Whitewashing a Japanese Game

Console Game: Kingdom Hearts Is Kingdom Hearts Whitewashed? “I find it problematic that in the Kingdom Hearts series, Xehanort/Ansem/Xemnas is the main villain and he’s dark-skinned while all the other original Kingdom Hearts characters (good and bad) are light-skinned. I don’t think there’s an original KH character who is dark-skinned and good.” (http://stopwhitewashing.tumblr.com/post/31303774224/i-find-it-problematic-that-in-the-kingdom-hearts) Ahem… so there’s something else … Continue reading “Whitewashing a Japanese Game”

Console Game: Kingdom Hearts

Is Kingdom Hearts Whitewashed?

“I find it problematic that in the Kingdom Hearts series, Xehanort/Ansem/Xemnas is the main villain and he’s dark-skinned while all the other original Kingdom Hearts characters (good and bad) are light-skinned. I don’t think there’s an original KH character who is dark-skinned and good.” (http://stopwhitewashing.tumblr.com/post/31303774224/i-find-it-problematic-that-in-the-kingdom-hearts)

Ahem… so there’s something else I noticed while playing Kingdom Hearts. It’s something I noticed when I was younger as well, and which must be addressed. Although SquareEnix is a Japanese company, all of the characters have white European features. For example:

Sora, the main character, has blue eyes and brown hair. None of the characters portray Asian features, which might make sense if the companies working together were targeting Western children on purpose. It’s somewhat disappointing, however, that the main character had to fit the stereotype of what young gamers were perceived to look like. That’s really the motive behind this, right? The target audience is young adolescent white boys living- being white is the norm. By the way, this is how the villains look:

This is how the villains look in the Aladdin world:

Yep…

Back to the main point, as one author points out:

“Racial representation is still a thorny issue. And while there have been a few articles I’ve read that deal with race issues in gaming, I’ve noticed a disturbing trend: the writers often suggest that whites and Asians make up much of the workforce in the gaming industry, but then they skip directly to a conversation about the lack of Black, Latino, and Native American characters in games.”

Apparently, this is because so many Asians make up the work environment of the video game industry. Nevertheless, this begs the question: “if there are so many Asians who work in the game industry and play games, why are there so few Asian characters?”

“Asians are perceived as being too foreign to be American.” In issue #245 of Game Informer there is an article about localizing Japanese games for American audiences. One of the producers admitted that the staff was concerned that some of the characters were “too Japanese” and would end up “alienating Western consumers.” In the case of the game, Persona, the two Asian characters were changed into African American characters. (https://thenerdsofcolor.org/2014/02/24/missing-polygons-asians-race-and-video-games/)

In our class we’ve often discussed how the issue of identity is critical to gamers – think Gamergate. We have not, however, discussed solely Asian American identity and portrayal in video games, which would open a lot of new doors. Asian Americans are portrayed in a stereotypical light whether it’s the Oriental princess or the nerdy sidekick. Why can’t there be more Asian characters? Specifically, why can’t there be more Asian characters in a game made by an Asian company?

Game Log #11 (Reflection): Summing it All Up

Looking on back on the various topics I discussed in my Game Logs, I am actually surprised by the lack of constant themes that tie my logs together. I find it pretty impressive that the games I chose were able to spawn unique topics of conversation that did not overlap with each other, especially when considering the … Continue reading Game Log #11 (Reflection): Summing it All Up

Looking on back on the various topics I discussed in my Game Logs, I am actually surprised by the lack of constant themes that tie my logs together. I find it pretty impressive that the games I chose were able to spawn unique topics of conversation that did not overlap with each other, especially when considering the fact that one of my games was Ratchet and Clank (not exactly a work renowned for its intellectual musings). There are some notable similarities, however, between some of the topics I discuss in my posts and posts authored by other members of the class. While on a base level this is perhaps not the most earth-shattering revelation, given the fact that as a group we studied the same topics and read many of the same assignments, I do find it interesting the Game Logs of my classmates actually serve to support some of my arguments and suggest that my posts were not simply incoherent ramblings.

