Feminism and Final Fantasy (Part Four)

When one looks at Fran from Final Fantasy XII, the first thing that jumps to mind is most likely bunny girl or perhaps fetish character. Fran is tall, beautiful, and wearing very little clothing. The clothing that she is wearing is black leather bondage gear. She is marked as exotic not only by her rabbit ears but also by her Icelandic accent and the coffee color of her skin. If there were ever a character who seems designed solely for heterosexual male viewing pleasure, Fran would appear to be that character. Putting issues of costuming aside, however, I don’t think Final Fantasy XII’s characterization of Fran is in any way sexist.

Before I explain why her characterization isn’t sexist, let me first address the issue of why I don’t think her characterization is racist. Although it’s very easy to jump to the facile conclusion that Fran is just another example of a hyper-sexualized black woman, I would argue that this is not in fact the case. The most significant counter-argument against this claim is that Fran is not black, at least not in the sense that being “black” in America carries with it a great deal of history and cultural significance. In Ivalice, the fantasy world that Fran inhabits, there are many races of people with whom the player has extensive contact, and none of these races is distinguished by racial stereotypes (as, for example, Vulcans and Klingons are in the Star Trek universe).

To give an example, the Bangaa are a type of bipedal lizard-like people with floppy puppy-dog ears. Some of them are bounty hunters, and some of them are merchants or traders, and some of them are mechanics. Some of them are vicious and cruel, and some of them are pleasant and kind. Some of them are intelligent, and some of them are stupid. Some of them have red skin, and some have green skin, and some have blue skin, and some have brownish-yellow skin. Because the player comes into contact wide such a wide variety of Bangaa, and because the game itself does not stereotype them in any way, it’s almost impossible to create an overgeneralizing racial profile.

Fran’s race, the Viera, are the same. Although they all have rabbit ears, different individuals have different color hair, eyes, skin, and ear-fur. While some dress in skimpy clothing, others do not. While some live in the forest like mystical rabbit-healer-elf-ninjas, others do not. While some are wise and bound to nature, others live in urban areas and engage in commerce and trifling romantic affairs. The fantasy world of Invalice is a pan-cultural diaspora in the truest sense of the word, and one of the primary themes of the game is that the twin concepts of “homeland” and “people” are nothing if not extremely problematic.

While Fran may be exotic, then, I don’t feel that the game’s depiction of her is particularly racist. Nor do I feel that it is particularly sexist. As I mentioned earlier, the Viera are a diverse race of people. Even though the race seems to have originated in a heavily wooded area of Ivalice and has developed ears to hear the semi-magical “voice of the forest,” many Viera do not live in the woods and consider their ears as nothing more than mere decoration. In the case of the Viera in general, this makes a sexist equation between woman and nature, or woman and mysticism, or woman and emotion, difficult. In the specific case of Fran, who is an engineer and pilot, such an equation is utterly non-applicable. Moreover, even though the player may fetishize Fran, Final Fantasy XII does not. Not only is Fran significantly older and more mature than any of the other playable characters, but she is the object of no one’s sexual attraction, and even her relationship with her male partner Balthier is characterized as friendly yet professional.

The game makes it hard to draw sexist conclusions based on any of its female characters either in terms of plot or gameplay. Ashe, the character around whom the game’s plot revolves, is a princess, but she is less concerned with love than she is with political strategy, international alliances, and the consequences of the use of weapons of mass destruction. Ashe comes pre-equipped with a sword; but, if the player decides to make her a spell-caster instead of a melee fighter, there are no consequences. Likewise, although Fran comes pre-equipped with a bow, the player can choose to make her a two-handed weapon-wielding tank of a melee fighter.

As in many earlier games in the Final Fantasy series (including Final Fantasy V, Final Fantasy VI, Final Fantasy VII, and Final Fantasy VIII), gender bears absolutely no relevance to fighting ability in Final Fantasy XII. The player builds each player’s abilities though a device called the “license grid,” which is the same for all playable characters, regardless of gender. Furthermore, a character’s base statistics (for values like attack power and physical defense) are dependent on his or her equipment, the selection of which is also non-specific to gender. Men can be healers dependent on magic, and women can wield battle axes larger than they are.

In other words, there is nothing about Fran’s character or fighting capacity that is innate to her race or gender, save her revealing costume. The clothing of the game’s other two female characters, Ashe and Penelo, is similarly racy, but so too is the clothing of the game’s three male characters. This point brings me to an important twist in my argument about the fetishization and sexism inherent in the female characters of Final Fantasy – are male characters not fetishized and subject to sexism in exactly the same way?

