Kathryn Hemmann, presenter of “Feminism and the Ladies of Final Fantasy,” is a graduate student in the East Asian Languages and Civilizations Department at the University of Pennsylvania. Self-described as being involved with the semi-professional study of literature and cinema, Hemmann was spurred into questioning the presence and presentation of feminist ideology in the Final Fantasy (FF) series by comments made on fan sites that lauded the fact that there was “finally” a feminist incarnation of the game (XIII).
Until those types of statements caught her attention, Hemmann operated under two assumptions: that female characters can kick ass and take names as well as the male characters, and that “while the female characters are very, very pretty, so too are the male characters.” She didn’t think FF characters were portrayed as misogynistic or contributed to the propagation of any sort of misogyny, nor did the characters seem sexist or subject to sexism. However, Hemmann’s panel, focusing on the evolution of FF from phallocentric to gender-neutral, shows just how far the series has come in terms of granting its male and female characters equal opportunities despite inherent and universal physiological differences ... you know, feminism.
Along with its belief that no one should be judged or discriminated against based on their sex/gender, feminism maintains that boys and girls are constantly subjected to sexist social messages throughout their development. Case in point: the hundreds of hours spent playing RPGs (Role Playing Games) such as FF. The more players let themselves get absorbed into the fantastical worlds presented in such games, the more those same players are subject to messages conveyed intentionally via the game’s plot as well as unintentionally by the characters’ designs, roles, and dialogue. This is why Hemmann believes it is important to have strong female characters, free from vilification, who can serve as equally strong role models to those at the controller. Her panel explores three characters who uniquely exemplify, though traits and their contrast with history, the evolution of feminism in FF: Rydia (IV), Aerith (VII), and Fran (XII).
To provide a sense of history against which feminist progress in FF can be argued, Hemmann pointed out that early incarnations of the game had male directors; were intended for male audiences; and, with the exception of X-2, XIII, and VI, made the player’s character and primary hero male. This phallocentrism propagated the dominance of the heterosexual male economy of desire, where men are sexual subjects and women are sexual objects (boy gets the sword, boy gets girl, not vice-versa). FF becomes less phallocentric with each successive installment starting with IV, which introduces an extensive cast of characters with unique personalities, capabilities, and back-stories.
One of said characters is Rydia, who is endowed with a strong back-story, is responsible for saving Cecil, and brings value to her party with summon spells and what is portrayed as lethal black magic. This combination of these traits makes her a strong playable character worthy of player investment. Hemmann points out, however, that Rydia is never more than a supporting character in terms of strength because of the game’s MP limitations and negative connotations dealing with magic (innate, female) vs. brute force (skilled, male). Rydia also falls short in being portrayed as three-dimensional due to her sexualized outfit and almost total lack of interiority, the combination of which makes her a blank slate onto which male players can project their desires concerning this mysterious femininity.
Another pivotal character in the evolution of feminism in FF is Aerith, whose booklet description comes dangerously close to forcing upon her the tropes that define a Mary Sue. This character can never be a true Sue, however, because she does not serve as writer or reader stand-in. That role is for Cloud Strife, who is set up to have Aerith as his love interest. Thus her characteristics don’t make her someone every player wants to “be,” but be “with.” As with Rydia, Aerith’s traits are designed to bolster the egos and libidos of male players. However, female players have claimed the same traits to be empowering because of the effect they had on the male protagonist.
In contrast to Aerith, stands Tifa: a woman who “kicks ass, runs her own bar, and has hundreds upon hundreds of lines of dialogue.” Hemman said she enjoyed looking up at Tifa despite the graphicness of looking up her skirt as she posed for her victory stretch at the end of every battle. As revealing as it is, Hemmann says, Tifa’s pose is not sexist but empowering in the eyes of female players. That female gaze brings an antidote to the objectifying gaze of males.
What character better emphasizes objectified desire than FFXII’s Fran, right? She's tall and beautiful, has bunny ears, and wears a skimpy outfit comprised of black leather bondage gear. But Hemmann makes the point that while Fran’s exotic character design seems to be drawn for pure male sexual viewing pleasure, the characterization is not sexual in any way and is instead meant to signify her standing within her race in the context of the game. Older and more mature than other characters, Fran is involved in a relationship to a male partner that is characterized as friendly yet professional. Fran comes pre-equipped with a bow, but can be made into a “dual-handed weapon-wielding tank of a melee fighter” if so desired as leveling up is determined by equipped items rather than gender.Initially in Final Fantasy, female characters were nothing more than static supporting characters for the dynamic male heroes. As the series continued, women in these games developed personality, inner thought, and strength. No more were female characters defined by who loved them. Instead, appropriate and realistic motivations were derived from who they wanted to be and what they wanted to accomplish as based on intricate back-stories. While female empowerment has been slow, it has been steady. Evidence as keenly picked out and analyzed by Hemmann smartly illustrates subtle and blunt changes within the context of both game and ideology, identifying female gamers and their gaze as a controlling force in an ever-evolving world.
