Language, Insults, Slurs

In online communication, whether it’s on a forum or in a video game, it isn’t uncommon to see some strong insults (racist, sexist, etc.) being thrown about, and the ubiquity of such language has created a lot of debate on the subject among fans and others concerned. What I see from those arguing, however, is a tendency to take a rather extreme stance in one direction or the other, which ends up avoiding much of the nuance of such a complicated topic which goes well beyond video games and technology and into the deep recesses of human history. I’m no expert on the matter myself, and I’m bound to have my own oversights, but I wanted to lay out my own thoughts, as well as my own personal philosophy on the matter.

One of the stereotypes of being on the internet is that, in order to successfully participate, one must have or develop a thick skin. Behind the safety of a computer screen and at least a few hundred miles, it’s easy to say what you want, when you want. People will take anything they can to put you down, whether it’s because they want to seem tough, or they want to psych you out, or because they actually feel that way, and race, gender, and sexuality factor into that equation as well. However, while it’s true that listening to what every single random person has to say about you online and taking it to heart is a bad idea and that having an impermeable hide can help deflect the insults away, there’s still the problem of the very fact that words such as “n****r,” “f****t,” and “slut,” are considered viable as insults.

How often do you see someone try to put down another person by calling them white, heterosexual, or masculine? We take these values to be in may ways a societal default on practically a subconscious level. When you call someone a n****r online to try and get under their skin, even if you don’t really mean it seriously, even if they’re not actually black, you’re implying that being black is in itself a terrible thing. It’s one thing to trash talk to get a mental edge, and it’s another to even unknowingly reinforce the idea that some people are perpetually inferior on some inaccessible level simply because of the color of their skin or whom they find attractive.

That said, I am very much against censoring or removing slurs from the English language.

While I do not believe that words are necessarily innocent in and of themselves, as they may have elaborate backgrounds rooted in hatred and intolerance, I am a firm believer in freedom of expression, whether that’s artistic or verbal or any other form, and that includes the nastier side of how we speak. If the writer of a story wants to convey hatred through strong language, then that option should be available to them, just as the option to deride them for doing so is available to everyone who chooses to read (or not read) their work. If people feel the desire to express themselves using that language, then I do not think it’s right to deny them their own feeling. To simply say that we need to erase these words is like layering bricks over a massive sinkhole.

The problem with “f****t” isn’t that it originally meant “twig” or whatever and that we polluted its meaning, but rather that we allowed ourselves to believe that homosexuality is a quality worth insulting in the first place. This is also why I think people using words like n****r and f****t in a positive fashion, or at least trying to do so, is not necessarily reinforcing the negativity associated with these words, but that is a topic I will leave for another time.

One thing I am well aware of is the way such language can be so commonplace that those who are exposed to it frequently while growing up can wind up having it as a part of their subconscious mind and not realize the potential strength of these words. Using them becomes habit, as simple as saying “good morning.” I’ll admit it myself: when I was younger, I would use the word “gay” to mean “awful,” as in “You got a 50 on a test? That’s so gay!” If you had stopped me and asked whether or not I actually thought homosexual were inherently worse as human beings or that I actually hated them, I would’ve said of course not, but still, “gay” was in my vocabulary as an adjective to describe mundane areas of life. Eventually, I stopped using the word in that fashion altogether, but it didn’t come from me declaring that “from this day forward, I will no longer use the word ‘gay’ in a way which implies negativity!” It simply happened gradually and almost unconsciously, and if I had to attribute it to anything, it would be to meeting and becoming friends with people who are gay, the act of which likely educated me into thinking of them not as some distant idea or label, but as fellow human beings. Just as easy as it was to start using the word “gay” in that particular meaning, it became just as easy to stop after the fact.

In contrast, when I was even younger, I made the active decision to stop cursing, and while I’ve gotten somewhat more lax since, I still try to avoid such words as much as possible. I never mind if others use them and use them often, but I have knowingly limited my own regular vocabulary because I think it serves me better, and I will still use them when I’m quoting another person who’s used a word like “fuck,” or if I’m discussing it as a topic and feel that ideas get too obfuscated through the use of euphemisms.

