Showing posts with label Mass Effect. Show all posts
Showing posts with label Mass Effect. Show all posts

Monday, March 19, 2012

Art of Video Games Smithsonian exhibit--now open!

The Smithsonian American Art Museum's Art of Video Games exhibit is now open! Here's the exhibition trailer:

FemShep FTW!

It's now been more than a year since they started taking votes on which games to include in the exhibit, and they announced the winners last May. It looks like it all came together very nicely.

If you live or are planning on being in the Washington, D.C. area March 16 through September 30, you should try to check it out. If only I were still living in Maryland, I'd go. At least they've posted a bunch of photos from the exhibit on flickr. Check them out!

Tuesday, March 6, 2012

The moment we've been waiting for...Mass Effect 3!

It's finally here! Happy Mass Effect 3 Day, everyone!



I'm so happy they have some official FemShep screenshots and wallpapers now. But this BroShep one is pretty cool, too.



Unfortunately, I pre-ordered my Collector's Edition online, so now I have to wait for it to arrive in the mail. Can't get here soon enough. But to all of you who already have your hands on it (lucky!), have fun!!!

Also, be sure to check out this awesome Mass Effect 3 CG trailer featuring FemShep!!!

Friday, February 10, 2012

Happy FemShep Friday!

Today is FemShep Friday, so dubbed because today, BioWare has finally released the long-awaited FemShep Mass Effect 3 trailer! It's so badass, and I just love hearing Jennifer Hale's awesome voice acting. FemShep deserved to be in a trailer long before this, but hey, better late than never. The trailer is titled "Reinstated". Check it out below:



Sweet. I even dressed up in honor of this occasion:



I'll probably be wearing the same thing in a month for the launch of Mass Effect 3. Please note the shameless advertising for my Mass Effect N7 beaded bracelet, now available from my Etsy shop ;) Now that I think about it, I'm slightly concerned about the appropriateness of wearing to work a shirt depicting an alien getting its head blown off/splattered... But that asari is just so badass.

Speaking of asari, last night I went to a Japanese restaurant that had asari clams on the menu. I wasn't able to take a picture of the menu, but here's a screenshot of their online menu:



I can only assume that asari clams are a clam-like species from the asari home world, in which case this is a surprisingly good price for such an exotic import. I didn't order this dish, but I was awfully tempted!

Happy FemShep Friday!

Tuesday, February 7, 2012

And the giveaway winner is...

Thanks so much to everyone who entered my giveaway for the N7 beaded bracelet! I was really pleased with the turnout, and I loved reading about everyone's favorite Mass Effect characters. If you're curious, Garrus seems to have won that popularity contest (for the record, I'd probably pick Mordin).

But what about the contest for the bracelet? Well, without further ado, I give you the giveaway winner:



Congratulations!!! In the video, I say "Congratulations!" kind of like those annoying pop-up ads telling you you're the 1,000,000th visitor. Oh well :-/

So the video is kind of boring, mainly showing an Excel spreadsheet (yuck!), but I figured I might as well provide evidence of the random selection. If you don't want to watch it, here you go: The winner is @jamiepage19. Yay!

To those of you who didn't win (sorry!), you can still get an N7 bracelet...from MY NEW ETSY STORE! Yes, I just opened it, so it doesn't even have a name or a banner, but it does have the N7 bracelet. AND you can get 20% off if you use the coupon code IDIDNTWIN :) The coupon will be valid up to March 6, the release date of Mass Effect 3.

I plan to get my other bracelet designs on my Etsy store soon, and I might do a second giveaway for an R2-D2 bracelet. I also need a good name for the store. Any ideas? Maybe 8-Bit Beads, though that doesn't feel quite right. Hmmm...

Anyway, thanks again to everyone for entering. And congrats to Jamie!

Monday, February 6, 2012

Countdown to the giveaway...

I've already started on the bracelet. I'm pausing here, though, until I know the winner's wrist circumference, so I can add in a few rows if necessary. Here it is so far...


Yes, I use a makeshift loom I constructed out of two Costco boxes. Hey, it works, and it's also good for storing all my supplies.

Now, I've come to the realization that closing the contest at 11:59 pm tonight means that I'll be in bed when the contest ends. Therefore, I won't be able to select a winner until tomorrow, unfortunately. I will announce the winner as soon as I can, but that may not be until after my work day on Tuesday. I promise to announce it within a day of when the contest ends.

Thanks to all who entered, and good luck!

Wednesday, January 25, 2012

My blog's first GIVEAWAY!

On most days, Commander Shepard doesn't have time for jewelry. An array of guns strapped to her back are all the accessories she needs. But occasionally she'll find herself on a mission where she has to dress up--in the Afterlife VIP lounge, or an extravagant party on Bekenstein, for example. That's why I made this N7 bracelet: because even in formal wear, Shepard deserves to be recognized for the elite special forces marine* she is.



I made one of these beaded bracelets for myself last summer, and now, in honor of the upcoming release of Mass Effect 3, I'm giving one away! Yes, the release of Mass Effect 3 is still over a month away (March 6 or thereabouts, depending on your location), but I want to make sure I have enough time for people to enter the giveaway and for me to make and mail the bracelet so that it arrives in time for the big day.



This bracelet is made with tiny glass seed beads. The black ones are glossy and opaque. The red and white ones are translucent and silver-lined (shiny silver around the inside hole of the bead). The silver-lined beads have just enough shine and sparkle to pop out as a design, but not so much that they seem too glittery. The overall look is really quite sleek.


WHAT'S BEING GIVEN AWAY

A beaded N7 bracelet!

WHO CAN ENTER

Anyone can enter! I am willing to ship internationally. Hopefully that won't bite me in the ***, but I think with a small, light package, it shouldn't cost me too much.

Now, I know this giveaway favors the girls, and I'm sorry about that. If you're a guy, you're welcome to enter to win a bracelet (maybe you have a girl you want to give it to, or maybe you want it for yourself--that's cool). I could also attach the beaded design to a key chain instead of bracelet clasps... Or if you have other ideas for how I could turn the beads into something suitable for a guy, I'm willing to hear.

HOW TO ENTER

First, leave a comment below telling me you want to be entered in the giveaway, and let me know who your favorite Mass Effect character is. If you can't choose just one, then give me a list, that's fine :) This will earn you one entry for the giveaway. This step is important, so I know you really want to be entered, and aren't just following me because you like my tweets or tweeting about the giveaway to spread the word.

After you've done that, you can earn up to three additional entries in the giveaway for each of the following:
1. Follow me (@EleniRPG) on Twitter (if you already follow me, this counts).
2. Tweet about this giveaway on Twitter, with a link to this post and a mention of me (@EleniRPG). You can tweet about it as many times as you want, but I'll only count it as one entry ;)
3. Follow my blog (if you already do, that counts).
Important: Once you've completed any of the above, please leave a comment below to make sure I noticed (I'd hate to miss something). Also, if your Twitter handle isn't obvious from the way you identify yourself below in the comments, tell me your Twitter handle so I can correctly match you to the tweet/follow.
Additionally, if you're not following me on Twitter (in which case I can direct message you), give me an email address so I can contact you if you win!

WINNER SELECTION

The deadline for entries is Monday, February 6 at 11:59pm Honolulu time (5 hours behind East Coast time...you'll have to figure out the rest for yourselves). I'll be selecting the winner randomly from a list of names. The number of times your name appears on the list depends on the number of entries you earned (up to four). I'll post the winner on this blog, but also contact the winner for details (address, wrist size, metal allergies, etc.).

Good luck!


* For those who don't know, N7 is the emblem on Commander Shepard's armor. N designates special forces, while the 7 indicates the highest level of proficiency.


MAYBE ANOTHER GIVEAWAY?

I know that not everyone who reads my blog plays Mass Effect (But you should! It's such a great series!), so I feel a little bad that my first giveaway on this blog leaves those people out. I have made a few beaded bracelet designs that are not related to Mass Effect, and if there seems to be enough interest, I could do a giveaway for one of them. So, whether or not you want to enter the N7 giveaway, leave me a comment telling me if you'd be interested in a giveaway for one of the following:

R2-D2

I'd probably change the background beads if I made another of these, since the teal blends too well with the blue on top of R2's head. Also, the teal beads were ever so slightly skinnier than the other beads, giving the bracelet an uneven width. But who doesn't love R2-D2?

