Special Issue: Decolonising queer games and play

Guest edited by Khee Hoon Chan

We are very excited to announce our latest Special Issue! In this issue, we focused on the voices and experiences of queer and trans people of colour, and efforts to decolonizing the games studies space. With amazing work by our… Continue Reading

Cinders and Fantasies of Womanhood

The figure of Cinderella has been divisive; its reception highlights oppositions present in feminist thought: namely the conflict between second-wave and postfeminism. Fien Adriaens (2009) describes second-wave feminism’s stance as “the idea that femininity and feminism are oppositional, mutually exclusive and that the adoption of one of these identities (feminine or feminist) can only be achieved at the expense of the other.” This positions second-wave feminism in critical opposition to “Cendrillon” as well as conservative retellings such as Disney’s 1950 film Cinderella. Indeed, critics have argued that fairy tales portray women as “weak, submissive, dependent and self-sacrificing” and that by example this encourages young girls to “adopt these desires, which are deemed appropriate within patriarchy” (Parsons, 2004, p. 137). Continue Reading

‘This is the Fate I Choose’: How a Shakespeare-Hating Game Developer Made the Best Shakespeare Adaptation I’ve Seen All Year

I argue in this essay, Elsinore’s use of branching and discoverable dialogue, multiple story paths as well as choices and consequences, construct a narrative mode that reveals the themes of racism and sexism and the ways in which systems of oppression reinforce each other in the narrative. Elsinore uses the video game medium to reorient Hamlet around the intersecting vectors of gender and race, and in doing so it offers an intersectional feminist reinterpretation of Hamlet. This essay will look at how Elsinore adapts Hamlet by focusing on the treatment of Ophelia’s sexuality, showing how narrative agency and discoverable dialogue can reinforce the intersectional commitment of the game. Continue Reading

The Gendered Mechanics of Pokémon Sword and Shield

I’m Sorry But I Have to Talk About My Force Masc Kink in a Pokémon Game, Oh Gosh

These possibilities do still exist within frustrating limits on fluid and non-binary expression. When you pick a character, the game won’t say this is what Game Freak thinks a “boy” and “girl” look like, but it will treat them as such. Temtem and Battletech have already shown through a separate pronoun option how gender is not an unspoken aesthetic of bodies, and Sunless Skies provides one of the most sound systems I have seen represent gender. As Ruth Cassidy describes, the unordered presentation of body parts, clothes, and titles that are gendered in our world works for the game that doesn’t comment on gender: “Sunless Skies is a game that cares about telling stories, about people and their temptations and curiosities, and at no point does it need to define the player’s gender to do so.” I’m left wondering why Nintendo thinks they need to have—or rather, why they think they can get away with—a facsimile of inclusion when the boutique in Motostoke only offers my avatar, Ada Lovelace, a fraction of its inventory. Maybe walking while trans has made me hyper-aware, but I notice every time an NPC insists on calling them different pronouns and nouns based off the binary set of bodies I chose from. Continue Reading

Modern Masculinity In Red Dead Redemption 2’s Old West

How Arthur Morgan’s Vulnerability Is His Biggest Strength

By virtue of its thematic setting, Red Dead Redemption 2 (Rockstar Games, 2018; hereafter RDR2) is inherently anachronistic, in that video games are typically thought of as cutting-edge media technologies, while the Western genre has a more historical appeal. Not only historical in that the game takes place in 1899, but in that Western movies and TV shows had their boom in 1950s-1960s with a post-war “injection of violence” (Cook, 1999, p. 134) into popular media. The Western genre has in fact had several bursts of popularity, with a rich literary history beginning when the frontier still existed in the late 1800s. Red Dead Redemption (hereafter RDR), while not the first Western video game—Wild Arms, Call Of Juarez and RDR’s spiritual predecessor Red Dead Revolver all came first—was the first Western video game to have such a significant cultural impact. Continue Reading

Gendered Spaces and Cultures in Video Games

A Personal Study of Breath of the Wild

Refusing to acknowledge the customs of the Gerudo people for the sake of entering the city certainly reads as a violation of a safe space when we only take into consideration Link’s canonical gender. However, I also firmly believe, as someone who identifies as a transgender man and has spent much of his life exploring the intricacies of identity, that there is a potential for it not to be a violation depending on how the player views and conceptualizes Link. Continue Reading