Tuesday, 08 October 2024
News with tag Naughty Dog  RSS

From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

From Naughty Dog to BioWare, Heres How Prominent Developers Reacted to Star Wars: Battlefront

Added: 17.04.2015 23:17 | 11 views | 0 comments


Today Star Wars: Battlefront was finally unveiled, causing the usual storm of discussion among fans, but what about those that actually make the games you play? Are they impressed or underwhelmed? Here are their reactions.

From: n4g.com

Naughty Dog Hires Extremely Talented Artists for Uncharted 4: Check Out Their Awesome Work

Added: 12.04.2015 20:17 | 11 views | 0 comments


As the production of Uncharted 4: A Thiefs End intensifies, Naughty Dog has been working on strengthening its teams, and they recently hired two extremely talented artists for the game.

From: n4g.com

It Looks Like Uncharted: The Remastered Trilogy Could Be Real

Added: 10.04.2015 20:37 | 20 views | 0 comments




It's long been rumored that Naughty Dog is working on an Uncharted collection to introduce those who aren't familiar with the games to the franchise before Uncharted 4: A Thief's End comes out, in addition to reminding those who played them why they were so good. Today those rumors are substantiated more than ever before.

From: www.gamerevolution.com

20 games that looked way too good for their generation

Added: 10.04.2015 15:48 | 70 views | 0 comments


Remember back in high school there was always that one kid who could somehow grow a full and luxurious beard? He always looked so mature, and interesting, and somehow more respectable. He was our de facto leader, the one true teen, blessed with the rich, rugged whiskers of a Brian Blessed or a Tom Selleck. While the rest of us made do with a paltry patch of lip fur - we still looked like late stage foetuses, regardless - this one kid was leaping way, way ahead of the curve. So, why am exactly I talking about this? Well, for a start, I owed Mr. Blessed a favour, and secondly - moustachioed adolescents just so happen to be the perfect metaphor for games that look light years ahead of their competition.

They may exist on the same hardware, but they're anything but equal - these are the gob-smacking, eyebrow raising, fist-pump inducing titles that looked so good they were very nearly next-gen, no new hardware required. Feast your eyes on these.

Egad, do you even remember what the Game Boy Color looked like? All those garish hues and simplistic sprites, swirling around the screen to the sounds of a Nokia 3210 begging for death. Doubtless New Nightmare was intended to be different - more immersive, and far darker than anything the GBC had previously witnessed. And different it certainly was - different from good, - but while the game itself was absolute grade-A human manure, New Nightmare's visuals were a cut above its handheld contemporaries. Squint and you might even mistake it for a GBA title... almost.

Ah the Atari Jaguar, the overzealous hare to Ninty's turtle and Sony's, err, turtle… and maybe Sega's turtle too. The point is that the Jag took a great big early jump into supposedly next-gen gaming, only to wind up losing the race in short order. Whether by ill luck or poor planning, Atari's final console found itself performing a weak, over-hyped, half-generational leap at a time when the rest of its competitors were revving up for the full double jump. It was the Dreamcast of its day, only without the great games and lasting legacy of warm, gooey feelings.

Yet despite its rapid obsolescence, Atari's machine did manage to produce one outstanding looker. It may not seem like much today, but at the time of its release, AvP was damn near the diamond-standard in home console visuals.

Seeing slick 3D graphics emanate from your humble SNES must've seemed like pure witchcraft back in 1993. The machine itself was already some two years old by that point, and the standard was seemingly locked in. Oh sure, later games would continue to look better and better (the SNES was a particularly cocky console like that), but the kind of total, seismic shift entailed by Star Fox's release was a ludicrous advancement, regardless.

The game didn't even require one of those ultra faddish stop-gap peripherals to play. No Sega CDs here, oh no. Star Fox's technical wizardry all occurs inside of the cartridge itself, newly kitted out with the powerful Super FX chip. For a more modern comparison, imagine buying an Xbox One title that suddenly started throwing holograms across the room, firing off game-appropriate scents, or making you a cup of tea. That's how wildly unexpected this baby was back in the early '90s.

As remarkable as Star Fox's appearance may have been to the comparative cavemen of the 1990s, DK's SNES outing was almost even more impressive. Not least because Rare achieved it all without the aid of the aforementioned Super FX. Instead the studio bet big on the relatively 'simple', hitherto underutilised technique of pre-rendering its art in 3D, before importing it into the game. The resulting title boasted some of the most extremely detailed graphics of the era, with the likes of Killer Instinct and Abe's Oddysee later following its lead.

Unreleased and largely unknown in the west, Tobal No.2 represented Square's efforts at a competitive fighting title during the genre's most proliferate period. Despite being bundled with a demo of the hotly anticipated Final Fantasy VII, Tobal No.1 fared poorly enough in the region that it effectively put the kybosh on No.2's Western release. Too bad, because the game itself looked eyeball-blastingly fantastic - or at least it did at the time. Fluid animations, semi-rounded edges, somewhat recognisable faces - it's practically the holy grail of PSOne-era design.

It seems the name Naughty Dog and the term 'visually spectacular' oftentimes go hand in hand. That's because the fine folks behind Crash Bandicoot are absolutely, positively bonkers when it comes to wringing out every last drop of potential from Sony's home consoles.

When it came to creating Crash, the team did everything from writing a new programming language to completely ignoring Sony's memory restrictions. In many ways the game was a completely custom job, and one that even internal Sony programmers were unable to repeat. Crash co-creator Andy Gavin wrote all about it - it's a fascinating read.

Conker's foul-mouthed tirades may have won him a great many admirers, but don't let that fool you - this scatologically-minded squirrel was no one trick pony. Rare's resident rascal also boasted some of the slickest, most lushly textured visuals of the entire 5th generation. Yes, he may have appeared late on in that cycle, but the visual difference between his game and, say, Super Mario 64 remains truly remarkable.