The fact that I’ve consciously removed some insults from my language and unconsciously removed others can seem rather contradictory I realize, because it might seem as if I’m saying that people should consciously remove certain words from their vocabulary while also claiming that it happens naturally and we should just let nature take its course. The difference here, however, is that I am not claiming a solution wherein everyone eliminates offensive language from their vocabulary or society deems it fit to consider the use of those words a crime in and of themselves. Nor am I claiming that people should use only the words that I use. Rather, I think the key to addressing the use of slurs, whether the user did not consider the weight of those words, is simply education, and not on a didactic level.

If we can show people about how words can and do have power, or encourage people to realize that those they see as “others” are not some nebulous concept but as a group of individual human beings, then we can give them the power to shape their own language usage from an informed position, instead of an ignorant one. This way, when someone unconsciously uses a word that encourages intolerance, they can be shown the potential problems of doing so without forcing upon them a false paradigm of “right and wrong,” or trying to instill shame into them. Thus, if they stop using a word, it isn’t because the word never existed or that it has some vaguely defined negativity, but because they felt that, on some level, whether conscious or unconscious, that it isn’t how they would like to express themselves. Vocabulary is avoided but it isn’t removed.

The School in Aquarion Evol is a Pokemon

SRWZ2 Saisei-hen Out Already?! And It Has Tetsujin 28?!

Recent events have made me aware of how out of the loop I am with the mecha fandom. Whereas I would’ve once known and posted about it within days of the first announcement, this time I wasn’t even aware of it until someone linked me to a video the day it came out.

(Thanks, Jorge.)

Probably the most surprising thing about the new game is that, finally, after something like 20 years’ worth of games in the franchise, the grandfather of the heroic giant robot, Tetsujin 28, has made its SRW debut. Now, all of the questions about how Shoutarou factors in will be put to rest (he doesn’t even appear next to the robot, meaning he won’t accidentally get smashed by falling debris).

Granted, it’s not the original 1960s Tetsujin 28 here, but rather the 1980 remake, Emissary of the Sun Tetsujin 28 (not to be confused with Emissaries of Light Cure Black and Cure White, or Brave of the Sun Fighbird). I have to wonder why they decided to go with this iteration, as opposed to the ultra-90s remake, or the more recent Imagawa adaptation, but I figure it probably has to be for one of two reasons (or maybe a combination of the two). First, its style meshes the best with all of the other robots in the series, and so it has the least chance of sticking out. Original Tetsujin, which also appears in the 2004 version, is too clunky and rough, and the 90s version is too beefy and doesn’t share enough of the iconic look of the original. Second, as per the reason Space Emperor God Sigma got into SRWZ (the director said, “I liked it as a kid so now it’s in the games), maybe someone just wanted it in there.

One thing I find interesting, however, is the fact that they managed to get Tetsujin 28 in any form into the game at all. I remember hearing that back when Super Robot Wars Alpha 3 came out that they were originally going to have Giant Robo: The Animation in, just as they had it in the first Alpha game, but that the license had become too expensive after the creator of Giant Robo and Tetsujin 28, Yokoyama Mitsuteru, passed away. But now years later we have what might be his most lasting legacy ever in an SRW game. What gives? Was that rumor merely just that? Is the cost perhaps the reason why there are so few new series in Saisei-hen? Does being an adaptation factor in, much like Godmars?

In any case, check out the game’s animation. It is fantastic.

Dead or Alive 5 and the Portrayal of Women

When Tecmo’s Dead or Alive 5 was first announced, the developers express the desire to portray their female characters better than they had in the past, with Team Ninja’s head developer Hayashi Yosuke even mentioning in an interview that “we’re trying to focus on the real women that surround us; the voice of a female, the mannerisms. We are being realistic about it.”

The DOA franchise has always been known for its sex appeal, from the first game’s available option to set level of breast jiggling to the Xtreme Beach Volleyball series where the girls trade their fighting uniforms for bikinis, so the promise of increased realism and improved depictions of women led to a some questions. Just what did they mean by real women, and could this fall flat on its face? Thus, although the guest appearance of Virtua Fighter protagonist Akira Yuki was the main headline, the new promotional trailer for Dead or Alive 5 is significant in that it gives us our first glimpse at just what the developers were aiming for.

