Showing posts with label toxic masculinity. Show all posts
Showing posts with label toxic masculinity. Show all posts

Monday, 14 September 2015

Of Maps and Men

Right from the very first lines of the opening narration, Tales of Vesperia emphasises how wild and uncharted its world is. Towns are only safe because of vast and powerful magical barriers; few humans ever go outside, and those who do will be eaten by monsters if they can’t defend themselves. The failure of a town’s barrier is a cataclysmic event.

Given this strict binary between townsfolk and travellers, the game quickly sorts the player characters into the latter category. Yuri and Estelle are forced to flee from their homes into the wilderness. Before they go, though, they are given a map. Apart from the immediate area around the city, it’s blank.

Yuri and Estelle decide to fill in the map as they go; it updates automatically from this point forward. Shortly, they meet Karol, a young trainee monster hunter about to be thrown out of his guild for cowardice. Karol doesn’t have a map of his own, but takes over the role of cartographer when he realises how little of your map is filled in.

Later, your quest brings you to a forgotten shrine, Baction, where you find a dungeon consisting mostly of repetitive square rooms differentiated only by monster placement and cracks in the floor. Here, again, Karol is given mapping duties – this is the only dungeon in the game that has an on-screen minimap. Numerous skits and cutscenes emphasise Karol’s love of mapmaking, of which the most striking is when he says:

“Nothing calls to a man’s heart like the thrill of making maps!”

This is not a sentiment the other male characters share (Yuri responds, drily, “I’ve never had that thrill.”) Both Yuri and Raven emphasise a more familiar violent and promiscuous masculinity. Throughout the early part of the game, Yuri constantly trolls Karol for his cowardice, apparently with the idea that this will toughen him up. Later, when Karol does get to ‘prove’ his manhood by defending the rest of the party from a boss all by himself, Raven says, “Facing down challenges like that is part of becoming a man.”

But while Karol does fit or try to fit some parts of this image of masculinity – trying to be a monster hunter, carrying comically oversized weapons – his actual manhood is constructed very differently. It’s in his building a guild of his own, and developing its reputation through hard work and respectful business with other guilds. It’s in his interest in mapmaking and his (implied) willingness to step back and let others benefit from it[1].

In other words, Karol’s masculinity is sited in responsibility, and in engagement with community. What Karol seeks is not just manhood in himself but legitimacy, a place in society. For Yuri and Raven, masculinity is no such thing; one way or another, their masculinity is about the freedom of power and self-determination.

Karol’s love of cartography dovetails with his masculinity. As Kaitlin Tremblay writes in this month’s Critical Distance Blogs of the Round Table prompt:

“Maps… order and define spaces… They set a boundary to what otherwise feels vast and potentially limitless, a way to compartmentalise and therefore tackle the world.”

Where Yuri and Raven – along with most of the game’s other male characters – are erratic and chaotic, Karol’s is a masculinity of order and control. It is a masculinity that takes wild spaces and tames them, and this sounds like a good thing. At least, it sounds preferable to Yuri’s rampant individualism.

But control and categorisation are the subtle weapons of masculine hegemony. Yuri’s violence – and Raven’s lechery – may seem more dangerous, but many of the game’s villains are motivated by the desire to control, to keep people in their places. And, on the face of it, Karol’s maps only really serve those already capable of using the spaces he charts – since these spaces are dungeons and the hostile wilderness, only those who can already take care of themselves benefit[2].

Mapping the world, by implication mastering it, is an expression of privilege. Maps that go beyond the purely topographical – surveillance maps, maps of national boundaries or battlefronts – are often tools of power. We see this in the refugee crisis in Europe at the moment, thousands of people dying or being mistreated for the sake of lines on a map.

Vesperia doesn’t address this facet of maps directly. Its world, Terca Lumireis, is not really divided among nations, since the land outside the magical barriers is equally hostile to everyone. While there are occasional references to governance and military action, it’s basically never the focus of events. Karol’s maps are never used to express collective, institutional or hierarchical power.

The game does entrust the map to hierarchical power, though. When you complete the world map, the ‘reward’ cutscene and title go to Estelle, an Imperial princess. By this time, she’s already passed over the possibility of succession, but she remains an image of royalty – indeed, the supernatural legacy she inherits suggests her bloodline may be exceptionally pure.