'Boobs'. There, I've just about summed up the entire advertising campaign for Fear Effect 2. Luckily, the game itself isn't quite so shallow, though it remains just as aesthetically pleasing. Where other games of the era were content to model a crumpled up dustbin and call it a face, both Fear Effect and its sequel gave us actual human features, albeit in a slightly stylized form - mixing FMV backdrops with smooth cel-shaded characters.

It’s no exaggeration to state that Fear Effect 2 could've easily passed for a PS2 title. Hell, it still looks good enough to be mistaken for a modern indie hit today. So, how on earth did developer Kronos accomplish this titanic feat? Perhaps through some sort of arcane ritual? Nope, they just shipped the thing on 4 full-to-bursting discs. That's four times the chances of your idiot uncle using one as a drinks coaster. No wonder they called it fear effect.

Poor old Dreamcast, you simply peaked too soon. Much too strong for the 5th gen, much too weak for the 6th. Though you might have had a chance, I suspect, if it weren’t for the poor fortune of facing off against the single most successful console of all time. Curse you PS2, and all of your brilliant games!

Still, the Dreamcast had plenty to recommend it, including the Shenmue series, a pair of ambitious open-world adventures boasting some seriously impressive visuals. Packed with colourful crowd scenes and vibrant environs that feel truly, uncannily alive, Ryo's epic tale looked every bit as revolutionary in 1999 as its 'real-life' RPG gameplay felt.

So beautiful, yet so cruel - Ninja Gaiden Black is the veritable cheerleader of the video game landscape. Smooth as silk and a joy to behold, if not always to play, (y'know, because it's so darn hard) - Black looks more like an Xbox 360 launch title than an original XB game. The very fact that its PS3 port (known as Ninja Gaiden Sigma) looked a little shoddier for the switch should speak volumes about just how pretty this original effort was.

Early Xbox fanboys certainly had their work cut out for them as far as the all-powerful PS2 was concerned. Sony had the sales - roughly 6 times that of the Microsoft machine - the lineage, thanks to the PSOne, and the vast majority of both the timed and non-timed exclusives. Yes, Halo was great, but not enough to compete with the likes of God of War, Gran Turismo, Final Fantasy et al. The one solitary area in which Xbox aficionados could be certain of victory was in regards to graphical performance. Xbox games just looked better, and titles like Splinter Cell: Chaos Theory were instrumental in proving it.

Detailed environments, smooth animations, and a quality of lighting unheard of on home consoles of the day made Chaos Theory the poster child for the Xbox's visual supremacy. It also didn't hurt that the game's PS2 port utterly paled in comparison. Of course, what most fans neglected to mention is that the game looked better than just about every other Xbox game too…

One of the single best ways to help a game stand the test of time is to try and eschew 'realistic' graphics in favour of a more artistic approach. Cel-shading - or 'the art of drawing big black lines around everything', because screw you high school art teachers - remains one of the most popular means to achieving that end.

2003's Dark Chronicle (aka Dark Cloud 2 in the states), stands as testament to the success of this method, looking just as good today as it did during the latter parts of the PlayStation 2's heyday. Though not as smooth as similarly styled Valkyria Chronicles, the titles remain a fair sight more comparable than any other '03/'08 pairing you could mention. Just ask the likes of Jedi Academy and The Force Unleashed, or Devil May Crys 2 and 4.

This spot could just as easily have been filled by Silent Hill 4, another gorgeously gory title that somehow managed to look like a million blood-soaked bucks. So, If that's your preferred option, I say go wild. Run with the antelope, sing it in the valleys, scream it from the highest mountain top. But for me, Silent Hill 3 looks just a smidgen better.

Whatever the case, neither title has any business whatsoever working on a PS2. It's quite simply stunning what the developers were able to achieve here. Ultra smooth textures, believable character animations, icky schlong monsters. This game has it all!

As visually striking today as it ever was, Okami represents further proof that a strong art-style can and will endure the test of time. Where other, more 'realistic' games quickly become little more than running sight gags - i.e. "I can't believe we used to think this looked good" - Okami and its ilk remain just as vital as ever.

Sure Capcom may have opted to give it the whole HD treatment later down the line, but in truth the game barely needed it. When viewed on a proper, standard-def CRT TV, Okami positively glows, marrying cel-shaded design - there it is again - to ink wash-inspired visuals. There's little more that needs to be said here, other than to perform that weird kissing gesture that cartoon chefs are so fond of. Bellissimo!

Black certainly isn't the prettiest game on this list, though that's largely by design. Few 6th generation titles nailed the grim and gritty aesthetic quite so well as this. What's even more surprising to note is the sheer level of attention being paid to destructibility, one of the game's biggest features and a major drain on resources.

With so much processing power being set aside for crumbly biscuit physics, you'd think the rest of the game's graphics would suffer. Not so, in fact they're some of the best on the platform. It seems the lesson here is a simple one: Don't compromise on anything ever, and everything will work out just fine. Just don't apply that to marriages. In every other respect, you're basically good.

Here's a rare example of a cross-platform title where the old-gen outing looks better than the new. Odd I know, and partially a matter of taste, but there are a few good reasons why this might've occurred. For one, the older system was far better understood than the then-cutting edge Xbox 360. With the game likely being made for the former and ported to the latter, there wouldn't have been many opportunities for true enhancement.

As such, the 360 title appears overly bright and blurry, representing a clear case of a studio throwing fancy effects at a game in the hopes of making it look somehow 'newer'. Still, that's one mighty fine looking Xbox game. Well done, you old geezer.

Proponents of the 'size doesn't matter' debate, look no further than this all-time great. Squished onto one of the GameCube comparatively tiny discs, Resident Evil 4 still managed to look a thousand times better than its eventual PS2 port. A few blurry textures aside, this is a title that could've shown up in the early days of the Xbox 360 and no one would've batted an eyelid.