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Genres: Action, RPG
Designer: Motomu Toriyama (director)
Developer: Square Enix
Publisher: Square Enix
Console: PS3, Xbox 360
Release Date: Dec. 17, 2009 (JP), Mar. 9, 2010 (NA/PAL), Dec. 16, 2010 (INT)
ESRB Rating: T for Teen
Final Fantasy XIII is perhaps the largest step the franchise has ever taken away from what it is known for. Moving to both the Playstation 3 and Xbox 360, the story is a complex and original tale developed by the long-time RPG creators at Square Enix. The story follows six survivors of the Purge, a government movement meant to eradicate civilians who came in contact with a “Pulse Vestige.” Pulse and Cocoon, humanity’s home world, went to war hundreds of years ago, and many Cocoon residents fear Pulse’s return. The six survivors all gather at the Vestige, where they are turned by the residing fal’Cie, an entity beyond human comprehension, into Pulse l’Cie, feared servants of the fal’Cie. They are left with a vision of the destruction of their home planet and are sent to fulfill a mission they cannot understand. Players will follow all the characters, who split up and regroup at various points throughout the game.
The background to the game is crucial, and players may find themselves consulting the Datalog option in the main menu quite often for information. The Datalog contains updated information on the thirteen days that lead up to the events of the main characters’ l’Cie transformation, along with information on historical references, enemies, locations, fal’Cie, and more. The fact that the game forces players to read what should be spoken may frustrate some gamers, and with so many twists in the game, the goal may become confusing or even muddled underneath it all. Still, the main storyline packs a punch, and while it drags on throughout much of the beginning, once it picks up it doesn’t let go. At its core, it is an emotional tale of survival, and players will enjoy watching the characters transform over the course of the game.
The first thing nearly every gamer will recognize about the game is its phenomenal graphics. The characters and scenery are simply stunning, and the mixture of places visited, from thriving cities to mechanical waste dumps, are beautiful to behold. The soundtrack of the game is equally astounding, having a very dramatic musical theme. Voice acting is also quite good, though Vanille’s voice has received criticism from many gamers. Whenever she is attacked or upset, she groans and moans, and the T-rated game suddenly takes on a more mature edge. Teenagers should not feel embarrassed for playing the game, yet many boys will chuckle or snicker at Vanille’s rather obnoxious battle attacks and moans (it being so obvious that reviewers feel the need to comment on it).
With such beautiful landscapes, many gamers hoped to explore the world of Cocoon. However, Square Enix has severely limited the players’ ability to travel. Maps are about as linear as one can find; often players are literally going in a straight line from point A to point B with only a couple fights and items laid out before them. Out of a total of thirteen chapters, players will only be able to go back to Chapters 11 and 12 once they reach Chapter 13, meaning that most of the places players visit will be a one-time event. This is deeply disappointing, particularly because it creates a limit on side-quests, which are rarities within the game. For a series that usually makes side-quests fun and challenging undertakings, Final Fantasy XIII falls far short of this expectation. Most side-quests are only available in Chapters 11 and 12, and many are recommended only after beating the game.
The battle system is nothing like previous installments to the series. Up until much later in the game, the computer chooses who you will control and who will be in the party, forcing you to try out all characters at one point or another. Only one character in the party can be controlled as well. Furthermore, for the first several chapters, there is no leveling up. Once the main characters become l’Cie, they gain what is known as the Crystarium, a level-up system that is just as linear as the map system. There are three main roles each character is given depending on their unique abilities in battle, and each character levels up these roles in different orders. It is a basic system; characters gain experience from battles and use it to gain one crystal sphere at a time. Spheres range from abilities to accessory slots to generic stat improvements. Rather than liberating characters, the Crystarium feels very restrictive to players’ abilities, for it only expands, allowing for higher levels, at key points within the story. Therefore, players can only max out their characters to specific points before having to wait until an important boss later down the road before they continue training.
Given this restrictive setting, strategy is a much more important feature of the battle system. Battles are very fast-paced and require what are called Paradigm changes. Paradigms are different sets of roles that characters are assigned, and these roles can be shifted in the course of battle in order to use different strategies. These range from having all-out frontal assaults to defensive and medic sets, allowing for swift changes in strategy should something drastic happen (and it often does). Even Eidolons, which are brought back in a new way, follow this emphasis on strategy rather than brute force. Each character receives a specific Eidolon at crucial points throughout the game. In order to receive it, however, players must fight the Eidolon and fill a bar by using various techniques, some of which include not attacking at all. Eidolons also cast Doom, turning battles into a race against the clock. Once obtained, they do very little damage overall, and while they can change into various forms throughout battles, it feels as though Eidolons are around to show off more than to do damage. This emphasis on strategy rather than statistics falls in line with the simplistic level-up system, but it can make for some very frustrating experiences, particularly with bosses.
