of violence’s necessity by its absence.
While male contemporaries like BioShock (2007) and Far Cry 2 (2007) were exhibiting
over-the-top violence and gore, blood is nearly absent in Portal and Mirror’s Edge.
Though these alterations were a change to the standard FPS of the time, they weren’t that
different from previous female texts that lacked such violent confrontations.
Portal
A silent protagonist, with a face unseen, fighting mechanical foes with a matter-bending
projectile weapon. This could describe the heroes of two of Valve Corporation's most
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popular video game franchises: Gordan Freeman from Half-Life (1998) and Chell from
Portal. It is revealed in Half-Life 2: Episode 2 (2007) that both games take place in the
same fictional universe, though there has been no crossover with the two main characters.
Both games were released in Valve’s famous Orange Box set, along with Team
Fortress 2 and re-releases of Half-Life 2 (2004) and HL 2: Episode One (2006). While
the only non-established game in the collection, Portal became the highlight of Valve’s
massive release. Robin Walker, a Valve game designer, was surprised by the game’s
reception.
We didn’t really know what to hope for with Portal. We’d put it in front of
enough play testers to be confident that players would have fun with it, but Portal
didn’t fit any existing model of a successful game for us to know how it was
going to really turn out. There wasn’t much of a history of first-person puzzle
games, let alone ones that combined a new gameplay mechanic with comedy. The
Orange Box really solved Portal’s biggest challenge, which was to explain itself
to players. By putting it in the Orange Box, we didn’t have to do the heavy lifting
of explaining to people why they should buy this thing that was unlike anything
they’d played beforeinstead, we could lure them in with Episode Two & TF2,
and surprise them with the game they had the least expectations for (Roberts).
Sans franchise expectations, and against the hermeneutic horizons expected with FPSs,
Portal was able to be just as popular as the established Valve titles, with Chell joining the
ranks of Gordan Freeman as an unofficial mascot for the developing company.
Comparing Valve’s two iconic two mutes can reveal a great deal about how
gender plays out in their stories. In Half-Life and Half-Life 2 (2004) players control
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Gordon Freeman. Unlike Chell, players start the game aware of Freeman’s visual
appearance (bearded red-head, more muscular than expected for a scientist stuck in a
laboratory bunker for eighteen hours days) thanks to marketing material. Players learn of
his backstory as they progress through the game. Gordon is an MIT-educated theoretical
physicist, working at the secretive Black Mesa facility. His team’s experiments
inadvertently open up an extra-dimensional portal, releasing violent alien beings.
Freeman, the ideal combination of nerd and jock, must battle his way to the surface and
away from the murderous extraterrestrials.
Chell’s appearance and past is shrouded in mystery, with contradictory clues
placed by the designers in mostly the sequel. In 2007’s Portal and the 2011 sequel Portal
2, one play as a test subject for Aperture Laboratories named Chell (her name isn’t
revealed to the players until Portal 2). In the games, Chell is forced to solve dangerous
puzzles by using a portal gun that creates worm-holes that one travels through to traverse
over acid pits, pass by laser turrets, and avoid being squished under metal platforms.
Eyes Without A Face
Not only does Chell go nameless in the first game, but players never see her face in either
game. Unlike the other FPSs on this list, there are no third-person cut scenes that provide
the player with a full body view of their avatar. There are also no reflective surfaces for
one to stand in front of in order see the avatar while still in the first-person point of view.
Players can create a series of portals that allow them to see the figure of Chell from the
back, but the game never commands them to take such action and only through
experimentation would the player ever perform such a mechanic.
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What can be seen of Chell is her leg augmentations. In the first Portal she wears
Advance Knee Replacements, also known as spring heels.
Figure #7: Advance Knee Replacement
Though these spring’s design is remarkably similar to the prosthetics used by Olympian
Oscar Pistorious, Chell’s are not replacements for an injury or disability. Rather they are
used to prevent such injuries for the test subjects in their dangerous workspace, such as
falling from great heights or leaping from platform to platform. In Portal 2, Chell wears
long fall boots, with a similar design and purpose.
Figure #8: Long Fall Boots
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While the augmentations are functional as safety apparatus, they do serve another
function. Jean Baudrillard in “The finest consumer object: the body” states that “it is the
skin which clothes [the body], though not the skin as irruption of nudity, but as prestige
garment and second home, as sign and as fashion reference” (278). Whether it be Chell’s
footwear in Portal or its sequel, both force her feet and legs into the same position one
would find themselves when wearing women’s heels. They are, as Baudrillard would say,
the “harmonious marriage of function and form,” providing Chell with life-saving
support but also helping her maintain an athletic, desirable figure (280). Compare these to
Gordon Freeman’s assisted attire. Half-Life features a long-jump module, used for
similarly duplicitous navigation. However, the module is designed in back-pack form.
More utility than fashion statement.
Ghost in the Chell
Chell may not be physically disabled, but she does appear fractured to the viewer.
According to Lennard Davis, encounters with disability can be “a disruption in the visual,
auditory, or perceptual field as it relates to the power of the gaze (138). The inability to
view Chell as a whole is a disruption to our visual field. The player lack the power to
gaze upon the entirety of Chell. This fractured visuality complicates the voyeuristic
masculine gaze that characterized the representation of female avatar in earlier FPS
games. This visuality thus complicates the construction of Chell as powerless object to be
observed. Taking away Chell’s voice, takes away an auditory connection with the
character. She may not be missing a limb, but an absence is still felt by the gamer. The
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expectation to behold the female avatar is betrayed and in that lack one reveals the
affective expectations associated with FPS more broadly.