This, of course leads to the obvious conclusion that the game was actually developed many years into the future, before being sent back in time as reward for our good behaviour. Cheers Capcom.

It's no secret that the longer a development team has with a console, the more power it's able to procure from it. Games at the end of a cycle simply ought to look better than those at the start, where the pressure to go cross-platform and get to grips with some new-fangled technology tends to weigh heavy on the developer. Normally, these visual improvements emerge at a steady rate, eventually reaching a plateau of sorts during the mid-point of a PlayStation or Xbox's life cycle.

Halo 3 represented its series' starting point on the 7th gen. Halo: Reach therefore was its plateau - a modest improvement all around. Except, of course that it wasn't, for after wresting control of the franchise from long-time developer Bungie, 343 Industries set about sacrificing every goat it could get its hands on in order to summon up the sheer level of black magic necessary to produce Halo 4. It may not be 8th gen, but it's damn close enough for a game operating on 2005 hardware. Sumptuous stuff.

Alright alright, let's just get this one out of the way good and early: The Last of Us: Remastered looks a whole lot nicer than this initial effort. I suppose that's kinda the point. And yet for my money the game's PS3 incarnation already looked as good, if not better than most 8th-gen experiences. The whole thing just looks so… soooo… well, I don't know exactly, I guess it defies description. No amount of swooning superlatives could hope to do it justice, and so I'm just going to go ahead and coin a new one myself - 'fansplanshish'. The Last of Us for the PlayStation 3 looks absolutely fansplanshish. Go ahead and jam it in your eyeholes.

Never have I been more sure of the Apple/ Satan relationship than after seeing this stunner in action. How else do you explain the sheer visual majesty on display on a smartphone screen? There can be little doubt about it. Some poor, unfortunate intern definitely wound up on an altar in order to make this happen.

The problem with adding a smartphone game to this list is that the format's generations don't tend to last so long or mean as much. Saying that Infinity Blade looked next-gen therefore doesn't really accomplish a great deal. Still, it's quite an achievement, and a clear winner over the medium's usual fare. When everything else looks like Angry Birds, Infinity Blade may as well be the second coming.

Panzer Dragoon Zwei (Saturn), Cannon Fodder (GBC - Just the intro, mind), Vagrant Story (PSOne), God of War 2 (PS2), Final Fantasy XII (PS2), Half-Life 2 (Xbox), The Chronicles of Riddick: Escape From Butcher Bay (Xbox), Metroid Prime (GameCube), The Legend of Zelda: Wind Waker (GameCube), Star Wars Rogue Leader II: Rogue Squadron (GameCube), Starfox Adventures (GameCube), Killzone 2 (PS3).

There, that should minimise the deluge of 'But you for got about Game X, you idiot!' in the comments. But it won't, will it? Have at it, I can take it.

Naughty Dog Strengthening Environment Team as Uncharted 4 Production Enters Final Year

Added: 05.04.2015 23:18 | 11 views | 0 comments


Naughty Dog and Sony Computer Entertainment delayed the release of Uncharted 4: A thief's End to Spring 2016, but this doesn't mean that they're taking it easy. Now that the game's production entered its final year, the studio is hiring.

From: n4g.com

Hideo Kojima Joins Naughty Dog [April Fools]

Added: 01.04.2015 19:18 | 17 views | 0 comments


After the shocking news last month that Hideo Kojima was to leave Konami, it appears that the legendary Metal Gear Solid director has found a new home with fellow creatives over at legendary Santa Monica-based studio Naughty Dog.

From: n4g.com

The 20 most inspirational female characters in games

Added: 31.03.2015 18:00 | 29 views | 0 comments


Much has been said about women in games over the last few years, usually loudly and with awe-inspiring amounts of vitriol. As the diversity of the gaming market continues to expand and more people take interest in the medium, the call for more women who are more than glassy-eyed dolls or extensions of the main male character (you know, like actual women) has become tense.

Some developers struggle to pull it off, some insist curves and personality are too difficult to do at once, and some are too busy tweaking their jiggle physics engines to notice. But others have made serious strides toward creating believable women who are every bit as heroic and inspirational as their male counterparts, and just as we give kudos to Master Chief and Gordon Freeman for inspiring us to be awesome, these ladies deserve to be celebrated too. Here you have the 20 most inspirational female characters in gaming, who push us to be better by being so great themselves. You go, ladies!

JRPGs love the gentle healer archetype. A quiet and helpful character who lives to support the team, she (and it's almost always 'she') doesn't fare very well on her own, and unfortunately ends up looking weak and useless as a result. Yuna's been slapped with that label before, dubbed a dispassionate damsel with little to offer. Apparently the folks making that claim forget this girl puts the smackdown on anyone who gets in her way, whether it's bands of kidnappers, a diabolical suitor, or a god she's worshiped her entire life. Screw iron, Yuna has a will of diamond, and a desire to achieve her goals no matter what it takes.

Part of her conviction certainly comes from her time as a summoner, when she went through grueling training to make powerful magic beasts appear out of thin air using nothing but her mind. But even when the doctrine she grew up with turns out to be a lie and everyone she's trying to protect turns against her, she chooses to carve her own path and refuses to give up on what she knows is right. As they say, speak softly and carry a big staff, and Yuna does that with flourish. Yes. That's how that saying goes.

Obvious, right? Well, there’s a reason for that. Although Lara started life as a rather generously proportioned Indiana Jones substitute, after her gender was changed part way through development of the original Tomb Raider, she quickly established herself as the go-to female gaming icon. Why? Because of a lack of competition--back in the 90s, women protagonists were rarer than rocking-horse dung.

Since then, Lara has gone through several transformations. Some Tomb Raiders miss the point completely, overly sexualising Lara and making her ‘sassy’, but the most recent reboot showcases the strongest, most modern Lara Croft. It’s this iteration that earns the spot in this feature. Lara’s mental toughness and drive stands out most, although her ability to drive an arrow through her enemy’s retinas is pretty (straightens tie) eye-catching too.