What does she use the map for? In the cutscene, an NPC notices her looking at it and asks Estelle to tell her about all the exotic places she’s visited. Estelle, whose passion is storytelling, obliges, talking right through the night.

Maps can be tools of power, but they can also be souvenirs and reminders. Somewhere I still have the map of New York I bought on a trip there in 2004, because without a map I can’t fit the memories of those four frantic days together in a coherent order. Estelle’s use of the world map does more than that, arguably; it enables her to bring the now-tamed spaces of the wilderness to those not privileged to be able to visit them.

Whether this is enough to defang the map as a tool of power, I’m not sure. The game could be seen as naïve in suggesting that. But as a suggestion of a better way – not just for maps but by implication for masculinity – it bears some consideration.







[1] I’ll return to this point later, but the rewards for completing the world map all go to Estelle.

[2] It should be noted that not all such characters are male in Vesperia. In their own distinct ways, all three of the party’s female members are empowered to be outside the safety of the towns, but where addressed at all this tends to be framed as ‘unladylike’.


Written for Critical Distance's Blogs of the Round Table:

Tuesday, 8 September 2015

What the Hero Cannot Save the Princess From

Tales of Vesperia is the story of a young man going on an adventure with a princess, so of course, at one point, she gets kidnapped and he has to ‘rescue’ her. As this happens about two-thirds of the way through the plot, there will be some more detailed spoilers than are usually necessary in what follows.

The kidnapping happens shortly after the game’s sequence of big reveals plays out. We discover that Estelle, the Imperial Princess Yuri has latched onto, is the Child of the Full Moon, imbued with a power that threatens the natural order of the entire world of Terca Lumireis. Estelle, who is possessed of a compassion that borders on the cherubic, has already once said that if her power cannot be controlled she is willing to accept death for the sake of the world.

Yuri will have none of this. When the party work out, collectively, just how much of a danger Estelle poses, Yuri insists that Estelle not give up on the slim chance that they may be able to find some way to control her power. As he pressures Estelle, berating her for saying that she’s prepared to die if necessary, she cracks and runs off, seeking a moment alone to process her desperate straits.

The rest of the party give her space, spending the time discussing what might be done to help her. After a few moments, Raven, the shifty older dude who’s latched on to your party for as-yet-suspect reasons[1], complains he can’t follow the discussion and goes outside. When the rest of the party emerge later, both Raven and Estelle are missing.

It seems pretty obvious what’s happened. The only ambiguity is where Raven might have taken Estelle, and who exactly he might be working for. This prompts a search of the current town, which – if taken at face value – the game makes an oddly laboured affair, with some really awkward progress triggers.

The complicating factor in all this is that the town in question is the sky-city Myorzo, isolated and secret[3] home of the Kritya (basically Vesperia’s ‘descendants of the Ancients’ race). The only way out of the city is your airship, which is still docked. Eventually, you find an old, decommissioned teleporter which has been reactivated, and the guardian spirit of the city tracks its signal to tell you where to go.

Here’s where things get weird. When someone asks how the teleporter was reactivated, the party’s magic expert and expositor, Rita, specifically says that it could only have been Estelle’s powers that got it working. On top of that, when you follow the trail that the spirit identifies, you go to a location that there’s no sign Estelle ever visited.

Now, when you finally catch up to Estelle after blindly chasing another false lead, she’s definitely being held against her will, tormented and puppeteered by the current arch-villain to serve his ends. But while it’s unclear exactly how much power he has over her, what is clear is that the threat she poses to the world is contained.

What’s suggested, subtly but insistently, is that Raven, acting on the mastermind’s behalf, made some vague promise to Estelle that he knew someone who could control her power, and Estelle jumped at the chance. The mastermind’s solution is cruel and painful, but Estelle is still conflicted about whether she wants freedom – even during the rescue, she begs you to kill her.

Some of this – the cackling, sadistic villain, the tortured princess – could be chalked up to standard and regrettably exploitative video game melodrama, and it’s clear that Yuri himself reads it that way. It never occurs to Yuri that the Princess might not want to be rescued, or might be terrified of the implications of rescue even if she wanted it, or even that he can’t actually save her by rescuing her. He just chews his way through three levels of delaying tactics and diversions and rescues Estelle.

Rescuing Estelle, by the way, means fighting her as a mind-controlled boss; in the final phase of the battle, Yuri fights alone, without the rest of the party. On the way he’s accepted that it might be necessary to kill her to save her from Alexei – he’s willing to do that, even though he wouldn’t let her give her own life up willingly. All through this, he has no answer for the question of what they might do to prevent Estelle accidentally destroying the world.