Per Lacan and Freud, a splitting occurs when faced with disabilities and comes
from a repression of our own -cognitive dissonance (174). When faced with the uncanny,
we are facing the “Real in Lacanian terms,” how the player saw his/her/their body prior
to the mirror-stage of our pre-adolescence (Ibid.) A split occurs, between reality and the
desire for some sort of normalization that has been bred into us. One wants to perceive
more and the lack thereof is disempowering.
I could ask what normal is, but with Chell I am more interested in the thin line
between the humanoid and the disabled. Augmentations are not exclusive to the disabled.
Using cybernetics, humans can try to achieve super-human qualities rather than just
trying to be “normal”. Chell’s spring heels and boots are an example of such, as they
allow her to jump great distances and reach tall heights. The disabled can be embodied by
fragmentation, lacking a sense like vision or hearing, or having an amputated limb.
But what about the fragmentation of mind and body? Rather than using
cybernetics to improve one’s body, what does it say about embodiment when technology
is used to separate one’s consciousness from its shell of skin and bones. Are we still
human if we lack a body to embody, as Katherine Hayles asks?
This question of embodiment is not only relevant to how we, the gamers, relate to
Chell, but our relationship with her main antagonist. Just as in Perfect Dark, the series
features a female villain, that is if robots can have a gender. GLaDOS (Genetic Lifeform
and Disk Operating System) oversees the testing facility. The original intention was to
have Aperture Science’s founder, Cave Johnson, upload his consciousness into the
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system. However, as the technology wasn’t completed before he succumbed to moon
rock poisoning, it was Caroline’s, his secretary, personality that was installed instead.
Unused dialogue lines hint that this may have been done against her will (“No. Listen to
me. Sir, I do not want this!) Which leads us to also ask, can non-humans even have a
gender?
Thus far, I have defined gender as a performance via the extensive scholarship of
Judith Butler. Therefore, GLaDOS’ physical form (whether it be that of an all-seeing eye
in Portal or a potato battery in the sequel) is less keen than her personality traits,
specifically her voice. In “The Materiality of Informatics,” Hayles considers talking as a
“body practice that serve to discipline and incorporate bodies into the complex
significations and performances that constitute gender within a given culture” (200). How
is it then, that without a mouth attached to a face that is part of a body, can GLaDOS
have characteristics that imply her gender? For the very same reason that Chell’s gender
identity is lax: sound.
Actress and opera singer, Ellen McClain, provided the voice for both Caroline and
GLaDOS. But just having a female voice actress does not make a robot female. Anni
Vilkko’s Gender and Qualitative Methods posits that we “learn gender through to total
sensorium [but] gender is also represented, contested, and reinforced through the aural
(95). There are particular gender inscriptions involved, particularly pitch & timbre.
Studies have “demonstrated a bias associating certain personality characteristics with
vocal gender cues, such as high pitch equating submissiveness” (Bell 230). These gender
biases allow listeners to prescribe a personality to the sonic waves they hear, regardless
of what (if any) visual produces them. However, these values are not static. Just like
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Butler’s definition of gender, “voice is culturally and historically constructed and
performative,” with concepts of what is a male or female sound ever in flux (Silva).
Therefore, I argue that GLaDOS’ voice by modern standards has “feminine” qualities
with her soothing soft spoken nature and matter of fact, rounded at the edges tone
(Jones). It is a simpler task to gender the disembodied robot, than the fractured body of
Chell.
The Cake is a Lie
Players may never see what Chell fully looks like or hear her voice, but there is dialogue
throughout both games that hints towards her gender. As Chell makes her way through
the trials, GLaDOS mocks her passive aggressively. In the first game GLaDOS taunts
Chell with the reward of cake, if only she is willing to quit the tests. According to Susan
Bordo, in our current social climate the “control of female appetite for food is merely the
most concrete expression of the general rule governing the construction of femininity:
that female hunger be contained” (Bordo 171). For Chell, to give in to GLaDOS’s taunt
to stop taking the tests for the reward of cake is to fail as a woman. Using food as an
incentive isn’t necessarily a gendered prank, men like cake too, but “the incidence of
eating disorders has always been disproportionately high among females (Bordo 50). But
in Portal 2 the number of jokes about weight and direct body-shaming increase.
GLaDOS, angered by Chell killing her in the previous game, is more scathing in her
insults.
Go on. Get a big FAT eyeful. With your big FAT eyes. That’s right. A potato just
called your eyes FAT. Now your FAT eyes have seen everything. Wait? Why
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DID you trundle over here? You’re not HUNGRY, are you? It’s hard to see,
what’s that in your hand? Knowing you it’s a deep fryer… One of these times
you’ll be so FAT that you’ll jump, and you’ll just drop like a stone. Into acid,
probably.
Like the temptation of cake, body-shaming is not exclusive to females, but “the
preoccupation with appearance… still affects women far more powerfully than man”
(Bordo 166). Even GLaDOS is angered by her change in appearance from Portal to
Portal 2. After Chell destroys GLaDOS’ personality cores, the AI’s physical structure is
heavily damaged. In the sequel, the fate of the feminine technological tyrant, is to return
in a biological form. GLaDOS is back online but uploaded to a potato battery. GLaDOS
laments “You know what my days used to be like? I just tested. Nobody murdered me. Or
put me in a potato. Or fed me to birds. I had a pretty good life." From tempting with food
to turning into a tasty treat “her”self.