For instance, Patrick’s post on death in Infinity Blade III relates to the concept of death in games that I discuss in Game Log #10, specifically in how we both explore how games can use death as a mechanic that ultimately leads to the development of a player’s skill. While Patrick tends to focus more on how this mechanic assisted his immersion in the gameplay, we both come to similar conclusions that death does not always act as a simple punishment for the player. Instead, it can provide a player with greater knowledge, skill, and power that will assist their next attempt. Another one of Patrick’s posts discusses the definition of a casual game in a way that mirrors my thoughts in Game Log #5, in that we both played iPhone games that defied the simplistic tropes tied to most mobile experiences. Several posts also discuss race in a manner that reflects some of the discussion I attempt to carry out in Game Log #6. Sam’s mention of potentially unintentional racial undertones in the intro of Grand Theft Auto V and Desmond’s exploration of Arab representation in Metal Gear Solid V point to the sort of conclusions I make concerning the depiction of Lee’s character in The Walking Dead. 

I found Violet’s take on The Last of Us to be particularly intriguing. While her analysis tends to center around feminist critique, it also shares some interesting parallels to the popularity of zombie media I discuss in Game Log #7. I argue throughout my post that the recent decline in zombie games and the continued popularity of The Walking Dead can be attributed to a lack of public interest in the same old shoot-em-up gameplay that has characterized zombie games for years. The personal, human issues discussed in The Walking Dead are at the forefront of its appeal, with the apocalypse setting eventually fading into the background. I found it interesting that Violet’s distain for The Last of Us’ inability to accomplish anything interesting with its protagonists’ relationship resulted in her calling the game “another tired hyper-masculine experience.”

I am satisfied with the similarities that cross between my posts and the posts of my peers, as they allow me to fill in the gaps where my Game Logs  fail to speak to each other. If I had to find a significant similarity that exists between two of my blogs, however, I would have to point to the personal anecdotes I use in Game Log #3’s discussion of Bioshock’s music and the gameplay of Halo I mention in Game Log #10. In both of these instances I used memories of my old gaming days that I had not thought of in years in order to prove my points. In writing Game Logs about them, I was able to determine what it was about these memories that made them so special to me in the first place. This was certainly an educational and valuable experience, as I was able to greater contextualize the joy I felt playing Bioshock and Halo for the first time all those years ago.

Game Log #6 (The Walking Dead): Race and Expectations

Telltale’s The Walking Dead is not a game that overtly discusses racial issues throughout the course of its narrative. While the game’s main protagonist, Lee, is African-American, this is a fact that largely goes unmentioned by the other characters he interacts with in his story. Racial undertones are on display in The Walking Dead from its opening moments, however, … Continue reading Game Log #6 (The Walking Dead): Race and Expectations

Telltale’s The Walking Dead is not a game that overtly discusses racial issues throughout the course of its narrative. While the game’s main protagonist, Lee, is African-American, this is a fact that largely goes unmentioned by the other characters he interacts with in his story. Racial undertones are on display in The Walking Dead from its opening moments, however, and are largely utilized by the game’s developers in order to subvert the player’s expectations.

As the game begins, the player is introduced to Lee as he sits in the back of a police cruiser on the way to jail. Though it is not revealed until later in the story that he is being hauled away for the murder of a man that was sleeping with his wife, The Walking Dead still situates Lee in a position that fits with the sort of stereotypical position one would find an African-American character in modern media. Running immediately counter to this, however, the player can learn through conversation that Lee previously held a job as a professor at the University of Georgia, a position in life that runs counter to the standard, base criminality the player intially expects of Lee. From these opening moments, The Walking Dead exploits the player’s expectations about race and directly subverts them, foreshadowing the unexpected nature of events to come. As if to answer this calling for the unforeseen, moments later the police car hits a zombie and runs off the road, setting the game’s story in motion. Ultimately, The Walking Dead relies on these unspoken racial themes and biases in order to establish its tone.

