176: Woman, Mother, Space Marine

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Lance Icarus

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I really enjoyed this article. I was never a big fan of the Aliens franchise, but it truly is amazing how much games borrow a ton of ideas from the movie and still seem to miss the point of it entirely by minimizing the role of the "fighting mother." I do have to disagree with the notion that this archetype is never used or hasn't been noticed by the game industry.

In the same way that the games latched onto the idea of a bad ass space marine who's only job is to blow the hell out of everything, games also took the idea of an equally bad ass woman. It's hard to look at a character like Samus Aran and then look back at Ripley in the exoskeleton and think that they aren't somehow related. I can even picture the meeting that took place at Nintendo.

"I saw Aliens the other night and at the end of the movie she kicks the alien queen's ass with a cargo loading robot. Now think if she had that robot exoskeleton the whole time? Wouldn't have that been awesome? I think we can pull that off."

As my example illustrates, they probably missed some of those minor character traits Ray Huling talked about. However, they took a few steps in the right direction that eventually lead to the best example of a fighting mom character in all of gaming.

Yes, there is one character that embodies all the ideas of a fighting mother. That character is The Boss from Metal Gear Solid 3. This is a woman who gave everything she had without a second's hesitation with the idea that it would benefit her "child".

It's fair to warn you that there are some MGS3 spoilers ahead.

It's easy to see Naked Snake as being the son she never got to raise, but while Snake does see Boss as a mother figure, Boss doesn't seem to "raise him" to be a son. If that were true, why not bring Snake along with her into the Cobra unit? No, she's really raising Snake to be her successor, to prove that he is worthy of taking care of her real baby known as the United States of America. She didn't give her life for her country like a marine does, not simply an unfortunate end during their tour of duty. She accepts the mission knowing she's going to sacrifice everything she has, including her life. Now that is something a mother would do for their child.

There are key differences to be sure, such as her child being her country instead of a physical person and, ironically noted by the author that "the cinematic release [of Aliens] was right to cut this storyline," that she had previously lossed her biological child to the Philosophers. Despite the technical differences, the character of the Boss is as close to Ellen Ripley as we have gotten so far. If you would just take the motivations of someone like the Boss and made it the main character's motivation instead of the final boss, we may be very close to the type of game described at the end of this article.

Video games have taken the ideas of the space marine and adapted it to both genders, but the archetype of the fighting mom has begun taking shape in video game form. We are not far from the type of game described by Ray Huling, a game where we must desperately fight for something that we care for. Something that is more important than humanity itself. Something we can never bear to lose.

Gamers are ready to be a mom.
 

GuiltyByDesign

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Nov 23, 2008
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I'm a lifelong fan of both "Alien/Aliens", and I found this article to be extremely entertaining and insightful. Ellen Ripley in both films is given to the viewer as the most unlikely of hero's; she's not the captain of the ill-fated "Nostromo", and she has absolutely no authority to begin with on "Aliens", yet her ability to adapt to her situation is more valuable than all the high-tech weapons and military training of those around her.

Cameron does an excellent job in "Aliens" of giving the viewers a perfect storm of FUBAR moments. Nothing in that film goes right for Ripley and the Marines, until the very end. Poor command structure, painfully lacking in information, complete ignorance as to the situation they were facing... the list goes on and on. "Aliens" does an amazing job of presenting a worst-case scenario without going completly nihlistic as any movie I've ever seen.

I do think it is a shame that more game developers haven't concentrated on what made Ripley such a force in those movies. It wasn't training, weaponry, or some great paranormal power. Ellen Ripley survived because of her intellect, her ability to adapt, and her refusal to believe in the inevitable.
 

SamLowry

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To me, Alien is a fascinating, yet awfully illogical film.

The whole problem starts with the ill-guided decision to step onto an infected planet.
It is solely done for cinematic purpose, because no one would have liked to see this course of action:

Title - Planetary bombing - The end

The alien itself seems to have been invented directly by Freud himself (brilliantly executed by Giger, nevertheless). It's cannibalism (concerning humans), it's parasitic stages, it's penetration of the human body, it's form and shape and size. The alien is definitely a psychological horror, no questions attached.

But there is much more to this film than just protagonist=female, hip-hip-hooray.
I don't think that this is the main point, albeit at that time (1979!) it was a great novelty, a revolution to have a female action hero like Ripley.

There are other heroes, even bigger ones.
What about that claustrophobic, dark atmosphere?
The emptiness of space? (Which is mirrored in the emptiness of the space ship)
It's cold darkness?
The brutal, life denying vacuum?