Fe-Male
Despite all of these potential gendering identifiers, the developers at Valve
considered not bringing back Chell for the sequel. In early testing, Portal 2 featured a
new male character, but players rejected this idea. Not because of his gender, but “what
bothered them was when GLaDOS woke up and didn’t recognize them as the person who
done these things to her” (Faliszek and Wolpaw). Portal 2 only required a female
protagonist, because it was a continuation of the narrative from the original Portal.
However, if Chell’s gender had been changed to male or never revealed in 2007, the
sequel may have have had no issue altogether. This is just another example of how video
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game developers ignore gender. What is overlooked is how having a female avatar rather
than a male affects the game. In the case of Portal, a female lab rat versus a male test
subject changes the affect of the game from mastery to survival. Males avatars are
assumed to achieve “’masculine’ satisfaction accompanying gameplaying mechanics of
dominating one’s environment using violence and aggression(Watts 255-56). Games
like Portal and Mirror’s Edge deny this satisfaction by taking away mechanics of
violence and aggression.
Mirror’s Edge
While Chell may never have had the opportunity to fire bullets, the protagonist of
Mirror’s Edge has the option to not shoot lead projectiles. Mirror’s Edge centers on Faith
Connors, a “runner” or courier who transmits rebel messages while evading capture from
a corporate government complex. Her sister, a cop, is framed for the murder of mayoral
candidate Robert Pope, who intends to maintain and even intensify the surveillance state.
Faith makes it her mission to prove her sister’s innocence but is hunted down by a corrupt
police force and free-running assassins.
At the Edge
Unlike the other FPSs featured in this dissertation, Faith Connors is not white. It isn’t
clarified within the game specifically what her race is, but there is an Asian influence in
the character’s design, particularly her eye shape and jet-black hair. UCLA’s Asia
Institute listed Mirror’s Edge as an honorable mention for their Best of 2008: Asian-
themed Video Games, describing Faith as Eurasian (Hong).
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Figure #10: Faith Connors
There is far too little character development, personality, or effect on the plot to perform
a proper intersectional study between Faith and her female FPS comrades in this study,
however, Faith’s nigh indistinguishable identity can be compared to another Asian-
American female video game character who was also nearly washed of her ethnicity.
In Stephanie C. Jennings “Women Agents and Double-Agents: Theorizing
Femininze Gaze in Video Games,” she discusses how Resident Evil’s Ada Wong is
“largely whitewash[ed] [of] her racial identity(243). In this horror franchise Wong has
played a femme fatale whose fealty is always brought into question. Her motives are as
mysterious as her background, both narratively and racially. The only codes that
implicate her cultural heritage are her physical appearance and global locations in the
game (Jennings 243). Jennings refers to Sara Ishii’s work on video games and Asian
female representations for a potential remedy to this white-washing:
If the Resident Evil games incorporated information on Ada Wong’s family or
personal history, her culture may establish her race more effectively than her
physical appearance. An expansion of a character’s persona and a reduction in the
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emphasis on her appearance is an initial step in breaking down structures that
perpetuate gender and racial stereotypes within video games (95).
Using Ishii’s proposal, what could have been done to highlight Faith Connor’s racial
background? It is never established whether Faith’s parents were born in America… or if
America exists as The City is an anonymous urban police state. Geography withstanding,
there are other elements of a race’s culture that can survive despite location migration.
For instance, Faith Connor’s prominent face tattoo. It holds two purposes in Mirror’s
Edge: edgy character design and as a Runner’s tag. But why not a third reason? Tattoos
have a vast, enduring legacy in Asian countries and the meaning behind Faith’s ink could
have been used as a representation of her culture. There are other options as well, such as
dialogue. Faith could have referred to her sister or parents using terms of endearment
with language specific to her cultural heritage. Neither or these would have required
adjustment to the gameplay and could have been added to the narrative during voiceover,
character interaction, or cutscenes.
Follow the Ruby Piped Path
Another reason Mirror’s Edge stands out amongst this collection of text is that shooting
(in any form) is not the core mechanic of the game. There is a greater focus on the
player’s parkour skills than their aim with a gun.
13
According to The Guardian’s list of
13
I switch between using the terms parkour and free-running as the game does not use the
proper definition either. According to Red Bull’s Adam Matthew “parkour is the art of
economical movement through urban spaces, and is characterised by the tricky obstacles
in its environment. Freerunning is a competitive offshoot that focuses more on the
abilities and expression of the person rather than the performing space… according to the
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Beyond Lara Croft: 30 Truly Interesting Female Game Characters “her reliance on
evasion and melee combat rather than guns [that] separates her from a mass of first-
person heroes,” male and female alike (Kate Gray). It is possible to complete the game on
“pacifist mode.” To obtain this objective, the player must never fire a single bullet, even
ones that miss their target or only wound rather than kill their opponents. Players can
grab a gun, or disarm an opponent, but they cannot fire it. There is no narrative change if
this is the dynamic style a player chooses, but if played on the PlayStation console they
do earn a system trophy, basically bragging rights for dedicated players.
DICE developer’s intention was to start from the ground up regarding how a first
person “shooter” should move. "The first thing we wanted to look at was just getting the
feeling of movement and momentum, so walking, jogging and running," says Owen
O'Brien, senior designer, "very simple things, but things that haven't really been done
well in first-person shooters" (Totilo "Ea Discusses 'Mirror's Edge' Sickness Concerns,
Lack of Color Green"). This, however, came at the price of producing quirky mechanics
when the shooting portion was introduced. During the game’s initial training sequence,
Faith is first taught how to disarm a hostile before she learns how to shoot. In the same
turn the players are shown the buttons to shoot, the controls to drop or pick up a weapon
are revealed. This is the developers' way of hinting to the players that shooting is not a
priority, but an option. What this tutorial does not reveal is how limited Faith is in her
terminology used in the game’s s XP progression menus, Mirror's Edge plants itself
firmly in the freerunning camp.”