Yuri’s actions and misjudgements come from two sources. One is his assumption of his own narrative, what I think of as ‘hero privilege’. While never as overt or self-aware about it as someone like Final Fantasy XII’s Balthier, Yuri understands both the structure of fairytales and the role into which he fits within that structure[4]. One of the key thrusts of Vesperia’s narrative is to highlight how inhuman this can be, how much we accept from heroes that in other contexts would be abhorrent.

But Yuri’s actions, and particularly his insistence that Estelle not ‘give up’ (i.e. accept death), are also part and parcel of his personal ethos. Yuri has a devotion to self-determination and authenticity that would do Sartre proud. Self-serving as his manipulations to prolong his time with Estelle are, it’s clear he earnestly believes that she wants and needs the adventure for her own sake.

Generally speaking, Estelle agrees, too. She speaks often of needing to find her own way. If she does indeed go willingly to Alexei, it is because she gives in to fear of the consequences of not doing so, fear that the cost of her freedom for others would be too high.

Yuri can embrace the existentialist life because he has very few social ties. For Estelle, as a princess and as the inheritor of a powerful mystical lineage, things are more complicated. The game eventually comes down much more on Estelle’s side; before you can go to the final boss, there’s another awkward sequence where you have to go around the world seeking the blessing of its various heads of state for your near-apocalyptic plan.

Rhetorically, Tales of Vesperia positions ‘hero privilege’ as a distortion of responsible interaction with society. Yuri is always willing to take responsibility for his actions, but he is never required to face truly horrible choices the way Estelle is purely in virtue of who she was born. There’s no question that Vesperia’s way of making this point exploits and objectifies Estelle, but its use of dissonant, ‘gamey’ surface to address Yuri is worth some attention.

This is not a game that hangs together well on the surface. Yuri doesn’t really get to be the hero, the rescue of Estelle makes no sense and the final act is unfocussed, confusing and disorganised. You can play this as a Video Game Story, but it won’t satisfy you.

The coherent narrative of Tales of Vesperia is buried under Yuri’s story; just as Yuri is blind to the harshest consequences of his actions, reading him as the hero blinds you to what’s really going on. In a way, this is futile, since the only players who are going to see this are already beyond the shallow engagements the game critiques, so it’s preaching to the choir, but it’s still a very competent use of the narrative to express theme.







[1] There’s a character like this in every Tales game and he’s always the worst[2]. Yes, Val, that includes Alvin.

[2] Actually, in Tales of Graces, the role is played by Asbel’s younger brother, and the older dude who hangs around with you is pretty cool.

[3] There’s an essay in exactly how isolated and/or secret the city is, but I’m still puzzling that out.

[4] Vesperia plays this up by contrasting Yuri, the social drop-out, with his childhood friend Flynn who has joined the Imperial Knights and steadily climbed their ranks. That relationship is too much to get into here, as is Flynn’s relationship to Estelle.

Tuesday, 18 August 2015

After Icarus

I don’t remember how I found the Princess’ Slide secret level in Mario 64. It’s something like seventeen and a half years since I did. I don’t remember specifically my first time going down the slide, either, but only because the thousands of rides I took all blur together a bit. I can’t quite remember every twitch of the way down anymore, but I rode that slide a lot.

On Marble Blast Gold, years later, there were two levels that started you off on a steep slope, and carried on straight down. Stopping was not possible. I played those levels a lot, too. There, there was the added advantage of an odd physics simulation that meant that at high speed, if you clipped an edge you went bouncing all over the place, faster than the eye could track.

There’s something similar in some of the set pieces in the 2D Sonic games, preprepared paths that move you fast enough to leave the camera trailing behind, that let you move in a way that feels effective but still chaotic. It’s like moshing – you can’t control where you go, but you have to do something, you have to be active, to participate.

In fact, the closest experience I’ve had in real life to the experience I’m poking at here was on a dance floor, back in the days when I wasn’t so elbow-conscious. Something loud and embarrassingly teenage, probably by Linkin Park or Disturbed, came on along with the strobe and suddenly the whole dancefloor was an indistinct mess of limbs. It was too dark to tell which way was up, or where anyone was coming from. There was movement and a sense of urgency, without any room for analysis or anxiety.

