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272
if you can make me laugh

273
The Flood / Super Fun Forum Game, Wow!!!!!!!!!!!!!!!!!!!!!!!!!!!!
« on: October 01, 2016, 12:47:22 PM »
click here

find ONE intelligent statement

274
The Flood / "woooah, september blew by so fast, man"
« on: September 30, 2016, 01:03:03 PM »
NO IT DIDN'T

september is consistently the slowes and most grueling month of the year, yet it's always the first month people go "WOAHHH CAN YUO BUHLIEVE IT'S ALMOST OCTOBER????"

yes, yes i can

275
YouTube
Transcript
CLIP: Mass Effect 2
“Look into my eyes and tell me you want me. Tell me you’d kill for me. Anything I want.”

Id Software’s 2004 game Doom 3 took the basic concept of their earlier Doom titles–a space marine singlehandedly fighting his way through hordes of demonic abominations–but it used the vastly improved computer graphics of its time to create a moodier, scarier tone. Along with the reimagined environments, sharper textures and more atmospheric lighting effects, the creative team also designed some unsettling new monsters for this latest confrontation with the forces of hell. One of those new monsters was the Vagary, a monstrosity with the upper half of a naked woman and the lower half of a giant spider, who also happens to be pregnant with a demon fetus in her abdomen.

It’s no mistake that the Vagary blends female sexuality and fertility with elements designed to be unsettling or horrifying. The book The Making of Doom 3 reveals that the game’s creative team summed up the driving concept for the Vagary with the equation, “sexy + gross = creepy.” What the makers of Doom 3 may not have realized is that this equation was in no way new, original, or innovative. On the contrary, by singling out the Vagary, the only female enemy in the game, for her gender and using this to make her uniquely repulsive, the designers were participating in a very long tradition of creating female creatures who function to demonize femaleness itself.

To understand how such characters function, we actually need to venture back a few millennia, to times when myth and folklore were part of how people interpreted and made sense of the world. Just as modern media both reflects and shapes our culture today, those ancient stories weren’t simply meaningless entertainment in their own time. They reflected and reinforced cultural values. Sadly, misogyny has been part of cultures for the past few-thousand years, and the myths and folktales of those cultures reflect that, with female creatures and monsters who represented beliefs that women are inherently deceptive, manipulative, or evil.

In his book Misogyny: The World’s Oldest Prejudice, Jack Holland explores this through the story of Pandora from Greek mythology. The first woman, Pandora was created by Zeus specifically to punish humanity after Prometheus stole fire from the gods. She’s given a sealed jar and told to never open it, but because Zeus designed her to be evil and lacking in morals or manners, of course she does open it. By doing so, she unleashes evil into the world, dooming humankind to labor, suffering, aging, illness, and death. Hmm, where else have I heard a story about the first woman doing something she’s not supposed to and being responsible for all the bad things in the world?

Commenting on what the tale of Pandora and others like it actually tell us about ancient Greece, Holland writes:

“As well as burdening Pandora with responsibility for the moral lot of man, the Greeks created a vision of woman as ‘the Other’, the antithesis to the male thesis, who needed boundaries to contain her… Any history of the attempt to dehumanize half the human race is confronted by this paradox, that some of the values we cherish most were forged in a society that devalued, denigrated and despised women.”

And in his book The Gender Knot, Allan G. Johnson discusses the relationship between mythology and misogyny, saying:

“The cultural expression of misogyny–the hatred of femaleness–takes many forms. It’s found in ancient and modern beliefs that women are inherently evil and a primary cause of human misery–products of what the Greek philosopher and mathematician Pythagoras called the ‘evil principle which created chaos, darkness, and woman.’”

So there’s a little mathematical fun fact for you: the guy who came up with the theorem you learned in geometry class wasn’t just a brilliant mathematician, he was also a total misogynist!

The equation “sexy + gross = creepy” pertains not just to the Vagary but to a whole category of characters I refer to as “grotesquely female.” These are characters who incorporate highly gendered or sexualized elements in ways that are specifically intended to be creepy or disgusting.

Other examples of the grotesquely female include Diablo 3’s Cydaea, the maiden of lust, who spouts dialogue in a sensual, seductive tone while also taking the form of a giant spider woman. Clotho, the third sister of fate in God of War 2, has naked breasts all over her body in a way that is clearly meant to be repulsive, while in Dante’s Inferno, Cleopatra’s nipples release demon babies who attack the player. And, well, I don’t think this footage of the boss Cailleach from Bloodforge needs any explanation.