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actions once she has a gun in hand. The heavier the gun, the slower Faith moves. In a
game that is built around flow and momentum, a sudden loss of speed can be just as
deadly as a bullet. Also, when the gun has run out of ammo, Faith does not have the
option to reload it. She can carry it, losing speed, throw it at an enemy like a ranged
weapon, or discard it and try to boost back to her normal flow.
Reload
In 2016, Dice released a reboot, entitled Mirror’s Edge: Catalyst. The game goes into
greater detail about the setting Faith runs about in.
14
The City is called Glass, hence the
numerous buildings that Faith can wall-run on. Society is constantly surveilled by the
Grid, part of the totalitarian techno-corporatocracy. Runners are rebels to this system,
defying the state apparatuses to secretly deliver messages to other resistance members
and foil the Kruger’s Security next project, Reflection. While doing so, Faith finds her
sister, though killed during the November Riots, brainwashed into believing that Gabriel
Kruger, head of K-Sec, is her father. Faith now must save both Glass and her sister from
Kruger’s Machiavellian rule.
While maintaining multiple mechanics from the previous title, Catalyst does not
fit the criteria for this dissertation as it is no longer a first-person shooter. Faith Connors
remains under fire, but she is never given the option to shoot back. Returning to
Alexander Galloway’s argument that weapons, not violence make up a FPS, Faith’s lack
14
The prequel comic book series, Mirror's Edge: Exordium, provided more background
info on Faith’s family.
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of gun disqualifies this reboot from our study.
15
However, comparing these titles allow us
to see what roles guns play mechanically and narratively in the original Mirror’s Edge.
After the release of Catalyst’s first trailer, EA Games executive Patrick Söderlund
clarified that
we're not going to turn this into a shooter. On the contrary, in fact. But we are
going to evolve Faith and the story. The first game was a lot about running away
from things," he said. "And, even though you want to have sections with that, you
also want Faith... she's a powerful character and you want her to take control.
You'll see a little bit more of that in this game.
It may seem counter-intuitive to have a character take control when they lack a mechanic
to fight back (shooting). But rather than tweak the unwieldy gunplay, Faith’s parkour and
melee abilities were re-tooled. Instead of facing her enemies Faith on, she does what
comes to her naturally: run away in style. Game critic Matt Kim found the original
Mirror’s Edge ludonarratively dissonant because “the narrative for both her character,
and what the free running couriers typically are in-universe don’t support the notion that
Faith, or any of her compatriots, are violent murderers.” It was the gameplay, not the
narrative that demanded shooting. All too often Faith found herself surrounded by
enemies, leaving shooting as the less-challenging dynamic player, rather than trying to
parkour away. Hence the pacifist mode system trophy, rewarding players for choosing the
less convenient dynamic route.
15
Refer to Methodology section
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Jump Around
Portal and Mirror’s Edge represent non-traditional FPS in two ways: style of shooting
and identity. Chell and Faith of Portal and Mirror’s Edge provide some level of
complexity with their avatars and present alternative, less-violent approach to shooters.
Ironically, Chell and Faith are complex female avatars because they are shrouded
in mystery. The Operative provides Cate Archer’s background through expository
dialogue. The player also has dialogue options, able to form her reaction and personality
to their choice. Both Metroid Prime and Alien: Isolation take place in media res, with
players already aware of if not their avatar but of the world they inhabit. While Mirror’s
Edge attempts to provide some background on Faith and her parents, this only leads to
more questions than answers. It can only be assumed by Faith’s last name, Connors, that
her mother was Asian rather than her father, but there is no proof of this. The player does
not know why Faith chose to follow in her parent’s footsteps and rebel after the
November Riots, while her sister joined the police. Mirror’s Edge: Catalyst tries to
answer these questions, but as the game is a reboot, the conclusions are no longer canon
to the first game.
Chell is essentially a tabula rosa avatar. Portal is the only title where the player is
never provided a cut-scene with a third-person view to see what Chell looks like in her
entirety. Looking back at Janet Murray’s definition of an avatar where “[a] mask that
creates the boundary of the immersive reality and signals that we are role-playing rather
than acting as ourselves,” allows for further understanding of the incomplete relation
between player and avatar (113). Without Chell’s entire body revealed or even hearing
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her voice, it is much easier for a player to immerse themselves within the game and play
as themselves for they know so little about their avatar to begin with.
As for how these two texts alter the genre from shoot ‘em up to jump around, the
question asked was “whether or not the change in mechanics are a limitation because of
the characters’ genders or an affordance to their kind.” Chell and Faith are limited to
what type of weapons they have access to. Chell only has a portal gun and Faith can only
pick up whatever pistols or shotguns she disarms from her enemies (at a cost). As will
soon be discussed, the limitation of weapon types is often representative of the gender
stereotype that females are weaker and therefore cannot handle larger weapons. While
neither are able to disprove this fallacy, executing feats of strength, another physical
quality of theirs is highlighted instead: agility. The heights Chell can reach are not
achieved through leg muscles of her own but are assisted by her Aperture-approved
prosthetics. However, to achieve such distances and survive the great drops without
tumbling into pits of acid or pools of lava requires its own level of coordination and
athleticism. Faith needs similar precision to perfect her parkour gymnastics and dodge
enemy attacks.