I feel like that hasn’t been available so much in more recent video games. Even when games are about movement, they tend to be about movement as mastery of a space, with the penalty for bad movement being death. You see this in games like Super Meat Boy, Escape Goat 2 and even something as simple as Geometry Dash. Staying in control is essential; these games won’t do anything for you the way Sonic used to, and their tracks don’t have walls like that Mario slide.

These are games that you practice. They reward the development of a particular skill on a very even curve. They’re a manifestation of what Austin Walker called ‘the new power fantasy’, mastery not by cheat or shortcut but mastery earned as a benefit of a just world. Harsh as the games often seem, they come with an idea of fairness that’s completely at odds with reality, completely artificial.

It’s a fairness we’d like to believe in[1]. It’s also an idea that flatters our egos as players and manipulates our behaviour as consumers[2]. And I would argue that it harms us directly, as well as manipulating us and squashing our experiences. Hegemonic culture – toxic masculinity, white supremacy, gender binarism and ableism – is built centrally on an idea of mastery. It is the idea that one should be master of oneself in a particular repressive way.

I’ve written at length before on the harm this has done to me, and I’m much more a perpetrator than a victim. Hegemonic culture thrives on the idea that everything that cannot be quantified must be controlled and suppressed, which slides quickly into the totalising idea that every weakness, no matter how transient, is failure.

And those of us who enact and sustain hegemonic culture are fragile for this reason. When something challenges our conception of ourselves as masters, as paragons, we descend quickly through snappish retort and into outright violence, both in rhetoric and often physically. The mere hint of a failing is enough to crack us open and let bursts of toxicity splatter everything we touch.

None of which is new, all of which has been articulated better by cleverer people than me. But the more I think about it in the context of my relationship to video games, the more troubled I become by the latter. Games seldom tolerate failure; it is the bookend of the experience, not a phenomenon to be investigated in and of itself.

Failure is bound up with ideas of blame and responsibility. So, too, is conventional thought about moral choice – but not in video games. In games, we think of choice and action as things without responsibility, their consequences sealed away within the magic circle of the virtual. In video games, failure is about frustration and fairness, and (in at least my case) the occasional flight of a controller across a room.

There is a disconnect there. I say this not to make a moral or sociological claim about games – though I realise I’ve flirted with both. I say it to define an area of interest, to make a statement of intent. I want to make games that address responsibility, that create and explore failure without frustration, that do away with concerns of fairness altogether[3].

There’s an element of meditation in this, too, or maybe self-directed therapy. The problem with fragility is that it makes us dangerous to those who step up to shake us out of our obliviousness. We need to find ways to address our own blind spots before we can open up enough to others to be safe for them to even try to help.

Social relationships are the epitome of what cannot be mastered. You can’t, in the sense I’m talking about here, perfect your control of another human. There are no speed runs for people, no perfects, no Big Boss Ranks. Intimacy requires something that might be called cooperation, or concession, or submission – I’m not sure what the best term is, it’s something I’m very bad at.

I don’t want to blame games for that, though I think they may not have helped. I want to believe they can help, though.

I am starting with a game of falling. This is not a subtle subversion – if a quintessential moment in video games is Mario jumping over a pit, where jump and pit are precisely calibrated to match, falling down the pit is a quintessential failure.

So my game is called After Icarus:



It’s going to be another month or two before I can release (depending when I’m able to get some music recorded), but it should be ready by winter. In the meantime, please follow @everaftericarus and I’ll try to provide at least occasional updates (of course, if I fail I guess I can at least claim thematic consistency…).




[1] Please support Jackson

[2] Please support Lana Polansky

[3] Which is not to say that I want to make unfair games. ‘Fairness’ is neither a neutral nor an objective concept. The rhetoric of fairness in games often serves the most toxic elements of the community, those who demand inaccessibility and pour scorn on those denied access by it. I want to make games that no-one even tries to assess the fairness of.

Wednesday, 24 June 2015

Protecting the Trophy Cabinet

Tales of Graces is the story of Asbel Lhant, heir to the small border domain of Lhant. Asbel begins the game as a spirited, disobedient child at odds with his militaristic father's strictness. Eventually, Asbel runs away from home to pursue his dream of becoming a knight in the King's army; the bulk of the plot kicks off as he nears the end of his training seven years later.

