Can Gender Selected Characters Ever Be Growing Characters?

Sometime back around 2000 or 2001, my mom bought me the Game Boy Color remake edition of Dragon Quest 3. This was a big event for me: it was my first exposure to Dragon Quest, one of my favorite RPG series, and it was my first “T” rated game, were I was first exposed to saucy subject matter like Akira Toriyama’s love of girls in bunny suits (which DQ3 practically had as an entire job class devoted to, called a Gadabout) and the fan revered “puff puff” service. Yet the biggest aspect of DQ3 on the GBC for me was unintentionally picking a female lead. See, the probably seven year old me thought that I was picking my weight class, misinterpreting “M” as medium instead of male and “F” as fat instead of female.  So here I was, at party with a beefy warrior, a stocky fighter, a pretty thief, all male, who dwarfed their female hero leader by a foot.

It wasn’t until years later that I learned my character was female, a concept I found cool as I was playing this small woman who commanded orders to these three big male adventures; empowering if you think about it.

Anyone could see my confusion when pretty men like Yuri from Tales of Vesperia are such common RPG protagonists.

Let’s talk about gender selection in videogames, as I’ve got something on my mind.

Character gender selection to me has its strongest ties to RPGs, with simulation games coming in second. Since the main character is usual meant to represent the player’s avatar, a player’s gender is an important means of visual distinction. Often, gender selection is simply aesthetic, like my earlier example with DQ3, its sequel DQ4, and most of the Pokémon games. A pre-construct male or female choice where your silent-protagonist self-insert has little bearing on the story but to play along (well, unless you are like me where playing DQ4 as a girl changed the narrative to “How High Fantasy Lunch from Dragon Ball Saved the World from Evil”).

Further character customization, even going far enough to choose different species, still often only speaks to the aesthetics. I don’t remember Star Wars: Knights of the Old Republic ever hinting at the beginning of character creation that making Revan a foxy lady meant getting a stat boost to force lightening and toxic resistance. For a solely fighting game example, the character customization in the later Soul Calibur games did let me make a short and skinny lady who fought with Nightmare’s behemoth Soul Edge. Awesome yes, but it was at the expense of the series’ historically minded 16th-17th realistic setting… a setting that thought it necessary to let that alien thing Necrid exist. In fact, since character creation works on its own plane of wish-fulfillment, it’s hard for it to have any real bearing on the world around it.

Wait a second. This Saint Seiya character was alive in the 80’s. How am I suppose to take her in Soul Calibur seriously when the only thing I can think of is 80’s leg warmers?

Continue reading

What a Fist of the North Star Fighting Game Taught Me About Importing and My Love of Anime Tie-in Fighting Games

On staff, Francisco Garcia Fuentes is known as the heavy Japanese import gamer. A neat aspect, in my favor, is currently Francisco has everything he orders shipped to my house, so I get to open boxes filled with titles like Demon’s Gaze, Seventh Dragon 2020 II, and the Queen’s Blade strategy-RPG that came out a few years ago. For me, import gaming is another step one takes to become hardcore, akin to buying and collecting Gen 2 video games like Atari 2600s, translating and crafting foreign language patches, and buying an arcade cabinet. Looking for my own affordable (you know, because importing games is an expensive endeavor) venue into import gaming, I went with a safe bet; a dirt cheap copy of a PSP fighting game based on the Fist of the North Star spin off  Hokuto No Ken: Raoh Gaiden – Ten no Haōh.

I chose Ten no Haōh thinking a fighting game would ease the biggest barrier when playing import games, text, usually, this is a bigger problem with rpgs and strategy games, learning how to even play the game. Deciding I could finger my way around the familiar opening menu, (oddly in English, which I have noticed in the other titles Francisco has played where random text for stats and menus will be in English), with the usual Story Mode, VS CPU, Practice, and Options choices readily available, I went forward, thinking button recognition could be easily learned from a round in practice mode.

I then learned Japan uses the “O” button as the “yes” command, with the “X” button as the “No” command on the PSP. After my entire way of life came crashing down around me, I thought back to how in anime, when exams are handed back, circles mean that the answer is right, where an “x” means the answer is wrong. Makes sense. Even now, I will forget this fact and hammer the “X”, becoming frustrated at how I am now back at the title screen. THIS IS A BIG DEAL FOR ME PEOPLE!

Varied character selection, the one true weakness for a dork like myself.

Varied character selection, the one true weakness for a dork like myself.

Continue reading