Chell and Faith are rebels with a cause, surviving extermination from corrupt
forces, whether these be the security state, rancorous robots, or the male-dominated video
game industry. They rebel in the games diegesis and non-diegetically as well. Both
avatars are a step away from the traditional video game hero, including their female
counterparts. Their narratological divergence (characterization) is then represented
ludologically, with unconventional mechanics and pacified dynamics.
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Boss Battle
What are the differences between how females enact violence in these texts versus their
male counterparts? If, as Halberstram says that simply reversing gender “never simply
replicates the terms of an equation. The depiction of women committing acts of violence
against men does not simply use ‘male’ tactics of aggression,” then what are the “female”
tactics of aggression (Halberstram 191). To answer this, I ask: who commits violence,
how is this violence enacted, and upon whom?
License to Kill
In “The Lady is a Terrorist: Women, Violence, and Political Action,” Josephine Gattuso
Hendin discusses how women committing extreme acts of violence can be seen as a
form of resistance and rebellion of the patriarchy. Hendin uses real-life examples such as
Patty Hearst, to fictional characters like Philip Roth’s Seymour “Swede” Levov from
American Pastoral. These women are sprung from, as poet Jude Jordan and queer
scholar Judith Halberstram would say, a “place of rage: a political space opened up by the
representation in art, in poetry, in narrative, in popular film, of unsanctioned violences
committed by subordinate groups upon powerful white men” (Halberstram 187). In our
texts, Chell, Amanda, and Faith are all deemed terrorists, anarchists, and public enemy
#1. However, they were not the instigators. Chell was forced into being a lab rat. Amanda
got stuck on the Sevastopol and Faith is merely the messenger. Their place of rage “is
ground for resistance” (Halberstram 188).
But one man’s terrorist can be another woman’s patriot. Several of our females
are positioned and permitted to kill, their occupations are ones that emphasize the
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“sanctioned use of aggression, force and violence” (Myrttinen 38). Joanna Drake and
Cate Archer are spies, while Samus Aran is a bounty hunter who has worked alongside
with various military organizations in the past. For these three, their imagined violence is
NOT “the fantasy of unsanctioned eruptions of aggression from ‘the wrong people, of the
wrong skin, the wrong sexuality, the wrong gender’” (Halberstram 199). Drake, Archer,
and Aran are sanctioned, are white, exude stereotypical femininity that falls in line with
the expectation of their genders. Chell, Amanda, and Faith are not sanctioned, are
diverse, and defy generic definitions of sexuality and gender.
Guns Don’t Kill People, Girls Do
Henri Myrttinen argues in “Disarming Masculinity” that “weapons are part of one notion
of masculinity, a militarized view that equates manliness with the ‘sanctioned use of
aggression, force, and violence(Myrttinen 37). Does this mean that when females take
up arms that they are exuding masculinity? Not necessarily. First, females are restricted
in terms of what weapons they are provided with in FPS. In reality there are “types of
handguns [that] are marketed specifically for a female clientele,” but this rarely extends
to shotguns, semi-automatics, or rifles (Myrttinen 43). The use of heavy machine guns
and long rifles are limited to male FPSs, along with melee weapons such as power tools
that create grisly murder sequences. Take for instance BioShock 2 (2010) and BioShock
Infinite (2013). In the sequel players are placed in a monstrous, metal diving suit known
as a Big Daddy, equipped with a massive drill for a right arm. To disperse of waves of
enemies, simply charge the drill and plow through their chests with ease. The prequel,
Infinite, provides players with a Sky Hook that can be used not only to help traverse
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through the levels, but also to slice into enemy’s brains. Such weapons of mass
destruction are missing from female FPSs.
Size and power matters, especially when the sexualization of weaponry is
considered. It is almost passé to say that a man’s gun can be compensation and “while the
relationship between men and weapons is often sexually charged, simply equating
weapons with phallic extensions is too simple” (Myrttinen 44). In the Marines, guns are
feminized, hence the chant “this is my rifle, this is my gun. This is for fighting, this is for
fun.” In the FPS Team Fortress 2 (2007) the Heavy character names his over-sized
machine gun, Sasha. When women take hold of weapons, it becomes a form of
violationnot necessarily castration, but a breaking of conditioned social norms that
associate violence with masculinity.
No Men Were Harmed in the Making of This Game
Females are limited not only in what they can shoot, but who they can attack and how
visceral (or lack thereof) nature of these violent acts. Unlike male FPSs, which allows the
player to shoot men, women (never children), animals, aliens, or what have you, female
FPSs often limit enemy types to non-humans, such as robots and extraterrestrials. In
Perfect Dark, even when Joanna shoots at what appears to be a male enemy, it turns out
to be an alien in disguise. Metroid: Prime and Portal feature no human enemies. Alien:
Isolation features a handful of humans, but they don’t pose the same threat as the
androids and xenomorph. In Mirror’s Edge, if a violent dynamic is chosen rather than
pacifist mode, the security teams are masked and therefore their gender and race remain
unknown. The same goes for Perfect Dark, where the henchmen are masked (or aliens).
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When violence is committed against males, the targets are rarely white men, failing again
to meet Halberstam’s definition of rage. Without such unsanctioned violence, which in
this case is “violence against white men perpetrated by women or people of color [that]
disrupts the logic of represented violence, lacks the unpredictable power Halberstram
says arises from such rage.