The devout Cassandra takes a serious blow to her faith when she least expects it, and the hits just keep on coming. The death of her dear friend Divine Justinia would've been enough belief-battering for a lifetime, but that catastrophe only sweeps the dust off previously unknown horrors which threaten her very identity as a Templar and Seeker. While the reasonable reaction to that much tragedy would be to abandon one's faith and take up a new career as a bitter mountain hermit, Cassandra doesn't have time for reasonable. She has a Chantry to rebuild, because she's seen the good inside and knows it's worth fighting for.

While Cassandra can often come off as stubborn and unmovable, one of her main strengths is knowing when to hold fast and when to be willing to bend. She's shaken by the rapid decline of the Chantry, but never tries to deny its failings or abandon it, instead seeking to repair what she believes is broken. She's also the first to root out injustice where it lives, and almost single-handedly calls for the Inquisition while everyone else is too dizzy to think. Cassandra's an unstoppable storm, but one with a calm and quiet eye, too.

Like Lara, Ellie is a survivor; a product of her environment. While she could easily have been designed as a damsel in distress, used to reinforce the surrogate father / daughter relationship in The Last of Us, Naughty Dog was smart enough to dodge such simple stereotyping. It’s not Ellie’s capacity to kill that marks her out as a strong female character, but her ability to accept the world that’s falling apart around her.

Ellie is one of the most modern, realistic characters ever designed--regardless of gender. Obviously, there’s no telling how humanity would react in the face of a fungal apocalypse, but as with any situation, those who grow up knowing nothing different will normalise the world around them no matter how alien it may seem to everyone else. Ellie does that with aplomb.

The first lady to bear the title of Main Character in an Assassin's Creed game, Aveline more than lives up to the legacy of the Assassins that came before. A woman of mixed parentage living in New Orleans at a time when that family history could (and almost does) get her sold into slavery, Aveline isn't above putting herself in perilous situations to fight the oppression rotting her city.

One of the ways she accomplishes her goal is through a series of disguises that can get her access to anything she desires, from the holding cells of the downtrodden to the halls of high society. While some players have been quick to point out that this amounts to her playing dress-up, each outfit has strategic advantages and disadvantages, and she uses all three to great effect. While she can easily climb in a target's window and put a knife through their throat, she can also gather information from their household while posing as a slave, or ruin them socially and financially through the family business. She's a triple-threat, and that's before she starts to mix-and-match her skills between personas. You gotta love a lady who can kill someone with a parasol gun without even putting down her drink.

It says a lot when an eight-year-old girl is so much more capable than any of the adults in her general vicinity that they all turn to her for leadership. Fighting through every snarling, decomposing obstacle that gets in her way, Clementine never, ever, ever, ever gives up on the fight to survive, and the Ice Bucket Challenge would probably give you fewer chills than hearing her say, "Still. Not. Bitten."

Not that Clementine's some fearless automaton that exists outside the realm of human emotion and struggle. It's immediately clear in season one how defenseless she is, and while she does contribute to the group, she still relies heavily on Lee to defend her and makes some emotionally-charged decisions that threaten her survival. But that just makes her more inspirational, showing her growth into someone strong and capable over the course of season two. No matter the trials or the odds she faces, she fights through the pain and never lets her resolve waver. Man, I wanna be like her when I grow up.

If Gordon Freeman is the strong silent type, then Alyx Vance is his perfect--more vocal--female counterpart. She’s an exceptionally well realised character that perfectly dodges the simpering support role, while still retaining emotional depth. Sure, she’s seen and done some serious killing, but you never get the feeling that she’s lost connection with her own humanity. There are some wonderfully tender scenes between both her and her father, and Gordon himself.

Not only that, but she behaves like a normal human being. Many female characters are just convenient narrative devices used to push the story forward, making their behaviour seem less than natural, but everything Alyx does and says has both context and meaning. More like her, please.

At first glance, you’d be forgiven for lumping Bayonetta into the ‘male fantasy’ group of female video game characters. She is impossibly-well proportioned, overly sexualised, and tends to get naked. A lot. Thing is, all the sexy stuff is played for laughs, and once you strip that away (haha etc) there’s a well-rounded character lurking beneath it all.

Then there’s the fact that Bayonetta is a begrudging, but caring 'mother' figure. Instead of coddling her offspring, though, she keeps her daughter (well, er, it's not actually her daughter, it's really a younger version of Bayonetta herself, which creates an interesting paradox and oh my I've lost the thread of where I was going with this...) safe without shielding her from the (admittedly bizarre) dangers within the game. Look, no-ones saying Bayonetta is a classic female role model, but she manages to be realistically inspirational in a very unreal game.

Jaina Proudmoore is a lot of things: highborne, headstrong, so skilled with magic she can wipe your entire neighborhood off the map if you give her sass. But one thing she's not is particularly lucky. Her childhood love turns out to be kind of a monster (even before he becomes a shell for an undead demon king), her father seems intent on ruining her attempts at diplomacy, and her dead enemies have a nasty habit of climbing out of their graves. But if only one word describes her, its 'determined'.

While Jaina is certainly distraught when Arthas falls under the weight of his own corruption and her father can't see past his own pride, she refuses to let either define her life or hold her back. Instead, as a sorceress of immeasurable power, she directs her talents toward changing the world for the better, creating safe havens for the oppressed and working with Thrall to build trust between the Horde and the Alliance. She is also an incredible badass, and when the Horde turns on her and destroys what she holds dear? They couldn't run fast or far enough to escape to hell she brings down on their heads. No passive princess here.

It's clear that Celes would've been happy with a simple life in service to the Empire, and it’s hard to blame her. A skilled fighter and decorated general of the Imperial army by age 18, all she had to do was toe the party line, and she'd have nothing but a life of prosperity and esteem ahead of her. She'd have to take part in some incredible human atrocities as the Empire killed its way across the world, but that's a small price to pay for glory. Except she rejects that notion and gives up everything to fight back against the Empire's oppression and protect the people she loves.

