by Latoya Peterson
I’ve been checking for the game Mirror’s Edge for a while, since the first stills dropped a few months ago. There are a lot of things that excite me about the game: tapping into the parkour experience, rolling through a first person landscape without it being a shooter, a provocative plot.
However, I would be lying if I didn’t say I was geeked about a woman of color protagonist – and one who has a character design which reflects the environment she works within.
However, I haven’t yet played Mirror’s Edge because of what I am calling the If You Give a Gamer a
Cookie New Console conundrum.* So, I’ve been keeping my gaming excitement on a low simmer. Well, I was, until I clicked over to Feministe.
And as always, Hollyhas got the gaming goods.
Mirror’s Edge is at its heart a game about parkour, the athletic art of moving between two points as rapidly as possible, using nothing but your body and features of the environment. The game’s protagonist is Faith, an Asian-American courier with a knack for hurling herself into harm’s way. Like a lot of parkour enthusiasts, she spends a lot of time on rooftops, and Mirror’s Edge is largely about jumping, vaulting, climbing, pushing off of walls, rolling as Faith falls from great heights, and other almost-impossible seeming feats of gravity defiance.
I swear, I have to bite my finger from screaming at this gameplay. But Holly’s post also sheds some interesting light on a racial nuance in the conversation surrounding Mirror’s Edge:
Even when you do see her in ads, mirrors, and cutscenes, Faith has a wiry, androgynous form suited to someone who runs and climbs for a living. Her clothing is utilitarian, not decorative, and her style of movement is closer to the efficiency of parkour than the aesthetics of free running. Tom Farrer, the producer of the game, was recently quoted about her character design:
We’ve spent time in developing Faith. And the important thing for us was that she was human, that she was more real.
We really wanted to get away from the typical portrayal of women in games, that they’re all just kind of tits and ass in a steel bikini. We wanted her to look athletic and fit and strong [enough] that she could do the things that she’s doing.
We wanted her to be attractive, but we didn’t want her to be a supermodel. We wanted her to be approachable and far more real. It was just kind of depressing that someone thinks it would be better if Faith was a 12-year-old with a boob job. That was kind of what that image looked to me. [...] To be honest, I found it kind of sad.