Final Fantasy XIII is a beautifully complex game, yet it has its share of flaws that will irritate old-time Final Fantasy fans. The battle system is completely different from anything seen before, and the linear gameplay, along with a lack of side quests and exploration, is a disappointment. The game looks and sounds striking, and once they have completed it, players will gain a huge amount of appreciation for the story’s complex nature, but some may not be willing to get through the flaws of the game to complete it.
[Recommended]
This review is based on a retail version purchased by the reviewer.
Over the past weekend Square Enix hosted their DKS3713 (what the hell?) fan event in
Square Enix also revealed, as you may have guessed from this article's title, that both Parasite Eve 3 and Final Fantasy Agito XIII will be arriving on PSP. We don't have any release date information yet, but it's great to see these two titles getting released on a medium the rest of the world can enjoy. I’m sure everyone here knows the Final Fantasy series well enough, but if you’re unfamiliar with this Parasite Eve business then I would suggest you do yourself a favor and look up this bizarre survival horror gem from the PS1 era.
[via 1UP]
Genre(s): Action, RPG
Director: Hajime Tabata
Developer: Square Enix
Publisher: Square Enix
Console(s): PSP
Rated: T for Teen
Final Fantasy VII seems to be the new hotness with the kids these days - what with all the spiky hair and serious feelings. I hear the cries for a sequel, a remake, or anything at all ring out across the internet and it reminds me of a simpler time; a time when it was a different roman numeral that held our attentions: X. We all wanted a sequel to Final Fantasy X, and we all know how that turned out – not what we expected, eh? Point being: when it comes to the next iteration of the Final Fantasy series, Square Enix is spot on, but when it comes to sequeling an existing title they’ve so far missed the mark.
In Crisis Core: Final Fantasy VII, we’re plopped into the wide eyed and enthusiastic shoes of Zach Fair, an up-and-coming SOLIDER member with big dreams about the future (and a whole lot of honor). To say any more concerning the plot would be almost speculation on my part since nothing anyone says makes a lick of sense. I don’t know what crack-shot B-team Square Enix farmed the localization work out to, but needless to say, cringe-moments abound.
Outside of hearing people ramble on and on about poetry quotes or what honor means, you’re mostly just hacking and slashing your way through one enemy after another. Playing out in a very Kingdom Hearts fashion, the combat here is simplistic and easy to learn. You can attack, dodge, cast magic - you know the drill. Also at your disposal is the ability to switch up the move set by equipping different "materia" which will level up and get stronger as you play.
The problem here is that, while it all sounds great, after a few brief hours with this system you’re left wanting more – a desire which goes unfulfilled. Crisis Core feels as if it has somehow has gotten lost in the transition from straight RPG to action title. It thereby looses the deep, tactical aspect of the former, while not completely picking up on the complex combat of the latter. Instead, Crisis Core startles a weak middle ground whose feature set runs out of luster far too soon.
I really wanted to like this game. We all heard Jeremy Parish from 1UP talk about how he thought the game was going to be another horrible FFVII flop, and "then it got good!" The problem is, yeah it does get good - and then it just levels off. For example, besides block, dodge, and the almost useless "dash" ability, I never had anything else to do in combat besides click on which materia to use next. Then there’s the materia fusion system – wherein you refine new materia from old ones – which really felt limited in its overall selection.
Outside of the main story line you have the option of tackling some extra missions for the various parties you encounter throughout the game. However, they’re essentially all the same mission – they each just look a little different. Basically, any given mission is a collection of rooms, each with an encounter, leading up to a boss fight. All of them play out this way with one exception: some just have you fight the boss encounter. (Those were my favorites.)
If you’re really looking for some more FFVII action then go ahead and add it to your queue on GameFly, you’ll love it. Otherwise, there are a slew of other RPG or action titles for handhelds that you could check out.
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| Graphics/Sound: | 4.0 |
Average:
(2.7 stars) |
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| Gameplay: | 2.5 | |||
| Design/Story: | 2.0 | |||
| Lasting Appeal: | 2.5 | |||
| Overall: | 2.5 | |||
With the recent news that Microsoft will now be the exclusive home to a number of Square-Enix RPGs, PS3 owners are counting on the impending success that Final Fantasy XIII will eventually bring. The PS2 was the source for nearly all the Japanese RPGs of last generation, but with the rising success of the Xbox 360 and Microsoft's determination to gain more exclusives, the PS3's lineup is looking rather thin.
However, according to a PlayStation fansite (Talk Playstation.com) PS3 owners need not fret because Square-Enix is 'likely' to bring more footage of the eagerly anticipated FFXIII along with its equally respected counterpart, FFXIII Versus to E3. The site also states that it is very possible that such footage will include a demo that will showcase the new gameplay that XIII will bring to the series. Unfortunately Square shot down such speculation stating that they have no plans of showing such a demo at this year's E3.
That does not mean however that Final Fantasy XIII will be absent from the show altogether. In fact, it is highly likely that the game will be shown in some form or another. Regardless, Sony needs to recognize the importance of the role-playing genre to the PlayStation brand and provide their customers with a library that will satisfy fans.
[via Talk Playstation.com]