Granted, she does retain a degree of loyalty to the Empire even after she's joined the Returners, and does betray her friends on one infamous occasion. But ultimately this just makes her feel more human, and makes her struggle to do what's right even more admirable. How easy would it have been to kill her friends when they're at their weakest and rule the world at the Emperor's right hand? The answer is very, so when Celes turns around and puts a knife in Kefka's chest instead, you know there are no ulterior motives. She just knows it's the right thing to do, and she does it no matter the personal cost.

Cowering in a corner isn’t the typical behavior of an inspirational hero, and since Amanda Ripley spends a whole lot of time doing just that, you'd think that would get her disqualified from joining from the Badass Heroes club. Sorry, let me rephrase: you'd think that if you knew nothing about Ripley and her terrifying adventures in Sevastopol, where staying hidden for a second more can be the difference between making it to the exit and being eaten alive. When Ripley takes cover, it's not a sign of weakness, but a will to survive, and she's got plenty of it to make it through that hellhole.

Not that all Ripley has on her side is non-squeak soles and a compact frame. She also has the intelligence and skills of a master engineer, and knows how to use any scrap of material she can find to her advantage. MacGuyvering weapons and tools on the fly while being mercilessly hunted, she survives on the back of her own brilliance and ability to keep her cool, even when she's staring at a murderous android through the slits in a locker door. The next time you're taking a tough exam or preparing for an interview or defusing a bomb, just ask yourself What Would Ripley Do?

In a way, Shepard is the ultimate example of equality in games. Regardless of gender, Shep is offered the same options and takes the same route towards saving man-kind from the Reapers during the course of Mass Effect’s story. The choices aren’t made on Shepard’s behalf by gender stereotypes--they’re made by the player. Even character design presents a level playing field--each female Shepard is unique.

This equality would be nothing if Shep was a total weasel, but he / she constantly shows strength and endurance in the face of adversity. In fact ‘adversity’ is too soft a term: 'catastrophe' is often closer to the truth. Shepard experiences loss, betrayal, bad press, and even death during Mass Effect, but fights through it to the bitter end. Regardless of gender, Shep is a proper gaming hero.

Most of the wondrous women are on this list because of how much they stand out. Titanfall's female pilots, on the other hand, are here for the opposite reason: they perfectly blend in. In a world where chainmail bras and armor-free midriffs are Still A Thing, a well-dressed and capable soldier who just happens to be female is a breath of fresh ozone, and they can bring the pain just like anyone else.

While that isn't to say that a lady can't be powerful and feminine - I refer you again to Aveline's assassination by parasol - it's all about the context in which she exists. Is she hunting down a mark in a dance club and has to look the part? Belly shirts and high heels all the way! But in a warzone where the bulkiness of your armor is directly proportional to how strong you are, metal go-go boots and form-fitting chest plates just say you're not meant to be taken seriously. Titanfall knows that and outfits its incredible ladies accordingly, proving that what's below your belt buckle has nothing to do with your military skill. It makes you wish you were nearly as cool as them, and isn't that kind of what inspirational means?

“Hang on… who the hell is Major Greenland?” I hear you ask. She’s the commander of the US base in the Old Town (Tashgar) level, and she appears for all of 3 minutes in a couple of separate cut-scenes. In that time, though, she steals the show by demonstrating how completely in control of her own troops she is. She’s probably the toughest, most commanding character in a game full of ridiculously macho men.

It’s not just cheap stereotyping either. Greenland isn’t over-written or grotesquely butch--she’s just an unfortunate officer who has been handed another shitty, under-resourced assignment. The fact that she does her duty with a foul-mouth and lashings of dry humour is the icing on the cake.

While Chell is the female ‘hero’ of the Portal series, it’s GlaDos who stands out as the stronger character. Look, Chell doesn’t even speak. Yes, you can interpret her actions as ‘strong’ given that she defies instruction in both games and acts on survival instinct, but that just makes her human. GlaDos, on the other hand, gives us more to admire.

GlaDos is smart enough to bide her time when she’s turned into a potato-clock by Wheatley, and rebellious enough to go against her programming when it’s needed. Between both GlaDos and Chell, Portal sends the message that it’s only human to challenge norms and authority, and that makes the pair of them a very compelling female duo.

Faith is a character of few words, but plenty of actions… usually involving death-defying free-running that would make most people feel a little . There’s little doubting her physical strength and toughness, and it’s telling that DICE chose to make her gender a non-issue by making the game first-person. While playing Mirror’s Edge, you could equally be controlling a man.

Throw in Faith’s healthy disrespect for a corrupt government, and her willingness to stick up for weaker characters while putting her own life at risk, and it’s safe to say she’s a first-class female protagonist.

One of the greatest tricks Nintendo ever pulled was convincing the world it doesn't exist. Hang on, wrong cultural reference. One of the greatest tricks it did pull was keeping Samus’ gender a total secret right until the end of Metroid. And not just the regular ending either--you need to finish the game under pretty harsh conditions to earn the knowledge. Or you can just look on YouTube, I guess.

Back in 1986, female protagonists were super-scarce, which perhaps explains why Nintendo kept Samus’ gender ambiguous. On the one hand, it could be a statement about how women shouldn’t be treated differently to men in games. On the other, it could well have been a ploy to avoid alienating a group of players accustomed to seeing leading men in games. In reality, it’s probably a mixture of both.

There’s no shortage of ‘girly’ tropes in No One Lives Forever (lipstick explosive devices, anyone?), but protagonist Kate Archer proves that female leads don’t need to ditch their femininity to be taken seriously. She’s a strangely comfortable half-way house between James Bond and Austin Powers, meaning she can quite happily mix the light hearted stuff with more serious terrorist-fragging.