Space Invaders!

This is for the old-school gamers. Thanks to Mariel who suggested this one--the 8-bit style works very well for bead weaving. The aliens are made with silver-lined beads, so they stand out well.

I also have a Battlestar Galactica Cylon head design (old-school Cylons--the horizontal visor looks MUCH better with the beading constraints than the newer V-shaped visor) which I think will look really good: five Cylon heads go around the bracelet, but in each one the red light (done with a silver-lined red bead, of course) is in a different position.

Friday, January 6, 2012

Happy New Year!

Happy New Year, everyone!

I've been a bit absent from this blog lately. Blame it on SWTOR. Actually, most of the blame goes to my spending two weeks of winter break at my parents' house in Massachusetts. I was hoping to get my yearly dose of snow, but no luck this year. Aside from the lightest of light snow for maybe 15 minutes on Christmas morning (enough isolated snowflakes so you're pretty sure it's snow instead of ash or pollen, but not any more than that), and one similarly brief though slightly heavier flurry another evening, the Boston area was snow free for those two weeks. A couple of the days were even surprisingly warm (50s F, 10-15 C)--though still freezing by Hawaii standards, I suppose. I thought maybe we'd spend New Year's on the mountain in Vermont, where there is more reliably snow (see my sledding video from two years ago), but we decided our 15 1/2-year-old dog wouldn't be able to make it up to my uncle's cabin.

Even without snow, I had a great time. I get along really well with my brothers, who were both there. We played a lot of board games, actually: Battlestar Galactica, Dominion with both the Intrigue and Prosperity expansions, 7 Wonders, and Pandemic. All fun and different games. I was new to 7 Wonders (each player gets to be a civilization responsible for one of the Seven Wonders of the Ancient World, gathering and trading resources, building their cities and their Wonder to earn points) and Pandemic (cooperative game in which each player has a special role in a team fighting the outbreak of four highly contagious diseases around the world), and I'd never played Dominion with any expansions, so it was challenging but exciting to learn new games.

We also watched the entire first season of Community, which I'd never seen before. I'm not a fan of Chevy Chase, but luckily he's not exactly a likeable character on the show, so I didn't mind it so much. And the paintball episode is EPIC! So awesome. I hear there are some other epic episodes in Season 2, so I'm looking forward to catching up on those.

I have been playing a fair bit of SWTOR, though I'm switching between two mains (a Sage and a Guardian), which is slowing me down. It makes sense because I wanted one character that I could pair with my brother's Gunslinger and one that I could solo, but it hasn't exactly worked as smoothly as I'd hoped. But I'm settling into the characters now. Once we finish the main stories with our first characters, we'll start with Imperial characters--I have an Inquisitor and Agent ready to go. There are just too many good choices to stick with just one.

I'm back in Hawaii, now, and enjoying the warm weather. I like having some winter, but it's nice to have fresh air and birdsong coming through the windows, the warm breeze carrying scents of tropical flowers. Nice until I have to go back into work.

I'm planning on holding a giveaway soon! Though I'm still caught up in SWTOR, I can't forget that Mass Effect 3 is only a couple months away. So I'll be doing a giveaway of one of my N7 bracelets. For non-Mass Effect fans, I'll probably do a giveaway of a beaded bracelet with one of my other designs (e.g. R2-D2). For the guys who don't want a bracelet...I'll have to work on that. Anyway, keep an eye out for the giveaway, it'll probably be up in the next week or two once I get it all organized.

In the meantime, I hope your new year has started off well. Best wishes for a happy and complete (...not apocalyptic) 2012!

Monday, August 29, 2011

Looky! I made a (geeky) PRETTY!!

A few weeks ago, I got bitten by a crafting bug. I was itching to make something. Something geeky and pretty that I could wear. And now I've actually done it.

When I was eleven, I learned how to weave beads. First, I made a small sample for a school project. I then wove myself a Christmas-themed choker (Christmas trees, presents, candles, and a star), which I was quite proud of at the time but now seems a bit rudimentary. After that, I made grand plans for a small wall decoration featuring swimming sea otters, bought the beads required for my pattern, then got distracted with other things before it was ever made. A shame, really.

Anyway, partly inspired by seeing so many cool geeky things on Etsy, I decided I wanted to start weaving beads again. I plotted out a few fun designs in an Excel spreadsheet (there must be better software for this purpose, but it worked well enough). I went to a couple bead stores in Honolulu, spent at least half an hour in each one looking at their seed bead offerings, then went home and bought a bunch of seed beads online. As I eagerly waited for the beads to arrive in the mail, I constructed a makeshift beading loom out of boxes from Costco (beefsteak tomatoes and Häagen-Dazs ice cream bars). The beads arrived over the course of last week. And so, this past weekend I made my first (and hopefully not last) geeky woven bracelet:



It's the Mass Effect N7 emblem that appears on Commander Shepard's armor (the N designates special forces, while the 7 indicates the highest level of proficiency), modeled here with my matching Asari tee.



I made it using glass TOHO size 15 seed beads, with the colors opaque jet (the black background), silver-lined crystal, and silver-lined ruby.



When I made the choker in middle school, I was using the larger size 11 beads, and they were all opaque. The smaller beads give a finer, more delicate design (the image doesn't look as coarse as with size 11), and the design can be more complicated without the bracelet becoming too large. The transparent silver-lined beads pop out and add a bit of sparkle and shine. It came out better than I had expected. Yeah, I'm really quite pleased with myself.

So what else am I planning on making? Given the rectangular nature of the medium, excessively round images don't work very well, and things that look good short and squat fit better on a reasonably thin bracelet (though if I go for a wider cuff look, I could make a taller image). R2-D2 and Yoda are thus high on my list, and maybe the Companion Cube. Bead weaving is particularly well suited for 8-bit images, but I haven't really been inspired by anything yet. Any suggestions?

Tuesday, August 23, 2011

What's wrong with giving fans the FemShep they envisioned?

At the beginning of the month, I wrote a post defending both the apparent winner for the new default FemShep appearance (whom I called BlondeShep) as well as the vote for FemShep's appearance itself. If you're unfamiliar with the situation, you can see my summary as well as commentary here.

To summarize my commentary, I liked that they were giving us fans, who already have our own idea of what FemShep should look like, a chance to help decide the new default FemShep look. The original default was disappointing, and I had hoped that they would redesign her now that they were giving her a turn in the spotlight with her own cover art and trailer. I actually tweeted at the time:
In ME1&2, default MaleShep looked much cooler than default FemShep (modeled after an actual model). Hope they'll improve for #3.
13 Jun
Yes, the default male Shepard appearance was designed after a gorgeous male model because, being the Shepard used in all the trailers, covers, and promotional materials, he was the face of Mass Effect. I thought maybe they'd redesign FemShep after a model or actress. When they came out with the six images to vote on, I figured it was too much trouble/time/money to design her after a face model. But also, at this point we've already played as FemShep and designed her as we saw fit. BioWare is making the FemShep trailer and cover art because the fans want it. Why not let the fans give input on how they imagine her?

As it turned out, the vote may not have been decided by the passionate FemShep players but by the majority Mass Effect demographic of young men voting for the Shepard they thought looked the hottest. Disappointing, but what can you do? A lot of people complained about the apparent winner being the blonde, but I argued that the blonde still looks badass--even with loose hair. I did have one complaint about the vote, though: While I wanted FemShep to have brown hair (like me!), I had to agree that the blonde's hairstyle was the most flattering. It wasn't fair. Had they given the blonde a tight bun, and had the longer wispy hair style in black, brown, or red, would the blonde still have won? Did she win because of her coloring, or because of the style? I wondered.

In the week or so after I wrote my post, things seemed to be settling down. The vote was over, and people accepted that the blonde still made a cool FemShep (as illustrated in this Penny Arcade comic). And then came Round 2 of voting.