Now of course, there’s no shortage of male characters in games who are also meant to elicit disgust, but the unsettling nature of those characters is not explicitly tied to their gender. They don’t function to suggest that maleness itself is inherently disgusting or dangerous. With these female characters, on the other hand, their grotesque nature is inextricably tied to their gender. Elements that are often presented as titillating in other contexts are twisted and made repugnant, so that their femaleness itself is what serves to make them disgusting.

Exploiting women’s femaleness is not always done by presenting them as repulsive. With some, it’s their attractiveness or seductiveness that makes them worthy of fear, scorn, and contempt. Among the most famous female mythological creatures are the Sirens, whose voices were irresistibly alluring to men who sailed near their island and heard their songs. But the music of the Sirens was as dangerous as it was captivating, and the sailors who were seduced by the sound soon found themselves shipwrecked and stranded. Some interpretations characterize the Sirens as cannibals who murdered the shipwrecked men and feasted on their flesh.

And there are endless other mythological creatures created explicitly to demonize women such as the succubus: a female demon who sexually lures and seduces men; the harpy: a screeching bird creature with the face of a woman; and of course the classic witch, a dangerous myth that resulted in the deaths of tens of thousands of real women across Europe and the American colonies in the 16th and 17th centuries.

These archaic villainizing notions about femaleness are anything but ancient history. Their contemporary counterparts still show up in many games today, communicating the same regressive ideas about women’s sexuality.

In the 2010 game Mass Effect 2, players can agree to help the asari justicar Samara capture her daughter Morinth, a fugitive who suffers from a genetic disorder that makes mating with her deadly. When Samara confronts Morinth, players have two options: to keep their word and help Samara, or to betray and kill Samara, and add Morinth to their team in her place. If players side with Morinth, she later tries to seduce Shepard with talk of the incredible ecstasy they might experience with her. But if players are swayed by Morinth’s promises and choose to be with her, Shepard dies, just like all of Morinth’s other lovers.

While grotesquely female characters are designed to make femaleness repugnant by blending sexuality and repulsiveness, temptresses like Morinth make femaleness threatening because of their sexuality and attractiveness. This tradition of sexualized, evil women in the temptress mold includes characters ranging from the Dark Queen of the Battletoads games to Elizebet from Ninja Gaiden Sigma 2. In Hitman: Absolution, if players track the target, Layla, to a secret room in the penthouse, she strips for Agent 47 in an attempt to distract him before drawing a gun and trying to kill him.

The problem with these representations is not that they depict female characters who are sexual. It’s the way that sexuality is presented, as a threat or a weapon rather than as something to be enjoyed by these women and those they choose to consensually share it with. It’s a false notion of female sexuality rooted in ancient misogynistic ideas about women as deceptive and evil.

Games sometimes blend the two extremes of the temptress and the grotesquely female, presenting us with female characters who initially appear attractive and alluring, only to have their true form revealed as monstrous and threatening. The critically acclaimed 2013 game Brothers: A Tale of Two Sons tells the story of brothers on a quest to find a cure for their ailing father. At one point on their journey, they rescue a young woman who it appears is about to be sacrificed. The seemingly innocent young woman then travels with the brothers for a while, flirting with the older one and luring the two of them off course and into a shadowy cave. Here, her true nature and intentions are revealed when she transforms into a giant spider and tries to trap the protagonists in her web. The boys escape from her trap and fight back, ultimately killing her, but not before she gives the older brother a fatal wound.

DmC features a scene in which Dante confronts Lilith, a character whose sexualization is intended to be unsettling rather than titillating, as if she thinks she’s sexually appealing while the player is meant to find her unattractive. Lilith then undergoes a horrifying transformation as the demonspawn she’s carrying inside of her emerges to fight Dante.

In Ms. Splosion Man, the final boss initially appears to be a cartoonishly sexy woman in a wedding dress. However, when she is defeated for the first time, she reveals her true form, a gigantic, grotesque female creature. While this is played for laughs, the core idea that female sexuality is inherently deceptive or threatening remains the same.

With all of these character types, their femaleness or sexuality is an intrinsic part of what is intended to make them dangerous or repulsive. As a result, when male heroes defeat them, their victory is often explicitly gendered, emphasizing that the male protagonist has overcome the female threat and reasserted his dominance and control. This can be as simple as the use of gendered slurs, as in Gears of War 3, when Marcus Fenix stabs and kills the Locust Queen.

