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Will Defending the Homefront Mean Being Anti-Asian?
In a digital game market flooded with military shooters, Kaos Studios’ Homefront might just stand out. As a gamer, I look forward to playing something different from a stilted campaign and the standard team deathmatch in multiplayer. As a game researcher, however, I wonder if a strong, character-driven campaign might raise storytelling in this medium to a higher level while simultaneously engendering unwarranted animosity toward Asians in general and Koreans in particular. Now you might think that is a stretch, but it seems that many of the needed elements are already in place.
If the title Homefront doesn’t ring a bell, you can check out the information on wikipedia and a brief interview with Kaos Studios head Dave Votypka. In the piece Votypka said he and his team looked to Half Life 2 for inspiration. Regular readers of this blog know HL2 is one of my all-time favorite shooters. HL2 resonated with me because I cared about the characters, particularly Eli and Alyx Vance. If Homefront can make me care about its characters, then I might just come to hate their enemies. That’s the problem. Yes, we can debate the likelihood of a Korean invasion all day, but the real danger here is that making a connection with Americans under the heel of a brutal foreign power may very well cause hatred for the enemy. In addition, there is also the risk that some gamers may begin to agree with positive representations of the good guys (the Americans) while agreeing with the negative framing of the bad guys (the Koreans). After all, it is only natural that we promote and support positive portrayals of those we identify with (known as the in-group) while at the same time harboring negative perceptions of those not in our group (the out-group).
Now in-groups and out-groups won’t really matter all that much if the single-player campaign is simply about herding the player from large battle to next while killing as many enemy soldiers as possible. Those faceless, generic enemies could be Koreans, terrorists, Covenant, Geth, whatever. It makes no difference. That is exactly what you will find in most games: enemies that try to keep the player from his/her goal, but it’s just business (the business of winning). But if I can revisit HL2 for a moment, I really don’t like the oppressive Combine. Not only do they threaten “people” I care about but the setting developer Valve created was quite convincing and thus I decided to immerse myself in it.
Can the same thing happen with an occupied United States? Kaos brought in former CIA field operative Tae Kim to add authenticity of the invasion scenario. Add to that noted screenwriter John Milius (Red Dawn, The Hunt for Red October, Clear and Present Danger) and you have all the elements for an engrossing story. In fact, the assault has already started. Early promotional images of Homefront typically have the enemy soldiers towering over the camera; the viewer has to look up at the occupier, who is the authority. From the beginning we are made to see the invader as large and intimidating. When you compare that to images of the Combine from HL2 you will see the propoganda machine from the world of Homefront already engaged and doings its best to imitate the atmosphere of a masterpiece.
Of course there are readers who will dismiss this as nothing more than entertainment.
Those who support that point of view will argue Homefront is simply fiction. My response would be that even digital games carry certain messages embedded in their content. One of those messages here is that a nation and a people most Americans barely know or understand has been written into this game as a merciless enemy who now sits on our shore. While all known intelligence suggests the North Koreans are in no shape to mount such an invasion, because they are (to us) so mysterious, can we really know what they are thinking and planning? We believe they are aggressive (look at the recent artillery attack on South Korea) and we know they have nuclear ambitions. What else are they capable of? They are the classic “other.” It is too easy to demonize and hate that which is other. Fear and oppression are often-times the consequences of categorizing groups we don’t care to know as “other.” The phrase yellow peril is not used that much anymore; it has since been supplanted by fears of communism and terrorism, but all that can quickly change. A triple-A release like Homefront can expose millions of Americans to a hostile Korea. It also happens that the upcoming Operation Flashpoint: Red River features possible conflict between the United States and China in Tajikistan. However Red River is a niche shooter for those who love realistic tactical military games. Homefront has broader appeal by far and the from the looks of reaction so far should steer clear of the outrage surrounding Six Days in Fallujah and Medal of Honor. Those games centered around present US conflicts in Iraq and Afghanistan. Homefront represents a fictional war. To be more precise, Homefront presents a fictional conflict between the United States and Korea and is therefore more acceptable to the American public than those other two games. However it also embodies cultural conflict with the last cold war enemy, which is also dangerous, albeit in a different way.