Apparently I wasn't the only one who liked the blonde's hair style but wished it were a different color. The folks at BioWare noticed these comments and organized Round 2, which took the BlondeShep design but offered it in four different hair colors. Having accepted the blonde already, I was slightly weary of the whole ordeal at the time this second vote came up, but it was, after all, what I'd wished for. I voted for the brunette, then decided I really liked how the hair style and eye color looked with the black hair, and voted for her too. It looks like the redhead is going to win, but I'm fully satisfied at this point. Done.

But the controversy is not done. I'm still reading things that I feel the need to respond to. In her post at The Mary Sue, Becky Chambers criticizes the FemShep redesign and vote. It's clear that she liked the original default FemShep; I didn't, but there's nothing to be done about opinion. Still, she specifically complains about the six FemShep appearances offered in the first round of voting, calling them "foxier", saying that they look too young, and supposing that the type of person who would like them is the type who would obsess over FemShep's lipstick color.

I can address these concerns. "Foxy" is not the first thing that came to my mind when I saw the FemShep designs. Determined, strong, confident, defiant, and--sure--pretty are what I see in them. Becky says she imagines Shepard in her thirties, but one doesn't have to imagine Shepard in her thirties. Shepard was born in 2154; the events of Mass Effect take place in 2183; Mass Effect 2 takes place in 2185. If she is 31, that makes her the same age as...Katee Sackhoff. A year older than Summer Glau. Two years younger than Zoe Saldana. Now, maybe my problem is that I'm bad at determining the apparent age of animated characters, but the FemSheps don't look out of line for 31. She also says she imagines FemShep with the "practical" hair of the original default, in contrast with BlondeShep's loose shoulder-length locks. But if you look at the original's hair style, she has loose chin-length locks. They are just as likely to get in her eyes as shoulder-length hair, if not more, since it's hard to tuck those front hairs behind the ears. And lastly, no, I didn't obsess over FemShep's lipstick color. I chose my FemShep's lip color to look like she wasn't wearing any lipstick. But that doesn't mean I can't like the way she looks with mascara. If Shepard has time to solve random domestic disputes around the citadel, she can put on a little mascara in the morning.

At the end of the post, Becky finally throws up her hands with an "Oh, for fuck's sake" at the idea of the second round of voting. I've already done what I can to defend, justify, and praise the new designs and BioWare's decision to let us vote on them. My defense of the second round of voting is basically the same as that of the first round. Let me put it this way:

I love Mass Effect. This makes my 45th post discussing Mass Effect on my blog (I'm kind of stunned to notice this, but that is over 10% of my total number of posts). I always play as FemShep--I don't even use the term FemShep outside of this specific topic because to me, she is simply Shepard. I gave her the longest hair that the designers offered, with little to no makeup (you can see my ME1 Shepard in the middle of my title banner). I did not like the default Shepard in Mass Effect or Mass Effect 2. I thought her face was bland and unmemorable, even with that scar, far below the standard of the default male Shepard and similar in quality to any bit player NPC. I wanted a new default FemShep. I liked being able to vote on her appearance to make her look how I envisioned her. I liked the long hair style--no, tousled hair does not get in Commander Shepard's way--but wanted to see it in different colors. BioWare delivered. The vote may not have gone as I wanted, but that's what happens when you don't share the most popular opinion. I accept that.

I see FemShep as a feminist icon, a paragon of female video game characters (whether you play her as a paragon or a renegade). I'm thrilled she's getting her own promotional material, and I'm grateful for what BioWare has done making a FemShep to please fans and to stand proudly opposite MaleShep. The vote is fitting, not ridiculous. I am a FemShep fan, and I am happy. What else is there to say?


Wednesday, August 3, 2011

Follow-up on BlondeShep

I saw this new comic on Penny Arcade and figured I'd include it, to go along with yesterday's post:


http://www.penny-arcade.com/comic/2011/8/3/

Tuesday, August 2, 2011

Give BlondeShep a break

I was going to tweet about this at first, but I soon realized that I had more to say than would fit conveniently on Twitter. Then it ballooned into a much longer discussion.

Since the start of BioWare's Mass Effect franchise, the third and final installment of which is coming out March 2012, all promotional materials for Mass Effect have featured a single default male Commander Shepard, in spite of the fact that the game's protagonist can be customized by the player in appearance and gender. Commander Shepard's appearance has no bearing whatsoever on the game aside from the player's aesthetic satisfaction (though wouldn't it be funny if Shepard could be rejected by Miranda for being too ugly, or by Jack for being too pretty?). Shepard's gender, on the other hand, does affect the game, notably through a different set of romance experiences and through a different actor providing Shepard's voice; male Shepard is voiced by Mark Meer, while female Shepard (affectionately called "FemShep") is voiced by Jennifer Hale.

From a marketing standpoint, it made sense to advertise Mass Effect to the world using only one Commander Shepard. For people unfamiliar with the franchise, it needed to be apparent who the protagonist was, so the potential player could know what role he or she could step into. But now, BioWare has decided that the franchise is known well enough and FemShep has enough loyal fans that it is finally time to give FemShep a little love. They announced this summer that FemShep would receive some public promotion through 1) a picture on the case of the Mass Effect 3 Collector's Edition (I'm guessing MaleShep on the front, FemShep on the back, or something like that), and 2) her own trailer.

This was a triumph. FemShep fans around the globe--I among them--rejoiced. For years I'd felt the Mass Effect I knew and loved had been marginalized, hidden away as if it didn't matter. People who had only seen the trailers and never played the game would assume that everyone played as that default male Shepard. They'd never know that FemShep was just as competent at saving the galaxy as her male counterpart, or how excellent a job Jennifer Hale did giving Shepard a voice. Just the week before I learned of BioWare's announcement, I had lamented on Twitter:
#ME3 Collector's Edition: "case featuring...artwork of Commander Shepard." NO. That's NOT Commander Shepard, just some guy in her armor.
6 Jun
Thanks to BioWare's timely announcement, I was forced to write a follow-up tweet:
I have to retract my tweet from last week. ME3 Collector's Edition will have FemShep cover art as well. Yay!
13 Jun

But this brought up the pressing question: What will the FemShep used for these promotional materials look like? Of the various options available to them, BioWare decided to reveal six options for FemShep's appearance and allow people to vote on them via Facebook. From the beginning, #5--the pale, blue-eyed Shepard with battle-tousled, shoulder-length blond hair--has been the clear frontrunner by a large margin. The whole voting situation has brought up considerable controversy, and it is on these issues that I would like to comment.

Niall Slater in BitMob criticized the whole voting process and wondered why BioWare didn't just use the "iconic" default FemShep appearance that was selectable in the character design menus in Mass Effect and Mass Effect 2. I have an easy answer for that last part: she wasn't iconic and she didn't look very cool. Absent from any promotional materials, not only was she not iconic, she was invisible to those who had never clicked on the "Female" button in the game's character creation menu. Even I, having started at least a dozen FemSheps in Mass Effect 1 and 2, never looked at the default FemShep for more than a few seconds. I read somewhere recently that she was a redhead; honestly, I didn't know. The reason I'd never given her a second look was that not only do I prefer customizing my characters' appearances when all else is equal, but it wasn't hard to come up with a face that I thought looked better than the default. My brother once pointed to this as an advantage to playing as FemShep: with MaleShep he was always disappointed, by feeling either too generic (with the default face) or simply inferior (with a custom face).

The reason for this disparity in quality between the default male and female Shepard appearances was the very fact that the male was used for the public promotions. Knowing that MaleShep would be the face of the franchise, BioWare hired a very attractive real-life model (Mark Vanderloo) to act as a face model for MaleShep. FemShep was designed without a real-life model, probably the same way any walk-on NPC was designed. There is something inherently superior to the Mass Effect faces modeled after real people. No matter how much I liked the way I had customized my FemShep's face, Miranda (Yvonne Strahovski) and Samara (Rana McAnear) always put me to shame. When I first learned that BioWare would make a trailer and cover art with FemShep, my hope was that they would design her after a real person. They did not. I assume this is because it would take too much time, effort, and other resources for it to be worth it at this point. It would have been nice, but I remain grateful that they're promoting FemShep and working to give her a new face worthy of that attention.

