Showing posts with label intersectional. Show all posts
Showing posts with label intersectional. Show all posts

Thursday, 30 January 2014

Game review: Skyrim

I wanted to try for one of these a month, and I've only actually played four games total this month (this, Minecraft, Mass Effect, and Mass Effect 2), so even though this has been out for ages and nearly every serious gamer will already have played it, I'm going to review this one. Because most gamers will know it, I'm going to look at it from a non-gamer point of view - I did actually get a non-serious-gamer playing this at one point, so I figure I have form there.

Basics


Skyrim is the fifth instalment in The Elder Scrolls series, but don't be put off by the fact that there's a series, they're all stand-alone. It is set in a land called (wait for it) Skyrim, home to the Nords, which is in the middle of a bloody civil war as the Stormcloaks seek to secede from the Tamrielic Empire. Added to this, the dragons are returning; once thought long extinct, they are rising from their ancient burial mounds and reclaiming their seats of power, led by Alduin the World-Eater.

The game is designed to be played first-person, although you can play it third-person if you prefer. You have access to a wide range of weapons, grouped into three sets (One Handed, Two Handed, and Archery), an even wider range of spells covering pretty much everything you could want, and various sneaky/talky/crafty abilities. Each time one of the skills levels up (from 1-100) your character progresses towards the next level, which allows you to pick Perks and increase one of your three stat bars: Health, Magicka and Stamina.

Because you don't have a character class, and every skill progresses your character, you're not limited to one play style through the course of the game. It's harder to kill things at higher levels if you're using things you're less good at, but a little care and attention will see you through the worst of it. Everyone has a play style they find most comfortable and natural, and Skyrim really gives you the space to work out what yours is and develop it if you don't already know, whilst allowing more experienced gamers to challenge themselves by moving out of their comfort zone.

You can have a follower as well, who will fight for you and carry your things if you want. You can equip them with better gear, and they level up at similar rates to you. I usually don't bother with them because I get guilty when they die though, and most of them can die unless they're crucial to the plot. They are really helpful while you're finding your feet or if you're concentrating on a particular play style and are missing something, but be aware they all have their own moral code, and some of them will be really arsey if you steal things or murder people, which whilst a really nice touch definitely makes the Dark Brotherhood and Thieves' Guild quests a lot harder.

Story and gameplay


As an open-world game, you're not led down any one plot more than any other: once you finish the introduction, you're free to do what you want. I would highly recommend following the main plot closely until you speak to the Greybeards, because certain things will be unlocked and explained to you, but after that do what you feel like. There are four major guilds you can join, each of which have long and interesting plot chains; each major settlement has one major quest or quest chain associated with it, and a bunch of minor ones; each of the Daedra (sort of demons but not all of the are evil) has a quest chain, and a couple of the Gods (also known as Aedra) do too, and of course there's the Civil War stuff, where you get to pick a side.

Your character can be male or female, and any one of a number of different races, which all start with slightly different advantages in different skills and one unique racial power. As far as character building goes though, that's basically your lot; there's not much room for character development beyond "am I going to follow this quest or not", and whilst there are consequences for your actions, there aren't really any for your words. The player character isn't voiced although everyone else is, which adds to the impression of being a bit of a cipher.

Gameplay wise, the controls on the PC are fairly easy to grasp and the most challenging part for a new player is using the mouse - the sensitivity defaults to pretty high so if you're particularly jumpy your point of view can swing around wildly, making it hard to hit the enemies. Fortunately, this is easy to customise in the options, and all of the key bindings can be changed as well to whatever you feel most comfortable with.

Musically and graphically, the game is beautiful. There's a lot of in-game footage out there demonstrating just how incredibly gorgeous it is, and I regularly find myself enjoying the scenery even after nearly 300 hours of play time and on the lowest graphics settings (my PC has a problem with particle rates which makes me very sad).

Representation


As far as representation goes, the game isn't without flaw, but it's still ahead of the curve. (Of course, this is an industry with a massive problem with representation, so the bar's really low.) Men and women are represented pretty equally across professions, so they're pretty good with gender issues. Race and mental health issues clearly both still have a long way to go though; of the four human races, only one of them is non-white, although in the game's defence that's more a legacy thing I think, and there is a lot of discussion about xenophobia in the way that the other races are presented and interact with each other. (I do not think that this excuses the game designers though. They could comfortably get rid of Imperials and Bretons as different races and add another coloured race if they wanted to stick to the same numbers. The fact that they haven't seems to suggest that they're perfectly happy to not represent anyone who isn't white particularly well.)