Providing anonymous target practice also helps downplay the violent acts taking
place. According to Timothy Welsh, “we care for an NPC not just because they look us in
the eye, into our souls, but we look into theirs” (Welsh 131). Inversing queer artist David
Wojnarowicz’s statements on visualization, players can deal with death when they don’t
own it (Wojnarowicz 35). Gamers are often criticized by the public for their seemingly
lack of empathy towards the death of NPCS. Martin Annander, design director at
Toadman Interactive and a vocal video game journalist bemoans how
when someone observes our games from outside the hobby and the aggressive
behaviors we express. All they typically see is the violence. All they hear is our
defensive desperation in protecting that violence. They don’t see the countless
hours it takes to master a weapon in Counter-Strike - they see the headshots and
blood spatter. It makes our hobby (or job) look shallow and sadistic (Annander).
There is a balance to be had between killing NPCs for point-value versus emotional
value. Welsh explains that with military shooters such as Call of Duty and Battlefield use
the game’s first-person perspective to organize a player’s affective response to
NPCs within the context of contemporary “virtuous” warfare. Military shooters…
typically consist of eliminating wave after wave of interchangeable, insignificant
NPCs. Though the prospect may outrage onlookers concerned about the apparent
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disregard for human life, players understand that these are infinitely respawning
digital objects and therefore dispensable. The challenge for game makers is less
often to convince players to overcome an aversion to on-screen violence as it is to
get them to attribute worth, value, and significance to an arrangement of pixels
(Welsh 131).
Killing needs to be made worthwhile, whether it be in the form of points, rewards, or
mission completions. But in female FPSs, that is not necessarily the case. During Joanna
Drake’s first mission in Perfect Dark, after she asks if all the targets are expendable, she
is informed that she has to be careful because “the code keys will only operate while the
only is still alive. If you kill them, they are useless.” In order to complete the mission, the
player can only knockout the key holders, otherwise they fail the mission and must restart
the level.
Another way to assuage any guilt players may have if they choose to murder and
rampage is by including non-human enemies. With the exception of The Operative &
Mirror’s Edge, the main antagonist of each title is almost always a female robot or alien.
For Perfect Dark it is the artificial intelligence Dr. Caroll, until “she” has a change of
heart in the third act of the game. Metroid Prime’s incarnation of Samus’ arch-nemesis,
Meta-Ridley, is a cybernetic alien creation. Amanda Ripley has to fight both cybernetics
and aliens, though all are male. In Portal, Chell is trying to kill a back-talking feminized
robot. The Operative & Mirror’s Edge stand out for having main male, human
antagonists, Mirror’s Edge more than the former. During the final confrontation, Faith
finds her sister being held hostage by the traitor Jackknife. He kidnaps Kate onto a
helicopter, but before he can fly away, Faith jumps on before it can leave, knocking
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Jacknife out of the helicopter to fall to his death. It is the least gorey death a final boss
can have.
Dodge, Duck, Dip, Dive, & Dodge
Neo-noir ex-cop vigilante Max Payne is a man of few words. In his video game franchise
he chooses his words carefully. So when he isn’t grunting, groaning, or bemoaning the
loss of his family, listen. “Firing a gun is a binary choice. Either you pull the trigger or
you don’t.” This may be true for Max and his fellow male protagonists, but females don’t
always have this choice. Sometimes they are given weaker weapons. Other times no
weapons at all. But the main reason why females may be wary to pull the trigger in their
game’s emphasis on stealth. This is determined most often by the level design and enemy
AI (artificial intelligence).
Dead End
In its simplest form, level design is “the data entry and layout portion of the game
development cycle. A level is, for all intents and purposes, the same as a mission, stage,
map or other venue of the player interaction. As a level designer, you are chiefly
responsible for the gameplay” (Ryan). According to designer Bart Vossen, specifically
regarding the gameplay aspect of level design, it “refers to the space in which the combat
takes place. This includes the shape of the area, placement of objects and other gameplay
elements in the area. It also partially includes which enemies are encountered, because
these alter the mode of interaction and experience of the space” (Vossen). The design of
levels affects how a player traverses the level, or their gameplay style which results in
dynamic choice.
99
A digital space’s design can also convey narrative, emotion, and meaning,
particularly when applied to a game’s architecture, its aesthetic style, and the ambiance it
creates. Even the smallest of details, a throwaway prop, can have significance and
purpose in the game’s level design. The importance of props in evoking affect is evident
in Alien: Isolation when Amanda initially picks up a revolver. Soon after Amanda comes
upon a dead body riddled with bullet holes. It seems the other humans on the ship are
armed and trigger happy. This detail adds to the affect of fear and trepidation, reminding
the player just how quickly death can come in this game if Amanda isn’t careful.
Level design is also about flow. Sigeru Miyamoto, creator of The Legend of
Zelda, Mario, and numerous other Nintendo franchises, puts focus on directing the player
in his level design.
There are four goals he aims for in designing levels for the benefit of the player.
The first is level flow. How do the spaces in the level fit together? Where is the
player supposed to go, and will she know how to get there? Next is intensity
ramping. Does the intensity of the experience ramp up in a satisfying way? Do
monsters get more difficult as the level goes on? Does the player get a chance to
learn how the enemies work and then display her mastery later? Third is variety.
Is there sufficient variety in the gameplay? Do enemy encounters frequently
repeat themselves? Are the spaces varied in interesting ways? Finally, is training.
If the design requires new skills from the player, does it teach and test those skills
appropriately?(Stout)
100
Following through with Miyamoto’s definition, allows an exploration into how
the level design in many of the female FPSs push players towards a sneaky dynamic.
Mirror’s Edge is the most obvious example of a game which features flow-focused level
design. The City’s color palette is cold, mostly greys and blues. Red pipes and platforms
guide Faith’s journey. Engaging in combat slows Faith’s flow, thus emphasizing
avoidance versus aggression. For intensity ramping, Metroid Prime is a prime example.
