case: (Default)
Case ([personal profile] case) wrote in [community profile] fandomsecrets2011-10-22 03:55 pm

[ SECRET POST #1754 ]

⌈ Secret Post #1754 ⌋


Warning: Some secrets are NOT worksafe and may contain SPOILERS.


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Notes:

Secrets Left to Post: 10 pages, 248 secrets from Secret Submission Post #251.
Secrets Not Posted: [ 0 - broken links ], [ 1 2 - not!secrets ], [ 1 - not!fandom ], [ 1 2 3 - too big ], [ 0 - hit/ship/spiration ], [ 0 - omgiknowthem ], [ 0 - take it to comments ], [ 1 - repeats ]
Current Secret Submissions Post: here.
Suggestions, comments and concerns should go here.

[identity profile] tamchronic.livejournal.com 2011-10-24 04:05 am (UTC)(link)
"Yorda wasn't frail because she's a girl, she's frail because she's supposed to be a frail character!"

You hit the nail on the head right there. As to the question of why the female character is the frail one, instead of vice-versa? Well, let's be honest, here: the type of gentle, fragile femininity in Yorda's design and behaviour instintively inspires a desire to protect and shield her (I'm female, but I imagine this would be particularly relevant for male gamers). It's not sexism, it's our automatic emotional response. Maybe it's culturally constructed, maybe it's not. It still happens, though, and the game chose to capitalise on that. Sure, a vulnerable young boy could have done the same thing, if he were designed right, but Team Ico designed the characters of Yorda and Ico they way they envisioned them, and it turned out to be perfect.

And anybody criticising the game should remember that a portrayal of a character that fits into feminine stereotypes isn't necessarily trying to send the message that ALL women are like that. It's just one character. I understand the desire to see the stereotype broken, but considering the beauty and excellence with which Ico was designed, I think we can forgive this one.

The bridge scene is undoubtedly one of the most brilliant storytelling moments in gaming. I could write a whole essay on it, but I'll just say that the fact that the game developed the instinct to protect Yorda so strongly in the player that the goal of escape is overriden by this instinct is unlike anything else I've seen. And yes, the emotion in the game definitely made me cry.