CLIP: Gears of War 3
“…and everyone else you killed, you bitch.”

Or it can be graphically sexual, as in the killing of Cleopatra in Dante’s Inferno, or in this boss fight with Carmilla in Castlevania: Lords of Shadow 2, which ends with the protagonist impaling the vampire through the mouth. Yeeeeah….

Of course, it’s entirely possible to have female villains who don’t reinforce the idea that female sexuality or femaleness itself is threatening or repulsive. In Knights of the Old Republic 2, Kreia is a richly developed and complex villain whose evil is not tied to her gender. In the Portal games, the malicious AI GlaDOS’ obsession with taunting and killing the protagonist is presented in a smart, engaging way that doesn’t reinforce misogynistic ideas about women as a whole.

CLIP: Portal
“ The Enrichment Center once again reminds you that android hell is a real place, where you will be sent at the first sign of defiance.”

And no list of cool female villains from games is complete without the dashing criminal mastermind, Carmen Sandiego.

These representations are often defended because they are rooted in storytelling traditions that date back for thousands of years. But for as long as it has existed, misogyny has been reinforced by the stories that cultures have told themselves; myths, legends, folktales and religious teachings have been used as tools to contribute to the oppression of women for millennia. When games today uncritically employ such representations, they aren’t tapping into some intrinsic truth of human existence. They’re doing what stories involving such characters have always done: perpetuating false notions that women are inherently misleading and manipulative, and that female sexuality is something to be shamed, feared and controlled. Those ideas were harmful 2800 years ago, and they’re still harmful today.

Once again, I think the general principles made here are solid, but some examples of her examples are a little shaky.

276
YouTube
Transcript
At their annual Blizzcon event in 2014, the wildly successful game development company Blizzard Entertainment showed off a new game they had in the works called Overwatch. And from that first reveal, it was clear: the appeal of Overwatch resided in its cast of characters, a diverse assortment of heroes, each with unique traits and abilities. The roster revealed at Blizzcon included men and women, sentient robots and super-intelligent gorillas. However, for all the apparent variety and diversity in the heroes Blizzard showed off at the game’s debut, there wasn’t much diversity to be seen in the body types represented by the female heroes.

The male characters introduced that day included the towering knight Reinhardt, the sturdy engineer Torbjorn, the agile archer Hanzo, and the hulking simian scientist Winston, among others. The five female characters introduced consisted of the slender adventurer Tracer, the slender healer Mercy, the slender support character Symmetra, the slender sniper Widowmaker, and the slender but well-armored security chief Pharah.

Overwatch was hardly alone in having all of its female characters share a similar physique. In Ultra Street Fighter IV, characters such as Dhalsim, Hakan, E. Honda, Rufus and Vega represent a significant range of male body types. Looking at the roster of female characters, however, while some may be a bit taller than others or have…slightly larger thighs, not one of them represents a notable departure from the slender body type that has been established as the standard of conventional female attractiveness.

Similarly, when we look at the champions on offer in the hugely popular MOBA League of Legends, we see the designers employing a wonderful range of body shapes and proportions across dozens of male characters, from the classic muscular warrior physique of Taric to the hefty beer belly of Gragas to the cartoonishly disproportionate body of Dr. Mundo. There isn’t any one male body type that is presented as the standard, default male body type, and the value of these characters is definitely not connected to their sexual desirability. However, when we look at the female heroes, there’s nothing approaching the diversity we see on the male side of the roster. There are a few noteworthy variations from the standard–Illaoi is somewhat more muscular than many of the female characters, Jinx has smaller breasts, and there’s the cute, gnome-like Tristana. But the overwhelming majority of female characters make it clear that a slender figure with prominent breasts is viewed as the standard for female character design.

Likewise, in Dota 2, male heroes can be handsome or comical, outlandish or grotesque, while female heroes are mostly relegated to being standard humanoid characters with conventionally attractive facial features. Where are all the female rock creatures, skeletal priests, and…whatever this thing is?

This isn’t just an issue in fighting games, MOBAs, and other titles that give players a range of characters to choose from. Female characters across the board are often limited to that same specific body type.

CLIP: Batman; Arkham City
“I should kill you…”

CLIP: Dishonored
“Doing all right there?”