In his article, Slater criticizes the fact that FemShep's appearance is being decided by a vote. He says that putting her appearance up to a popular vote goes against her status as a feminist icon. I don't mean to pick on Slater, his is just one of the few full articles I've read on the matter (as opposed to many short tweets). But others have also argued that choosing FemShep's look in a beauty pageant, thus opening her appearance up to such scrutiny--scrutiny to which MaleShep was never exposed--is sexist. I have three things to say to this line of argument.

First, they miss the point that MaleShep was designed after a male model. He was already guaranteed to be gorgeous. If I'd gotten my way and they'd designed the new FemShep after a similarly good-looking woman, say, Piper Perabo, people probably would have complained about her being too pretty for the feminist icon that is FemShep. But if MaleShep is pretty, why is it sexist to make FemShep pretty?

Second, the Mark Vanderloo MaleShep was designed before players had any opinion of Commander Shepard. In a way, he became established as "The Real Shepard" before anyone had even played the game. Of course his appearance was never voted on. FemShep is finally getting her own promotional material because her fans demanded it. The FemShep trailer will exist because BioWare listens to their fans' opinions. Why then is it sexist for them to listen to their fans' opinions here?

Third, the vote didn't have to turn into a beauty pageant. People were voting on what they wanted the FemShep in the trailer and cover art to look like. For some, it was the one who looked closest to the Shepards they'd played in ME1 and ME2. For others, it was the one they felt most embodied how they'd always imagined FemShep, or who best fit Jennifer Hale's voice acting. And for some, it was the prettiest one. Because the sole blonde won, it is easy to accuse people of simply voting for the prettiest (assuming the blonde is the prettiest...). It is especially frustrating for those of us who have always loved FemShep not to get our way if the vote was decided by the stereotypical horny teenage boys who just wanted to see yet another hot blonde, and who probably won't even play as FemShep. This may be what happened, but that is not the fault of the vote, but of the voters.

And so I defend the choices BioWare made to orchestrate the vote and arrive at the #5 BlondeShep winner. If there is sexism here, it comes from the early Mass Effect marketing being solely for males that led us to this situation, not from these late attempts by BioWare to make amends.

That is not to say I am completely happy with the results. I voted for #3, the brunette (yes, I am terribly biased). Actually, I liked #5's hairstyle the best. Impractical as untied long hair may be for battle (though at least her vision looks less obscured than #4's), the perfectly messy, brushed aside look seemed to fit a soldier emerging from battle. It is well established that most men generally prefer women with long hair to women with short hair. Offering that hairstyle in blond but not black, brown, or red seemed unfair to me. Had they given the blonde a tight bun or the short boy-cut, and had the longer wispy hair style in black, brown, or red, would the blonde still have won? Basically, did she win because of her coloring, or because of the style?

See the six FemShep choices here

I wish the choices had been different, but I don't mind that the blond FemShep won out. People have derided her as being a "Barbie doll," but she looks like a pretty bad-ass Barbie to me. I do hope, though, that in the character creation screen in Mass Effect 3, we'll be able to use that hairstyle with a different hair color.

Addendum: You can see my Shepard here and here.

Edit 8/17/11: They have now opened up a second round of voting for FemShep. Apparently I wasn't the only one who preferred the hair style but not the color. Now we can vote whether her hair should be black, blonde, brown, or red, though her skin color is set (there may be a few freckles on the redhead option). I think this voting is supposed to last a week.
Vote here!

Friday, June 10, 2011

E3 2011: BioWare, and the others

E3, the video game industry's big annual expo, was held this week in L.A. Upcoming games were presented, new hardware was introduced, and there were tons of press conferences, interviews, Q&A's, and demos.

Some of the biggest reveals at this year's E3 are things I don't really care about. I'm always behind the times in terms of smart phones and tablets, so whatever Apple was talking about on Monday won't directly affect me in the near future. I haven't played consoles since the original PlayStation, and I don't have the need for a portable console at this point, so it's highly unlikely I'll get a Wii U or PlayStation Vita. I was mostly interested in the games. And of the games, I was mostly interested in BioWare. That's just my taste.


Star Wars: The Old Republic
I've been excited about this game since the summer of 2008, when EA announced that they were working with BioWare and LucasArts on an MMORPG sequel to the two Star Wars: Knights of the Old Republic games. I adored KotOR and KotORII, which take place approximately 4,000 years before the rise of Darth Vader, and I was a bit disappointed that they weren't making a straight single-player sequel to finish out the series. But the more I learn about the MMO--personal ships! different companions for each class! fully voiced PC's and multiplayer conversations!--the more excited I get about it. This year at E3, they showed a kick-ass new trailer that has me squeeing.


See on the SWTOR website here.

The SWTOR team showed off Tattooine in their demo at E3, allowing people to explore the iconic planet. This video gives an idea of the gameplay, player companions, types of choices made on quests, and multiplayer conversations.

See on the SWTOR website here.
I find the speeder bike a little goofy, only because the companion disappears as it appears, making it almost seem as if the companion transforms into the bike. Oh well. More videos and info can be found on the SWTOR website, which is updated quite frequently with new reveals. The game is expected later this year, but no date has been announced.


Mass Effect 3
This is the climactic final installment of the epic Mass Effect trilogy, and it's promising to be the best of the three. Throughout Shepard's quest, the Council has dismissed her warnings about the looming Reaper attack, in which an unbelievably ancient and powerful race of machines will attempt to destroy all sentient organic life in the galaxy. Now, as the Reapers launch their attack, it falls to Shepard to rally the galaxy and lead the races to war.

For their E3 press conference, EA debuted a live action trailer for Mass Effect 3. The coolest part about it? Holly Conrad and Crabcat Industries (whom I've mentioned before on this blog), made costumes and the husks for the video! They did an awesome job.


Rumors had been flying for the past week or two that Mass Effect 3 would be Kinect compatible (for the Xbox 360 version only, of course), but this was finally explained at E3. There will not be any motion control, but the game will make use of the Kinect's voice recognition capabilities. Players will be able to select dialogue choices from the dialogue wheel with their voices as well as deliver voice commands to their companions in combat. Check out this demonstration:
Personally, I think that the use of voice commands in the dialogue is a bit redundant. First you say one thing out loud, then Shepard in the game says a different line with similar meaning. I'd rather just hear each idea expressed once. But the voice commands in combat are pretty sweet. That's how the commands would be delivered in the battlefield (not with clicks), and the thought that your companions are responding directly to your voice increases the immersion. Chances are I won't ever get to play the Kinect version, but it's fun to see anyway.

Mass Effect 3 is scheduled for release on March 6, 2012. Find more details about Mass Effect 3 and SWTOR at E3, with interviews, demos, and Q&A's, on BioWare TV:
http://www.masseffect.com/me3/game/biowaretv/


Elder Scrolls V: Skyrim
I played Morrowind, but skipped Oblivion. The games are beautiful, with vast continuous worlds to explore, and Skyrim looks to be more beautiful and more vast than the previous games in the series. I'm undecided whether I'll get this game or not. It's all well and good to be able to explore, but it's also nice to feel like I have a purpose. In Morrowind, I found myself doing quests for umpteen guilds because they were there, and not because I cared about them or what they stood for. That gets boring after a while. There are many merits to the Elder Scrolls style of games, I just have a preference for BioWare-style dialogue, stories, and NPCs. Still, I have little doubt Skyrim will be a great game. It has big frakking DRAGONS! See a gameplay demo here:
http://www.g4tv.com/videos/53441/The-Elder-Scrolls-V-Skyrim-E3-Gameplay-Demo/
Skyrim will be released on 11-11-11.


Tomb Raider reboot
I never played any of the original Tomb Raider games, and I know very little about this newly announced reboot, other than that it's an origin story. But I'm intrigued because the trailer looks so cool.