Kasumi, main heroine, in DOA4 (left) and DOA5 (right)

Given the comparison image above and the statements from Hayashi, I think it’s clear that the changes to Kasumi’s look are not caused solely by improvements in graphics technology in the 7-year time span between the games. While Kasumi is still meant to be obviously attractive, there has been a bit of a reduction in her breast size and her face is substantially different, coming across as indeed “more realistic.” In fact, given the track record of the series, where greater realism could have meant shapelier breasts, Team Ninja has done a better job than probably anyone expected.


Ayane, Kasumi’s sister and rival, in DOA4 (left) and DOA5 (right)

Another feature that’s not really obvious without another character for comparison purposes is that DOA5 looks to be making more of an effort to give each character a more distinguishing face. When you look at any of the girls in previous titles, there isn’t much difference in their facial structure, andhen you look at the DOA4 versions of Kasumi and Ayane especially, they’re not that different from one another. With DOA5 however, their faces have substantial differences. They’re still designed to be attractive, and they still have similarly idealized bodies, but there seems to be an effort to vary the characters by more than their costumes and three sizes.

One element of Kasumi and Ayane’s newfound realism is that she seems to come across as “more Asian” than their previous iterations. Even though I haven’t actually seen this point discussed, I feel like this could potentially lead back to an argument concerning the appearance of anime characters where Japanese characters supposedly look “white” or distinctively “non-Japanese,” and that there may be some underlying psychological and historical reasons for making Japanese not look Japanese. The counter-argument to this has been that to assume the wide eyes of anime characters somehow equals “whiteness” is a cultural assumption in and of itself, but in the face of these revised looks, how does this hold up?

When I look at DOA4 Kasumi, even though her face comes across as “less Asian,” I still find that it comes across as more Asian than anything else, especially when compared to the non-Asian characters. And actually, Asianness and Whiteness as a binary is probably the most important mistake to avoid. Instead, the key difference is in another type of realism. In previous versions the characters come across across as more plastic and doll-like, especially in the eyes, with Kasumi’s own doe-like gaze, for example, acting more like an element of innocent seductiveness than anything else. In somewhat of a contrast, Kasumi in DOA5‘s eyes aren’t more realistic just because they’re closer to an Asian’s eyes in the real world, but because there is a sign of personality behind them.

I think the change in not just the way the characters’ eyes are, but the way in which they stare speaks towards what Hayashi meant when he referred to “the real women around us.” To some extent, this is aided by the improvement in technology, but it still requires the desire to move in that direction. Even as Kasumi continues to act as the sexy poster girl for the franchise, and while it can also be argued that her (and everyone else’s) bodies are ridiculous, I think that from what we’ve seen, Team Ninja actually seems quite serious about making the changes to the franchise that they promised.

The “Real Fan”

Though I don’t talk about it often here, I enjoy watching Starcraft, be it Brood War or the current Starcraft 2. Currently, competitive Starcraft 2 is enjoying something of a boom, with tournaments and teams popping up all over the world, from Korea to Ukraine to Las Vegas. This past weekend, one organization tried their hand at a new tournament broadcast format: pay per view.

Typically, Starcraft 2 tournaments are free to view online in some capacity, with additional content available at a cost, such as higher quality video, additional video streams, or recorded match videos you can watch after the live event is over. Major League Gaming, known as having the most exciting Starcraft 2 tournaments in North America, decided that they would have a supplemental event called the “MLG Winter Arena” and that it would require $20 to view live. This barrier to entry in turn caused a large amount of discussion, whether or not $20 was simply too much, business models for eSports organizations, etc. I personally did not pay to watch MLG Winter Arena, especially given that there was a second big tournament going on at the time.

One comment I saw cropping up repeatedly had to do with being a “real fan.” The idea was that if Starcraft 2 tournaments were so important to you, why wouldn’t you prioritize them? For those who can’t afford it at all, there’s no choice, but for those who can, isn’t the product worth its value (tons of big names, very good production values, promises of extremely intense competition). I had the money, but I didn’t use it. For me, as much as I love spectating, Starcraft is not my primary passion or hobby, and if given a choice between spending money on something anime/manga-related and spending money on SC2, I’ll typically lean towards the Japanese comics.