CLIP: The 3rd Birthday
“Stay away from her!”

CLIP: Devil May Cry 4
“Sure you want to let him go?”

CLIP: Dead or Alive Xtreme 2
“[singing] You are…”

CLIP: Blades of Time
‘[grunt]”

CLIP: Primal
“And this guy wants me to trust him.”

It’s as if male characters are free to embody whatever physique best communicates their personality or abilities, but when it comes to the designs of female characters, that kind of imagination and creativity often doesn’t seem to exist. Rather than seeing such an exciting range of female characters, we mostly get the same body type over and over again: one designed to be sexually appealing to the presumed straight male player.

This reliance on the same body type for so many female characters isn’t just boring, it’s harmful. It links our value as human beings within the culture to our desirability to men, and it reinforces our culturally influenced ideas about who gets to be considered desirable and who doesn’t. The problem is exacerbated by the fact that, when we do see representations of women with different body types, they’re often presented as a joke, as in Fat Princess, or they’re pathologized and presented as a twisted transgression of the established feminine ideal, as in the case of the evil lesbian psychopath Jo Slade in Dead Rising.

CLIP: Dead Rising
“Let’s see just how shameless you are, you dirty little skank! Say hello to my little fried!”
“No, not again!”

When the majority of women who populate these game worlds are designed from the same narrow template, the problem isn’t just what we’re seeing in games. It’s what we’re not seeing. The fact that fat women and women with different body shapes aren’t featured in these worlds reinforces the false notion that these women are less valuable and less worthy of recognition than those women whose bodies come closer to matching the cultural beauty standard.

These limitations on creativity when it comes to female characters don’t stop with body type. We also don’t see the same range of ages commonly represented as we do with male characters. It’s not unheard of to see male soldiers, fighters and heroes who appear to be in their 40s, 50s, or even older.

CLIP: The Last of Us
“You’re right.”

Playable female characters, on the other hand, are almost always young, and it’s for the same reason that so many of them have the same body type: they’re intended to be sexually appealing to straight male players. The result is that we have plenty of representations of male characters who communicate that men can continue to be active, vital and powerful over the course of their lives. Meanwhile, the absence of older playable female characters wrongly suggests that women’s value is tied directly to their beauty and youth, and that when they’re older, that value is all used up.

There aren’t many good examples of prominent, positive representations of women with different body types in major contemporary games. In Life Is Strange, there’s the minor character Alyssa, a classmate of Max, the protagonist.

CLIP: Life is Strange
“Oh, by the way, Warren said you borrowed his epic film flash drive. I didn’t know you were a sci-fi geek like us. What’s your favorite?”

In Assassin’s Creed Syndicate, there’s Agnes MacBean, owner of the train which becomes the heroes’ base of operations.

CLIP: Assassin’s Creed Syndicate
“And may I present to you, Agnes and Bertha: lady and locomotive.”

And in Star Wars: Knights of the Old Republic II, Kreia is a great example of a capable, powerful older female character.

CLIP: Star Wars: Knights of the Old Republic II
“I am Kreia, and I am your rescuer. As you are mine.”

CLIP: Overwatch Trailer
“Ana, reporting for duty.”

Let’s go back to Overwatch for a moment. Since that initial reveal, a few female heroes have been added to the roster. There’s Mei and Zarya, both of whom have body types that are notably different from those of the originally announced female characters. And more recently, Blizzard announced the game’s next hero, Ana, who is both an older woman and a woman of color. These characters are welcome and encouraging additions, but really, they’re just a start. Game developers need to continue actively working toward creating the same range and diversity in female body representation that we see among male characters. When female characters’ bodies are liberated from the need to uphold narrow, limiting cultural beauty standards, the resulting range of representations can not only make games themselves more interesting; it can encourage us to see all women as the desirable, autonomous, fully human individuals that we are.

This was actually posted a few weeks ago. I never bothered sharing it, though, because on this rare occasion, I found myself almost completely disagreeing with her. For once, I didn't think it was a very good video.

But then I thought, why should that stop me from posting it here?

