Witch Craft Works as a Vehicle for Feminist Criticism

If you search online for Witch Craft Works, one of the first things you’re likely to see is the promotional art for the anime, pictured above. It’s an attention grabber for sure, as the image of a tall, voluptuous woman cradling a smaller, frailer man in her arms sends a whole array of messages that can be interpreted in a variety of ways. Of these possibilities, one question that arises asks, is Witch Craft Works feminist? I would argue that it is in certain respects, but not necessarily in the way that one might expect. While one may very well approach the gendered role reversal in terms of whether or not it’s a form of empowerment, I find that it’s better to consider it in terms of how it highlights how we view those roles in the first place.

Witch Craft Works is an anime and manga about a meek-looking teenage boy named Takemiya Honoka and his love interest/protector, the practically-perfect-in-every-way Kagari Ayaka, who is also a witch able to command flames. Weak protagonists are nothing new for anime at this point, but whereas a typical story would have the guy “man up” and defend the woman (see Fate/Stay Night, for example), Ayaka is clearly stronger than he is at all times. This is what creates the spark of potential for Ayaka to be a symbol of female empowerment, though people who read into her this way may potentially be disappointed, especially because her clear male-oriented attractiveness (wide hips, very large breasts, long raven-black hair) and moments of obvious fanservice can detract from such a portrayal.

While those unfamiliar with shoujo manga might see the series as more of a role reversal in general, in fact Witch Craft Works is more specifically a genderswap of a stereotypical shoujo manga. Instead of the girl being perpetually late for school and bumping into Mr. Tall, Dark, and Mysterious, it’s Honoka playing the part instead. All of the lines that the male love interest would make about protecting the female protagonist while holding her gently have instead gone to Ayaka. What makes it clearly shoujo as well is the trope of having Ayaka followed by a squad of fangirls who keep all potential partners at bay through bullying and trickery. The main difference, aside from the change in genders, is that the art style is more geared towards a male audience, which opens it up for the criticisms seen in the previous paragraph.

When I say that Witch Craft Works can be interpreted as a feminist work, however, my intent is not to argue that people should just get over the clear idealized appeal of Ayaka for heterosexual male viewers. Instead, the point I want to make is that this role reversal brings to the surface many assumptions we make about how characters behave. Imagine that, instead of Witch Craft Works acting as a reverse shoujo series, we instead made a genderswap version of James Bond, or better yet Golgo 13? In this version, a stoic woman would sleep with guys left and right, who would be so amazed at her instinctual command of the carnal arts that they would beg at her feet for more as she leaves without saying a word. Sometimes, they might get caught in the middle of a gunfight or perhaps themselves be assassins, which would result in them being violently murdered by “Golga 13.” As she goes about putting bullets in the heads of her targets, men and women would sing her praises and talk about how amazingly powerful she is.

Would this be empowering? Perhaps. Would this emphasize equality between male and female characters? Not really, as it’s more just flipping the issue. However, by turning the tables in that way, it would increase awareness of how these tropes are affected by how we perceive characters’ behaviors according to their genders. Witch Craft Works does something similar, only instead of using the typical narrative aspects of a guy-oriented series like Golgo 13, it uses the cultural markers of girl-oriented anime and manga to start with, and then pushes things a few steps further.

One of the arguments by fans of yaoi and yuri as to why they prefer those stories over ones about heterosexual relationships is that there’s less of a power imbalance between male and female. At the same time, categories like “seme” (top) and “uke” (bottom) complicate this issue because they can often be used to express a relationship of domination and submission. Witch Craft Works, through the interactions of its weak male and strong female leads and its mix of guy-oriented and girl-oriented aesthetics, calls to mind all of these different portrayals of romances. Kagari and Ayaka simultaneously behave like a shoujo romance, but also a bit of a shounen one as well, and even embody aspects of yaoi and yuri. Apparently the manga was originally supposed to be yuri itself but was changed to its current form.