By more modern gaming standards, No One Lives Forever is a little hammy. It’d be great to see the series revived with a more up-to-date reboot, much like the latest Tomb Raider game. Sadly, that’s hugely unlikely to happen.

Given the often goofy nature of the Yakuza series (and a general trend for Japanese games to feature weaker women), it seems an odd place to find a compelling female character. However, while Kazuma Kiryu--series lead, and total badass--is the star of each game, he owes his life and humanity to his adopted daughter figure, Haruka.

While Kaz is away knocking 7 shades of shit out of his enemies, Haruka essentially runs the Sunshine Orphanage in Okinawa. She cares for kids who are barely younger than her, and the resulting ‘mature outlook on life’ she gets from this allows her to offer Kazuma valuable advice throughout the Yakuza series. Sure, she sometimes plays the damsel in distress, but these moments of fragility only arise from her relationship with Kaz and her youth, not the strength of her character.

Samantha is the only character on this list who doesn’t actually appear in a game at all. Players discover her story while exploring the family house as her sister in Gone Home. However, you actually learn more about Sam than your own character during the game, which probably makes her the real star.

And everything you discover points towards a strong female character, struggling against the rather old-fashioned attitudes of her family. No spoilers here (as the game isn’t yet a year old and it has just been confirmed for console), but the way Samantha kicks back against society and the will of her parents is something to be admired.

While these gaming ladies make us feel like we could conquer the world by association, this list certainly isn't exhaustive. What female game character inspires you to greatness? What do you love most about the women here? How could we possibly have forgotten X??? Sound off in the comments below!

Want more amazing ladies in your life? Well, not sure how much we can help with that, but you can sure read about them! Check out .

The 20 most inspirational female characters in games

Added: 31.03.2015 18:00 | 16 views | 0 comments


Much has been said about women in games over the last few years, usually loudly and with awe-inspiring amounts of vitriol. As the diversity of the gaming market continues to expand and more people take interest in the medium, the call for more women who are more than glassy-eyed dolls or extensions of the main male character (you know, like actual women) has become tense.

Some developers struggle to pull it off, some insist curves and personality are too difficult to do at once, and some are too busy tweaking their jiggle physics engines to notice. But others have made serious strides toward creating believable women who are every bit as heroic and inspirational as their male counterparts, and just as we give kudos to Master Chief and Gordon Freeman for inspiring us to be awesome, these ladies deserve to be celebrated too. Here you have the 20 most inspirational female characters in gaming, who push us to be better by being so great themselves. You go, ladies!

JRPGs love the gentle healer archetype. A quiet and helpful character who lives to support the team, she (and it's almost always 'she') doesn't fare very well on her own, and unfortunately ends up looking weak and useless as a result. Yuna's been slapped with that label before, dubbed a dispassionate damsel with little to offer. Apparently the folks making that claim forget this girl puts the smackdown on anyone who gets in her way, whether it's bands of kidnappers, a diabolical suitor, or a god she's worshiped her entire life. Screw iron, Yuna has a will of diamond, and a desire to achieve her goals no matter what it takes.

Part of her conviction certainly comes from her time as a summoner, when she went through grueling training to make powerful magic beasts appear out of thin air using nothing but her mind. But even when the doctrine she grew up with turns out to be a lie and everyone she's trying to protect turns against her, she chooses to carve her own path and refuses to give up on what she knows is right. As they say, speak softly and carry a big staff, and Yuna does that with flourish. Yes. That's how that saying goes.

Obvious, right? Well, there’s a reason for that. Although Lara started life as a rather generously proportioned Indiana Jones substitute, after her gender was changed part way through development of the original Tomb Raider, she quickly established herself as the go-to female gaming icon. Why? Because of a lack of competition--back in the 90s, women protagonists were rarer than rocking-horse dung.

Since then, Lara has gone through several transformations. Some Tomb Raiders miss the point completely, overly sexualising Lara and making her ‘sassy’, but the most recent reboot showcases the strongest, most modern Lara Croft. It’s this iteration that earns the spot in this feature. Lara’s mental toughness and drive stands out most, although her ability to drive an arrow through her enemy’s retinas is pretty (straightens tie) eye-catching too.

The devout Cassandra takes a serious blow to her faith when she least expects it, and the hits just keep on coming. The death of her dear friend Divine Justinia would've been enough belief-battering for a lifetime, but that catastrophe only sweeps the dust off previously unknown horrors which threaten her very identity as a Templar and Seeker. While the reasonable reaction to that much tragedy would be to abandon one's faith and take up a new career as a bitter mountain hermit, Cassandra doesn't have time for reasonable. She has a Chantry to rebuild, because she's seen the good inside and knows it's worth fighting for.

While Cassandra can often come off as stubborn and unmovable, one of her main strengths is knowing when to hold fast and when to be willing to bend. She's shaken by the rapid decline of the Chantry, but never tries to deny its failings or abandon it, instead seeking to repair what she believes is broken. She's also the first to root out injustice where it lives, and almost single-handedly calls for the Inquisition while everyone else is too dizzy to think. Cassandra's an unstoppable storm, but one with a calm and quiet eye, too.

Like Lara, Ellie is a survivor; a product of her environment. While she could easily have been designed as a damsel in distress, used to reinforce the surrogate father / daughter relationship in The Last of Us, Naughty Dog was smart enough to dodge such simple stereotyping. It’s not Ellie’s capacity to kill that marks her out as a strong female character, but her ability to accept the world that’s falling apart around her.

Ellie is one of the most modern, realistic characters ever designed--regardless of gender. Obviously, there’s no telling how humanity would react in the face of a fungal apocalypse, but as with any situation, those who grow up knowing nothing different will normalise the world around them no matter how alien it may seem to everyone else. Ellie does that with aplomb.