That’s not to say I’m not willing to spend money on Starcraft at all. I felt that the convenience of being able to watch matches any time instead of adhering myself to the Korean time zone was reason enough for me to subscribe to GOMTV’s Global Starcraft 2 League. But I didn’t get the premium package, I got the light one. All of those nice perks offered for the extra money weren’t worth it for me, and I’m glad they gave me the choice. That’s one thing that GOMTV correctly recognized that seemed to get lost in this flurry of discussion: Starcraft fandom (or any fandom in general) does not exist in a binary setting where it’s either one or the other. People can like something, but there may be a limit to how much they like it, especially if money is involved.

No Objections Except the Good Kind: Miike Takashi’s Ace Attorney

Last week was the beginning of the Rotterdam International Film Festival, and with it came the international premiere of Miike Takashi’s film, Ace Attorney, or “Gyakuten Saiban” as it’s known in Japanese. Based on Capcom’s video game franchise of the same name, Ace Attorney follows a bumbling wet-behind-the-ears defense attorney named Phoenix Wright and is quest to figure out the truth behind a string of murders leading back 15 years (and defend his clients along the way) using a combination of wit, courage, and irrefutable evidence. Opposite him is prosecutor Miles Edgeworth, a former friend of Phoenix’s from childhood whose ruthless approach to justice is a far cry from both Phoenix’s ways and how he used to be.

(Note that the film was English-subtitled with the official English-language names, so I’ll be referring to the characters as such (Phoenix Wright instead of Naruhodo Ryuuichi).)

The Ace Attorney video games utilize a very “anime” aesthetic, and for anyone who saw the preview images or the trailer, the first thing that stands out is the fact that all of the characters’ costumes and even the sets are very close to the original source. Phoenix looks like he practically stepped out of the tiny DS screen, and when someone wins a court case in the film, even the way the background actors clap like stock animation looks like it came straight out of the games. However, what isn’t so obvious from the previews is the fact that, while the faithfulness of the dress results in distinctly spiky hair, frilly collars, and unique color combinations, the actual colors of the backgrounds and even the clothing itself are quite subdued. Phoenix Wright’s suit may be blue, but it’s a very toned-down blue that is a far cry from the bright, primary colors that mark the video games, and rather than clashing with the anime elements in the film, the more realistic use of color actually helps to bridge the gap between the iconic anime elements and the use of live actors. Whereas the original games’ aesthetic presents a world and motif unto itself, with the way the film looks there is a sense that our world could possibly someday turn into the larger-than-life world of Ace Attorney, however small those chances are.

In a way, this gives the film a rather prominent science fictional element, as if it’s asking, “What if the criminal justice system were like this?” Indeed, Ace Attorney even presents the unique gameplay of the video games (using evidence to find contradictions in witness testimony) as a transformation of Japan’s court system. In the story of the Ace Attorney film, the Japanese government has set up a new judicial method in order to deal with the increased amount of criminal cases. This “Bench Trial” is a court where evidence is king and which must conclude after a maximum of 3 days, giving both prosecution and defense a limited amount of time to make their cases before the judge (not a jury) makes a verdict. Moreover, in this court, evidence is presented in the form of Minority Report-esque holographic projections, flown to the center of the courtroom through the signature cries of “Objection!”, “Take That!”, and “Hold It!”, helping to bolster that larger-than-life feel. Just in case I’m giving the impression that the film is mainly serious business though, I have to point out that the movie will make the occasional sudden tonal shift like in a Tezuka manga in order to lighten the mood (and succeeds in doing so without disrupting the pacing of the movie).

The storyline and court cases of Ace Attorney is familiar to anyone who played the original, though it combines a few of them together, both for the sake of time and for all of the characters involved to have their own denouements by the end. As I have played those games and thus pretty much knew how the cases would go, I cannot comment on whether or not the narrative events of the film would be a surprise or difficult to figure out for someone new to the series. However, what I can say is that the actors do a very good job of portraying their characters, conveying a strong sense of both their personalities and their approaches to handling trials. For me, the two most outstanding performances in the film are by Phoenix Wright’s actor Narimiya Hiroki and by Ishibashi Ryou, who plays the wily veteran Manfred von Karma. Narimiya does an excellent job portraying Wright as a very clever and observant but inexperienced attorney; when he sees evidence of a clear contradiction, you can see him struggling to connect the dots that he knows have to be there, gradually forcing the words out until the crucial element comes to the surface of his mind. Ishibashi meanwhile comes across almost perfectly as a man who cannot be fazed, a man with a 40-year undefeated prosecution record, and who can even take some of the anime mannerisms from the game and actually make them look perfectly natural. If that isn’t amazing, I don’t know what it is.