In short, Asbel is a textbook fantasy hero. So textbook, in fact, that he and his kind were written out of the fantasy textbook some years ago as a tired and never-terribly-interesting cliché. Graces does a pretty good job of bringing the cliché to life, though, through a combination of good visual design, good voice-acting and a solid script.

And that's a problem, because this is a cliché that embeds a lot of toxic masculinity, and Graces either doesn't realise this or outright embraces it. Asbel is obsessed with the idea of protecting people; Graces' statement of theme translates as 'Discovering the Strength to Protect'. The idea of protection at hand is fundamentally possessive.

The best illustration of this is in Asbel's relationship to his childhood friend and eventual wife, Cheria. During the childhood section of the game, Cheria is unspecifically frail, easily exhausted and doted on by the people of Lhant. After the seven-year intermission, mysteriously[1] cured, Cheria becomes the party's strongest healer and a powerful caster.

During childhood, Asbel tolerates Cheria more than actually caring about her – in his initial escapade, he drags his brother along to climb a nearby hill, but leaves Cheria behind saying he doesn't want her slowing them down. When they return to town Cheria is upset; Asbel stalls her by handing over a flower he picked idly on the hilltop and pretending he meant it all along as a gift.

In his seven years of training, Asbel never once tries to contact Cheria. When the adult section of the story begins, she comes to find him at the knight academy to tell him his father has died and he's now the Lord of Lhant. She's reticent, clearly sympathetic to Asbel's loss but also unwilling to offer comfort. Asbel is too self-absorbed to understand, but the player will; Cheria has been deeply hurt by Asbel's silence.

Matters reach a head between them a chapter or two later, when Cheria is kidnapped and Asbel rescues her. When she isn't as grateful as he expects – as grateful as she would have been as a child, or as a fairytale damsel – he protests 'You've been treating me like crap ever since I got back here!' This spectacular feat of obliviousness is compounded by every other character present ganging up on Cheria to push her to be nicer to Asbel. Asbel offers only a trite apology, plus excuses that make it unclear whether he really understands his fault.

In other places, Asbel's determination to protect is played for laughs. At one point he gets into an argument with companion Sophie about which one of them will protect the other; they end up agreeing to a race to decide, and Sophie easily wins.

There are comedic examples of how much Asbel wants to fit the rest of the party to his script, too. The game has a rich variety of victory celebrations, several of which it implies have been coordinated and choreographed by Asbel. In the one that features Asbel and the three female party members, they mess up his script and he ends the animation effectively sulking in a corner:

Asbel, when women don't do what he wants.
If this were just another game mishandling the common toxicities of masculinity, it wouldn't be worth an essay in its own right, but the sad thing about Graces is that, in some ways, it's much more sophisticated than that. Its presentation of Asbel as a centralised male raised on myths and norms of his own importance rang very true to me as a centralised male raised on myths etc. etc. etc... He's neither a trite nor a shallow character.

Asbel's ideal of military prowess doesn't come from nowhere. It's bound up in the feudal structure of his society; his father is both master of the household and military commander, and clearly doesn't separate the two roles in his own head. Lord Aston is a harsh, cold presence in the childhood section of the story, and the silence of his absence seven years on is more a continuation than a relief.

It's a cliché to blame toxic masculinity on distant fathers, of course, but the distant father archetype is part and parcel of toxic masculinity, and Graces does a pretty good job of portraying it. In fact, overall, Graces understands toxic masculinity much better than the majority of male-led games. If it deploys clichés, it does so only because toxic masculinity is so inescapable that all its features are sadly familiar.

And herein lies the frustration; ultimately, Asbel gets his fantasy. In the final moments of the story, he gets to step forward and use his martial and magical strength to protect the world. Several much more interesting possibilities that the game flirts with, including some which would require him to accept the protection of others, are squandered.

Compare this, for example, to the engagement with masculine toxicity that Austin C. Howe finds in Final Fantasy VIII. Graces does try to build a contrast between Asbel and his even-more-toxic brother Hubert, but given its endorsement of Asbel, this doesn't actually achieve much. 'This is acceptable because it isn't as bad as that' is a child's excuse for a game that purports to be about growing up.

It is not enough to understand, or to present clear understanding of, dominant cultural constructs. That which does not explicitly challenge will be taken as tacit endorsement. Graces wastes its opportunity, and the good work of its writers, by allowing Asbel his triumph.






[1] Even the game doesn't think it's kidding anyone as to the nature of the mystery, but it's not relevant here.