For guys, this is a rare opportunity to see what it feels like for a male character to be made a damsel-in-distress, though the conclusion for them won’t necessarily be that this is a problem, and that the role is diminishing men as a whole. It’s possible that this can even be viewed as something desirable, that men rarely get the chance to feel the desire to be rescued, to have their troubles eliminated by someone more powerful than themselves, even less so when the rescuer is a woman (usually it’s a father or something along those lines). Instead of manifesting an empathy for weakness through moe girl character, it can be achieved through a boy, and there isn’t even a need to berate him for not being “man enough.” At the same time, male viewers can see the boy damsel, take comfort, and then return to endless images of macho heroes. Women, on the other hand, leave Witch Craft Works and go back to a sea of women being captured and waiting for their saviors. As a result, Witch Craft Works ends up emphasizing the fact that the “damsel-in-distress” issue is not that the trope is inherently dangerous or detrimental, but that it has been historically reinforced repeatedly as something “for women.”

By playing with the standard rules of its storytelling style but flipping the script, Witch Craft Works serves to make us aware of those storytelling tendencies, especially those found in anime and manga. and to look at them more critically. In that respect, Witch Craft Works is capable of contributing to feminist criticism.

My Thoughts on the “Damsel in Distress” in Tropes vs. Women in Video Games

Over the past few months, Anita Sarkeesian has released the first two videos on her series concerning tropes regarding women in video games. Back when it was first announced, I had my concerns that she would so emphasize what has gone wrong that she wouldn’t leave sufficient space for what has gone right, or even what was meant to be female empowerment but fails for whatever reason. Later, after having done some further reading, I amended my thoughts on the matter when I realized that, even if it wasn’t my intent, the idea that women (as well as people in general) should settle for “good enough” as if that’s the best they could hope for in regards to portrayals of women in media is a problem.

I watched the first two episodes, which concern the “damsel in distress” trope. The third one, which is supposed to address some of the inversions or subversions of the damsel device, is not yet out, so I can’t at this point speak about that element, but I’d still like to state my thoughts on what I’ve seen so far. I find Anita’s strongest overall argument to be the idea that video games have tended to assume violence as a primary course of action so often that as games have tried to become more sophisticated this mechanic limits the potential avenues for solutions beyond “punching them until they die.” As Anita notes, the inertia created by the games of old, both in terms of having damsels and having violence as a means to save them (or not), is perpetuated, though not out of malice but from not thinking about other alternatives.

Multiple times during the videos, Sarkeesian talks about how the hero having to rescue (or even mercy kill) the damsel turns the woman into an object or goal for a male power fantasy, and one of the concerns I have with this is that, even if she might not mean it, it can be interpeted as casting male power fantasies in a negative light. Certainly I understand some of the problems of the male power fantasy and how its ubiquity can create a narrow scope of examples of acceptable behavior for men in lieu of male characters capable of functioning in different capacities , but I don’t think male power fantasies are wholly the product of perceived gender role imbalances where a man must protect the woman, nor are they mainly about the trivialization of women, even if it on some level contributes to the perpetuation of such stereotypes.

Rather, rescuing the girl speaks more to the fantasy that a man can be relied on no matter what, and is capable of accomplishing anything and everything. Thus, when the damsel is fridged (killed or injured for the sake of advancing the male character’s story), it is about playing with these assumptions and desires, an attempted move towards more diversity and creativity in storylines even if the products end up not being very well thought out, containing many of the problems which Anita points out. The power to do something in every possible circumstance can also be found in the idea of the self-made man or the rugged outdoorsman, who can be thrown in the middle of a jungle and come out of it with muscles flexing. I think it’s a valid desire for men to want to be able to be relied on, though once again I understand that wanting to be relied on and being relied on as a requirement for masculinity are two different things.

You might be asking, “But if there are all of these problems with the male power fantasy, why even defend it?” In that case, compare the male power fantasy to another type of “power” fantasy, the rags-to-riches story, where a person uses their wits, hard work, and/or luck to go from a life of poverty to one of profit and wealth. There are many valid criticisms for such stories, such as the idea that it reinforces an unforgiving capitalist mindset where money is the most important thing in life, or that if rags-to-riches stories present the idea that anyone can pull themselves up by the bootstraps then it implies that people who haven’t done so simply haven’t tried hard enough. In other words, there’s a clear downside to this type of narrative. However, there are people who enjoy these stories and fantasize about doing the same thing, even if they are conforming to a flawed concept that is a product of assumed societal values it still speaks to their desires. This ability to respond to people’s desires is one of the things I think art and creative media can and should have, as is the ability to criticize that very same thing.

