{"id":29,"date":"2013-04-03T22:09:00","date_gmt":"2013-04-03T22:09:00","guid":{"rendered":"http:\/\/terry-torres.com\/plays\/2013\/04\/03\/so-i-played-bayonetta-again\/"},"modified":"2023-09-07T15:44:06","modified_gmt":"2023-09-07T15:44:06","slug":"so-i-played-bayonetta-again","status":"publish","type":"post","link":"http:\/\/localhost\/terryplays\/2013\/04\/03\/so-i-played-bayonetta-again\/","title":{"rendered":"So I played Bayonetta again."},"content":{"rendered":"

The role of an avatar – the protagonist as controlled by the player – is to complete two tasks.<\/p>\n

1. Act as a distinct character<\/b> who relates to other characters as the story dictates.<\/p>\n

2. Act as a conduit<\/b> for the player<\/i> to affect change in the world.<\/p>\n

Avatars might lean more heavily one way or the other. Cole Phelps<\/a> is slightly more effective as character in a story than as a vehicle for the player because the player usually has no goddamn clue what’s going through his head (Thanks, McNamara). On the other end, we have someone like Doomguy<\/a>, who is just supposed to be a digitized version of the player, with a gun.<\/p>\n

The most effective and memorable protagonists tend to either blend these two tasks into one or veer suddenly from one end of the spectrum to the other at a pivotal point.<\/p>\n

<\/p>\n

Raiden, in Metal Gear Solid 2, replaces the storied and liked Solid Snake as the protagonist. This position makes him an embodiment for the message of the game – the growing ease of information control and manipulation in the 21st century. And by suddenly and mysteriously replacing him, he also elevates Solid Snake to the status of a legend, something to struggle toward.<\/p>\n

Raiden is also an interesting exercise in the development of an avatar. At the game’s start, he’s more like Doomguy than Snake. His personality is pretty vacuous. He has no backstory. According to Rose, even the walls of his bedroom are bare. His girlfriend frets about him, he doesn’t know how to act cool, his only experience with infiltration is in Virtual Reality simulations – video games, basically. If he’s like ANYONE, he’s like the player.<\/p>\n

His standing changes toward the end of the game, once the shit hits the fan. Only after he’s discovered Snake’s identity, after he’s been tortured and interrogated as Snake has, and after Snake LITERALLY passes the sword onto him do we discover more about Raiden, his past, and his connection to the antagonist – a child soldier raised by the bad guy who repressed his violent memories, becoming the plain and hollow shell you meet at the start of the game. Only at this point is Raiden trusted to take part in the melodrama and carry the story through to the end. He transitions from empty vehicle to living legend.<\/p>\n

<\/p>\n

Travis Touchdown, of No More Heroes, comes from a similar situation as Raiden’s, but to the n<\/i>th degree. Whereas Raiden is modeled like a blank slate for the player to project onto, Travis is actually designed as a caricature of the game’s key demographic – a childish, stylized hipster with violent fantasies who likes Quentin Tarentino as much as he likes gay moe anime bullshit. (He also embodies creator Suda51’s own sensibilities as a Japanese developer marketing largely toward Western males – Suda NEEDS guys like Travis to exist.)<\/p>\n

He considers himself worldly, but actually has a very narrow set of interests. Despite the size of his hometown of Santa Destroy, the player can only enter places Travis would ever deign to visit: a niche resale boutique, a video store that sells foreign bootlegs, the workshop of the hot doctor where he soups up his lightsaber, and the pro-wrestler’s office where Travis may or may not realize he is not being taught special techniques so much as being molested.<\/p>\n

Outside of his fantasy career as an assassin, the rest of the game is framed by his mostly boring life. He makes walking-around money through terrible part-time jobs, eats pizza to heal, and takes a dump to save his data.<\/p>\n

But, again, as with Raiden, things change toward the end of the game. Travis discovers that he has complicated, messy relationships with several of the people involved in his line of work, and he’s not very happy about it. Killing people is cool, but matters of family and intimacy is lame and frustrating. While Raiden is liberated by his connection to the story, Travis is trapped by his. His story suggests that, like the player, he wants the fun of the assassin’s lifestyle without any of the drawbacks.<\/p>\n

Before I get to Bayonetta, let me talk about one more avatar. This time, from a movie. No, not Avatar!<\/p>\n