Kotaku

She's Sexy. Now Kill Her?I like God of War: Ascension. It's a violent video game. I've got nothing against that.


I like a lot of violent video games. I "get" where a lot of in-game violence comes from: games need to feel interactive; letting me control one character and eliminate another from the screen is still the most easily-comprehended—and enjoyed—act of video game interactivity.


I also like seeing images of attractive people. I prefer female figures, but there's capacity for physical beauty in any kind of person. Or place. Or thing. Or Greek deity.


Sometimes beauty is just that: beauty. Sometimes, it's sexualized. That kind of beauty is meant to appeal not just to the eyes or the heart but to the loins, to tap into something primal, to turn us on.


What makes me uneasy, what feels—my opinion!—gross is when these two things combine, when a game sexualizes some of its characters and then lets you bash their heads in the ground and rip them in two. That's when it feels weird. That's when I wonder why I'm being asked to have fun with this. That's when I start wishing that vivid violence and sexualized content wouldn't mix in video games in the manner they do in God of War: Ascension, not when there seems to be no other point than asking me to have fun with it.


Lighten up, you might say.


Or: I don't like it either, you might say.


Let's make sure we're all looking at and talking about the same thing. (There will be God of War: Ascension spoilers below.)


***

God of War games take place in a version of the world described in ancient Greek myths. In these myths the gods are violent. And they are constantly having sex. The gods wreck lives. They sleep with relatives. They seduce. They rape. They don't necessarily wear a lot of clothes. Sex? Violence? They're all about both, often in close proximity.


God of War games are actually mostly about violence. The sex is minimized. The bias toward violence is in the name of the game. We're playing as a human, Kratos, who would be the god of war. His own sexual escapades have been limited to one mostly-offscreen sex scene per game. That's one more mostly-offscreen sex scene than most games have, but it is just the one.


In fact, if there's a sex scene in the new God of War, I never found it in the 10 hours it took me to complete the game's solo campaign. What I did find, early in the game. was a harem scene. It establishes what longtime players have known: God of War games may not have a lot of sex in them, but they have a lot of bare breasts.


Take a look:



What do you get out of this? What I get out of this is that, in Ascension's world, buxom = attractive = alluring. Not a stretch. Much of society is down with that equation. Genitalia isn't a part of it. Not in these games or most others.


As uncommon as breasts are in games, below-the-belt nudity is even rarer. Hence this void between Kratos' legs, as seen in Ascension:


She's Sexy. Now Kill Her?


Or his he wearing underwear? It's hard to tell:


She's Sexy. Now Kill Her?


The harem scene, the game's first heavily-sexualized moment, is a trick. It's an illusion cast by one of the evil Furies in the game. (Yes, the game's bad guys are female; but I wouldn't read much into that. They've been male in the other God of Wars).


Here's what happens next in the harem scene, in a cutscene you don't control:


She's Sexy. Now Kill Her?


Kratos is an angry character. The very first game inflects that anger with the sadness and regret Kratos feels for killing his own family. I've played all of the console and PSP God of War games, and I believe his longing for his family is cited in each of them. In Ascension that longing is at its most tender. Players briefly see a Kratos who has reason to hope for a reunion with his wife—who, I believe, we've always seen clothed in these games. Most of the time, though, Kratos isn't moping. He's murdering.


As God of War players, we're asked to act out that rage. Most of us do it, I would assume, without rancor. We're not mad at the Furies or at the many gods and beasts and enemy soldiers we have Kratos kill. We may well commit these acts of violence as a chess player eliminates a pawn or queen, with our mind on strategy, not fury.


But God of War games, to their credit, remind us with more and more vivid graphical detail, that the violence that occurs when blades meet flesh is not pretty. Its color is mostly red and, in the imagination of the series and in the animations of Ascension, guts spill from opened torsos, brains bulge from uncapped skulls.


The game's violence is brutish and primal. We see gore.


And we see breasts, big breasts similar to what we see in Ascension's harem scene.


Breasts code some enemies as female.