If you ask me, the main point was not the discovery that Ripley is a woman/mother, but the foul-foul-FOUL misanthropic utalitarian play on the innocent crew by the corporation.
The most shocking moment was the discovery of directive 931:

SPECIAL ORDER 937: "NOSTROMO REROUTED TO NEW COORDINATES. INVESTIGATE LIFE FORM. GATHER SPECIMEN. PRIORITY ONE. INSURE RETURN OF ORGANISM FOR ANALYSIS. ALL OTHER CONSIDERATIONS SECONDARY. CREW EXPENDABLE."

This, Sir, is the main point of the film. It does not matter whether you have tits or not, when you find out you have been played, terribly fooled and sent on a suicide mission without knowing it. This. Is. Horror. (and a very good picturization of immoral corporational politics, as well)
___________________________________________________________________________________________
As for military defending corporate interests--that's what the military is FOR, to defend and protect the citizens of the country. So if that's what Cameron was actually campaigning against in his movie, both Aliens AND your article get a big fat :p from me.
I'm sorry to point that out, but your otherwise well-informed post is victim to Newspeak. The military does not defend. The military attacks... (unless being attacked first, so you can feel sorry about yourself, do the defense and plan ahead for your nation's next Blitzkrieg). Have a look in historical books: Around the turn of the century you would have trouble to find any "Minister of Defense", because this euphemism wasn't invented yet by some clever propaganda coining bastard. Back in those days leading to WW1 those ministers were called what they are:
"Minister of WAR".
 

Ray Huling

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SamLowry said:
To me, Alien is a fascinating, yet awfully illogical film. The whole problem starts with the ill-guided decision to step onto an infected planet.
It wasn't ill-advised for the corporate executives who sent the crew of the Nostromo to LV-426 to find the alien, because those executives were not to be exposed to the alien. Only the crew, who had no knowledge of what they were getting into, were at risk.

Are you seriously saying that it's implausible for a corporation to put its employees at risk without their knowledge in order to make a profit? Seems like a logical scenario to me, given, well, the entire history of industrialization.
 

Ray Huling

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liquiddark said:
You've gotten your three pages of comments out of it, which I'm guessing is why you added the unnecessary comments on Heinlein.
I included Heinlein, because his book played a role in the making of Aliens.

liquiddark said:
You don't mention, of course, that Heinlein was primarily a writer of fiction, not of polemics
That's a debatable point! Especially in Starship Troopers! Heinlein received much criticism for the way he shoehorned rants into his fiction.

liquiddark said:
nor that he was fantastic at the job (the latter point, you seem to disagree with, but it's hard to credit your opinion over those of his peers and the bulk of SF readers)
The judgement of Heinlein's peers is not unanimous, nor is that of sci-fi fans. Consider Michael Moorcock: "If I were sitting in a tube train and all the people opposite me were reading Mein Kampf with obvious enjoyment and approval it probably wouldn't disturb me much more than if they were reading Heinlein, Tolkein or Richard Adams."

liquiddark said:
It also reads, by the way, as a tale of male comraderie. And one of developing from boyhood into manhood. And a parable about accepting responsibility (which, to a large percentage of men, is the same as the boyhood->manhood theme).
Yes; I've said all of this myself. It's Heinlein's ideas about masculinity and responsibility that I find so repugnant.


liquiddark said:
But all he's talking about is an authority-first, balls-out militaristic society, right?
"The noblest fate that a man can endure is to place his own mortal body between his loved home and the war's desolation."




liquiddark said:
Basically, the entire notion of a warrior mother as an archetype stinks of begging for attention rather than any level of analysis.
Among most species, the female is the larger and stronger of the sexes. Among mammals, males tend be larger and stronger, but this doesn't necessarily have to do with defending young. Male mammals are large to fight each other for reproductive rights.

Even among mammals, it's frequently the female who rears, feeds, and, yes, defends young. There's a reason another name for this archetype is 'Mama Bear'.

liquiddark said:
The part that really screws it up for me is the bit where Ripley stops being any kind of mother archetype when she starts killing children.
I assume you're talking about the part where Ripley kills the alien eggs? That's vegan of you, but allow to me to quote Resident Evil 4: "Insect lives don't compare to human lives!"

