First Impressions: Bayonetta

Bayonetta made the rounds of the blogs when it came out, largely because of it’s hyper-sexuality, and the fact it’s from the same creative mind that made the Devil May Cry franchise.  Most of what I read was focused around the design of the titular character, Bayonetta.  Some of what I read cast her in a mode of empowerment, others criticized her for being designed for the male gaze.

I played the game for about 6-8 hours total, and got through three chapters. I’m not very good at these sorts of games, with huge combo lists.  My favorite combo is usually press the attack button three times, then press it three times again.  I was doing a bit more with Bayonetta, including dodging (which I do only slightly more rarely than blocking). In fact, it’s possible that with time I could come to be good at Bayonetta, instead of being passable at it.  It’s actually kind of fun.

She moves with a bit of ease and grace, and except for some times where there are invisible walls (you can’t jump on or over awnings, for instance) she moves well and quickly.  Death largely affects scores and trophies, and as I already knew I was bad at the game, I accepted that I was going to get bad trophies.  Yet, there were some sections that I did very well on, so I think there’s a chance for competence here for me.  In fact, if the other game I got from the GBox last week hadn’t captured me so completely, I’d have kept playing Bayonetta.

No discussion of the game can really ignore the sexuality of it, however.  While I think the game would be generally fun if you were playing stick figures, it’s been dressed in extreme sexuality, from the main two female characters’ body and motion designs, to even the bartender of “The Gates of Hell” (who is of a male sexual type that I find pleasing, something that rarely occurs in games.)

She’s certainly built like a runway model, and the game constantly accentuates her sexuality.  The cut scenes show her spread-legged flying into the camera.  Sometimes she seems very aware of the camera, looking into it, and winking.  Health potions (and a constant prop)  are lollipops, which she sensual licks while shooting guns from her super-high-heeled boots and so on.

In combat against larger foes, she can do special “climax” moves which essentially remove her clothing (which was only her hair in the first place).  The hair turns into a giant dragon and gobbles them up, but the camera pans in such a way that you can usually see a naked Bayonetta (stratgically covered by spinning hair) while her dragon-hair devours the angel in question.

These bits of tease are only part of Bayonetta’s sexual display, however.  These are the parts that feel typical for a video game.  They are the cleavage and ass-shots that poor games inundate us with.  If this were all to Bayonetta, then it’d just be a derivative game, like Bullet Witch. Instead, the character is way more sexual than just her design.

In the opening movie (which comes just after a basic tutorial section), Bayonetta takes on several angels before you get a chance to control her again.  It’s a fairly long movie, and I sat watching it, kind of entranced by it. At one point there’s a long sequence of her, legs spread wide, guns at her hips, blazing, as she lands on the face of one of the angels, basically smothering him with her sex (after all it is only hair between her lips and his.)

The angels at this point (and as far as I’ve gotten) are all male, or monstrous.  A few have cherubic faces, but are still grotesque with the remainder of their bodies being masculine or monster.   The other male characters in the game are a fat comic relief character, a buff good-looking demon, and a womanizing man who saw Bayonetta arrive and (I think) kill his father.

The only other female character is built on almost the same model as Bayonetta, except she wears actual clothes, and is a blonde.  She has the same exact equipment, down to shoe-mounted guns, and has the same basic powers.  They seem to be dark/light reflections of each other but it’s questionable which is dark and which light.

In fact, the moves that Bayonetta takes, and the camera angles she has been given are ones that are more likely to occur in pornography or, perhaps, sexploitation movies. She’s not unconcerned with being seen as sexual, she embraces it as part of her power.  I want to say that this was intentional and idealistic choice, but I suspect it’s there to make the typical 18-35 male gamer a bit uncomfortable.

Bayonetta doesn’t read to me as a sexy woman, but rather a sexual one, and that’s a bit different.  That she is, also, physically sexy (by some definitions), occludes this a bit.  She is as sexually confident as she is in her fighting skills, without feeling sexually predatory (which is what we usually get with a sexual woman in videogames).

I don’t know what this means in terms of art or sexism.  I feel pretty unqualified to say one way or the other. It’s a game that exudes sex, and we like that here at the Cult.  Also, unlike most sexy games, it’s actually fun to play.  That it also includes witches and sexy-librarian glasses is just a bonus.