Here's one, as she's killed by the player-controlled Kratos:



Here's another:



One more:



Let's talk about this last one, as it puts all of the game's issues with violence against sexualized female characters in one nutshell:


  • She's a snake-lady—a Gorgon—who is trying to kill Kratos. Killing her, in the context of being a mythological Greek Spartan warrior, feels appropriate.
  • If we accept that godly creatures don't have to wear clothes and that it might be really weird if monsters did, then the the snake-lady being topless is a fair visual design decision.
  • There might be a double-standard in that we never see Kratos' most-sexualized body parts, but it's not like we could see any of the Gorgon's below-the-waist reproductive organs. She's a snake down there. For her part, at least, we only can discuss toplessness.
  • The interactivity of this kill is actually an advance for the series, as the trademark God of War executions are now mapped, more interestingly, to analog sticks and buttons, not just buttons. That enables players to make Kratos dodge this Gorgon's final, desperate counter-attacks, while slashing at her to finish her off.
  • The richness of detail here is partially a byproduct of technology. This game is on a PlayStation 3, which can show details of hero and enemy bodies that simply couldn't be shown in older games. Note that Grand Theft Auto 3, on the PS2, didn't even render characters' fingers separately. In that game, everyone had flesh-colored mittens for hands. With more horsepower comes, simply, more body parts.
  • That finishing move doesn't just split her head. It cuts her breast. Violence against both of those body parts is disturbing. But one's the norm in games; one is not.

As Kratos, you'll kill everyone.


Have a look at Kratos going after some of the enemies who read as male in Ascension:



The male enemies are ripped apart, too. The element of sexualization is absent. No knives to the groin, for example.


What to make of this?


***

For some gamers, I imagine, what we see and do in this game is no big deal. Those Greek myths were this violent, this sexualized. For some, there may well be entertainment in the subjugation or humiliation in sexualized females, though I'd like to think that's not who the game's creators were designing their game for.


When I've discussed the series' violence with them, they've been nuanced, championing the context of the milieu and the aspects of it as a game over simple thrills about gore. I've not spoken to them specifically against the violence against female characters bit, something I hope to do in the future.


For me? I find, in this game, the intersection of two ideas that don't comfortably co-exist. Games have been getting more violent, often as an expression of the interactivity possible in their combat systems. And game characters' bodies have become more and more believably—if not realistically—shaped. The abstract avatars of before are replaced with detailed bodies. Straight lines and polygonal shapes have been replaced with curves and fine details.


So we have a game that presents a form of feminine beauty that associates exposed, large breasts as beautiful. And we have a game that wants us, after many other battles, when we reach the last Fury, to stab the final boss of the game.


That leaves us with a game that literally provides us no good place to stab the game's final boss, no good place to do an action that, of course, should look unpleasant because, hell, it's about killing. We probably should feel something when we pretend to kill. I just don't know if what we've got here is progress. Maybe? Maybe it's gender-balance. Maybe it's a step into a future when simulated violence against virtual men and women is equally nauseating. Maybe we are marching progressively into a moment when of course she could be chainsawable, because we live in a world where women now can serve in combat in the U.S. armed forces.


Where, then, can we stab the game's final, sexy boss?


Spoilers for that end-boss battle.... if you're willing to watch, then, ponder, if this is what progress looks like.



Kotaku

The next title from Ken Levine and Irrational Games finally comes out next week. But the hype cycle for the next BioShock game has been spinning for a long while and people have been spouting out opinions every since the very first glimpse of BioShock Infinite. This video animates a bunch of vulgar, misinformed and straight-up weird YouTube comments about the game, with hilarious, dead-on voice acting bringing the trollery to life. Can't wait to see what these folks think once the game is out...


Tomb Raider

Hooray, Tomb Raider's PC Version Is Now Way Less Crash-tasticTomb Raider's PC version is generally strong, offering a better-looking, higher resolution, smoother tomb-raiding experience than its console counterpart. That said, if you're using an Nvidia graphics card, the game could be pretty unstable, though that instability is usually fixed by turning tessellation off.


Good news: A beta driver released by Nvidia on Friday clears the issue right up, and ostensibly offers some performance improvements across the board, too. I installed the driver for my 660Ti and have been running with tessellation with nary a problem.


It's been cool to explore the island a bit in the aftermath of the story, just like Evan said it would be. That said, I think I might actually start a replay of the game on a higher difficulty. My bow and arrow misses having moving targets.


Assassin's Creed™: Director's Cut Edition

YouTuber/animator avemagnadude mashed together a few concepts from Assassin's Creed III trailers, but there's a distinct Gladiator feel here, too. Did you pick up on it?