Lee’s backstory as a murderer is not one that I personally have a problem with. In fact, I would guess that the developers gave Lee this portion of his backstory as a way to make his transition into zombie-slaying survivor a bit more believable (Lee does, after all, shoot a zombie in the head with a shotgun shortly after the police car crashes). His role as a murderer also has the potential to cause narrative conflict as Lee is forced to defend his relationship with Clementine, a young girl that he takes under his wing at the story’s outset. In this way, Lee’s murderer backstory creates a reason for the player to lie to other characters, causing tensions later on as more life-and-death situations present themselves. Furthermore, the murder that Lee commits is “sympathetic” in a way, fueled by a relatable passionate hatred for a man sleeping with his wife. As far as murders go, Lee’s is on the more understandable side, which prevents him avoid complete alienation from the player.

I cannot help but think, however, of the class discussion we had concerning race in video games. Specifically, I am reminded of the piece we read on race and video games by Anna Everett and S. Craig Watkins that discusses the ability of games to express racial bias. The article puts forth the idea that games can act as learning spaces, and so they have the potential to perpetuate ideas of racial bias and otherness through the regular utilization of stereotypes. While Everett and Watkins heavily rely on examples like Grand Theft Auto that include overt racial themes, I do see some parallels between the argument posited by the article and the racial undertones of The Walking Dead. While Lee may be a college professor, of course he is also a murderer. It is as if this typical racial trope was unavoidable given his African-American identity. As I have expressed above, I do think that Lee’s violent backstory is incredibly important to the game’s narrative and I do not consider it to be a poor choice on the part of the developers. However, I do think that it warrants consideration that Lee is characterized as a murderer despite all of the elements of his character that run counter to stereotypes. While I certainly do not think that this was done by the developers with any sort of ill intent, it is interesting that the game’s attempt to give Lee depth ultimately falls in with racial cliches that accomplish the opposite.

Battlefront exemplifies lack of race difference

A second Star Wars Battlefront play through brought to light a characteristic of the game that I had not seen before: the lack of discrimination based on gender or race. I am not saying that there needs to be discrimination in games, but the fact that the game does not have it brings to mind … Continue reading “Battlefront exemplifies lack of race difference”

A second Star Wars Battlefront play through brought to light a characteristic of the game that I had not seen before: the lack of discrimination based on gender or race. I am not saying that there needs to be discrimination in games, but the fact that the game does not have it brings to mind Anna Everett and Craig Watkins’ The Power of Play: The Portrayal and Performance of Race in Video Games as well as our discussions of women in games. I first began to notice this characteristic when playing as Princess Leia and noticing that her moments were the same as those of the in-game soldiers. When discussing women, we delved into their role as “damsels in distress” and the difference in play between male and female characters. I thought it was interesting and noticeable that this difference was not seen between a princess and army-trained soldiers.

There is also no race difference in the game. Clearly the protagonists of the movie are the same race that they are in real life, but there is no discernable difference between other characters based on their race. The gameplay is not changed whether the player is an Asian rebel soldier or a black one. Everett and Watkins discuss the simulation of “blackness” in videogames and the overall development of race in this setting.  Videogames often attempt to make the game feel “real” from the perspective of different races, and sometimes they fall into social stereotypes. The Stormtroopers and other soldiers do not show race, as they are in full body gear, and this is a characteristic that separates Battlefront from other first person shooters. While the developers could have had the soldiers take their helmets off to reveal their race, as has happened in the Star Wars universe before, they decided not to. Here is where the previously mentioned race characteristics in the game combine to truly demonstrate the power of play.

Battlefront demonstrates race, and when it does so it makes sure that there are no differences in gameplay so the races are equal. When it does not demonstrate race, but it can, it chooses not to because it has already commented on racial differences. Ultimately I find the power that Battlefront has is found in the fact that they do not make a player wish to be a certain race or gender because of special skills or abilities. They end discrimination before it can begin.