Edit, update 2/17 1:40

For a different look, The Border House also wrote an impressions post on Bayonetta today. http://borderhouseblog.com/?p=1468  They are probably more qualified than I am to talk about sexism, and I can’t say I completely disagree with anything they said. I think our interpretations of it’s purpose are different (I’m not convinced that straight males are going to consistently like her aggressive sexuality, but I’m not one of those, either.)

For a different look, The Border House also wrote an impressions post on Bayonetta today.   They are probably more qualified than I am to talk about sexism, and I can’t say I completely disagree with anything they said. I think our interpretations of it’s purpose are different (I’m not convinced that straight males are going to be comfortable with her aggressive sexuality, although I do think the game is aimed at them. But I’m not one of those, either, so I’m not sure about that..)


Delayed

Today’s First Impressions: Bayonetta post has been delayed due to Protonaut.  My suggestion? Go play that while I finish collecting gasses writing. If experience teaches me anything, it’s that you won’t notice the time fly by.

–Mgmt.

President’s Day

Well, I’d normally talk about my weekend gaming, but my weekend isn’t over yet, thank to some of the more famous American presidents having birthdays near each other.  Or something like that.

I did pick up both Bayonetta and inFamous at the GBox this week, and have spent a fair amount of time this weekend playing both of them.  It’s getting to where one of the pieces will be more than a first impression, but I’ll have both of those this week.  Also: the next bit of Chelon’s diary on Friday.

Girl and I started watching Enterprise this weekend — neither of us had ever watched it, despite having seen most of the other Star Trek canon. Trek started losing me in the Voyager/DS9 era, and I hadn’t really been back until the Abrams’ reboot.  One could argue that Enterprise is the only bit of canon that remains after that movie.  Although the MMO takes place in the original continuity, after the destruction of Romulus (or so I’ve heard).

I’m seeing more CSS issues on the site, not sure how I missed them, so I need to prioritize fixing them.  I’ve also got only a couple more weeks to prep for the Klik-n-Play thing, and I didn’t get much work done on that last weekend, although I’ve been looking at a jQuery based game engine called gameQuery.

It looks like it mainly deals with sprite classes and does animation.  He also chose to move things using CSS positioning, and I have to admit my own experiements show that Canvas drawing, while cool, is too slow, particularly on handhelds.

I’m thinking of extending his work, however, and adding a map class that should work with my game ideas.  Also, I need sprites that I can use, since drawing isn’t really my forte.  I may just make some basic stick figures and use them over and over.

Anyway, that’s the plan for this week, barring emergencies.

Dragon-Age: Chelon’s Diary 1

Chelon

So, I took all the suggestions folks gave me for playing Dragon Age and decided to start over.  I was having fun, with my knew mage, Chelon.  The name is short for Cheloniidae, by the way.  I had a character journal in mind when I created him, and that’s why he’s male, and bald with a goatee.  I also had played through Ostagar, and knew that Morrigan was straight. I thought my normal, “lawful” character might find her an intriguing challenge, particularly if she was a love interest.

I’ve not played far into DA, so my observations and those of my character aren’t particularly colored by pre-knowledge of what will happen.  Hopefully I’ll be horribly wrong and uncannily correct at least once through this. Chelons notes will have this background, that I hope will work.  We’ll see. Let me know if there are readability issues with his bits.  I will also chime in a few places and give my commentary as the all knowing Player.

Well, who shows up right before my harrowing but Jowan.  I’m not sure what’s up with him — he’s been here longer than I have, but he long ago glommed onto me as a friend. At least he hasn’t been around as much lately, but when word that I’d be taking the test soon, there he was, asking me questions, none of which I had the answer to, nor the inclination to answer.

He’s been here longer than most of the apprentices, and hasn’t been called for his yet. I mean, if a man can’t decide if he’s going to shave or grow a beard, he’s going to have trouble with demons, right? I’ve heard the rumors, of blood magic, but I don’t really think he’s got what it takes to do that.

He even showed up after my Harrowing. I had to wonder how I was going to get rid of him, or for that matter why he was there.  We talked for a few minutes, about inanities, but I needed to see the First Enchanter.  He even asked again what my Harrowing was.

I hate it when games do this, presume a friendship or relationship that existed for my PC before the game, without establishing it well. Jowan just shows up and claims to be my friend. Hey, dude, I just met you, I don’t know you from a rage demon.

