"Wait!"
  "Wait!"
  "You're not going alone."
  Ubisoft's 2012 game,
  Far Cry 3
  casts players as Jason Brody,
  a young white American man
  vacationing in Bangkok,
  with his brother and their white friends.
  But their carefree fun comes to an end
  when a skydiving trip goes wrong
  and they all end up kidnapped by evil pirates,
  who, you guessed it, are not white.
  Jason escapes and encounters a group of
  islands called the "Rakyat," who enlists his help
  to rid their island of the pirates.
  Ushering Jason into his exotic and exciting
  new role as a tribal warrior and white savior is
  Citra, a young woman who is viewed
  among her people as a warrior goddess.
  Under her guidance,
  Jason's adventure rapidly becomes
  an absurd hodgepodge of racist stereotypes
  about tribal cultures and brown women.
  At one point,
  Citra gives Jason a hallucination-inducing drink
  which leads him into battle with an imagined giant.
  After he defeats the monster,
  he is rewarded with the topless Citra
  telling him that he is now part of the tribe.
  "You are Rakyat."
  Citra's strange mystical powers return
  later in the game when she blows
  a glowing dust into Jason's face,
  triggering another hallucinatory sequence
  that culminates in a game-ending choice:
  to save Jason's friends and leave the island;
  or to do Citra's bidding --
  to savagely kill his friends and
  stay on the island with her.
  If players choose to murder Jason's friends
  and stay with Citra,
  a scene plays in which the two of them have sex.
  Then she stabs him while stating that
  their child will become the new leader
  of the tribe.
  I guess those mystical tribal powers of hers
  just immediately let her know
  that she is already pregnant.
  "I'll be yours."
  On the one hand,
  Citra is yet another example of a
  female character whose sexuality is presented
  as a motivator and reward
  for the presumed straight male player.
  But there's something more insidious
  happening with Citra.
  Her body paint and magical powers suggest
  that she practices some sort of tribal mysticism,
  which also roots her in a longstanding tradition
  of racist stereotypes.
  These elements of sexism and racism intersect,
  turning Citra into a stereotype
  of an exotic, primtive, mystical, savage,
  sexualized woman of color.
  This linking of sexism and racism is an example
  of what's called "exotification."
  Exotification occurs when a group is treated
  as inherently different, alluring, and strange.
  "...like a lamb to the slaughter."
  For instance, when certain white men
  falsely view Asian women as inherently more
  obedient or submissive than women
  from other cultures,
  and sexually fetishize them as a result
  of these false notions,
  those women are being exotified,
  and their race is falsely depicted as
  the defining aspect of their
  character and personality.
  "America...so far away."
  "Not so far away that I'll forget you."
  For the purposes of this episode,
  we're focusing specifically on racist stereotypes of
  tribal and indigenous cultures.
  But it's important to note that
  women of color from any background can be
  and often are, stereotyped and exotified.
  Sometimes, black female characters are exotified
  entirely through clothing that simultaneously
  sexualizes them while
  also evoking racist stereotypes.
  2009's Resident Evil 5 introduced a new
  character to the series,
  Sheva Alomar:
  a Bio-Terrorism Security Assessment Alliance
  agent who joins Chris Redfield as he confronts
  an outbreak of infected in
  a fictional region of Africa.
  The first time you play through the game,
  Sheva looks like this.
  However, once the story has been completed,
  if players also collect all 30 BSAA tokens
  scattered throughout the levels,
  they unlock a new outfit for Sheva, called
  "the tribal costume."
  Equipping this outfit takes Sheva,
  who up until this point has been wearing
  somewhat practical attire for the work she's doing
  and shoves her into a leopard print bikini top
  and a few tatters of fabric around her waist,
  while also applying paint markings
  to decorate her face and body.
  In Hyrule Warriors, the villain, Cia,
  is one half of the spirit of the original sorceress,
  a noble being who watched over
  the balance of the Triforce.
  When the evil Ganondorf drives the light
  from the sorceress's soul,
  she splits into two:
  with her virtuous half becoming Lana,
  who like the similarly-righteous
  Link in Zelda is fair-skinned.