Cultivation Effects and Body Image in Gaming
I have to admit there are some beautiful characters in video games. Not only do they look great but if they were any more photo-realistic and good-looking I might just develop a complex. The men and women running around saving the nation/world/galaxy from evil are not only fearless, but the finest physical specimens you will ever see. And that’s a shame. In a media world where so many of the people we see have atypical body types we find that even our games display this skewed notion of what is beautiful.
Do you remember when the first Tomb Raider came out? There was a large outcry over Lara Croft. Simply put, she had very large breasts and a tiny waist. She was agile as a cat and mean with a shotgun. Over the years her body has come more in line with the rest of the (real) female world but if you look at her last major release, Tomb Raider Underworld, it’s clear she remains (nearly) as curvaceous and sexy as ever.
Croft is far from alone. Many main and secondary game characters all exhibit this same notion of what is beautiful. When I first played Dead Space, I found myself spending way too much time staring at Kendra Daniels. Darn EA (the publisher) for putting such a beautiful, and distracting, character in the game! There is an up side however to having so many characters in this category: more content is now available for study.
Thanks to this notion of body image and its effects on media consumers, there is quite a bit of research in mass media texts on this subject and rightly so. However it’s not just the women. The male body image has also been distorted over the years and there seems to be a marriage of the over-aggressive male with the hyper-masculine body type. From a 7-foot tall Master Chief to an overly muscular Marcus Fenix, gamers know some of the greatest heroes in game lore by their physical attributes. Now as a mass media researcher, I have ask what effects, if any, these beautiful people have on gamers. To put it another way: to what extent do these distorted images effect gamers perceptions of male and female bodies?
I am always cautious about using television theory for video games, but there have been a few studies involving cultivation theory and gaming that may be relevant to this discussion. Simply put, cultivation theory says that heavy television views will begin to believe that the real world resembles the tv world. Well, it is not quite that simple, but that is the gist of it. Now this theory has been applied to violence, racial and gender stereotypes, and body image (to name a few). The scant few studies available on cultivation and gaming have produced mixed results. Some reveal minor cultivation in subjects while others only see the potential for it. And while I do not want to go into details about those studies here, I will offer some thoughts about this whole discussion.
First, does genre matter? For television, cultivation theory asserts that all content carries the same messages. What matters most is how much someone watches television. If we translate that to video games, then playing a shooter should be same as playing an adventure game. Likewise, a role-playing game should have the same effect as a racing game. To be honest, I am not sure if some sports games are applicable but I will table that thought for now.
Second, the intense, visceral experience of game play is such that many times, there is no time to observe much of the environment or characters because we get swept up in the action. Gamers spend much of their time trying to “survive” in order to beat the level or finish the game. If you have ever played a few minutes of any recent Call of Duty game, then you know what I mean. How much might the fact that I spend most of my time shooting or trying not to be shot play into or mitigate the possible effects of cultivation?
Third, I read where the uncanny valley may also diminish the effects of cultivation. The uncanny valley (as it relates to video games) is the notion that when game character models reach the point where they look human, people will notice the little things that are not human in them and be turned off. However when the characters become human in all areas, then they are accepted again. Conversely, if game characters only look somewhat human, it is their human qualities that make then endearing to consumers. So do I need characters that are nearly human in order for cultivation to kick in? Or is it the case that the inhuman appearance and qualities of these characters leads me away from thinking that the game world is like the real world?
Of course like any other theory, cultivation has its critics (I won’t get into all that here). However I think it is certainly worth while to explore this issue. While race and violence may vary from genre to genre, it could very well be that body image could be the constant across genres. However consideration must also be given to the engrossing nature of game play, the uncanny valley, the aforementioned genres and other factors.









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