Disclaimer: all things considered, you can’t really
call me a fan of the Dead or Alive franchise. The only one I’ve ever really played is DOA4, and while I had plenty of fun with
it, I’ve since moved on to…well, pretty much every other fighting game this generation. I skipped out on DOA5 in its entirety, and even with the new editions that have
popped up, there’s never been much of an impetus to jump in.
Still, I kept an eye on the news surrounding Last Round because of the prospect of a
new playable character. Who would it be? I mean, Ultra
Street Fighter 4 blew it with its hyped “fifth fighter” by just serving up
Cammy clone Decapre, so surely competitor Team Ninja/Koei Tecmo wouldn’t make
the same mistake, right? And the
potential was limitless; rumors and theories about a fighting female pirate
made the rounds, so maybe -- oh, it’s just a schoolgirl. Well, that’s still something totally fresh
and interestizzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz…
I will be fair, though. No matter what form new challenger Honoka
took, it was a given that she would be a fitting addition to Chesty O’Ninja and
the Busty Bunch. It’s a legitimate
problem that the guys behind DOA feel
that the only way they’ll put food on the table is by sexualizing the crap out
of all its female characters (even if they’ve “compensated” by doing the “same”
to its men). But if nothing else, at
least there ARE female characters. There
are people in the canon who matter.
People like to pretend that there’s no story, but there is, and I
respect that; I want to believe in the franchise because it has the potential
to do more.
I think that it’ll happen someday. But that day is a LONG way away.
I don’t know what Team Ninja’s financial status is
right now, but I’m going to guess that they’re at least doing better than “we
can’t even afford to make a game” Capcom.
Team Ninja and Koei Tecmo aren’t the biggest around, of course, but I’d think
that they have the resources to make someone beyond a Decapre analogue. I’m not going to play the laziness card
because there’s an insane amount of work that goes into making just one
fighter. On the other hand, I AM going
to say that the effort was misguided -- because that’s the word of the
day. But I’ll get to that.
Team Ninja teased the new fighter months
in advance. They kept their cards
close to the chest, and in doing so hoped to generate interest. They probably should have known that -- as
per the informal golden rule -- the fruits of fan speculation are almost always
going to be more interesting than the revealed product, but let’s set that aside. There are two things that are important to
note. The first: that there was going to
be a brand new female fighter. The second: that she was going to be the
“biggest” character yet.
Pretty much everyone jumped to the conclusion that
Honoka would simply have the biggest breasts (which is true, apparently), but
since I’m the same guy who argued that
the latest Donkey Kong game was
actually an unspoken tale of a king’s quest for redemption and knowledge, I
didn’t exactly rely on common sense. I
thought Team Ninja was actually being sly and playing with fan
expectations. I imagined that the new
fighter would be large proportionally -- but mostly because she would be large physically.
I don’t know the canon in and out, but outside of
the Spartan guest fighter from DOA4,
the two physically largest and strongest fighters are Tina and Rachel. (Christie’s the tallest at 5’10”, so adjust
your perceptions accordingly.) Imagine
if Team Ninja decided to put on their best trollface and made Honoka as big as
or bigger than a faux-Master Chief; logically speaking, she’d have the biggest
bust by a country mile.
But the additional benefits -- a ripe opportunity,
without question -- are that it’d be a chance to create a character with a more
unique, if eclectic move set. Okay,
sure, leave her a schoolgirl for the lulz, but keep her huge; have her rely
solely on brute force so she can fling ninjas around like she’s trying to win a
pillow fight. Make her slow and clumsy,
but give her devastating power and range by virtue of her size. That’s interesting, if you ask me. And they didn’t have to stop there.
When a Famitsu article leaked what Honoka was really like, I was plenty disappointed
-- and I can only imagine what hardcore fans felt. But there was a glimmer of hope; translated
articles explained that Honoka had a secret, mysterious power. It’s par for the course when it comes to DOA, more or less, but it struck me as
something with real gameplay potential.
Some forum posters joked that her power would be
to make her breasts bigger mid-match (which, to be fair, WOULD make use of Last Round’s new engine), but I took it
a different way again. What if she
started out as a simple schoolgirl mid-match, but by making use of that power
she went from sweet little girl to giant grappler? The player wouldn’t be forced to use it, but
it’d be a way to technically change her stance -- and certainly her
stats/parameters -- in an unusual way.
How do you fight someone who can go from tiny to titanic over the course
of a match? How do you play as someone who ends up as big as Marvel
3’s Sentinel? Or even Tatsunoko
vs. Capcom’s Gold Lightan, if
you really want to push it?
I guess we’ll never know. Honoka’s just a schoolgirl. And her “power”? Pretty much translates to “I have the same
moves as most of the cast mashed into one move set”. And she gets to hit people with some kind of
burning hand attack.