Mad characters are either raving murderous lunatics or beggars, and whilst there's a lot of "I used to be an adventurer, til I took an arrow in the knee" from the guards, you never seem to see one of them limping and there's no visible sign of infirmity except a magical plague and some ill people in the temple of Kynareth in Whiterun. One can make the argument that lycanthropy and vampirism are diseases (vampirism certainly is in game mechanic terms) and as such are the way that the game investigates illness, but that's stretching it quite a lot, seeing as they're both powerful advantages as well.

There is zero trans awareness in the game at all; when you pick up clothes, the skin changes depending on your gender, and despite a school of magic which literally turns iron into silver then into gold, there's no spell which will let you change your gender. Whilst the game has rightfully been praised for allowing both male and female player characters to marry any of the marriageable characters regardless of gender, all of the relationships I've seen in the game outside of my own are straight, which is really poor.

Scoring


So, using an arbitrary 0-5 scale, I give the game as follows:

  • Plot: 5. A brilliantly crafted and immersive story.
  • Sound and vision: 5. Groundbreaking when it came out, this is still incredible two years later. The only criticism it's possible to level at it is its starkness, but I'm fine with stark.
  • Gameplay: 4. There are definitely quirks, but on the whole it's pretty seamless.
  • Representation: 1. One point for being okay for women, half a point for gay marriage, half a point for investigating xenophobia, and -1 point for completely ignoring queer issues except in that one way.
That gives it a total of 15 out of a possible 20. A great game in many ways, but let down by its lack of sensitivity towards under-represented groups.

#CBR6 3: The Invention of Wings, Sue Monk Kidd

Pages: 384 hardcover (read ebook version)
Time to read: 4 hours. Barely put it down after I started reading it. This caused me to burn the first lot of toast I made.

Set in Charleston in the early 19th Century, The Invention of Wings tells the story of Handful and Sarah Grimké, slave and owner, and their separate but entwined lives. Sarah Grimké was one of the earliest Abolitionists and her story is based on what really happened to her; the character of Handful is mostly fictional, although Sarah was given a slave called Hetty (the name Handful is known to whites by) and she did try to refuse the gift on grounds of conscience, at the tender age of eleven. There are two first-person narratives intertwined through the novel, and the story covers a period of around 30 years.

This was a deeply compelling and well-crafted novel. The volume of research must have been enormous, but it has clearly paid off, as the book is redolent with details which ring true (albeit I don't know much about that period of history). Both characters are vividly drawn, and their relationship with its painful inequalities is really interesting to see develop. It's also great to see what each thinks about the other; in a way there is a silent third narrative voice, that of the objective truth the reder pieces together through the subjective viewpoints.

Given the very white-washed way we all seem to learn about history, a lot of the book makes for very uncomfortable reading. Slavery was not legal in Britain at the time the book was set, but the British had heavily profited from slavery for well over a century by that point. The ingrained attitude in the Southern states is something that I was aware of, but I was not aware of the arguments used and how much they fed on a (twisted, to my mind) Biblical precedent, although I could have probably figured it out if I'd ever thought to think about it.

It was also fascinating to see how closely entwined the philosophy of abolition and that of women's rights were entwined, not only in Sarah's personal journey but in the historical movements. I found this particularly striking because of the ongoing and vocal debate about the treatment of race in feminist thinking (or, to be more accurate, the lack thereof), and there's a particularly striking argument made by one of the (male) abolitionist leaders who tries to persuade the Grimké sisters not to argue for the rights of women at the same time as they are arguing for the rights of slaves and black people, because it's more complicated and drives people away from the abolitionist cause. This argument is still used against intersectional movements and thinking today, and I hope that more people learn to show it the same scorn that Sarah does.

I highly recommend this book. Be sure to read the afterword by the author; Kidd gives a very good accounting of her sources and thinking behind the novel which provides greater depth to the work.