277
The Flood / PSA to all math professors
« on: September 20, 2016, 03:29:39 PM »
stop using "t" as a variable

sincerely, every math student who writes fast ever

278
The Flood / Challenger, I see what you mean now.
« on: September 17, 2016, 01:56:57 PM »
Solonoid, I keep thinking you're Nuka
Nuka, I keep thinking your Solonoid

go fuck yourselves

279
The Flood / What did he mean by this?
« on: September 17, 2016, 11:47:19 AM »


"Musically, Hieronymus Bosch as postindustrial atheist; lyrically, Transformers as kiddie porn." - Robert Christgau (music critic)

281
The Flood / listening atm
« on: September 11, 2016, 08:43:39 PM »
YouTube

why is RAtM so good

282
The Flood / "twas a joke"
« on: September 08, 2016, 06:14:09 PM »
faggots say this

283
The Flood / would a gay sailor refer to his ship with male pronouns
« on: September 04, 2016, 11:51:21 AM »
asking for a friend

284
The Flood / Adblock users: I sit through this shit so you don't have to
« on: August 28, 2016, 08:55:44 AM »
i hope you're happy in your ad-free paradise while people like me are actually keeping the internet afloat

and we have to sit through this shit to do that:

YouTube

this has played before EVERY youtube video over the past three weeks

you can't skip it, either

285
"Yeah, the first game may be shitty by today's standards, but c'mon, it's the first in the series. It should get a pass."

bonus points if they mention something about "setting the standard" for the genre, or how groundbreaking it was during its time, or how it changed the face of gaming upon its initial release, or some other thing

how do you feel about this mentality in general

286
Gaming / ITT: the only correct way to play games
« on: August 25, 2016, 03:21:36 PM »
1. console
2. normal or standard difficulty
3. if there is no such difficulty, pick the hardest one
4. default controls, default settings
5. no mods

287
The Flood / Platitudes that are actually pretty clever or true
« on: August 22, 2016, 08:06:36 PM »
economists know the price of everything, but the value of nothing

288
YouTube

While I disagree with him on a few things--he's a "sex-positive" feminist, and I guess that would make me a "sex-negative" feminist--this guy is really very good at pointing out the general hypocrisy and double-standards of anti-feminists in general.

289
The Flood / Peace
« on: August 18, 2016, 11:37:31 PM »
Today's mathematics is knowledge, wisdom, and understanding all being born to equality

Peace

290
Gaming / Has anyone online ever uploaded your matches before?
« on: August 17, 2016, 11:30:32 AM »
Maybe you were playing an intense game of Halo and one of your opponents took it upon himself to upload that shit to YouTube, or something, and you only found out a month later.

I'm just now discovering that a few people I've fought in Street Fighter over the years have uploaded our matches:

https://www.youtube.com/watch?v=-zyx6C8g6s4
https://www.youtube.com/watch?v=ttWSfMJw084
https://www.youtube.com/watch?v=5A_FOVG5gS8 (this one's good)
https://www.youtube.com/watch?v=AkhJmKjJmEE (this one's good too)
https://www.youtube.com/watch?v=bmy5wRfKEOg

Yeah, I lost every one of those games--I mean, why would someone upload a clip of them losing? I'm not sweating it.

It's kinda weird, but kinda cool at the same time. I take it as a show of respect, because it means that the other guy was proud enough of their victory over me that they decided to show it to everyone. You wouldn't upload some boring match against some bad opponent, right?

Not to mention, I get to look over how I played from the perspective of a viewer, and cringe at all the things I did wrong. This sort of thing can really help you improve.

If you never thought of the possibility of someone uploading your shit, maybe now's the time to YouTube your tag and see if anyone was cheeky enough to post something. You'll never know what you could find.

291
and i had fun

WOAH

i think i finally understand the appeal of RTS games

what else should i try out

292
The Flood / "A1"
« on: August 14, 2016, 07:44:35 PM »
i would literally never say any lame shit like "A1" before, but now i can't stop

Fuck you SecondClass

293
The Flood / AMA currently in cleveland
« on: August 12, 2016, 05:26:12 PM »
as the fresh scent of cat piss pervades the hotel halls, i lay, ruminating

ama

294
The Flood / Does anyone want their soul crushed?
« on: August 07, 2016, 04:30:37 PM »
YouTube

watch this
Quote
Dear Zachary: A Letter to a Son about His Father is a 2008 documentary detailing the life and death of one Dr. Andrew Bagby, a resident at a family practice in Latrobe, Pennsylvania. Bagby was found dead under suspicious circumstances in November 2001; suspicion immediately fell on an ex-lover, Shirley Turner, whose shoddy alibi was compounded when she fled to her home on the isle of Newfoundland. Shortly after being taken into custody, Turner announced that she was pregnant with Andrew's child, a boy she named Zachary. Initially, Andrew's close friend Kurt Kuenne, a filmmaker, intended the film as a personal memorial and scrapbook so that Zachary could know the kind of person his father was. However, as events transpired, the focus shifted to the incompetence of the Canadian courts in keeping Turner behind bars, as well as the plight of Bagby's parents, David and Kate, as they battled to get custody of Zachary—the last living thing they had of their son Andrew—and justice for their slain boy.
src: http://tvtropes.org/pmwiki/pmwiki.php/Film/DearZachary