If only.
Look. I
don’t care if my headcanon ended up getting dashed, because DOA as a franchise and Team Ninja as a
developer know what they’re doing. They
probably understand that, hey, maybe introducing some wacky new character with
special mechanics in a game that’s struggling to stay relevant isn’t the best
idea; maybe save that stuff for DOA6. I get it.
But even so…cripes, is Honoka really the best they can come up
with? Really? In a universe filled with ninjas, wrestlers,
assassins, a geisha-in-training, a slew of martial artists, and a damn opera
singer, they couldn’t come up with anything more exciting than a schoolgirl
with a mysterious power?
Setting aside the fact that comparisons have already been drawn, what’s
the strategy here? How is this character
different from any of the other DOA girls? So what if she’s reportedly the bustiest when
A) there’s virtually no difference in the girls’ body types, meaning the very
concept of bustiness is worthless, and B) there’s nothing to set her apart from
other characters, DOA or otherwise,
besides her measurements? And besides the hair?
Assuming that there’s no story for Honoka in Last Round, the gameplay footage
released thus far hasn’t made an argument as to why this girl is different from
the other girls -- and that’s even before you factor in her patchwork quilt of
a move set. Her profile sets her up as a
Blood Knight,
and I can’t imagine someone with explosive hand attacks avoiding some form of
corruption. But watch her mannerisms in
matches and art, and there’s no trace of that.
She’s just a kind, earnest, hardworking schoolgirl who’s a little
clumsy, but always tries to do her best…which you can use to describe a deluge of recent anime heroines.
It’s not enough anymore. I thought that Team Ninja understood that;
say what you will about the hyper-sexualization of the women (which, again, is a problem that doesn’t need to be there),
but at least the games had the freedom to let its ladies do more. Be more.
Tina’s a wrestler hungry for fame, be it via fighting, acting, or trying
to be a rock star. Leifang is a college
student who perpetually sought out Bruce Lee fanboy Jann Lee to prove her
strength to him -- and did, conclusively.
Honoka…is just a schoolgirl that wants to fight. Oh, sure, she’ll get her story fleshed out
someday, but…really? This is supposed to be a compelling
argument for Last Round?
Note the word choice there. I could have said “she”, but I used
“this”. Call me butthurt if you will
(which is more than a little legitimate, all things considered), but Honoka
just strikes me as a HUGE missed opportunity here. This was Team Ninja’s chance to do something
different -- to convince everyone that they could change, however
minutely. I thought that that was what
they started with vanilla DOA5’s Mila,
an MMA-style fighter and a push toward the “I’m a Fighter” tagline they wanted
to codify once upon a time. What
happened to that? Why did they back
off? Why resort to hundreds of dollars’
worth of sexy costumes almost immediately after claims of turning a new leaf?
Okay, sure.
There was another iteration of DOA5
that introduced the little lady Marie Rose, but that
just plays to a similar set of…preferences. The franchise should be evolving by now, but
I’m struggling to give it the same goodwill and benefit of the doubt I once
did. I’ll concede that the gameplay is
probably the best it’s ever been -- if reliant on/lambasted for button-mashing
-- but DOA isn’t part of the
conversation because A) it can’t decide what it wants to be, and B) it’s not
doing “what it does best” very well.
The premiere franchise built on sexy, busty girls
fighting has routinely failed to make its girls sexy -- just a bunch of virtual
dolls that STILL have creepy soulless faces…which to the untrained eye is just
the same face copy-pasted and recolored.
And again, what’s the point of having the biggest bust when that’s info
you’re likely only to know by word of mouth and wikis? Although according to the wiki,
Honoka has a thirty-nine inch bust…while being only 4’11”. I’m not one for anatomical correctness, but I
don’t think that girl’s exactly built for fighting. Or moving.
I’m 100% convinced that Team Ninja goofed with
Honoka, but they’re just one group out of many whose creations have gone
awry. That should be obvious by now; DOA might not be a part of the fighting
game conversation, but that’s because we’re all too busy having a legitimate
conversation about women in games.
Frankly, I’d take it up several levels and just say we have a problem
with women in fiction in general -- and
the sad thing is that that isn’t breaking news.
This is something we’ve all had to deal with for a while, and the fact
that there are still so many struggles across the board means that we probably haven’t made as much progress
as we could.
I know the score.
I know the constant outcries. “We
need female protagonists!” “We need
strong female characters!” “We need
female characters that aren’t just damsels in distress, and don’t just get stuffed
into fridges!” “We need women that
aren’t just sex objects!” Those are all
valid complaints. Let’s face it:
generally speaking, the treatment of women in fiction is bullshit. It’s not fair, and
it needs to change. The common question
that follows is how that change is
supposed to happen, which is pretty viable…buuuuuuuuuuuuuuuuuuuuuuuuuuuuut I’m
of a different opinion.