  Meanwhile, her evil half becomes
  the darker-skinned Cia,
  who casts dark magic,
  wears an extremely sexualized outfit,
  and whose body is adorned with markings
  reminiscent of tribal body paint.
  These differences between Lana and Cia,
  two halves of the same being,
  directly link the color of their skin
  to their goodness and virtue --
  falsely suggesting that a lighter skin tone
  reflects a purer and more noble spirit.
  In reality, lighter skinned women of color
  are often depicted as more desirable and more
  virtuous because they come closer
  to meeting the culturally dominant
  white beauty standards.
  This insidious notion, that a darker skin tone
  reflects a less moral or virtuous soul
  is hardly new to the Zelda franchise,
  in which the heroic and noble
  characters like Link and Zelda are fair-skinned
  while the recurring villain Ganondorf is associated
  with the darker-skinned Gerudo people.
  In Diablo III there are 6, soon to be 7,
  classes to choose from,
  but only one of them is represented
  by black characters -- the witch doctor.
  Employing just about every
  visual stereotype about tribal warriors
  in the book:
  elaborate piercings, skull masks and body paint,
  and carrying voodoo dolls and shrunken heads
  as items of power.
  The witch doctor is a caricature of tribal identity,
  rooted in centuries-old racist imagery
  that has no place being perpetuated
  in the 21st century.
  And this is nothing new.
  Harmful, ignorant, racist stereotypes
  have been used in the design
  of supporting characters and enemies
  in games for decades.
  And often the result is female characters
  who are both sexualized and exotified.
  "Have you come to kill me?"
  It's no secret that fighting games often feature
  sexualized female characters and often feature
  characters whose design is rooted
  in ethnic stereotypes.
  Sometimes, these two elements combine in
  sexualized, exotified female characters.
  In Street Fighter IV,
  Elena wears...well, she wears almost nothing.
  But the bands that she wears
  on her arms, legs, and neck vaguely suggest
  African tribal culture.
  And she possesses that stereotypical
  character trait of a mystical connection to the earth.
  "I'll show you my dance! You ready?"
  All these stereotypes
  are anything but harmless.
  Here in the United States,
  racist images and stereotypes of black women
  have been doing tremendous harm for centuries.
  In fact, false ideas about black women
  as inherently hypersexual beings were perpetuated
  in southern slaveholding society.
  This was a time when oppressive Victorian ideas
  still held sway,
  creating a false sense of womanhood
  as inherently domestic, submissive, chaste,
  innocent, and modest.
  But the reality of black women's lives
  as slaves was irreconcilable with these notions.
  Not only were female slaves of course denied
  any and all basic rights as people,
  they were also often forced to be naked
  when on display at auctions,
  were regularly whipped in partial or total nudity
  as punishment,
  and were frequently sexually assaulted
  and raped by their owners.
  In her essential book, Sister Citizen,
  Melissa Harris-Perry explores how myths
  about black women's sexuality were deliberately
  perpetuated by white people
  as a way of rationalizing their cruel
  and dehumanizing treatment of female slaves.
  "The myth of black women as lascivious,
  seductive, and insatiable was a way of
  reconciling the forced public exposure
  and commoditization of black women's bodies
  with the Victorian ideals of women's modesty
  and fragility.
  "The idea that black women were
  hypersexual beings created space for white moral
  superiority by justifying the brutality of
  Southern white men."
  These false, harmful stereotypes and their tragic
  impact have remained alive through the centuries
  and into the present day.
  Throughout most of American history,
  up to and including much of the 20th century,
  the sexual assault and rape of black women
  by white men was almost never treated as a crime.
  In her book, Dark Continent of Our Bodies,
  historian Frances E. White says,
  "Virtually no legal protection was provided
  for women who were portrayed as
  loose and licentious.
  "Under such conditions, black women --
  promiscuous by definition --
  found it nearly impossible to convince the legal
  establishment that men of any race
  should be prosecuted for sexually
  assaulting them.