Kinect Star Wars
Check out this trailer:


I love the idea of a Star Wars Kinect game. I want to be a Jedi, wielding my lightsaber and tossing enemies around with the Force. But while the Kinect has much to offer in terms of delivering an immersive Star Wars experience, it also has limitations. The problem is traveling. You the player can only move across the space of a few square feet in front of your TV, so how do you get your character to travel more than that? The solution in Kinect Star Wars is that the game moves your character "on rails"--as if you're on a big moving sidewalk that controls where you go--and you just control the character's combat as the game scoots you around. The game may still be fun, but this lack of control could be annoying, and may negatively affect the immersion of the game.

I don't know a good solution to this travel problem. Bend forward slightly to make the character walk forward? That's just asking for back pain. Use a small Nunchuk-like joystick in the left hand to control your walking while the rest of the body is left available to control the character's motion? The point of the Kinect is that you don't need a controller--your body is the controller. Voice commands? Tedious, unwieldy. DDR-style directional pad on the ground to direct travel? That probably would be complicated and tiring. For every idea I come up with, I can think of a reason it won't work. I guess it's up to the developers to solve this conundrum. Once they do, they can finally start making for the Kinect the types of exploration games I love to play.

So I don't leave you on a downer, how about a short little clip of Felicia Day playing Kinect Star Wars?
http://www.viddy.co/feliciaday/video/playing-star-wars-kinect


I didn't follow E3 that closely, since I was working all week, so I know I missed a lot. Let me know of any other awesome games I need to check out!

Wednesday, May 18, 2011

Renewed hope for my sci-fi fantasies

I became very excited when it was announced last fall that a planet known as Gliese 581g, the sixth planet found to orbit red dwarf star Gliese 581 a mere 20 light years away, might harbor life. The tidally locked rocky planet similar to Earth's size was within the "Goldilocks zone" for supporting life: not too hot, not too cold for liquid water. I wrote a whole post gushing about it, and how the description of the planet reminded me of my days of exciting space exploration in Mass Effect.

It wasn't long, however, before some scientists were challenging not the notion that this planet might be habitable, but whether the planet even exists in the first place*. The trouble is that we can't observe these faraway planets directly using telescopes (yet)--we basically have to observe the wobble of the star to determine how many planets it has, how far they are from the star, what their masses and volumes might be, etc. It's still not clear whether the planet does or does not exist, but it seems that this celebration over the discovery of another habitable planet--especially one so close to home--was premature.

If it exists*, Gliese 581g would lie comfortably in the middle of Gliese 581's Goldilocks zone, but it is not the only planet in the range of the star's habitable region. Gliese 581c and Gliese 581d are on the inside edge and outside edge of the Goldilocks zone, respectively, and the existence of both planets is well accepted and supported. However, the temperature (and thus inferred habitability) of a planet depends on more than mere distance from the sun. After all, it has been suggested that Mars is within the outside edge of our sun's Goldilocks region. There is evidence that Mars once had liquid water. It was kept warm in spite of its distance from the sun by high atmospheric concentrations of carbon dioxide, which, as we are now all too aware here on Earth, is a greenhouse gas. But now its remaining water is locked up in ice, its atmospheric carbon dioxide minuscule. What happened? Mars is small so its interior cooled much faster than Earth's, causing it to lose its ability to cycle carbon dioxide into the atmosphere (a process that likely required volcanic activity and burial of carbonate sediments at great pressure and heat). It lost its greenhouse effect, and thus its liquid water. Had Mars been the same size as the Earth, it might have avoided this fate and retained its water long enough to support life. (Kasting et al. 1988)

As for the planets around Gliese 581, Gliese 581c is thought to be too close to the star for liquid water, having surface temperatures over 1000 deg C. Gliese 581d was initially thought to be far enough from the star to be too cold for liquid water. But simulations of the planet's atmosphere have suggested that it may contain high enough concentrations of carbon dioxide to keep the planet warm enough to maintain liquid water. (See BBC News article, and Astrophysical Journal Letters.) Perhaps it has succeeded where Mars did not.

Gliese 581d, which may be tidally locked (with one side permanently facing its sun), receives less stellar energy than Mars but is more massive than Earth. 3D climate simulations predict that it will have a stable atmosphere that could support liquid water oceans, clouds, and rainfall. With sufficient concentrations of carbon dioxide and other gases, global mean temperatures could be above 0 deg C. But we shouldn't plan on moving in--the dense air on Gliese 581d would be toxic to humans.

This is all still far from a sure thing. The predictions are based on simulations which may or may not be accurate, and there are many "maybes" in the predictions. Just because it could support liquid water doesn't mean it does. And of course just because it has liquid water does not mean it has life. But a sci-fi geek can dream, right?

* Update 7/20/12: Looks like scientists have confirmed the existence of Gliese 581g aka Zarmina. Yay!

Thursday, May 5, 2011

Smithsonian Art of Video Games Exhibit winning games

Earlier this year, the Smithsonian American Art Museum held public voting for which video games to feature in its planned Art of Video Games exhibit. Voters could choose one of three games in each genre (e.g. action, strategy) on each selected console (apparently no hand-held devices), sectioned off into the different "eras": Start!, 8-bit, Bitwars!, Transition, and Next Generation. See the list of winning games here.

I am delighted that Mass Effect 2, Portal, Diablo II, and Final Fantasy Tactics made it into the exhibition. These four games are among my favorites. Mass Effect 2 was my obsession last year, with an intriguing story, complex characters, difficult choices, tight and exciting gameplay, and beautifully created worlds to explore. Portal was a short but superbly sweet game, perfectly designed to feel challenging and satisfying without being impossibly frustrating, teaching you the mechanisms of how the portals can be used, bit by bit, before setting you loose. Even with what are now primitive graphics, Diablo II had memorable settings and engaging animation, and I remember how wowed I was by the cut scene graphics when I first saw them. I'm actually a little less convinced about the artfulness of Final Fantasy Tactics, but I'm a bit ignorant here because I haven't played any other games like it (it's the only PlayStation, Japanese RPG, or true turn-based combat game I've played). But it was fun, with an intriguing if sometimes confusing and frustrating plot.


Yes, this is the same pic I used in the older post...but it's a good one.

Other games that I've played at least in part that made the cut include Pac-Man, Space Invaders, Earthworm Jim, StarCraft, Super Mario 64, and GoldenEye 007. Other assorted winners I feel like mentioning include The Legend of Zelda: Ocarina of Time, Halo 2, Final Fantasy VII, Fable, Bioshock, Minecraft, and Super Mario Galaxy 2. Mario and Legend of Zelda seemed to fare particularly well, with many games in each franchise making it into the exhibit.

I was most disappointed to find that Baldur's Gate II: Shadows of Amn did not make it into the exhibition. It was beaten by Fallout, which I haven't played, though I understand it is a perfectly deserving game as well. Still, BG2 is my favorite, so the loss stings. Interestingly, Fallout 3 beat another BioWare game, Star Wars: Knights of the Old Republic. Though I really love KotOR, I was less disappointed by its loss, because from what little I know of Fallout 3 I think it earned its victory. It's a little funny, though, because KotOR is five years older than Fallout 3, which puts it in a different league from a graphics standpoint.

One game from each era was selected (not by vote) for exhibit visitors to play for a few minutes, to allow them to experience the games' interactivity. Interactivity, after all, is a crucial component of the art of video games. The selected games are Pac-Man (arcade), Super Mario Brothers, The Secret of Monkey Island, Myst, and World of Warcraft. I still regret never playing Myst. A friend gave it to me in high school, but for some reason our computer at the time didn't like it, making weird sounds and sometimes refusing to launch it (probably a flaw in the disk). Anyway, I gave up, and never got anywhere in it. Maybe some day I'll get back to it.

The Art of Video Games exhibit will be in the Smithsonian American Art Museum, 3rd floor North, from March 16-2012 to September 30, 2012. Mark your calendars.

Friday, April 15, 2011

Reflecting on Dragon Age 2

I haven't posted in two weeks now, partly because school has been keeping me very busy since spring break, as we're nearing the end of the semester, and partly because I've been spending most of my free time finishing up Dragon Age 2. In short, I loved it. It's not perfect, but still I found it highly enjoyable.