Maybe we don’t always need to ask how to change
the poor state of affairs. Maybe we need
to ask why it happens in the first place.
Let’s go back to using DOA as an example, because there’s no better whipping boy right
now. It’s pretty easy to assume that the
developers are -- in the worst-case scenario -- just a bunch of perverts who
are convinced their job is literally just to make Las Chicas de las Pechas
Grandes. If you don’t buy into that,
there’s always the more reasonable conclusion that they do what they do to stay
afloat; considering how many studios have shut down in the past few years AND
how expensive game development can be these days, it’s hard to blame them for
banking on what they know will sell (i.e. sexy costumes for every member of The
Boobs McGee Experience). If nothing
else, they’re at least upfront about it.
But here’s the phrase that’s worth keeping in mind
for the rest of this post: “Oh, I never
thought of that.” As the
self-proclaimed Eternal Optimist, I don’t want to assume that Team Ninja or any
other creator with botched heroines did it out of malice, or laziness, or
pandering, or even just to make a quick buck.
They did it because they didn’t realize that there were other options
available. In DOA’s case, they considered the possibilities and chose the ones
best suited for the franchise, but ended up overlooking possibilities that
would have made said franchise more than just a laughing stock.
If I remember right, the first DOA -- breast physics and all -- was
made as a desperation move to keep a struggling Tecmo in business. It worked, apparently, and it became a
launching point for the rest of the franchise.
That sexuality (or a facsimile of it) courses through its veins, but
there was the potential to be more than just “boobs on boobs on boobs” that to
some extent was at least touched on. Clashes
between ninja bloodlines and traditions; corporations enacting world-ruining
conspiracies; even beyond that, fighters striking out to make their desires a
reality, and from that emerged the thematic conflict of tradition versus free
will. Duty versus freedom. It’s when DOA5’s
story explores that theme -- not the hokey action movie fluff -- that it’s
at its strongest and most entertaining.
DOA is
in the prime position to give us something special because theoretically, it
has every tool it needs. Yes, I would
absolutely love it if it could offer a stronger story; I would love it if
Kasumi’s DOA4 ending had anything to
do with the plot or her character arc -- what with her being ostensibly the
main character -- instead of just having her dream about being a singing
topless mermaid. I’m not exactly asking
for the moon here. I just want a little consistency.
You can't bring in a new(ish) male character who looks like this...
...And throw out a new female character who is just this:
But you know what?
Even if Team Ninja didn’t, and even if they wanted to keep going down
Tight Trouser Alley, then they could at least mix it up a little. The only cards in their hand at this stage
are “big boobs”, “less clothes”, and “more clothes, only this time they’re
themed costumes”. They’ve worn out what
they’re famous for, and if they want to be the kings of eroticism, they need to
go back to the drawing board and figure out how to capture the essence of
sexiness. I’m thankful that all the
girls have different stances and fighting styles, but in a game that earns
favor by dint of its bodacious bodies, why is it that their definition of
“bodacious” is so bland? How do you make
boobs boring?
The answer that comes to mind is that DOA tries to make the boobs -- and
tangentially, the bodies attached to them -- interesting. The problem is that they should be trying to
make the female form interesting. It’s a strange day indeed when a Nintendo
game understands that better than a game designed to get a rise out of its
players. Seriously, pay close attention
to the animations of Smash 4’s female
fighters, Palutena’s chief among them.
You’d be surprised.
The easiest fix I can think of for DOA6 is to just add a character creator,
and let players handle the sexiness on Team Ninja’s behalf. I don’t just mean loading up a fighter with
your favorite attributes; I mean giving the player the chance to explore
possibilities that the parent company won’t.
If pro wrestler Tina can’t be rendered with a suitable tone and
musculature, then let the player make a fighter that can. If sultry assassin Christie isn’t sultry
enough, let the player make someone as tall, or willowy, or elegant as they can
imagine.
If there can’t be a schoolgirl who wouldn’t snap in half in real life, then
leave it to the player to do the heavy lifting -- up to and including full
clothing options (which to be fair DOA5 offers,
but that got buried by skimpy DLC outfits).
After all, I was under the impression that sexiness implied a set of
qualities above the norm. Putting those
qualities in player hands to create the out-of-the ordinary? Not a bad idea.
Here’s the thing, though: it should never reach a
point where the tools should be put in player hands -- because offering up
something bodacious is what Team Ninja should have done a loooooooooooooooong
time ago. And regularly. And not just with a loli girl.
