The Many Moons of Jupiter

I was just five years old when my Dad first took me to see the stars. In the museum downtown they have this observatory room with a great glass ceiling displaying the night sky. A kind of visibility you can’t get in real life; you can’t help staring and staring for hours and hours, just staring at that bright jewellery case of stars. The blackness in the background, that velvet sheet they use, seems deeper alongside the purplish blueish hues which streak behind the twinkling chips of silver. I would sit on the floor of the observatory and stare up at those stars until my neck hurt. There was a makeshift telescope too, which showed up tiny coloured planets. You could check everything you saw against The Book of Celestial Details which was lying open on the glass table. It gave me an immense satisfaction: checking up on those stars, learning the constellations.

It was always Dad that took me to the observatory. Saturday afternoons I was his responsibility, and the easiest thing – the thing I begged for – was to visit the museum. We would go out to lunch afterwards, me leading the way down the familiar streets with the bustling weekend crowd, people weaving in and out of each other like threads from a harlequin fabric, trailing smiles and shopping bags. We always went to the same cafe, where they sold chocolate milkshakes and beans on toast for a fiver.

Dad is a landscape gardener. He digs up piles of mud and lays down square rolls of soft grass and puts in fancy plants that people order from catalogues. He does things with precision: cutting up his food carefully, watching everything I do with his observant eye, following this kind of persistent rhythm. He hated if I got food around my mouth, if I made a mess of the salt shakers or the scraps of food I left on my plate. In the cafe he talked to me about school and how I was getting on and what I liked and if my friends ever got into trouble. One thing we never talked about was Mum. Dad didn’t know how to talk about Mum.

My favourite planet is Jupiter. The biggest planet in our solar system, made of flaming greys and yellows and oranges, patterned with swirling lines which sweep around its diameter. After the moon and Venus, Jupiter’s the brightest planet in the night sky. Of course, I’ve never seen it in real life, only the simulated museum version – the version that flashes up onscreen and floats around in orbit. I always dream of that beautiful hologram, but all those pixels get mixed in with the Saturday city buzz and the taste of milkshakes. I don’t know what I’d do if I stumbled upon it one day, walking in some clear crisp countryside and seeing it up in the real night sky. I think it’d be pretty scary, not very real at all. I always wonder about that giant spot, the storm that’s raged for centuries on its surface. I’ve zoomed in right close to that Giant Red Spot like I was looking into the eye of a god. It’s like my way of praying, staring into that spot, feeling very small as I read about its greatness.

In the cafe, Dad asks me about the future.

“What do you want to do when you grow up?” he says. He asks me this just about every week, like he’s forgotten how I answered before. I have a list of things which I reel off for him: astronaut, astronomer, artist, builder.

“Artist? Builder?” he sounds confused. He doesn’t understand what I mean by that. I mean, I want to draw planets, to make planets come to life out of pencil and paper. I tell him I want to build things which will last like the planets, that will exist on the earth as the earth exists in the solar system. I can’t put it quite into words; it’s a feeling I have. Eternity. The rings, faint and reddish pale, that surround some of the planets – it’s sort of like that – the feeling drifts out to you, faint and pale. I wonder what it’s like to glide along one of those rings, feeling the chaos of gravity, shafts of light shooting right through you. Like playing Mario Kart, whizzing down a rainbow highway and picking up gold stars.

The problem is, I don’t think I’ll ever be an astronaut or an astronomer; I’m no good at maths.

Sometimes, I don’t think I’ll ever grow up at all, because Mum and Dad won’t let me.

“He doesn’t like toys anymore!” Mum shrieks at Dad when he buys me a train set for my birthday, or a Gamecube for Christmas. “He’s too old, for God’s sake!” She stares at me with her eyes on fire, wanting me to say something, to agree with her. Sometimes she throws plates or tips the dinner all over the floor, or literally shoves my father out the door. They fight over everything.

What’s confusing is that I can’t tell sometimes whether they’re making up or being mean; whether they hate each other or love each other. There is a small red wine stain on the carpet by the sofa, and I stare at it when they are arguing in the living room in front of me; I stare at it like it’s the Giant Red Spot of Jupiter. I want to dig my nails into the carpet and peel it off like a scab. They hurl swear words at each other, and Dad always shrinks into silence. It’s Mum who creates disorder, swirling her self around the room, her voice getting louder and louder. I sometimes have nightmares about this: the way she goes from shouting to crying, her red face blurring into something indistinct and terrible. I close my eyes and think of comets, shooting endlessly over the night sky.

She says I’m getting too old for museums.

“Help him with his homework instead,” she nags to Dad as we leave on Saturday mornings to get the bus into town. Her plea is lost to our backs as we step out of the house. Sometimes, late at night, I hear her come into my room and tuck me in. She stays there for a while, hanging over me and breathing softly – breathing warm tufts of fire. She touches my face and I pretend to be asleep as she slowly starts to cry, still stroking my cheek. All I want to do is shout: Mum, stop! but I can’t. I lie there, still as a shop floor dummy.

She listens to me sleeping, but she doesn’t listen to me talk about the things I like. She doesn’t listen to me when I talk about the sun and the solar system, the many moons of Jupiter. She just switches off, shutting you out with this kind of supernatural force.