Those references, combined with dramatic, slow-motion throws of Connor's tomahawk and a fantastic track (I need to have that track) make me want to see a Gladiator-styled Assassin's Creed game.


But I guess for now I'll settle for pirates. Or something.


Kotaku

Why The Next Portable Nintendo Game Wouldn't Work on an iPhoneNintendo executives have many reasons to keep their games off of iPhones and Androids and to only let them play on Nintendo hardware. But what about the creators of a new Nintendo video game? They've got reasons, too.


Last week, I asked some of the Japanese and Canadian creators at Nintendo and Next Level Games if their new creation, Luigi's Mansion: Dark Moon would work on a cellphone. Obviously, it doesn't technically run on a phone. It's made for the Nintendo 3DS.


But could it? Could they imagine it? The context, I offered, is that some Nintendo-watchers believe Nintendo should put their games on smartphones. Toss a Pokémon or Super Mario Bros. on an iPhone and rake in the money. That's the theory.


The two Japanese developers I was talking to via video-conference tried to field this question first, but the 90 seconds of off-mic chatter, of back-and-forth with our translator, of discussions with other people who were off-camera in Kyoto, convinced me they were not expecting this question and maybe didn't know what to make of it.


I admit that it's an odd question, but a relevant one. Either we can imagine Nintendo's newest creations working on stick-free, button-less phones or we can't. Either they can or can't.


"Actually," the game's supervisor Yoshihito Ikebata finally said, "I really think that the feeling and the core of the game is only possible because it's on this particular hardware, the 3DS. And it is really hard to imagine it running on anything else."


That's not a wonderfully illuminating answer, but it was as much as I felt I would get in a time-constrained, translated interview. I could guess at what he meant. Luigi's Mansion: Dark Moon is a three-dimensional action-adventure that has the player steering Luigi through haunted buildings and other venues with the 3DS' circle pad. Players make Luigi vacuum ghosts in a sort of cast-the-fishing-line-and-reel-back-the-catch combination of tugging back on the pad while holding down one of the 3DS' buttons. The game is displayed, optionally, in glasses-free 3D, an aesthetic inspired by 3D experimentation with the first Luigi's Mansion. It is indeed hard to imagine such a game on a non-3D button-less phone.


As I thought this through, the game's Canadian director, Bryce Holliday of Next Level Games chimed in: "For me, I would add that Luigi's an expressive personality. We spent a lot of time on the presentation and showing a lot of his face. Having your fingers on top of him—like you would have to do on a smartphone—would occlude some of that character. It's nice to have buttons basically.


"It also might be hard to do a fishing mechanic with siding and tapping on a touch screen rather than having a circle pad and shoulder buttons."


I can see what he's saying. I dislike having my fingers block some of the more interesting graphics I see in games I play on my iPhone. And while I can imagine fishing games on the iPhone—I'm currently obsessed with a very good iPhone fishing game—the feeling of tugging at a wriggling, resisting ghost, as I've experienced while happily playing Luigi's Mansion is hard to imagine working as well without tactile controls.


Maybe that was a good thought experiment. Maybe that was all of us being narrow-minded or them staunchly promoting the Nintendo hardware that is assumed to be necessary to support Nintendo's business model. I'm not sure.



Why The Next Portable Nintendo Game Wouldn't Work on an iPhone


Unintimidated By Apple, Nintendo's Boss Says The World Still Needs Dedicated Gaming Handhelds

Nintendo president Satoru Iwata can tell you when Nintendo would stop making its own handheld systems. He can tell you, hypothetically, when a line of machines that has gone from Game Boy to DS to 3DS would end and Nintendo's games would appear on the hardware made by other companies instead.
Last... More »



Kotaku

SimCity Buyers Get Free Copy Of Battlefield 3, Mass Effect 3, Or One Of Six Other PC GamesIf you register a copy of SimCity by March 25, you get a free copy of one of eight PC games from EA's catalog, including Mass Effect 3 and Battlefield 3.


This is EA's way of saying sorry for the server issues that rendered the city-building game unplayable for almost a week after it launched on March 5.


"At Maxis, our studio values dictate that we innovate and create something that is quirky, complex and challenging," the company said in a blog post today. "Sometimes this bites us in the butt, but our servers are green and we're seeing record numbers of players all online and having a great time."