With the help of her visors, Samus is able to learn more about her enemies and how to
defeat them. She is already provided data on how to unlock doors with hidden routes and
shortcuts. Spending time exploring, rather than fighting, helps Samus in the end rather
than charging in head first. If Samus has not found information on an enemy, then it is
most likely better for her to avoid them until learning how to take them down.
As for training, that is all Portal is. In fact, it was due to testers' complaint that the
game seemed like an endless tutorial that the developers added in GLaDOS (Roberts). In
Portal there is only one combat scenario, the final battle with GLaDOS. Since Chell’s
portal gun is not an offensive weapon, she is restricted in how she can fight back as
GLaDOS floods the room with neurotoxins and fires rockets at her “favorite” test subject.
The only way for Chell to survive is to avoid the turret defenses, while creating
wormholes to “toss the Aperture Science Thing We Don’t Know What It Does” into the
“Aperture Science Emergency Intelligence Incinerator?”
Antagonist Instincts
Out of all the supervillains featured in these texts, GLaDOS has the most maniacal
antagonist instincts, especially after Chell gets her stuck as a potato. Despite her witty
101
nature, GLaDOS lacks complex artificial intelligence. By this I mean that her
programming (by the developers, not Rock Johnson) is basic. Her dialogue is preset
based on actions performed by the player, with no variations. In Portal’s climactic battle,
the turret defenses GLaDOS control are also rhythmic and predictable, allowing the
player to learn their timing in order to avoid being blown up.
GLaDOS is a literal example of Artificial Intelligence, an intelligent machine
(Mitchell 17). There is some debate surrounding what it means to impose a computer
with human intelligence. The questions revolve on the centrality of emotional, verbal,
spatial, logical, artistic, social, or one of the many other ways human dissect information.
As Mitchell posits, do we “simply want to create computer programs that perform tasks
as well as or better than humans, without worrying about whether these programs are
actually thinking in the way humans think” (Mitchell 18). AI as applied to video games
refers to “computer-controlled enemies in a game” (Upton 16). Just as there are various
forms of artificial intelligence in our realm, so are their several different types of AI in
the virtual world. A basic AI in a FPS is about as intelligent as William Grey Walter’s
Turtles. Resembling a modern day Roomba, these battery-powered, wheeled, dome-
shaped devices scooted around their surroundings by sensing light and physical objects in
order to maneuver, and eventually “learn how to interact with their environment,” with
unpredictable movements that appeared to “exhibit a form of ‘free will’” (Kline 78-79).
Two years after creating his robotic wonders, at the 1951 Macy meeting, Walter defined
cybernetics, a field of study under which artificial intelligence is often studied, as “on one
hand, the mechanical apotheosis of reflexive action [as in his robot tortoises], on the
102
other, the incarnation of information” (Kline 49). Complex enemies in video games
would be the latter.
The original Unreal, thanks to its sophisticated engine, was able to produce
complex enemies through both level design and AI. In a retrospective on how Unreal
deserves the same place in history as remembered titles like Half-Life, co-founder of PC
gaming site Rock, Paper, Shotgun John Walker had this to say:
Unreal feels like a combination of a corridor shooter and an arena shooter,
seamlessly switching between the two, its weapons and systems coping with both
tight spaces and wide open hillsides. It’s the game that taught me to circle strafe,
and its enemies feel better to fight… Enemies duck and roll and run about, hiding
behind cover, circle around you. Most of its luck, absolutely, but it gets lucky so
damned often they start to feel like incredibly sophisticated AI (Walker).
The luck Walker refers to is RNG, random number generating, programming. Rather than
having NPCs, whether friends or foes, programmed with the same patterns, a RNG
creates variety and unpredictability, thus making enemies seem more realistic and
deadlier. When an enemy AI unit is no longer predictable, when their pattern cannot be
discerned, players have to play smarter, or in this case stealthier. Running in, guns
blazing, may not be the most effective dynamic playstyle when one is unsure how the
enemies will respond.
What may appear to be the most sophisticated AI any of our females faced would
be the xenomorph from Alien: Isolation. Sega and Creative Assembly used a systemic
AI, “a collection of decision-making systems that react to what is happening in the game.
It needs to know when it can participate in the experience and it what level it should do
103
so” (Thompson). This system would be similar to a network of subsymbolic AI or
perceptrons. Networks are defined as “simply a set of elements that are connected to one
another in various ways” (Mitchell 35). Subsymbolic AI’s have “fast perception, such as
recognizing faces or identifying spoken words… systems designed to learn from data
how to perform a task” (Mitchell 24). In Isolation, there are two sub-systems that
communicate to increase the affect of horror and terror. The director-AI tracks the players
movements and informs the alien-AI to the player’s location. Rather than tell the alien-AI
the specific location, the director-AI provides it with data points which will affect how
the xenomorph performs its tasks. The director-AI will let the creature know when a
player is within walking distance, triggering the xenomorph from a passive to active
state. From there, the alien-AI relies on its behavior tree, a “system of nodes responsible
for selecting what type of behavior to execute. These top-level nodes would then have the
alien execute within large sub-sections of the tree responsible for specific sub-behaviors
relating to specific tasks” (Thompson). This is where the alien-AI loses a level of
sophistication. As the player progresses through the game, the xenomorph’s level of
difficulty increases. Its vision range expands, it’s attacks are quicker, the alien is
seemingly learning about how the player plans to evade or kill it. However, the alien-AI
never learns the player’s patterns. Checkpoints reached in the game unlock new sub-
nodes on the behavior tree, providing the AI with new tools that only appear to be learned
based on previous knowledge gained. A sophisticated AI does not need to have intricate
programming to be effective, but exhibit a form of “free will”. There are other ways to
have complex AI without altering any of their mechanics. Instead, designers develop
individualized characteristics, rather than a clone army. In The Operative Cate Archer is
104
given a body removal powder, which she uses to hide her tracks, not leaving any bodies
behind to attract attention to her deadly activities. If a fallen foe is not disposed of, his
comrades will notice. For instance, after causing mass chaos in a Moroccan hotel, the
guards are put on high alert. One can continue to run through the hallways, dispensing of
Fez’d goons or, players can slow down to overhear conversations such as this:
Goon #1: Any sign of her yet?