295
The Flood / What was the last thing you saw that was beautiful?
« on: August 07, 2016, 12:57:07 PM »
^

296
The Flood / Find the Golden Magikarp - 3/3 Karps claimed!
« on: August 02, 2016, 02:43:56 AM »
Okay, so here's just a fun little idea I came up with.

I have 500 avatars.

499 of them are regular Magikarp.

1 of them is a Shiny Magikarp.

Looks like this:

The first three people to find the gold Magikarp and send me a screenshot of it will get something nice.

That's pretty much it. Happy hunting!



- Despite having found the first Karp almost immediately, Thrasher has humbly declined his reward. Still up for grabs.
- Incan has claimed Karp #1.
- Braixen has claimed Karp #2.
- Ian has claimed Karp #3.

I guess 0.2% isn't as rare as I thought... Ah well. These three users have won $10 worth of credit on Amazon.

Thanks for playing!

297
The Flood / zero posts in 20 minutes
« on: July 30, 2016, 07:51:29 PM »
jesu

recommend me an anime

298
Gaming / Anita Sarkeesian - Are Women Too Hard To Animate?
« on: July 27, 2016, 12:00:58 PM »
TRIGGER WARNING
THIS THREAD CONTAINS A TRIGGER WARNING
(WHAT AN ASININE THING TO GET TRIGGERED BY)

WAHHH I HATE WHEN PEPLE WARN ME ABOUT THINGS
TRIGGER WARNING
THIS THREAD CONTAINS FEMINISM
HAHAHAHA I'M A BETTER PERSON THAN YOU



Anyway, here's the fucking video:

YouTube
Transcript, aka "WAHHH I DON'T WANNA GIVE HER AD REVENUE EVEN THOUGH SHE DOESN'T PUT ADS IN HER VIDEOS"
At the 2014 Electronic Entertainment Expo, the game development company Ubisoft debuted a trailer showcasing the cooperative mode in their upcoming game Assassin’s Creed Unity. One thing viewers quickly noticed about the trailer was that all the assassins in it were male. When questioned about why female characters weren’t an option in this mode, the game’s creative director said that although there were originally plans to allow for female assassins, the development team couldn’t add them because it would require “double the animations, double the voices, and double the visual assets.” Meanwhile, a level designer on the game stated that including female assassins would have meant recreating 8000 animations on a new skeleton. These comments led to an explosion of controversy and criticism on Twitter, with many people using the sarcastic hashtag “women are too hard to animate.”

A number of experienced game developers joined the chorus of voices calling out the absurdity of Ubisoft’s claims. Animator Jonathan Cooper, who had previously worked on Assassin’s Creed III for Ubisoft, tweeted, “I would estimate this to be a day or two’s work. Not a replacement of 8000 animations.” And Manveer Heir of Bioware summed up what Ubisoft was actually saying: “We don’t really care to put the effort in to make a woman assassin.”

Ubisoft’s disregard for female character options didn’t stop with Unity. Also at E3 2014, the director of Far Cry 4 admitted to a similar issue with that game’s online co-op mode, saying, “We were inches away from having you be able to select a girl or a guy as your co-op buddy.” Again, the excuse for why this option wasn’t available was that it would just be too much work. And yet again, what they were really saying was that they just couldn’t be bothered to do the work it would have taken to provide that option. Though it’s worth pointing out that in the two years since this controversy, Ubisoft has made clear efforts to improve the representation of women in the core Assassin’s Creed games, with the most recent entry, Assassin’s Creed Syndicate, giving the option to play as Evie Frye through much of the campaign.

Of course, Ubisoft weren’t and aren’t the only ones with this apathetic attitude toward female inclusion. In fact, not doing the necessary work to include women has long been the norm in the video game industry. The FIFA soccer game series, which had its first entry in 1993, took over 20 years before finally introducing female teams in FIFA 16.