I blew him off.

I’m not surprised I survived my own Harrowing, but I won’t write about it here.  I’ve been asked by the First Enchanter Irving to not describe it to anyone. He also introduced me to Duncan, leader of the Grey Wardens.

We talked for a moment, as I led him back to his rooms. I was sure that Irving was having me take him back for a reason.  Irving has is subtle moments.  The main thing I got out of the conversation, though, was that there was a whole big world out there that I knew mostly nothing about.  The other realization that I had was that I didn’t really care. I was a Mage of the Circle, and I knew and had my place.  If I was called on to fight, I would go, but that wasn’t my plan.

Jowan bugged me as soon as I left Duncan’s rooms. He led me to the side, where he showed me to his girlfriend Lily.  As a member of the chantry, their liaison was wrong, and well that’s all that should matter, right? They wanted to run away together, and wanted my help to do it.  They needed me, since I had passed my Harrowing, and could get something from stores that they could not.

I told them no, unequivocally no, and walked away, but not before Jowan made some speech about me being a bad friend.  I’m a bad friend? He was only toadying up to me in order to get me to do something for him.  I knew my duty, so I went to see Irving.

Irving, of course, already knew about it. I said he was subtle, didn’t I? It’s one of the reasons I respect him as a leader. I can only hope I’ll have that much respect from my fellow Mages.  His plan, though, I wasn’t so sure on.  He wanted me to help them, in order to prove to the Chantry that Lily was involved.  I understood the political motivation, but it seemed outside the rules.

Still, he is my leader, and I trusted him to take care of things.  So I did help them.

As Jowan got to his phylactery, and destroyed it, I could only hope that Irving had somehow replaced it with someone else’s.  That he’d planned for this.  When we went out and and Jowan showed himself to be a blood mage, I felt a sinking feeling.  Lily, covered in Jowan’s blood shrunk from him and admitted to her faults, at least.

And the chantry did not want to believe that I wasn’t part of it, despite Irving’s insistence, and I was exiled from my home by order of the First Enchanter.  To go with Duncan and become a Grey Warden.  I could only hope that Duncan would prove a more loyal and capable leader than Irving had been.

Interesting that the punishment for a mage to break the rules is death, but it’s imprisonment for members of the Chantry.  I guess they can’t imprison mages more than they already are, comfortable prison as it may be.  At least I was right about Jowan.  He was no one’s friend, in the end.

He’s out there somewhere. In that wide world I’d been exiled to.  I promised myself to keep that in mind, should we meet again.

Pen and Paper: DFRPG

Earlier this week, I volunteered to run the Dresden Files RPG at Origins.  This morning, I got email inviting me to a group that has gotten me a copy of the playtester’s Alpha.  Beyond normal work, and working on tomorrow’s self indulgent character journal, I’ve been reading it.

Skimming it mostly, as there’s a lot there to see.  I hope to look at it more tonight. My first impression is that it’s very well put together. Professional quality, good graphics.  There are margin notes between Bob the Skull, Harry himself, and Billy the werewolf (who ostensibly is the one writing the game system.)  The art is cool, and there’s just tons of information, examples, and stuff there that it’s hard to absorb on first blush.

I’ve been following the development of this for years, since I was playing Evil Hat’s games long before they started making ones for real money, because they made a variant of FUDGE called FATE which, essentially, made FUDGE a bit more useful.  Both Spirit of the Centuruy (which I got last year at Origins) and Dreseden Files use FUDGE and FATE as it’s base — and those who’ve known me for awhile know I have had a liftetime love affair with FUDGE. (Certainly longer than I’ve been writing on line.)

It’s lightweight, and not very crunchy, and it’s primary downside is that it uses weird dice.  But it’s intended to be a bit more cinematic and freeform, which was a welcome change from D&D and GURPS (the latter of which is way way way to crunchy and detailed for me).  FATE just kicks that up a notch, and my reading of SotC makes me like it even more, as the players are rewarded more for more interesting characters.

So now I need to absorb enough information to put together a plan of action, in order to put a suggestion in to Origins as to what I’ll run for them.  I’m not sure what that details, but I’ve only got a couple of weeks.  Right now, I’m thinking of doing something very much based in Columbus and perhaps tied to the Modern/Fate2.0 game we played several years ago.