Overall, the Ace Attorney movie is fun and exciting, and never feels all that awkward combining the anime aesthetic with the live-action atmosphere. While fans of the game will almost certainly enjoy it, I think people unfamiliar with the franchise and even people have been turned off by Miike’s work in the past (perhaps due to their ultra-violence) have a very strong possibility of coming out of the theater satisfied.

One thing that made this showing of Ace Attorney special was that Miike himself was in attendance. Before the film began, there was a 15-minute interview session with the director where he spoke about this film as well as his experience in filmmaking in general. Miike had actually last visited the Rotterdam International Film Festival 12 years ago with Ichi the Killer and some other movies, and he claims that the extremely positive reaction he received in Rotterdam back then was actually the launching point for his international success and why he’s able to do bigger-budget movies today. He spoke about his use of extreme violence not for the sake of violence but to show the strong emotions which drive his characters, and his desire to make films which surprise himself (something I find he has in common with the creative process of Getter Robo and Devilman creator Nagai Go). He also showed great respect for the original source material of Ace Attorney, but pointed out that a good deal had to be done to convert that game format to a film. I have to say that he did a good job in that regard, transferring the excitement of figuring out the cases as a player to watching the characters work to reach their conclusions.

After the interview was over, the person next to me turned to me and asked, “Spreekt u Nederlands?” After I responded “Nee,” we then had the following conversation:

“What was that word he said, ‘man…gu?'”

“Manga.”

“Yes, manga. What is that?”

“It’s Japanese comics.”

“Oh, like Pikachu.”

“Yes, like Pikachu.”

Like Pikachu, indeed.

Kind of Lumpy But Also Swell: Abobo’s Big Adventure

Double Dragon for the NES is a game that somewhat exemplifies the 8-bit era of video games. Lacking the multiplayer co-op of the original arcade, the game makes up for it with a combination of tight controls and absurd glitches. Whether it’s beating up on an invisible enemy for experience, watching an enemy fall through solid rock, or defeating opponents by climbing up or down until you can’t see them anymore, it had that right amounts of notorious difficulty and sheer fun. It’s with this spirit in mind that Abobo’s Big Adventure was developed, and as one of many who grew up with games of the NES generation, I decided to try it out when it debuted last week. Starring the physically largest enemy in Double Dragon, the game is an elaborate homage to that era, packed with references to an almost innumerable amount of games.

The (very) basic story has Abobo going through various worlds, from Mario to Pro Wrestling, all in order to rescue his son, and the cut-scenes often make light of the fact that Abobo is an unlikely hero, being a boss character originally. In this regard, I find Abobo’s Big Adventure to be at its best when it fulfills more than just an itch for the Nintendo days of yore and actively makes you feel like you’re controlling a beefy “master” (remember when bosses were sometimes called masters?) whose normal job is to make a protagonist regret his path in life. The first stage, a remake of the original Mission 1 from the NES Double Dragon, has Abobo giving nasty overhead chops which take out giant chunks of health in a way a puny martial artist’s spin kicks never could. Stage 3 pits Abobo against one of the characters from rudimentary fighting game Urban Champion, only the situation is entirely unwinnable by the opponent. Try as he he might, the poor “Urban Champ’s” fists cannot make a dent in Abobo’s rock-hard abs. Obviously the difficulty in this section is absolutely zero, but NES homages don’t always have to be about “NES-difficulty,” and it provides a feeling similar to the Wario games, where Wario bowls over enemies where Mario would typically lose lives and in doing so shows how much tougher he is by comparison. The final stage may be the epitome of expressing the power of Abobo, as it literally sets you in the boss position against a good guy in a scenario I think many fans of video games have wondered about for years.

On the flip-side, the biggest shortcoming of Abobo’s Big Adventure is that in some stages it just feels like the original game with an Abobo skin on top. The Zelda and Mega Man sections are especially bad at this, as they do not even bother to give Abobo anything functionally special, other than increased health. Giving the massive Abobo the ability to walk through solid doors in the Zelda level for instance would’ve been a way to emphasize his power and girth. The Mega Man level brings in the infamous Quick Man lasers, and Abobo is just as vulnerable to them as anyone else (i.e. he dies instantly). While I understand something of a desire to be faithful to the originals, these examples could have used as much care as the other parts of the game.