Goon #2: Nope.
Goon #1: Damn, I gotta pee!
Goon #2: Well, go then?
Goon #1: What if she shows up when I’m in the restroom?
Goon #2: Good point. Can you hold it?
Goon #1: (meekly) I guess so.
In this case, stealth is not a dynamic choice that effects the difficulty of the game, but the
narrative experience. Kirk Hamilton, Kotaku’s editor-in-chief and unofficial head of The
Operative fan club had this to say about the AI in the game:
One of the coolest things about the enemy banter was that it was a real, non-
gameplay reward for effectively using stealth. For my part, I didn't care so much
about making it to the end without being detectedthe real reward was that if I
did so, I'd get to overhear conversations like these. That alone made it worth it
(Hamilton).
OBLIVIOUS HENCHMAN #1: Why do you think there is such a low ratio of women
in the criminal industry?
OBLIVIOUS HENCHMAN #2: Lack of interest, probably.
105
OBLIVIOUS HENCHMAN #1: You don’t think it’s sexism?
OBLIVIOUS HENCHMAN #2: I’m sure there’s some of that, but it’s not like we get a
lot of resumes from women.
OBLIVIOUS HENCHMAN #1: Maybe it’s socialization. Maybe girls grow up thinking
crime is for men, so they don’t consider it as a career option.
Hilarious and wise.
The Future is Female
What can we expect from the future of female FPSs? Will they continue the trends above
or buck the system? According to Elton Jones at Heavy.com, “2019 was a pretty solid
year for first-person shooters,” with the release of original titles such as Apex Legends
and additions to established franchises like Far Cry: New Dawn and Metro Exodus. Two
other series returned recently as well, with female leads for the first-time.
Wolfenstein: Youngblood
Among this slew of sequels is Wolfenstein: Youngblood. In Youngblood players have the
option to choose between not one, but two female characters: twin sisters Jessie and Zofia
Blazkowicz. They are the daughters of William Joseph "B.J." Blazkowicz, the main
protagonist of the franchise and (in)famous killer of Hitler. Jessie & Zofia are G.R.I.T.s.,
girls raised in Texas and they have plenty of it as well. Like many of the females in this
dissertation, Jessie & Zofia were trained to be killers, Nazi-hunters specifically. Some
would even say, based on who their father is, they were always destined to fight the alt-
106
Reich.
16
The Blazkowicz sisters blast away anyone associated with the alt-Reich: men,
women, dogs, robot dogs. Youngblood features the most diverse cast of enemies to be
killed. It also features the most diverse cast of females, including the NPCs. Zofia and
Jess are assisted by their best friend, Abby Walker, an African-American techno-wiz. A
number of the members of the French Resistance movement are also women and women
of color.
Half-Life: Alyx
In March 2020, another entry into a famous FPS franchise was released. Half-Life: Alyx
narratively takes place five years before Half-Life 2, the title where the character Alyx
Vance first appeared.
17
She is a young woman of Afro-Asian descent and a member of
yet another resistance. In Half-Life 2 and its following chapters Alyx is an NPC that
assists Gordon Freeman fight against the Combine, a group of inter-dimensional mecha-
aliens and their loyal human followers. She is known for her hacking skills and agile
physicality, both of which come through in Half-Life: Alyx. What makes Alyx the one of
the most unique female FPS and the Half-Life franchise isn’t how it subverts tropes, but
16
The Wolfenstein series takes place in an alternate universe where Germany won World
War II.
17
For more information about the Half-Life franchise, refer to the introduction of Level
Three
107
its exclusive release on VR (virtual reality) devices such as the Oculus Rift and HTC
Vive.
18
To Be Continued…
The video game industry has danced around this issue of female representation for far too
long. Whatever fix that needs to be made will take time, but our time seems to be the
right time. While there have been no other announcements of first-person shooters for
2020 or 2021 that feature a female, and only a female, lead, if we have learned anything
from this dissertation and these game’s chronologies it is that when the genre needs it
most, females will rise.
18
There were modifications created by fans that allowed players to experience Alien:
Isolation on the Oculus Rift, but the developers never officially released the game for
such systems.
108
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A Copyright documentation
Figures #1, 2, 4-10 are video game screenshots, deemed “fair use” under Section 107 of
Title 17 of the United States Code.
Figure #3 in this document is from Wikipedia. It is public domain.
Please see below for full citation and attribution information.
Figure #3: A 1903 engraving of Joan of Arc by Albert Lynch featured in the Figaro
Illustre magazine at the English language Wikipedia. The official position taken by the
Wikimedia Foundation is that "faithful reproductions of two-dimensional public domain
works of art are public domain". This photographic reproduction is therefore also
considered to be in the public domain in the United States. -
https://commons.wikimedia.org/wiki/File:Albert_Lynch_-_Jeanne_d%27Arc.jpg.
Accessed March 2020