CLIP: “I’m in the game.”

And it took ten years for Call of Duty to introduce female soldiers into its competitive multiplayer with 2013’s Call of Duty: Ghosts. The long-running Battlefield franchise, on the other hand, has still never allowed for playable female characters in its multiplayer modes.

There’s an important conversation to be had about the ways in which military shooters work to glorify violence, but as long as we’re going to have such games, it’s actually better when they include female combatants in them. Now you might be asking yourself, “Doesn’t having female enemies in a game perpetuate violence against women?” And that’s a good, fair question. When we refer to depictions of violence against women, we’re generally discussing situations in which women are being attacked or victimized specifically because they are women, reinforcing a perception of women as victims.

Such scenarios are very different from those in which women are presented as active participants. In the Street Fighter games, for instance, when Chun-Li and Ryu fight each other, this isn’t considered violence against women, because the two characters are presented as being on more or less equal footing, and because Chun-Li is an active participant who isn’t being targeted or attacked specifically because she’s a woman.

Similarly, the waves of male attackers players face in so many games are typically not passive victims. They are active participants in the conflict, and importantly, the violence against them isn’t gendered. Players fight with them because they’re on the opposing side, not specifically because they are men.

Unfortunately, when female combatants do appear in games, they are often presented in sexualized ways which inevitably lend the player’s attacks an air of gendered violence. In Saints Row The Third’s so-called “Whored Mode,” for instance, players must defeat waves of sexualized women, sometimes beating them to death with a large purple dildo.

In the 2009 game Wolfenstein, the Elite Guard are a special all-female enemy unit whose absurd uniforms sexualize not only the female characters themselves but also player’s acts of violence against them.

Similarly, in 2012’s Hitman Absolution, the Saints are a special unit of female assassins who wear latex fetish gear underneath nun’s habits. It’s a ludicrous design choice that is transparently intended to sexualize these enemies.

And in Metal Gear Solid 4, the Beauty & the Beast unit is an enemy group made up of five female soldiers that players fight over the course of the game. At a certain point during these encounters, each boss sheds her armor and appears as a woman in form-fitting attire.

CLIP: “It’s all so funny.”

If players then avoid the Beauty’s deadly embrace for several minutes without killing or neutralizing her, the game transports them to a white room where equipping the camera results in the character making sultry poses. Funny how that doesn’t happen with the male bosses in the game.

Whenever female combatants are dressed in sexualizing attire, it sets them noticeably apart from other enemy units. It’s intended to make the player’s encounters with them sexually titillating, and that’s particularly troubling considering that those encounters often involve fighting and killing those characters. Violence against female characters should never be presented as “sexy”.

The way for games to handle female combatants is not to present them as sexualized treats for the player. Rather, it’s to present them simply as combatants who happen to be women fighting alongside their male counterparts on equal footing.

For all of its many, many problems, one thing Bioshock Infinite did right was to include non-sexualized female officers on Columbia’s police force. And in Assassin’s Creed Syndicate, both the player’s gang and the enemy gang have rank-and-file female members who fight alongside the men.

Despite the presence of female combatants in games like these, there is still a tendency for game studios to treat female representation as some kind of extravagant goal, rather than simply treating it as standard in the same way they handle male representation. The excuse that I hear most often for the absence of female combatants in games is that players wouldn’t believe it. But games, even ones that draw on historical locations or events like the Assassin’s Creed series, create their own worlds and set the tone for what we will or won’t believe. To participate in the worlds games create, we happily accept time travel, superpowers, ancient alien civilizations, the ability to carry infinite items, the idea that eating a hot dog can instantly heal your wounds, and a million other fictions. It’s certainly not too much to ask that these fictional worlds give us believable female combatants too.

The media we engage with has a powerful impact on our ideas of what’s believable and what’s not. Games like Assassin’s Creed Syndicate demonstrate that when the existence of female combatants is presented as straightforward, normal and believable, players have no problem believing it. And they shouldn’t, since, unlike those magical healing hot dogs I mentioned, female combatants actually exist.

kind of a unique subject, but no doubt people are gonna get triggered by this thread's very existence anyway, so here we are

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just something pleasant to have hanging in the background, you know what i'm saying

a little bit of ASMR

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The Flood / Cringe thread
« on: July 23, 2016, 09:22:22 PM »
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thank god for slam poetry

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