Here's the full list of options:


  • Battlefield 3 (Standard Edition)
  • Bejeweled 3
  • Dead Space 3 (Standard Edition)
  • Mass Effect 3 (Standard Edition)
  • Medal of Honor Warfighter (Standard Edition)
  • Need For Speed Most Wanted (Standard Edition)
  • Plants vs. Zombies
  • SimCity 4 Deluxe Edition

Not included: an offline version of SimCity.


BTW, here's what I just got when I tried to go to the blog post:


SimCity Buyers Get Free Copy Of Battlefield 3, Mass Effect 3, Or One Of Six Other PC Games


Can't make this stuff up, people.


Tomb Raider

Monday mornings are for morbid death compilation videos, right?


Director of the video above, BenBuja, says that it's every possible death scenario in the game. But if you catch a missing one, feel free to share it below. Otherwise, enjoy your morbid morning. And you're welcome.


Kotaku

The next season of Game of Thrones starts on March 31, and the trailers are starting to get better and better. Seriously, every line in this new teaser is immediately quotable. EVERYONE IS MINE TO TORMENT.


Kotaku

Madden's Fake Twitter Feed Will Add a Fashion CriticMadden NFL's delightful ersatz Twitter feed, which debuted with Skip Bayless haranguing your created pro, in perfect character, will return to the game's career mode next year. We know that because of a most unusual addition to the roll-up: Paul Lukas, the aesthete of athletes who operates the Uni Watch blog and writes for ESPN.


"One of the higher-ups from EA Sports, who says he's a big Uni Watch fan, got in touch with me about 10 days ago and invited me to participate," Lukas wrote on Thursday. "It sounded like fun, so I said yes."


Intriguingly, Lukas has asked for—and apparently received—a more hands-on role in how his Tweets will be written. Last year it was the work of one man, Todd Zuniga (the feed had a scripting function where certain players could be subbed in and out of certain situations, too) and the celebrities he impersonated signed off on whatever was said in their name. "I wasn't sure I wanted someone else putting words in my mouth, even if it was only faux Twitter words in my faux mouth—so I asked if I could have a more active role in the writing of my tweets," Lukas said. "They said that would be fine. None of this work has taken place yet, though."


I'll be curious to read what Lukas has to say in the faux feed, and not just because I enjoy his work in real life too. Lukas' job is to criticize, and if he doesn't like the look of something, he'll say so. There's a slight difference between fake Skip Bayless saying a representation of an NFL player is playing like a dog (especially if he is), and a guy straight up calling a 49ers uniform feature "a disaster." Wonder what he thinks of the Wendy's drive-thru getups worn by the Canton Greats (above).


So it will be interesting to see how far he can go with this. And if my created pro plays with no facemask again, I hope Faux Lukas points out how I am sacrificing my face for the ultimate throwback look.


A Madden-ing Situation [Uni Watch]


Kotaku

An Even Wilder Theory: Is This the Real Joakim Mogren?This is Ludvig Forssell. He might look more familiar when he's covered with bandages and pretending to be a Swedish game designer named Joakim Mogren.


Or maybe we've just been staring at his picture too long.


We're tossing this one to you readers to decide.


Why might Ludvig Forssell be the bandaged, supposedly-Swedish developer "Joakim Mogren," who has been hyping The Phantom Pain a new Metal Gear?


Forssell is a composer—a "sound creator", if you will. After studying music in Tokyo, Forssell, who's Swedish, joined Metal Gear publisher Konami in 2011. He's done some soundtrack work on games like Senritsu no Stratus (listen here) and is currently based at Konami's headquarters in Japan and composing the Metal Gear Solid: Ground Zeroes soundtrack.


As for "Mogren", we've most recently seen him in an interview on GTTV. In that interview, Mogren claims that all will be revealed about that game he's working on at next week Game Developers Conference. At that conference, Metal Gear mastermind Hideo Kojima will be showing off his studio's new Fox graphics engine, which is used in Metal Gear Solid: Ground Zeroes.


Whether Joakim Mogren is CG or a real dude, there's a chance Forssell is the face behind the bandages. Have a look:



An Even Wilder Theory: Is This the Real Joakim Mogren? An Even Wilder Theory: Is This the Real Joakim Mogren?

Kotaku reached out to Forssell and Konami for comment, but did not receive responses prior to publication.


(Ludvig Forssell photos: Hal名古屋/Konami )
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