Overall, I think the game is worth a shot, especially given that it’s absolutely free and can be put down at any time. It has a good deal of heart in it, and that shows more prominently in some parts than others.

Double Dragons vs. Abobo

Check out this exciting fight!

Playstation Edible

Late November-Early December is the fun time for kids in the Netherlands, as that is when Sinterklaas, Santa Claus’s badass Dutch counterpart comes riding into the country from his home in the North Pole Spain, first by steam ship, then by white horse. Part of the festivities involve giving children chocolate, notably in the form of alphabet letters, but what this also means is that once Sinterklaas Day passes (December 5th), there is a sudden discount on chocolate all over the country in a fashion similar to the day-after-Valentine’s.

And so, I found this rare item (at 50% off!):

I must say, your PSP might play the latest games and possibly have connectivity with your PS3 through some kind of cloud storage system. It might entertain you on a bus or train ride for hours on end. But, is your screen made of white chocolate?

I didn’t think so.

The Potentially Positive Influence of Public Relationships in the Starcraft 2 Pro Scene

The release of Starcraft 2 last year has caused something of a boom in competitive video gaming, referred to in the community as “ESPORTS.” More and more, professional gamers around the world are becoming stars, and along the way the fact (or impression) that they’re “nerds” is celebrated; to be a nerd is to be smart and talented and even handsome. Made prominent is the idea that nerds can be attractive to the opposite sex, that these (mostly male) keyboard athletes have an appeal attached to their passion and drive for victory.  This is not a new concept, as is evident in the gigantic Korean Brood War scene and the fact that based on the screams of the audience you might assume that it’s John Lennon playing from that soundproof booth. However, a major difference is that while Brood War shows its players as owners of large female fanbases, competitive Starcraft 2 is showcasing couples far more prominently, both inside and outside of Korea.

Whereas Brood War pros will avoid answering the question of significant others (or will mention girls they once dated), Starcraft 2 pros seem much more willing to admit that they are seeing someone. Moreover, Starcraft 2‘s has what can be described as “power couples,” well-publicized relationships where both individuals are a part of the scene. Evil Geniuses captain Geoff “iNcontroL” Robinson and Miss Oregon 2011 Anna Prosser, Startale captain Kim “RainBOw” Sung Je and his fellow teammate Kim “aphrodite” Ga Young, player/caster Trevor “TorcH” Housten and WCG Ultimate Gamer Rachel “SeltzerPlease” Quirico, Terran Emperor Lim “SlayerSBoxeR” Yo Hwan and actress Kim “Jessica” Ga Yeon, all are major examples of the public relationships that populate the Starcraft 2 community.

Part of this may simply have to do with the higher average age of Starcraft 2 pros vs. their Brood War counterparts. Where 20 might be considered an aged veteran in Brood War, some of the most talented and well-known Starcraft 2 players are approaching or even past their 30s, and with that comes possibly a sense of maturity and stability. It is also well-known that dating is frowned upon for Brood War pros for fear that it might distract them too much from the game, and no such taboo exists for Starcraft 2. While there are prominent married figures in Brood War such as Choi “iloveoov” Yun Sung, BoxeR’s former teammate and one of the most dominant players of all time, and Kim “January” Ga Eul, manager of the team Samsung KHAN, neither of them were active players when their significant others were made public. The “sex appeal” of the young Brood War player seems to be more along the lines of a K-Pop star whose relationship status is intentionally ambiguous to draw in more fans.

The reason that I am pointing all of this out is not to foster gossip about who’s dating who or to draw attention away from the games themselves, but to posit the idea that perhaps that seeing these relationships can potentially promote a different kind of lifestyle image for the nerds of the world. Rather than being a hit with the ladies, the professional nerd can be a hit with the woman of his life. You, yes you, can find a woman who will not only condone your geek lifestyle but will understand and actively support it. More than just an aspiration, the power couples of Starcraft 2 provide concrete examples that this is an attainable goal.  What is also clear, especially from the examples given above, is that these couples are not together solely because of an individual’s skill when it comes to their game of choice, but because of their character. In this way, progamers may act as role models in more ways than one.