In the end, it seems like you're looking to keep the world safe for the space marine hero. I'll leave you with what Moorcock said about that, too:

"Heroes betray us. By having them, in real life, we betray ourselves. The heroes of Heinlein and Ayn Rand are forever competent, forever right: they are oracles and protectors, magic parents (so long as we obey their rules). They are prepared to accept the responsibilities we would rather not bear. They are 'leaders'. Traditional sf is hero fiction on a huge scale, but it is only when it poses as a fiction of ideas that it becomes completely pernicious. At its most spectacular it gives us Charlie Manson and Scientology (invented by the sf writer Ron Hubbard and an authoritarian system to rival the Pope's). To enjoy it is one thing. To claim it as 'radical' is quite another. It is rather unimaginative; it is usually badly written; its characters are ciphers; its propaganda is simple-minded and conservative -- good old-fashioned opium which might be specifically designed for dealing with the potential revolutionary."
 

SamLowry

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Ray Huling said:
SamLowry said:
To me, Alien is a fascinating, yet awfully illogical film. The whole problem starts with the ill-guided decision to step onto an infected planet.
It wasn't ill-advised for the corporate executives who sent the crew of the Nostromo to LV-426 to find the alien, because those executives were not to be exposed to the alien. Only the crew, who had no knowledge of what they were getting into, were at risk.

Are you seriously saying that it's implausible for a corporation to put its employees at risk without their knowledge in order to make a profit? Seems like a logical scenario to me, given, well, the entire history of industrialization.
Right now we have the problem that we have more than 1 alien film up for discussion.
As everyone knows, the Space Marines are not included in the first part.
There's a lot of mixing up (in the original article, too)

I was referring to the 2nd film Aliens, where it is - in all due fact - a stupid idea to land on the alien's homeplanet.
 

Ray Huling

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Feb 18, 2008
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SamLowry said:
I was referring to the 2nd film Aliens, where it is - in all due fact - a stupid idea to land on the alien's homeplanet.
Well! Don't forget that 's' then!

There are two problems here. 1) Why are the colonists there? 2) Why does Ripley go back?

The Marines go in to save the colonists, and Burke is out to capture an alien--that makes sense.

Cameron has spoken at length about why Ripley would go back; her motivation ties directly to the Viet Nam theme. Cameron wanted to convey a sense of traumatized soldiers who kept signing up for tours in Nam. Ripley wakes up screaming every night, because of what happened to her in the first film. Cameron explains that she goes back in order to confront the source of this trauma, much as U.S. soldiers did in real life.

As for the colonists, who the hell knows? After 37 years, the company might have forgotten about LV-426 and the colonists showed up by coincidence. Or maybe the whole colony's a company experiment waiting to happen.

Setting down on the planet seemed reasonable enough to me.

Oh, and it's not their home planet.
 

TsunamiWombat

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Sep 6, 2008
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Company Experiment seems most likly to me, especially since no one but Ripley would know and she was incapacitated for 37 years.
 

inthefade

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May 28, 2008
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Great column.

I love the comment about losing, and how important it is in games.

The technology of gaming is just finally maturing now, and as it does so it seems that the first and most strong urge is to use the new technology for its extremes; The major trend in game design is to make these supremely powerful characters that allow the players to indulge, which has been good fun for a couple years, but it is time for game design to mature along with the technology.

Storylines that make a player attached to the world they are playing in are very rare indeed, but I look forward to the day when they are much more common. I'm waiting anxiously for the day the maternal storyline emerges into the video game canon.
 

Takeda Shingen

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Apr 22, 2008
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I'm not sure if someone mentioned this earlier, but Starcraft also ripped a lot of material from Aliens; even direct quotes uttered by the units come straight from dialogue or quips in the movie.
 

JediMB

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Ray Huling said:
As for the colonists, who the hell knows? After 37 years, the company might have forgotten about LV-426 and the colonists showed up by coincidence. Or maybe the whole colony's a company experiment waiting to happen.
I think the thing is that no one at the company had been "notified" about the discovery at LV-426. The Nostromo's computer recognized the distress signal the ancient ship sent out, but before the first Alien movie no one actually knew that there was a ship there. "Mother" and Ash simply followed procedure as they had been programmed to.

At some point after the Nostromo left orbit, volcanic activity destroyed parts of the ship's systems, effectively disabling the distress beacon. That's why no one found it until Hadley's Hope started sending out people at Burke's orders after Weyland-Yutani had debriefed Ripley in Aliens.

So, yeah, it was just bad luck that they ended up there.
 