To restate, it’s not entirely clear if Sarkeesian is saying that male power fantasies are tainted from the roots, but I could see this being an issue that skeptical viewers might jump on to show that she is “man-hating” even though she isn’t. At the very least, Sarkeesian points to the ability for male characters to get captured and then break out of captivity through their own strength and wits as a way in which male characters are not truly in distress, and this scenario has a clear power fantasy component which can function without the victimization of women as a plot device.

Of course, this leaves the question of where the “female power fantasies” are, and in this regard Sarkeesian is right that the repeated use of women as damsels in video games feeds into the perpetuation of these scenarios. However, my opinion is that this does not make the male power fantasy in video game form itself the main problem and that the character in need of rescue needs to be removed from media, but the lack of alternatives for characters of all genders and sexualities to do more and be more. That said, I think Anita’s goal in making these videos is on some level to create awareness so that people will think to produce these alternatives, and in that regard she is getting people to talk.

My Hopes for “Tropes vs. Women in Video Games”

There was a big to-do recently when Anita Sarkeesian over at Feminist Frequency received a barrage of nasty comments over her Kickstarter to fund a project to analyze common tropes concerning female characters in video games. A lot of the commentary was as you might (unfortunately) expect, citing her supposed jealousy of better looking women, her “hypocrisy” over wearing makeup, as well as threatening her with rape. Even if most of this turns out to just be purposeful button-pressing in order to get a rise out of her, it’s still pretty sad that it came down to this.

I do not think people should have to agree with her just “because” she’s feminist, but at the same time I do wish people would come up with better arguments against her ideas and her points than simply things like “sexualization happens to men too” (the nature of the sexualization is nowhere near the same).

Tropes vs. Women in Video Games is already more than well-funded as of this post, but having watched her previous videos in the Tropes vs. Women series, I still want to say something about my hopes and worries about the project.

While Sarkeesian makes overall good points in her videos pertaining to the types of tropes which can reinforce images of women as passive beings in service to more fully developed men, I find that her videos tend to take something of a sledgehammer approach to addressing problems. Tackling big problems with big answers is a valid method, and it does result in points which are more readily and sharply conveyed, but there is a loss of nuance in discussing specific tropes she addresses as a result, possibly due to the brevity required in making short videos.

The consequences of this loss of subtlety is that the presentation of the tropes themselves seem to center around the idea of the trope itself being sexist more than its overuse (though both are considered culprits). For the Women in Refrigerators trope, the idea of a side or major supporting character dying in order to drive the hero to action is a recurring theme throughout fiction, be it with men or women, and the use of a girl as the “sacrifice” is not so much the problem as it is the degree to which it happens in superhero comic books, a genre which is all about power and inspiration.

Similarly, in her discussion of the Manic Pixie Dream Girl, she criticizes the character type for being something of a vague supernova of inspiration for the leading male character, lacking in qualities to make her fully realistic. To that I have to ask, since when does more realistic automatically equal a better character? While I certainly see the advantages and have argued for the strength of such characterization before, there is something to be said for characters who are their concepts distilled to an extreme. Furthermore, it risks leaving no room for the trope to be turned into something which can be positive for women without having to completely subvert it.

When it comes to Tropes vs. Women in Video Games, my hope is that Sarkeesian will not come at the female characters of video games with a “one strike” policy. While there are plenty of girls to be rescued and recurring roles for girls that can be explored and criticized extensively, I hope that she does not view individual characteristics isolated from each other, but rather sees the characters as a whole. In the end, any judgment she makes is hers, and characters can and will end up being considered problematically sexist (because let’s not kid ourselves, video games do have them), but if a character has positive traits in addition to negative or even harmful ones, they should be acknowledged in order to show where games have managed to make smaller progressive steps in addition to bigger ones.