I’m hoping to have something to test out with the folks at PAX East, as well, if they’re interested in playing a bit of Pen and Paper. I’m pretty stoked about it, as you might could tell.

Look! Over There– Maybe

I posted a blog piece called “Transgression and Kink” at my NSFW blog.  I’m linking it here, to tie it in with the transgression and liminality posts I’ve made here.  It’s not here because 1) it’s more personal, and 2) it’s about sexual practices.  It’s not explicit in anyway, but it felt like it belonged over there, and not here.

If you want to read it, go for it. I’ve turned comments off on this post, since they really belong over there.

Overlording II

I’ve had Overlord 2 for a while, but hadn’t played it (as it lived at Girl’s house for some time). I recently borrowed it, and began playing it.  This isn’t strictly a First Impressions post, but I’m about that far into the game.

Girl and I played the first game fairly differently.  One of her favorite things to do was to farm the first villiage by going and killing everyone in it, and looting all the houses.  I, however, played without killing anyone.  I was going, both by predilection and GamerScore, for the achievement of being “good”.  She enjoyed the loot.

Overlord II promised a more evil morality system, where you were basically evil and it was more a question of how you were evil, not if you were.  Not being evil in the first game made some sense, after the reveal of the ending.  Being completely evil in this game also makes sense, given the prologue.

Fairly early in the game, you return to the town that ejected and rejected you. At first it’s unaccessible, controlled by the Empire, the primary enemy of the game. As soon as you get to the outskirts, you’re given a quick tutorial on the morality system.  You can dominate or destroy the villagers.  To destroy them you hit them with your magic spell until they die.  To dominate them you hit them with the spell until they start taking damage, and then you stop.  The latter converts them into a loyal follower/slave/whatever.  (Not minion, minions are something different.)

To teach how to do this, the game requires you to dominate three villagers, and then to destroy three.  It seemed to me, again, that dominating was the less evil decision, so I made that choice.  Part of this reasoning had to do with Girl’s dissatisfaction with destruction.  In Overlord I, the destroyed village repopulated itself. In Overlord II there’s persistence of state for your villagers.  Once you kill them, they are dead.  Once you dominate them, they are dominated — until you kill them.  My desire to keep things open, lent itself to the domination path.

Last night, I went to work on my quest to properly dominate Nordeberg.

I ran out of mana pretty quickly, as my first few attempts had villagers running from me.  I got a few done, however, a pitiful handful of villagers, and nowhere near the 100 I needed. I was tired, and stopped, and went back to my castle to save and take a break.

When I returned the villagers I had mastered were still dominated, and had sparky blue things around their head.  They worked at anvils, or digging mines.  I barely noticed it, though, as it really was only five or six.  I started doing the rest of the villagers, using my minions to trap them a bit, and zap them.  They started with a catty comment about how I had treated the first real villain (by dominating instead of killing him, as he’s largely useless).

That quickly changed to a “Thank you for sparing me!” or “Know that if I die, it will be in your service, Lord!”  The latter made me chuckle in Evony-inspired humor.  Later conversions offered to love me forever, or a promise to become a cog in my well oiled machine. I had gotten up to around a quarter of the remaining villagers — most of the ones walking around outside, and I saw something different than when I first arrived.

Villagers that walked around, did so hunched over.  They exclaimed, “I am so tired!”  There were a lot of people working in the mine and in the blacksmith. I picked up the money and equipped my minions and started in on the houses. When un-dominated villagers came out, I dominated them, and went to the next house.  Soon I had close to 50 villagers dominated — as many as I could find; there were sections of the town I couldn’t get to yet.

But the town was different. I mean, besides being on fire. It will filled with despondent people.

“Why didn’t you just kill me fast, instead of slow?” cried out one woman.

“I think I’m in love with you,” said another woman.

“I think I’ll just go in the corner and die,” said a man.

“We always knew you were one of us,” said another man.

Back and forth from despair to adulation. These were broken people, and I had broken them.  They shuffled about, working themselves to the bone, and they hated themselves.  But they loved me, or said they did (and the voice acting made me believe in it)

I started to think that maybe it would have been more merciful to have killed them.  I wasn’t sparing them, I was forcing them into my plans and by my power.  I felt actually evil.

That bothers me.

I didn’t expect that from this game, honestly.  It was one of a couple of surprises (the other made me laugh.)  I’m looking forward to completing it, and yes, I plan to stay on this path to its no doubt bitter end.