The first lady to bear the title of Main Character in an Assassin's Creed game, Aveline more than lives up to the legacy of the Assassins that came before. A woman of mixed parentage living in New Orleans at a time when that family history could (and almost does) get her sold into slavery, Aveline isn't above putting herself in perilous situations to fight the oppression rotting her city.

One of the ways she accomplishes her goal is through a series of disguises that can get her access to anything she desires, from the holding cells of the downtrodden to the halls of high society. While some players have been quick to point out that this amounts to her playing dress-up, each outfit has strategic advantages and disadvantages, and she uses all three to great effect. While she can easily climb in a target's window and put a knife through their throat, she can also gather information from their household while posing as a slave, or ruin them socially and financially through the family business. She's a triple-threat, and that's before she starts to mix-and-match her skills between personas. You gotta love a lady who can kill someone with a parasol gun without even putting down her drink.

It says a lot when an eight-year-old girl is so much more capable than any of the adults in her general vicinity that they all turn to her for leadership. Fighting through every snarling, decomposing obstacle that gets in her way, Clementine never, ever, ever, ever gives up on the fight to survive, and the Ice Bucket Challenge would probably give you fewer chills than hearing her say, "Still. Not. Bitten."

Not that Clementine's some fearless automaton that exists outside the realm of human emotion and struggle. It's immediately clear in season one how defenseless she is, and while she does contribute to the group, she still relies heavily on Lee to defend her and makes some emotionally-charged decisions that threaten her survival. But that just makes her more inspirational, showing her growth into someone strong and capable over the course of season two. No matter the trials or the odds she faces, she fights through the pain and never lets her resolve waver. Man, I wanna be like her when I grow up.

If Gordon Freeman is the strong silent type, then Alyx Vance is his perfect--more vocal--female counterpart. She’s an exceptionally well realised character that perfectly dodges the simpering support role, while still retaining emotional depth. Sure, she’s seen and done some serious killing, but you never get the feeling that she’s lost connection with her own humanity. There are some wonderfully tender scenes between both her and her father, and Gordon himself.

Not only that, but she behaves like a normal human being. Many female characters are just convenient narrative devices used to push the story forward, making their behaviour seem less than natural, but everything Alyx does and says has both context and meaning. More like her, please.

At first glance, you’d be forgiven for lumping Bayonetta into the ‘male fantasy’ group of female video game characters. She is impossibly-well proportioned, overly sexualised, and tends to get naked. A lot. Thing is, all the sexy stuff is played for laughs, and once you strip that away (haha etc) there’s a well-rounded character lurking beneath it all.

Then there’s the fact that Bayonetta is a begrudging, but caring 'mother' figure. Instead of coddling her offspring, though, she keeps her daughter (well, er, it's not actually her daughter, it's really a younger version of Bayonetta herself, which creates an interesting paradox and oh my I've lost the thread of where I was going with this...) safe without shielding her from the (admittedly bizarre) dangers within the game. Look, no-ones saying Bayonetta is a classic female role model, but she manages to be realistically inspirational in a very unreal game.

Jaina Proudmoore is a lot of things: highborne, headstrong, so skilled with magic she can wipe your entire neighborhood off the map if you give her sass. But one thing she's not is particularly lucky. Her childhood love turns out to be kind of a monster (even before he becomes a shell for an undead demon king), her father seems intent on ruining her attempts at diplomacy, and her dead enemies have a nasty habit of climbing out of their graves. But if only one word describes her, its 'determined'.

While Jaina is certainly distraught when Arthas falls under the weight of his own corruption and her father can't see past his own pride, she refuses to let either define her life or hold her back. Instead, as a sorceress of immeasurable power, she directs her talents toward changing the world for the better, creating safe havens for the oppressed and working with Thrall to build trust between the Horde and the Alliance. She is also an incredible badass, and when the Horde turns on her and destroys what she holds dear? They couldn't run fast or far enough to escape to hell she brings down on their heads. No passive princess here.

It's clear that Celes would've been happy with a simple life in service to the Empire, and it’s hard to blame her. A skilled fighter and decorated general of the Imperial army by age 18, all she had to do was toe the party line, and she'd have nothing but a life of prosperity and esteem ahead of her. She'd have to take part in some incredible human atrocities as the Empire killed its way across the world, but that's a small price to pay for glory. Except she rejects that notion and gives up everything to fight back against the Empire's oppression and protect the people she loves.

Granted, she does retain a degree of loyalty to the Empire even after she's joined the Returners, and does betray her friends on one infamous occasion. But ultimately this just makes her feel more human, and makes her struggle to do what's right even more admirable. How easy would it have been to kill her friends when they're at their weakest and rule the world at the Emperor's right hand? The answer is very, so when Celes turns around and puts a knife in Kefka's chest instead, you know there are no ulterior motives. She just knows it's the right thing to do, and she does it no matter the personal cost.

Cowering in a corner isn’t the typical behavior of an inspirational hero, and since Amanda Ripley spends a whole lot of time doing just that, you'd think that would get her disqualified from joining from the Badass Heroes club. Sorry, let me rephrase: you'd think that if you knew nothing about Ripley and her terrifying adventures in Sevastopol, where staying hidden for a second more can be the difference between making it to the exit and being eaten alive. When Ripley takes cover, it's not a sign of weakness, but a will to survive, and she's got plenty of it to make it through that hellhole.

Not that all Ripley has on her side is non-squeak soles and a compact frame. She also has the intelligence and skills of a master engineer, and knows how to use any scrap of material she can find to her advantage. MacGuyvering weapons and tools on the fly while being mercilessly hunted, she survives on the back of her own brilliance and ability to keep her cool, even when she's staring at a murderous android through the slits in a locker door. The next time you're taking a tough exam or preparing for an interview or defusing a bomb, just ask yourself What Would Ripley Do?

In a way, Shepard is the ultimate example of equality in games. Regardless of gender, Shep is offered the same options and takes the same route towards saving man-kind from the Reapers during the course of Mass Effect’s story. The choices aren’t made on Shepard’s behalf by gender stereotypes--they’re made by the player. Even character design presents a level playing field--each female Shepard is unique.