Spoiler notice: There may or may not be one or more dragon fights in Dragon Age 2.

First, some general, scattered, non-spoilery thoughts on the game, though I already shared some non-spoiler notes in my Spring Break: Kirkwall post.

In many ways, Dragon Age 2 seems like an attempt to Mass Effect-ify (Mass Affect?) Dragon Age: Origins. Or perhaps, to be more fair, to take elements of Mass Effect 2 that worked well and put them into Dragon Age. The most obvious example is the main character, Hawke, who is not only named but fully voiced, much like Mass Effect's Shepard. This gives less freedom in character creation than Dragon Age: Origins, and subsequent playthroughs will always feature essentially the same character; even if you can play as a different class or gender and make different choices, you're still Hawke of Lothering. I'm not really bothered by that, though. Dragon Age 2 is driven by the personal story of Hawke, running alongside what may become world-shaking events, rather than driven directly by those events. I wouldn't choose that for all my games, but in this case I found it to be very satisfying. I thought it worked. And DA2 still has a lot of replay value.

In Dragon Age: Origins, I played through all six of the origin stories, but I only got all the way through the game once. I didn't think another round would make me change any of the decisions I made the first time. In Dragon Age 2, I was sufficiently torn by some of the decisions I had to make that I definitely plan on playing through again with a different character, so I can see what happens if I make alternate choices. Not all of the credit for my desire to play through again can be given to the story, though. In Dragon Age: Origins, I liked the mage skills so much above other skills that I didn't feel like playing as anything else. In Mass Effect 2, even, I was such a Vanguard enthusiast that all of the other classes I tried never got very far--I missed my biotic charge and my shotgun. In Dragon Age 2, I thought that each class had skills that were fun and varied enough that I could play through as any class...except maybe a sword and shield warrior (no offense to shield enthusiasts, but so far, only Hellgate: London has convinced me that shields are more fun than an extra or larger sword).

Another noticeable Mass Effect adoption was the dialogue wheel. In a game where the player character lines are voiced, it would be redundant to display the dialogue options in their entirety; instead, a "wheel" of short choice descriptions are given, prompting the corresponding dialogue. I liked the dialogue wheel's implementation in Dragon Age 2 better than in Mass Effect 2. In Mass Effect, there are generally three options: paragon, renegade, and neutral. I was playing a paragon character, so I almost always chose the paragon option. Choosing one side and sticking to it was even encouraged, since earning a lot of either paragon points or renegade points was advantageous for the player character. In Dragon Age 2, the three main options are diplomatic, humorous, or aggressive, and concentrating on one over the others does not give you gameplay benefits. I felt more comfortable switching between them, which is more natural, anyway: just because I like to be diplomatic in general doesn't mean I can't get angry in certain situations, or try to make a joke to avoid conflict in tense situations.

Quick note on one aspect in which Dragon Age 2 was much better than Mass Effect 2: load times. For whatever reason, Mass Effect 2 had horrendous load times. I just figured that my computer was getting too old to run new games efficiently, but Dragon Age 2 load times were just a few seconds on my computer. Well done.

Dragon Age 2 was outstanding in terms of party member banter. Wherever I walked, a cute or sometimes thoughtful conversation between my companions was never far away--even more so than in Dragon Age: Origins. Sometimes when I went to visit a companion in their "home base", I'd catch the end of a meeting between that companion and another one. Whether friends or rivals, these people felt like they interacted with each other just as much as they did with me. It was great. That said, the companions had much less chit-chat with the player character than in Dragon Age: Origins. Nearly all conversations with a companion were quest-based, even if the whole quest was simply to talk to the companion. I learned a good bit about each companion throughout the course of the game, but I still wished we could have talked more--hear what they thought about events in the game, about other party members, about my romance. I did come to love my companions but...I wanted more.

Dragon Age 2 was a darker game than the original. The companion characters were on the whole a more troubled lot than those in DAO. And even with the blight over, the local situations in Kirkwall were pretty grim. I probably killed a lot more people in DA2 than in DAO, where my targets were primarily darkspawn. Lines between good and bad were not so clear, unlike in the fight against darkspawn. And some quests had elements that seemed to be out of horror movies. I was a bit traumatized by one such quest.

All in all, I loved Dragon Age 2. It was well written, engaging, challenging, and fun. The plot is a bit second-part-in-a-trilogy, but that can be a good thing. I am anxious to start a (dual-wielding) rogue and see how the game goes with a different set of choices.


To the rescue!

Here are some amusing quotes I jotted down while playing. Mostly Varric, as might be expected. No spoilers in them. I think they're all from Act III, since I didn't start to write any down before then, though I know there were some good ones in the first two acts. Next play through...

Varric: (mocking Comtess Dulci de Launcet's recent exclamation about a popular tavern) "Oh, but Ze Hanged Man is so filthy!"
Fenris: It is filthy.

Varric: You're a mage. You must know something about...weird..shit. I'm sure you'll be able to figure something out that will help.

Varric: Edwina, let's get a couple of drinks here.
(This one is a BioWare inside joke from Baldur's Gate II. Nice, after a couple Minsc/Boo references in Mass Effect 2. Any other good references I missed in Dragon Age 2?)

Merrill: (teasing about being in love with Hawke) Every time she looks away you stare at her with sad puppy-dog eyes.
Fenris: There are no puppy eyes.
Merrill: It's all right you know. Even you can be happy once in a while. It won't kill you. But your face might crack if you smile, so be careful.

Hawke: So I shouldn't slit my wrists and dance naked under the moonlight?
Varric: I would pay to see that.

Varric: Andraste's dimpled buttcheeks!

I know I missed a lot of good ones. Anyone have a favorite to share?


And now for the spoiler section (here until the end) in which I discuss/question/rant about specific parts of the plot, mainly for discussion with others who have played the game. Please give a spoiler warning if posting spoilers in the comments.

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One thing I have to say I loved in Dragon Age 2 were cases in which the scenery moved. I don't know why this should have been such a big deal, but it was. Actually I'm thinking of two unrelated but enjoyable cases. First, the haunted house (that was once Bartrand's estate). When I walked into that first room and saw the vase levitate, a chill went up my spine. It was unexpected and creepy. (Though not as outright scary as the spiders dropping down from the ceiling in dark caves--I visibly jumped on more than one occasion because of this, mainly because of the startling sound that would accompany the spiders.) The other case was when the statues came to life in the final battle. Kirkwall is known for its unsettling statues made to break the spirit of the slaves in the city, so seeing them climb down off the walls and attack was thrilling. I liked the emaciated slave statues flopping onto the ground, then pulling themselves up to attack. Very cool.

This is just a question, in case anyone else caught it: Do all Dalish Keepers use blood magic, or just Merrill? When she uses blood magic at the beginning to get to the altar, I thought it was implied that she knew what she was doing because all Keepers have always used blood magic. And anyway, it would be a little impractical if the Keeper herself couldn't get to that altar, not using blood magic. But later in the game, I got the impression that Merrill was a bad, bad girl in her tribe for using blood magic, and that she learned it from the demon to cleanse the Eluvian. So which of these did I misunderstand?

Ah, Anders. Biggest WTF moment in the game. Given his last conversation with the player character before the events of the end game, it was clear he was up to something. I thought maybe he'd leave me--like, have a demon baby or something?--but I never thought he would, you know, blow things up like that. I wanted to know, though, how exactly he blew up the Chantry. Was it magic? I couldn't help notice the red glowiness of the explosion. The idol was red and glowy...so was the boss at the end of Act I, and all of Meredith's powers associated with the idol-forged sword. So I wondered if the big Chantry bomb was related in any way. Or was it simply a normal bomb, made out of that sela petrae and drakestone we got him? It didn't look like a normal explosion.

In any case, it was after the big boom that I had to stop playing on Sunday night to go to school the next morning. All I could think about all day was finishing the game that night...and what I would do with Anders (initially I had spared his life, but it was a short enough battle and skip-able dialogue sequence that I could easily redo that interaction). I was torn.

