

But to Capcom’s surprise, Chun-Li became one of the most popular fighting game characters… which prompted the company to add Cammy to Super Street Fighter 2 two years later.Īccording to a study by Teresa Lynch, a communications and media researcher at Indiana University, only 571 playable female characters were created between 19. Initially, the developers were reluctant to include a woman, and the designers of the franchise did not believe in its success. muscular – is the only female character of “Street Fighter 2”. This warrior with specially developed thighs – i.e. In 1991, a certain Chun-Li became an instant cult figure. Only the fact of completing “Metroid” in less than five hours allowed to discover its gender. And you’ll have to wait for Metroid to find Samus Aran, bounty hunter and protagonist of the hit 1986 title. In the 1980s, female characters were included in titles, but as supporting characters or poor, helpless damsels, as in the case of Princesses Peach or Zelda in Mario and The Legend of Zelda.

Yes, it would be funny if it wasn’t unfortunate. Pac-Man owns the rights to…Midway, so there’s no question of Bandai Namco engaging in scientific profit-sharing calculations. The only problem is that this “modernization” is accompanied by a few changes, including the fact that Pac-Man has to rescue his treasure… and that the latter has been redesigned as Pac-Mom! “WTF?” you will exclaim, and with good reason. In that context, why not provide them with a candy-pink environment capable, the company bosses hope, of attracting new players? By the way, Bandai Namco will release its Pac-Man World Re-Pac, a “modernized” version of the 1999 title for PlayStation on August 26th. But Namco quickly realizes that girls like going to arcades just as much as boys do to play Pac-Man. But the little yellow ball, festively adorned with long eyelashes, a pink bow in her hair and lipstick, was not born for the sake of equality. One of the first playable female characters? I’ll give it to you in 1000…it’s “Ms. Pervasive in all spheres, including culture, this cliché has defined the video game industry since its inception in the 1970s. Women are much calmer and gentler and no man wants to impersonate a woman as it would be a downfall. After all, it is well known that only men are hungry for achievements, records and competitions. Video games are considered a sport, a male activity. It’s a long story of invisibility and cliches, but also of empowerment and affirmation to the point where equality is dreamed of today.