This equality would be nothing if Shep was a total weasel, but he / she constantly shows strength and endurance in the face of adversity. In fact ‘adversity’ is too soft a term: 'catastrophe' is often closer to the truth. Shepard experiences loss, betrayal, bad press, and even death during Mass Effect, but fights through it to the bitter end. Regardless of gender, Shep is a proper gaming hero.

Most of the wondrous women are on this list because of how much they stand out. Titanfall's female pilots, on the other hand, are here for the opposite reason: they perfectly blend in. In a world where chainmail bras and armor-free midriffs are Still A Thing, a well-dressed and capable soldier who just happens to be female is a breath of fresh ozone, and they can bring the pain just like anyone else.

While that isn't to say that a lady can't be powerful and feminine - I refer you again to Aveline's assassination by parasol - it's all about the context in which she exists. Is she hunting down a mark in a dance club and has to look the part? Belly shirts and high heels all the way! But in a warzone where the bulkiness of your armor is directly proportional to how strong you are, metal go-go boots and form-fitting chest plates just say you're not meant to be taken seriously. Titanfall knows that and outfits its incredible ladies accordingly, proving that what's below your belt buckle has nothing to do with your military skill. It makes you wish you were nearly as cool as them, and isn't that kind of what inspirational means?

“Hang on… who the hell is Major Greenland?” I hear you ask. She’s the commander of the US base in the Old Town (Tashgar) level, and she appears for all of 3 minutes in a couple of separate cut-scenes. In that time, though, she steals the show by demonstrating how completely in control of her own troops she is. She’s probably the toughest, most commanding character in a game full of ridiculously macho men.

It’s not just cheap stereotyping either. Greenland isn’t over-written or grotesquely butch--she’s just an unfortunate officer who has been handed another shitty, under-resourced assignment. The fact that she does her duty with a foul-mouth and lashings of dry humour is the icing on the cake.

While Chell is the female ‘hero’ of the Portal series, it’s GlaDos who stands out as the stronger character. Look, Chell doesn’t even speak. Yes, you can interpret her actions as ‘strong’ given that she defies instruction in both games and acts on survival instinct, but that just makes her human. GlaDos, on the other hand, gives us more to admire.

GlaDos is smart enough to bide her time when she’s turned into a potato-clock by Wheatley, and rebellious enough to go against her programming when it’s needed. Between both GlaDos and Chell, Portal sends the message that it’s only human to challenge norms and authority, and that makes the pair of them a very compelling female duo.

Faith is a character of few words, but plenty of actions… usually involving death-defying free-running that would make most people feel a little . There’s little doubting her physical strength and toughness, and it’s telling that DICE chose to make her gender a non-issue by making the game first-person. While playing Mirror’s Edge, you could equally be controlling a man.

Throw in Faith’s healthy disrespect for a corrupt government, and her willingness to stick up for weaker characters while putting her own life at risk, and it’s safe to say she’s a first-class female protagonist.

One of the greatest tricks Nintendo ever pulled was convincing the world it doesn't exist. Hang on, wrong cultural reference. One of the greatest tricks it did pull was keeping Samus’ gender a total secret right until the end of Metroid. And not just the regular ending either--you need to finish the game under pretty harsh conditions to earn the knowledge. Or you can just look on YouTube, I guess.

Back in 1986, female protagonists were super-scarce, which perhaps explains why Nintendo kept Samus’ gender ambiguous. On the one hand, it could be a statement about how women shouldn’t be treated differently to men in games. On the other, it could well have been a ploy to avoid alienating a group of players accustomed to seeing leading men in games. In reality, it’s probably a mixture of both.

There’s no shortage of ‘girly’ tropes in No One Lives Forever (lipstick explosive devices, anyone?), but protagonist Kate Archer proves that female leads don’t need to ditch their femininity to be taken seriously. She’s a strangely comfortable half-way house between James Bond and Austin Powers, meaning she can quite happily mix the light hearted stuff with more serious terrorist-fragging.

By more modern gaming standards, No One Lives Forever is a little hammy. It’d be great to see the series revived with a more up-to-date reboot, much like the latest Tomb Raider game. Sadly, that’s hugely unlikely to happen.

Given the often goofy nature of the Yakuza series (and a general trend for Japanese games to feature weaker women), it seems an odd place to find a compelling female character. However, while Kazuma Kiryu--series lead, and total badass--is the star of each game, he owes his life and humanity to his adopted daughter figure, Haruka.

While Kaz is away knocking 7 shades of shit out of his enemies, Haruka essentially runs the Sunshine Orphanage in Okinawa. She cares for kids who are barely younger than her, and the resulting ‘mature outlook on life’ she gets from this allows her to offer Kazuma valuable advice throughout the Yakuza series. Sure, she sometimes plays the damsel in distress, but these moments of fragility only arise from her relationship with Kaz and her youth, not the strength of her character.

Samantha is the only character on this list who doesn’t actually appear in a game at all. Players discover her story while exploring the family house as her sister in Gone Home. However, you actually learn more about Sam than your own character during the game, which probably makes her the real star.

And everything you discover points towards a strong female character, struggling against the rather old-fashioned attitudes of her family. No spoilers here (as the game isn’t yet a year old and it has just been confirmed for console), but the way Samantha kicks back against society and the will of her parents is something to be admired.

While these gaming ladies make us feel like we could conquer the world by association, this list certainly isn't exhaustive. What female game character inspires you to greatness? What do you love most about the women here? How could we possibly have forgotten X??? Sound off in the comments below!

Want more amazing ladies in your life? Well, not sure how much we can help with that, but you can sure read about them! Check out .


« Newer articles Older articles »
advertising

Copyright © 2008-2024 Game news at Chat Place  - all rights reserved