If I had romanced Anders, I think my decision would have been easier--I would have spared his life. But I had romanced Fenris, so I had no such attachment. Still, I was a mage, myself. But I wasn't sure what that meant. Should I be thanking him for what he's done? Or should I be furious that he just made things so much harder for mages? Maybe he was right, though--that the Circle didn't--couldn't--work. I had lived as an apostate my whole life, so why shouldn't I feel as though other mages should enjoy that? Here is perhaps where my having played as a mage in DAO was tainting my decision. Whatever Anders insisted about the Ferelden Circle tower, I didn't have such bad memories there as the Grey Warden mage. OK, they'd planned to make my friend Tranquil, but it turned out he was a trouble-making blood mage, so he brought that on himself. And there had been the big fiasco where tons of mages became abominations, but I'd never blamed that on the templar. The templar in the Ferelden tower may have been a bit annoying, but I didn't hate them (side note: nice to see how bashful young Cullen grew into a good man). And Wynne never seemed very bitter about her long life in the Tower. Anyway, perhaps contrary to what my apostate Hawke should have thought, I didn't think it was impossible for the Circle to work. So I couldn't condone what Anders did.

This is where I thought my options failed me. I was inclined to agree with Merrill: letting Anders die a martyr was letting him off easy--he got us mages into this mess, he'd better help protect the mages he got sentenced to death. After the mages are safe, then maybe we can find some way to punish him. But allowing him to rejoin your party makes it seem as though you support his actions. And it feels a little too much like "Yeah, let's go kill us some templar!" I wanted to let him know my fury, that he was still in big trouble...but let him live. But I couldn't do that.

I was also planning ahead a bit for my playthroughs. In retrospect, I think it would have made the most sense, given that I was playing as a mage, to romance Anders, side with the mages, and escape with him in the end. But I was going for maximum difficulty, I guess, in that I'd planned to romance Fenris as a mage and Anders as my next character, a non-mage. But I'd also planned on supporting the mages as a mage, and the templar as a non-mage. I'm guessing this won't work--if you side with the templar, you probably can't run off with Anders. So much for my plan. Realizing this just complicated the decision process.

And then there was Sebastian. I haven't finished the game yet sparing Anders' life, but I'm guessing nothing really happens with Sebastian by the end of the game. But who knows what could happen in a sequel? Anders was the one who frakked up, not Sebastian, so I didn't want to do anything that would endanger Sebastian in the future. That wouldn't be fair.

In the end, I chose to kill Anders. I felt I had to. I tried my best to put myself in my Hawke's shoes. What it came down to was that I couldn't trust him anymore. He went behind my back, killed a lot of innocent people, put so many more innocents' lives at stake, and he would have done it again (as opposed to Isabela in Act II, who came back to return the book, putting her own life in danger in regards to Castillon). I detest killing in cold blood, but when that's the only option the game gives you, what can you do? Besides, it's what he wanted, in a way.

So you can see, this was a complicated decision for me. And I thought the game was the better for it. Sure Meredith and Orsino both turned out to be...over the edge...in the end, but for most of the game I could see each of their sides. Meredith somewhat less so, but there would be moments when she'd admit that she knew it wasn't fair, she just felt she had no choice. It was very interesting interacting with her as a mage, at least on the few occasions that it came up. I was relieved that by Act III it was clear everyone knew I was an apostate--I'd been wondering about that in Act II.

I really can't wait for a sequel. I don't know how they'll do it, with Hawke or with the Grey Warden or what. But seeing Leliana there with the Seeker... Things have gone to hell. Hawke was there at the beginning, she can help fix things. And we still don't know what's happening with Morrigan, and Flemeth. Exciting indeed.

Wednesday, March 30, 2011

Female characters in video games: Good female characters

Seeing how it's still March, and thus Women's History Month, I have an excuse for a feminist post (why I should feel like I need an excuse is another issue...). Having read some interesting pieces on female characters in video games in the recent past, the topic has been on my mind. In this series of posts, I will share my thoughts on various issues of female characters in video games, as well as articles that helped provoke these thoughts.

Post #1: Depiction of women in video games
Post #2: (below)
Post #3: Female protagonists in video games

Good female characters in video games

Extra Credits did a great video on the subject of what makes strong, realistic female video game characters. Concise, thoughtful, and amusing, it makes better points on the matter more eloquently than I could. So check it out:


You can also watch the video here.

Did you watch it all? OK. As the video points out, the traits that define a good female character are the same traits that define any good character, since a good character should not be defined by gender. That said, there are both genetic and societal differences between the two genders, which may be mined to strengthen a character of either gender.

I don't have much to add on the ideas in the video about societal pressures put on women, other than that I agree with them that women who neither fully accept nor reject the societal standards placed on them are the most realistic and engaging. Also, it can be very interesting to explore societies in fantasy or sci-fi where the societal expectations for men and women are different from are own. The drow of Dungeons & Dragons, which I've encountered in Baldur's Gate II, make an interesting (if somewhat evil) example of this, as do certain aliens in Mass Effect (such as the Asari, a single-gender species). I'd like to see more of this.

As far as genetic differences go, in fantasy games that already have magic and mythical beasts, it's not any more of a stretch to imagine that some of the genetic differences between the genders, such as men's greater strength and suitability for combat, do not exist or are altered. In sci-fi featuring a future version of humanity, there is also some flexibility here, since the use of advanced technology may allow women to be as capable as men in combat (Ashley in Mass Effect argues a woman can shoot an assault rifle as well as a man; I'm not going to argue with her). In almost every game I've played, female characters are males' equals in skills and attributes (including strength). I think it works and makes sense. But some genetic differences can't be eliminated without redefining what a man and woman are. And by that I mean woman's ability to bear children.

As the Extra Credit video points out, issues of motherhood could make for a very interesting character. I've had several party members over the years who have been fathers, but only one mother as a companion (not counting the DTB for the Human Noble origin story in DAO): Samara in Mass Effect 2. However, she was a very, for lack of a better word, alien mother. Her children were all fully grown (hundreds of years old, in fact), and she had made rather un-motherly vows as a Justicar to hunt down and kill her somewhat monstrous daughter. The story is made far more poignant because she is the mother, but her actions could have been done by any Justicar who made it her mission to kill a dangerous member of her species. I can't think of a prominent video game character I've encountered who was really a more "normal" mother. And I've certainly never played as one.


Healthy mother-daughter relationship

In the Baldur's Gate 2 expansion Throne of Bhaal, if you play as a male player character and romance party member Aerie, she becomes pregnant and actually gives birth to a child, which you carry around in your backpack for the rest of the game (it's very safe, stuffing it in with all the swords and daggers and things). This makes me wonder what it would have been like if it were possible for a female player character romancing Anomen to become pregnant. It could have been timed so that the child would not have come to term during the events of the game, and the character would still have been in the early stages of pregnancy at the end of the game. How much harder would it have been to choose between remaining a mortal with Anomen to have the child or becoming a god? (I don't know what would have happened in the latter case: Would the child be lost during the transformation? Would it be born a demigod? Would it be born mortal, and the mother as a god would have to give it up, watching it age and die?). Maybe for some that would have made the decision easier, but for me it would have been much more heart-wrenching.

It would be interesting to see a game featuring a mother character trying to protect her children as they cross a war-torn country (as the video suggests). But really, I'm happy any time I meet a dynamic, believable, engaging female character not defined by her sex (and this goes not just for games, but also for movies, TV shows, etc.). I'm lucky, actually, that I play games with a lot of strong, interesting, complex female characters. BioWare (and others...but I mostly play BioWare) excels at making good characters, and many of them are women.

Both men and women like to see female characters in games. And great games, for the most part, have great characters. So let's see more great female characters in games. Then everybody wins.

Friday, March 25, 2011

Death of the tutorial buddy

As I played the beginning of Dragon Age 2 and watched one of my virtual siblings die for no reason other than because his/her abilities were somewhat redundant with mine (if you play a mage, your mage sister dies, if you play a rogue or warrior, your warrior brother dies), I had a feeling of déjà vu. It was because I had seen it before: The start of a game, setting out accompanied by one or two companions, so naive and unseasoned. Suddenly a cutscene, my companion falls--was it a heroic sacrifice, or just a foolish mistake? It doesn't matter, the companion is dead. There was nothing I could do. Maybe it's just the games that I play (BioWare??), but there seem to be a lot of games in which a non-player companion, whether in a true tutorial section or merely in an introductory part of the game, inevitably dies, regardless of what the player does. I wrote out a list of all the games that I've played in which the player character has non-player companions, and I realized that about half of them use this "Dead Tutorial Buddy" (DTB) trope.