  The rape of black women was
  simply no crime at all."
  Obviously, the problem here is not
  with the idea of representing women
  who come from tribal cultures.
  Our media absolutely should reflect
  the cultural diversity of the world
  we live in.
  But that's not what characters like these do -- at all.
  These are not respectful,
  well-researched representations of actual cultures.
  Rather, they represent a form of cultural
  appropriation: when a dominant culture
  exploits, and often profits from,
  the history, culture, or traditions
  of a marginalized group.
  Like a white person putting on a sombrero
  and a fake mustache, grabbing a bottle of tequila
  and saying they're going as
  "a Mexican" for Halloween.
  These offensive and embarrassing depictions
  reduce rich cultures down to a
  few stereotypical signifiers.
  Mystical powers, skimpy tattered clothing,
  body paint, and racialized hypersexualization
  are used as shorthand for "exotic."
  As a result, these signifiers reinforce extremely
  false and damaging stereotypes about the people
  and cultures that they're appropriating.
  These false, harmful myths and stereotypes
  continue to contribute to the marginalizaition
  and oppression of women of color
  in America today.
  For instance, in her book
  The Politics of Disgust,
  feminist theorist, Ange-Marie Hancock
  discusses how racial stereotypes about
  black women contribute to a political
  system in which the marginalized continue to be
  underserved, oppressed, and unheard.
  We very rarely see portrayals of women of color
  in games that incorporate the cultural history
  of those characters in honest, respectful ways.
  In many ways, Alex Vance from Half-Life 2
  and its follow up episodes is a great character
  and it's good to see a non-sexualized
  woman of color in such a prominent role.
  But the game isn't concerned with
  cultural background.
  Nilin, the biracial protagonist of Remember Me,
  is a sexualized female protagonist -- but
  the sexualization doesn't employ racist tropes.
  Like Alex, her cultural background is
  treated as irrelevant.
  Unfortunately, there aren't many positive examples
  of women of color in games whose cultural history
  isn't erased, but also isn't presented
  as the stuff of racist stereotypes.
  And that's a shame.
  Because characters whose cultural background
  are incorporated honestly and respectfully
  can work to challenge the deeply racist
  status quo.
  We're at least seeing some improvement
  where black male protagonists are concerned.
  Though they're far from perfect in terms
  of representation,
  2016's Watchdogs 2 and Mafia 3
  center black male characters and acknowledge
  black identity and structural racism as aspects
  of their characters' lives.
  Mafia 3 does feature a supporting character
  named Cassandra,
  a woman of Haitian heritage
  whose background is very important
  to her character.
  Cassandra fights the entrenched Italian mafia
  and their racist brutality against
  the poor black citizens of the game's
  fictional southern city.
  The game 1979 Revolution doesn't center
  a woman as its protagonist,
  but in telling the story of the Iranian
  revolution, it illustrates how games can
  introduce players to new cultural perspectives
  in ways that are respectful and compelling --
  and that work to counteract stereotypes
  rather than to reinforce them.
  "We're a nation of equality
  greater than Western capitalism!"
  One game with a female protagonist that does
  an excellent job of incorporating a character's
  cultural history and traditions is Never Alone,
  which stars a young girl named Nuna,
  a member of the Iñupiat people of Alaska.
  Folklore and traditions of the Iñupiat
  are incorporated throughout the game
  in a respectful way that enriches the player's
  understanding of these people and
  their experiences.
  This kind of respectful treatment of cultural history
  and traditions should be the norm.
  But instead, games more often just plunder
  marginalized cultures with no sense of respect
  and no concern whatsoever about
  accurately reflecting the people and traditions
  they are appropriating from.
  To put it simply, it's not ok for games
  to reduce these cultures to stereotypical costumes
  and personality traits
  in an effort to add a bit of exotic flair
  to their worlds.
  It should not be too much to ask for
  and expect representations of people of color
  whose cultural backgrounds are acknowledged
  and woven into their characters in ways that are
  thoughtful, validating, and humanizing.
  
        
      
 
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