Lord Harrab

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hamster mk 4 said:
I have been doing more thaught on the Maternal game protaginist and I still don't think it is a good idea. A child is not an abstract concept like a princess and thus should not be used in the same way. However the protective guardian instinct which is at the core of the "Fighting Mom" can be harnesed in other ways. Homeworld for example made me feel very maternal to my ships. I felt this to the point where no losses were acceptable and I would go back to a save at the moment one of my ships was lost.
I feel the same, hearing "destroyer heavily damaged request-" then seeing the explosion tugged at my heartstrings for some reason, even though it could quickly and easily be replaced. perhaps it had something to do with the last of their kind a longway from home thing that lurked at the back of my mind throughout.
 

kir4

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There was very much potential for this with the game, Starcraft: Ghost. Which seems to have put us in the shoes of a female ghost with some kind of obvious militaristic views which would swing into more maternal motives. Alas, we'll never know.
 

Sewblon

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I never liked Ridley so I am in no hurry to play as her or a character who resembles her but Margret Thatcher was a good prime minister.
 

Beery

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Sewblon said:
...but Margret Thatcher was a good prime minister.
Not if you were living in the UK in the 1980s and trying to get a job. Sure, she was a great PM for the extremely wealthy and she put forward a great fantasy for the naive people who thought that she'd help them to become wealthy.
 

Midnghtjade83

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I know this article was written way back in November, but since I'm just now discovering this site it's new to me!

And I just wanted to say thank you to Ray. As a mother of two small children, it would be nice to have a mission objective beyond "Kill x number of bad guys. You win!" I'm not saying I don't enjoy a mindless romp through the FPS landscape, because I do, but what a thrill it would be to experience the same emotion felt when Ripley tells the Queen, "Get away from her, you *****."
 

TornadoADV

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Takeda Shingen said:
I'm not sure if someone mentioned this earlier, but Starcraft also ripped a lot of material from Aliens; even direct quotes uttered by the units come straight from dialogue or quips in the movie.
Starcraft ripped the majority of it's material from the Warhammer 40,000 universe, which got it's basis on Starship Troopers. It's safe to say that Alien borrowed the same concepts in terms of threatening force from Starship Troopers (Which WH40K puts as the Tyranids and Starcraft as the Zerg).
 

rayman 101

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Great article, although a female femanist character similiar to Ripley won't really appeal to a male-dominated video-game nation.

Don't get me wrong, Ripley is one of my favourite female movie characters, and I'd preffer to play a character like her, than meat-head like Marcus Phenix, or bland douche-bag like Master Chief.
 

Decaf_Duck

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Jul 29, 2009
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Curious, what about the PS3 game Heavenly Sword? Nariko is a female trying to protect her fellows specifically her father and adopted sister/daughter Kai. The relationship is as close to kick butt mom in a videogame as I've been able to think of. I'd say the Nariko-Kai relastionship is completly equal to the Ripley-Newt relationship as neither is a blood realation, but Nariko is dead set on defending Kia and her future as Ripley is Newt.
 

hyperpulsehammer

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Nov 19, 2009
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"All societies are based on rules to protect pregnant women and young children. All else is surplusage, excrescence, adornment, luxury, or folly, which can-- and must-- be dumped in emergency to preserve this prime function. As racial survival is the only universal morality, no other basic is possible. Attempts to formulate a "perfect society" on any foundation other than "Women and children first!" is not only witless, it is automatically genocidal. Nevertheless, starry-eyed idealists (all of them male) have tried endlessly ? and no doubt will keep on trying."

--Robert A. Heinlein

Starship Troopers is about the necessity of military and the uselessness of pacifism and ideals in the face of undeterrable hostility. The idea that a military forms the backbone of a nation's sovereignty is taken for granted by political scientists. The book is less about touting military force than it is about how it must exist. There is no military-industrial complex in Starship Troopers.

If you don't believe in responsibility or of civic duty to your own nation, then you are flippant and astonishingly selfish. There's nothing masculine about it, in Starship Troopers, women serve too.

Maternal motivations are interesting and unique, and they should crop up more often than they do, but there is absolutely zero wrong with ingraining male ideals into a game like Gears of War, which is explicitly about infantrymen, a job dominated by the male sex. If you want to make a game about war and about soldiers, it is without doubt that that game will feature a paternalistic group structure. Authoritarianism works on the battlefield, chain of command exists for a reason.

As much as Aliens was an attempt to show the 'fruitlessness' of military paternalism in the face of a technologically inferior, more numerous enemy, its root allegory-- Vietnam-- doesn't fit so swimmingly. The Vietcong AND the North Vietnamese both operated under similar chains of command, making the comparison more or less bunk.