Audiences trust creators with more than just their
money. They trust creators to put forth
the best effort possible -- to take a concept, choose the best possible
options, and bring it all together for an affecting piece of art. That’s how it should be, and how it has been
pretty much since art’s inception. On
some level, even a bunch of goofs like Team Ninja understand that; the flashes
of competence and potential are there, even if they are hidden in the valleys
of the Teton Range. The problem is that
maybe they haven’t considered how things could be different -- or even that
things can be different. Sit them down and explain some of those
possibilities, and I’d bet that at least one member would go “Oh, I never
thought of that.”
They -- Team Ninja, or just creators in general,
game devs or otherwise -- just do what they think is best for their
creations. DOA5 could have been the game that established its ladies as more
than just character outlines, but instead put most of its effort into an
ersatz, limp-wristed summer blockbuster.
Why? Not because they were
idiots, but because that’s what they thought would win favor. Granted that’s a misguided notion in its own
right, but they had good intentions.
Conceptually, they weren’t wrong.
It’s just that they focused on the wrong things, when the right things
-- those character interactions outside of non-canon beach lounging -- slipped
into the background.
Why did it happen?
Why is DOA’s story at large
still irrelevant? Why are the ladies
still saddled with the stigma of being sex objects? Because Team Ninja didn’t go far enough; the
devs didn’t use its tools effectively, because they didn’t even realize they had tools. Again, if someone would explain to them what
they could do -- gameplay-wise, story-wise, whatever -- then maybe they could
make something out of effectively nothing.
Maybe they could realize the problem, and do better.
Let’s be real here. The pitfalls associated with that blindness
to possibilities -- to making good female characters -- is an easy one to
stumble into. And I know this because
I’ve made a lot of the same mistakes.
Probably even mistakes that would even have Team Ninja laughing at
me.
Among others.
Speaking personally, I want to be a creator
someday as well -- a writer above all else.
Or rather, a GOOD writer -- which means that if it seems like I’m
super-butthurt over the tiniest things in video games, it’s because A) they
stick out intensely to me, and B) I probe others as a means of probing
myself. It’s the only way for me to
learn not to make stupid mistakes and stupider decisions, because I will if
left unchecked.
Once upon a time, I had a female character whose
role and personality in the story could be summed up in two words: “the
girlfriend”. That was it. No part, no charisma, no dynamism, no arc --
just a rung on the ladder to propel both the lead and the story to where it needed
to go. She was a non-player in the
events that transpired -- which extended to every other female character in
that story. Not even a spread of furious
editing sprees could salvage the story, which kept the ladies on the wrong side
of the fence during virtually every climactic moment. It became pretty obvious that I was pretty
much just polishing a turd. So I had to
flush.
I’ve gotten significantly
better about things since then, but in order to do that, I had to
understand that I screwed up in the first place -- and by extension, how it
happened at all. I can see why; the
ladies didn’t get much attention because a lot of the focus and development
went toward the lead. Maybe a couple of
other guys if you’re feeling generous, but outside of that lead, the overall
development of the cast was pretty shallow.
Only one character really got to shine or change,
and while he did end up in a good place, the scope of the story was too
narrow. I didn’t use the very tools that
I had created, and the story suffered for it.
The world was too small. The plot
was too small. The conflict was too
small. So inevitably, the characters --
the most important puzzle piece -- ended up being too small, too. I’m 100% convinced that it was an abject
failure, and no amount of consolation will convince me of otherwise.
But that’s fine.
What’s important is that I did
realize that I could do more. I found
ways to get the most out of my characters, and the elements surrounding
them. Granted I’ve got an easier time of
it than others (I’m not a dozens-strong team handling either technology more
advanced than a word processor or enough money to weigh down an armored truck),
but the overall lesson here is the same.
Because of that, I’d argue that there is something
any of us can do, regardless of our place in the game industry and beyond: be
aware that there is a problem, and we don’t have to accept it. More importantly, there need to be talks
about more than just “this is a thing that is wrong and bothers me”, though
that helps. Heroes stand strong, after
all.
Collectively, we need to be open-minded. It’s easy to dump hate on distant creators or
seemingly-faceless organizations, but it’s worth remembering that there are
people at work -- people who can make mistakes, just like the rest of us. Maybe every word spoken and every post typed
up won’t reach them, but they will reach others down in the depths. Those people -- scorned so often by those
they trusted -- can go on to become creators themselves, and take plenty of
lessons to heart.
Or, maybe those voices will end up reaching higher
powers. Maybe one outcry will lead to
one million. Maybe twenty years from
now, people will be explaining why DOA15
is a stroke of artistic genius -- precisely because it has giant breasts. Somehow.
Potentially. I don’t know
anything about art.
But seriously, Team Ninja? Fix the faces, please. All of your women
look like they’re dead inside.
Have mercy.