Critical Play: Play Like A Feminist

Playing ‘Life Is Strange’ through a feminist perspective was an illuminating experience that offered both positive representation of female characters and some critical points worthy of feminist scrutiny. As an interactive narrative game, it provided a rich narrative space and potential for a feminist critique. The game focuses on the relationship between two women, Max and Chloe, which is a refreshing contrast to many video games that predominantly feature male characters. This female-led storyline emphasizes cooperation, empathy, and understanding, diverging from the often conflict-driven narratives of many mainstream games.

Life Is Strange utilizes narrative mechanics to intertwine feminist theories subtly. Max’s time-rewinding power can be seen as a metaphor for critical self-reflection, a key component of feminist theory. Through this mechanic, players experience the repercussions of their choices, echoing the feminist emphasis on the social construction of reality and the importance of personal agency in shaping one’s life.

However, the game has areas that warrant critique from a feminist perspective. First, although Max is a female protagonist, her agency is frequently overshadowed by the game’s heavy reliance on pre-defined choices. This design aspect may implicitly echo patriarchal norms where women’s agency is constrained by societal expectations. Enhancing Max’s agency and offering a broader range of decisions could offer a more empowering representation of female characters.

Moreover, the game often portrays its female characters in perilous situations, invoking the cliché of the damsel in distress. Most of the narratives around the female characters revolve around victimhood, objectification, and abuse, which can be troubling from a feminist perspective. Introducing a wider variety of narratives that do not revolve around trauma or victimhood would offer more diverse and empowering representations of women. Additionally, the game falls short in its representation of intersectionality, a core principle of contemporary feminism. The main characters are largely white, heterosexual women, lacking representation of people of color, LGBTQ+ individuals, and other marginalized identities. This absence undermines the game’s feminist potential by failing to reflect the diversity of women’s experiences.

There are some ways in which this game could further emphasize feminist ideals, such as introducing more diverse characters and narratives that encompass a broader spectrum of female experiences. Additionally, it could challenge traditional gender roles more explicitly, showcasing women in positions of power and emphasizing qualities such as resilience, intelligence, and independence. Furthermore, the game could adopt an intersectional approach by incorporating characters from diverse ethnic, socio-economic, and sexual backgrounds. This inclusion would reflect the variety of experiences within feminism, affirming that feminism is not a monolithic or exclusively white, middle-class movement.

Overall, Life Is Strange provides a fertile ground for a feminist critique of gaming. While the game offers some positive aspects of female representation, it also demonstrates the need for increased diversity, agency, and empowerment in female character design and narrative.

Discussion question: What are some ways to incorporate intersectional identities into games in addition to having diverse main characters?

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.