Snow

It’s feeling like the natural thing for a Monday is weekend updatery and planning. So, that’s what you’re getting. I even made a tag for it! And I just noticed tags aren’t being displayed on the site. Well, then.

This week I guess I’ll be adding tags to the site, and fixing the ugly informational thing that appears at the bottom of my posts.  With all the javascript I’ve been doing over at CotT Games, I need to do a bit of PHP to keep from getting rusty. If you were sitting here beside me you’d hear me laughing — I’ve been writing PHP since the early 90’s. If I forget it now, I’d be surprised.  Actually, if you were sitting her beside me, I probably wouldn’t be laughing. Probably greatly depends on who you are. Anyway.

Update: tags are appearing, evidently.  But it’s still ugly.

Update2: Title of the post is because we got a metric buttload (over 6″) of snow this weekend. I meant to mention that, but I forgot, so, err. Yeah.

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Sorry Folks

My self-indulgent character diary will have to wait until next week.  I’m in a heavy coding phase, and learning all kinds of fun stuff. If you have an HTML5 capable browser, check out my slightly sluggish character colorizer test.  (Image by Corvus).

Also: it is snowing like a thing that snows way too much.  Going home.

Canvas

So, I said the other day that I was going to work more with HTML5 since the triumvirate of Python/Pygame/PGU were starting to bother me.  I don’t want to denigrate either python or pygame as both are well developed, maintained and documented projects.  I don’t quite get PGU, and I think it mainly suffers from the fact that programmers aren’t usually also writers.  Tech writing is its own specialty that is under-appreciated in the open source world, I think.

Anyway, that’s not why I want to abandon the way I was going.  Here’s the thing: for someone to run my pygame game, they’ve got to have python installed (and the correct version).  Also they need the pygame libraries installed, plus any libraries that I use need to be installed or delivered with my game.

I remember what this was like.

When I first became a full time programmer, I worked on a 4GL called PowerBuilder.  It took four hours to compile, and even then it was only pseudo-compiled.  In order to distribute it, you had to include 14 other DLLs, along with the executable and libraries you used. It didn’t come with an installer (ubiquitous setup programs came with windows 95, and this was in the Windows 3.1.1 days).  So we had to compile it — and just in case something had changed — copy all those DLLs along with it to send to the client.  Back then, that meant copying it to a disk and mailing it.  As our application grew, it no longer fit on a single 1.4MB floppy disk, so we had to go to two disks, which introduced more error.

I worked with other companies, but kept this up for several years.  VisualBasic was slightly better for distribution with it’s runtime, but writing VB game the hives.

Then came the web, and everything pretty much changed.   We lost that “client/server” architecture in favor of one that mirrored the old mainframe methods, just with a much smarter, more capable client.  (IT goes in these cycles, I wouldn’t be surprised if in 5-10 years we’re back to a client/server model, but the current trends are away from that.)

You see the same thing in game development. Most games on my PC want to install DirectX.  There’s still a huge suite of files installed when you run the setup for a game, and all that has to be managed, designed to run on multiple operating systems (even if they are all windows), builds, etc.  Abstraction is good, minimal distribution is better.

The thing is, pretty much everything that connects to the internet today has a browser. Pretty much system has a browser that supports HTML5.  Maybe you’re stuck in an environment where you must use IE.  Well, you probably aren’t playing games there, eh?

Lord of Ultima says, “All you need to enter is a normal web browser…,” as Corvus pointed out recently.  That’s pretty appealing.

I’m not finding any libraries yet, but the other reason I’m switching is that writing HTML and javascript is something that I do every day at my job.  My javascript-fu is a little rusty, but it’s coming back to me as I play with things.  You can look at some of my experiments over at the new Games website which is more of a lab at the moment. I do have a bouncing ball thing working using canvas.

It’s not much, but you know what? It works in Firefox and Chrome under windows xp and windows 7.  It also works on my iPod Touch and the browser on my Android phone. I bet it works under Linux and MacOS and on the iPad, too.  There will be some game design issues if I use keyboard controls, or want to support multitouch — those are the edge capabilities now.  But mouse clicks and single tap controls should work across all the platforms, defining the constraints of the design.

I’m excited by it, and it’s fun to boot!  Now to keep work on these tools so they’re ready in three and a half weeks!

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