In some cases the DTB is an old friend or family member. Their death is tragic, devastating the player character, destroying the world as she knew and loved it. Of course, since you the player only just met the DTB, it never feels quite so sad. In other cases, the DTB is just a random, completely inconsequential person who happened to team up with you long enough to get killed (you must be bad luck). The DTB may be mentioned later in the game depending on how close he or she was to you and your surviving companions, but in most cases, the DTB will soon be forgotten. I had trouble recalling some of the DTBs' names--even ones that I'd seen nearly a dozen times (I always start a lot more characters than I end up playing).

I have compiled this list to commemorate the DTBs, those budding heroes who are never given the chance to bloom, who briefly ally themselves with the player character who will one day become a renowned hero, who sacrifice themselves nobly, if sometimes foolishly, so that others might live. They need a bit of commemoration because, in most cases, they are already long forgotten.

Minor spoilers: These records of the deaths of certain characters may be considered spoilers, but since these events all happen at the very beginning of the game, I don't think it should be a problem.

Star Wars: Knights of the Old Republic
DTB: Trask Ulgo
Relation to player character: You two are bunk-mates on the Endar Spire, but you have opposite shifts so you've never really met each other.
Team up: The ship is under attack, and somehow you're the only one who's still sleeping. Trask comes in to wake you up, and together you try to make your way first to the bridge, then to the escape pods.
Manner of death: Trask heroically sacrifices himself by confronting a dangerous Sith (against whom neither of you stand a chance) while allowing the player character to escape.
Significance: It was either you or him, so this was, in a way, a necessary sacrifice. It worked out for the best.
Recurrence: I think later in the game you encounter (and get to kill) the Sith who killed Trask. But I might be totally misremembering that. The fact that I don't remember just shows that really, poor Trask is quickly forgotten.

Neverwinter Nights 2: Original Campaign
DTB: Amie, a wizard apprentice
Relation to player character: She's a slightly younger peer and childhood friend.
Team up: The night after the High Harvest Fair, your village is attacked. Amie and Bevil come to fetch you from your bedroom. You are sent to rally the town militia, and battle attackers along the way.
Manner of death: While battling your way through the village, you come across Amie's wizard mentor trading spells with a githyanki. She rushes in to throw some puny apprentice spells, but the githyanki just laughs before pwning her.
Significance: Her spells did nothing and her mentor turned out just fine, so this was just a tragic, senseless death.
Recurrence: Everyone in the village is sad for the rest of the scene (poor Amie!), but she's quickly forgotten once you leave West Harbor.

Mass Effect
DTB: Corporal Richard Jenkins
Relation to player character: He's a soldier under your command on the Normandy, but you're new to the ship so you've only just met him.
Team up: Captain Anderson picks Jenkins along with Lieutenant Alenko to accompany you on a mission on Eden Prime.
Manner of death: Poor Jenkins gets shot down by some robots. He must have had faulty shields, since you and Alenko do just fine against the robots.
Significance: He walks out of cover and gets torn up. There's no purpose. It's just sad.
Recurrence: Doctor Chakwas takes it hard when someone gets injured that she can't save. She brings his name up once in a while; even in Mass Effect 2, you may find yourself raising a toast to Jenkins.

Dragon Age: Origins
DTB: Daveth and Ser Jory, and various*
Relation to player character: Daveth and Ser Jory are your fellow Grey Warden recruits, whom you've only just met in Ostagar.
Team up: Grey Warden leader Duncan sends the three recruits accompanied by Grey Warden Alistair into the Korcari Wilds as a necessary quest for your Joining (initiation into the Grey Wardens).
Manner of death: Becoming a Grey Warden requires drinking darkspawn blood, which will either be fatal or will make you immune to their taint and give you nightmares about archdemons, among other things. Unfortunately for Daveth, he gets the former effect. After witnessing this, Ser Jory chickens out and tries to flee, then attacks Duncan when Duncan tries to stop him. This was a very bad idea.
Significance: Daveth bravely drank the poisonous blood in the hopes that he might make a difference as a Grey Warden. It was not to be, but there was no other way to find out. The Ser Jory situation still bothers me; if I had actually been there, I would have given Duncan a piece of my mind and demanded to know why exactly we couldn't let Jory run home to his family.
Recurrence: Both are quickly forgotten.

*The true "tutorials" in Dragon Age: Origins are the six different origin stories. Two of them have DTBs. I won't write out full profiles of each one, but here are some quick descriptions.
Dalish Elf DTB: Old friend and peer Tamlen drags you along to investigate a mysterious underground ruin. He is killed by being too curious, and he nearly gets you killed, too.
Human Noble DTB: When your estate is attacked by the traitorous Arl Howe, your capable mother Eleanor joins the fight to escape along with you. But while you flee the castle, she stays behind to make a last stand against the invaders. A noble end.

Mass Effect 2
DTB: Wilson
Relation to player character: You've only just met him, but he spent the last two years of his life performing miraculous science to bring you back from what most would have considered death. And then he nearly gets you killed. Hmmm.
Team up: The robots on station are going on a killing spree. In your attempt to escape the space station, you first team up with Jacob and then rescue and team up with Wilson. Strength in numbers.
Manner of death: Turns out the killer robots were Wilson's fault. He can't fool Miranda, who, when you find her, quickly puts a bullet in his head.
Significance: It would be easy to dismiss Wilson as deserving of his fate, but remember, you owe Wilson your (second) life. It's just a shame he had to double-cross everyone on the station.
Recurrence: He may not be forgotten, but since no one mourns him, he's not really discussed again.

Dragon Age 2
DTB: Bethany/Carver (one or the other dies, depending on the class of the player character)
Relation to player character: Sister/little brother
Team up: Your family is fleeing Lothering together amidst the darkspawn horde making its way north from Ostagar.
Manner of death: A giant ogre comes barreling through, knocking you to the side. Shielding your mother, Bethany/Carver makes a heroic attack on the ogre. The ogre brushes off the attack, grabs your sibling, and kills her/him.
Significance: Maybe the ogre would have killed Mother if your sibling hadn't attacked it then and drawn its attention. Maybe it would have killed both of them. Who's to say? But everyone else survived the attack, so it's sad that there was nothing you could do to save your other sibling.
Recurrence: I can't comment fully on the matter because I haven't finished the game, but the deceased sibling has been mentioned a few times. I still see the rest of my family frequently, so the deceased sibling is still on our minds.


Bethany, RIP.

Please join with me for a moment of silence for Bethany/Carver, Wilson, Daveth, Ser Jory, Eleanor, Tamlen, Jenkins, Amie, and Trask Ulgo. If there are any other deceased companions that you would like to remember, feel free to pay tribute to them in the comments below.


A note: One might categorize this as a Death By Origin Story trope, but that trope would include characters such as Gorion in Baldur's Gate. I see the DTB as a specific case that seems to be more common in video games than in movies or TV shows (if we broaden "tutorial" to mean simply "beginning", and imagine which characters the player would control if the movie/show were a game). It's not just anyone who dies, but someone who fought/quested/traveled alongside the main character as a peer, as if they would become an important supporting character in the story, before dying abruptly. It would be like if Charlie had died in the first episode of "Lost" when he trekked out to the cockpit with Jack and Kate. Or if Chin Ho were killed off in the first episode of "Hawaii Five-O". Both of these pilot episodes did feature notable deaths, but they were not of people that you expected to be a supporting companion. Furthermore, the DTB is often inconsequential, not serving as significant motivation for the main character. Dale Maddox on "V" or Jesse from "Buffy the Vampire Slayer" might fit the DTB trope. A full examination of this trope's presence in other media would merit its own post. Some other time, perhaps.