Part One
Part Two
Part Three
Part Five

Feminism and Final Fantasy (Part Two)

Anyone who has played the first three Final Fantasy games, either on the NES or as reincarnated through their PSP and DS remakes, knows that there isn’t a great deal of character development involved. Male and female characters are more or less interchangeable; the gender of any given character is no more than window dressing for an essentially sexless data animal. Final Fantasy IV, the series’s first installment for the 16-bit Super Nintendo Entertainment System, is considered groundbreaking because it is the first of the games to feature a cast of characters with unique abilities, personalities, and backstories. The game follows the exploits of the dark knight Cecil, who has to (a) come to terms with the fact that he is working for an evil king, (b) overcome the darkness in his heart, (c) gain the holy sword necessary to fight evil, and (d) fly to the moon to defeat his evil brother and the dark force possessing him.

Cecil, who is your party’s fallback melee fighter, is supported by Rosa, one of those selfless white mage types who will do anything for Cecil but is all but useless in battle (at least until she learns the attack spell Holy). Despite all of the transformative and empowering fan work that has sprung up around her over the past twenty years, in the original game, Rosa was really nothing more than the love interest of Cecil and his rival Kain. Your party must repeatedly fight to save her from various conundrums, like fainting in the desert and being kidnapped. Much more interesting than Rosa, who is the proverbial sheath for the hero’s sword, is the summoner character Rydia.

Rydia is a young summoner whose village is unwittingly destroyed by Cecil. Since she has nowhere else to go after the entire race of summoners is killed, she accompanies your party until she is spirited away by a summon creature, Leviathan, to the city of summon creatures deep under the earth. When Cecil ends up traveling underground and finds himself in dire straights, he is rescued by Rydia, who has aged more than ten years while living in a different flow of time. Rydia is a valuable asset to your party, wielding whips that inflict paralysis and various other status ailments, as well as battle-ending summons and black magic so powerful that its use is depicted as killing other mages.

Since Rydia is so useful as a playable character, the player is given a strong incentive to go on several difficult side quests that serve no other purpose than to make her more powerful. The player therefore has something of a first-person investment in her, which is strengthened by her moving backstory. This backstory provides both a juxtaposition and an alternative to Cecil’s own. Both Cecil and Rydia are orphans who were raised to be masters of their respective powers, and both must make a choice regarding whom they will forgive and whom they will protect. Unlike Rosa, the adult Rydia does not need saving, and she is not interested in romantic love. It would seem that she is therefore not an object but rather a subject, a female hero who stands on equal footing with the male hero.

Unfortunately, there is the issue of her costuming. While the two primary male characters, Cecil and Kain, are allowed armor, Rydia is clothed in leggings, oversized arm warmers, a leotard, and high heels. Besides not being very practical for battle, this outfit is highly sexualized. As a result, fanworks from both Japan and America have cast the character as a porn star who is raped by not only Cecil and Kain but also by her summon monsters, a dubious honor that is not shared by Rosa.

This pornographic treatment is not merely a result of Rydia’s sexy costume (or of Rule 34), however. There is also an air of innocence and a whiff of child-in-a-woman’s-body about her that invite male protection and exploitation. While Cecil and Kain are depicted as undergoing emotional trails on the road to character development, Rydia has an almost complete lack of interiority. If the adult Rydia ever faces any doubt over her abilities or conflict over the fact that Cecil killed her entire family, for example, the player doesn’t hear about it. Rydia is magical and mystical and unknown; she is a blank slate in an appealing costume onto which the presumably male player can project his fantasies of exotic and mysterious femininity. Moreover, although Rydia’s magic is undeniably powerful, the game’s strict MP limitations ensure that she is never more than a support character in the vast majority of battles, an unfortunate caveat that also applies to Rosa.

In both the gameplay and narrative aspects of Final Fantasy IV, then, female characters are associated with magic, innate ability, dependence on men, and cheerful self-sacrifice, while male characters are associated with physical power, training and skill, and development toward emotional independence. The player is strongly encouraged to identify with the male characters and their personal struggles. The male is the subject, and the female is the object. The male is known and powerful, and the woman is unknown and mystical. These are popular fantasy tropes, and they are not unique to Final Fantasy IV, whose story is powerful and appealing partially because it makes effective use of these tropes.

Part One
Part Three
Part Four
Part Five