How amazing it would be, to escape among the stars! I watch the science channels and see the space ships and the shuttles hurtle away from earth. They always interview the astronauts after they’ve landed: How do you cope with not seeing your family for so long? Don’t you get lonely? What can you eat out there? but they never ask about the things want to know:

Were you good at maths at school?
Do you need to do algebra to be an astronaut?
What is the square root of 395,691,324?
What do Saturn’s rings and Jupiter’s Red Eye look like from Space?

I always turn off the tv when I see their smug faces, when they take off the space helmets like they think they’re in a movie. Plain old human faces are as boring as my parents’ arguing.

Nowadays, they fight about anything at all. I don’t understand it; they’re like kids – and even Dad shouts now. From the top of the stairs I watch them through the gaps in the banister, wishing I could go down there and make them stop, make them shut up as fast as a hurricane tears up a city.

“Don’t forget we love you son,” Dad always says afterwards, “no matter how Daddy and Mummy feel about each other.”

But he never answers when I ask if they are getting a Divorce. It’s like I’ve whispered a secret I’m supposed to keep quiet, the one special code word that holds us back from chaos.

Now that I’m older, we don’t go to museums anymore; we get lunch in the pub. Dad loves fish and chips and Fosters lager. He also loves the slots.

Saturday afternoons he stands in front of the puggies while I watch the bartenders pouring pints and count how many times they spill things. Sometimes I go over and watch him play: I like to see the flashing lights, the colourful fruit symbols glow as the slots fall into place. Simple, persistent, like the bubbles in a glass of lemonade. Dad buys the drinks and tells me to go sit down. It’s a weird thing, watching him at the slot machine; like he’s in control of everything, like he knows when the slots will align the way he wants them to. Often, he pounds on the plastic shell of the machine, curses. We walk home in the purple dusk, past the city shutting up, and he tells me about anything – a song on the radio, the size of his shoes, the hat his mother used to wear when he was a kid – anything but how much money he’s lost.

The other day, I found Jupiter in a textbook at school. I guess I haven’t really been thinking about planets and stars and space for awhile, and now it stood out from the glossy pages like a face smiling from the darkness. A familiar face.

This girl sitting next to me, Layla, leant over my shoulder.

“What’s that you’re looking at?” she asked in that bright, tinkly voice of hers.

“Jupiter,” I said. I ran my hand over the smooth page where the clouds patterned themselves across the surface, like the wisps and eddies of smoke leftover from a fire. In my head, I rehearsed the names of all the elements that drift on through those clouds: carbon, vapour, neon, sulphur. 

“Is that your favourite planet?” Layla whispered, a lock of her hair spilling over my cheeks. I nodded.

“It’s the biggest planet there is. It’s so big it could swallow up all the other planets.”

“And one day you’ll live there like a king?” she smiled. She was teasing me.

“Nobody could ever live there, it’s too cold.” I closed the textbook.

After a while, I turned to look at Layla, thinking she would be facing the front again, watching the teacher scribbling sums on the board. But she was still looking at me. In her eyes I saw the glass darkness of another kind of space, where stars come forward like shoals of beautiful silver fish rising to the surface of the ocean. I glanced back at my paper and wrote down a perfect equation.

It was winter and after class she cornered me in the snowy playground and for fun I kissed her, just like that. Her lips were cold and wet with snowflakes and everything felt very still around us, like we were caught in a hullabaloo. It was all just luck really – that was the exciting part. I told her it’s a beautiful world and she laughed, like I had just said something funny and random from a movie. Like we’d made up the world ourselves and now we were powerful.

When I got home, all Dad said was: she’s left us. He looked around the room with this blank expression on his face, like the air itself was different, like something in the particles around him had changed. I poured a glass of milk and thought about it for awhile, but then I remembered the stars and the cool night sky that was only a few hours away, waiting with equations and gorgeous auroras. And yeah, I guess I felt okay.

(This short story was written for the GUCW Summer Short Story Competition 2015, under the theme of ‘Chaos’, and is republished from http://gucreativewriting.wordpress.com).

Gaming Gender

Feminism and video games are not two concepts often linked together. However, after reading recently about the shifting representations of Lara Croft and her potential as a ‘feminist icon’ I was inspired to reflect on my own experience as a gamer while growing up.

I was never one for playing hard-hitting action games like Tomb Raider; I was more of a Nintendo – and sometimes Sega – girl myself. My childhood was a fusion of Mario and Sonic the Hedgehog, and then as I got older games that demanded more of my time, games that immersed you in their alternative worlds. The ones that spring most vividly to mind are Animal Crossing and Harvest Moon. Finally, a preteen, I dabbled in the exciting Playstation 2 games that my brother owned – Grand Theft Auto and a number of car-racing games which I cannot recall the name of.

It’s an interesting thing, thinking back to all those virtual scenes you encountered in childhood, and trying to recount the representation of gender within them. The really retro games played on brick-like black-and-white Game Boys become submerged by the pastiche of all the newer, technicolour versions, with 3D characters that had realistic clothes, voices, breasts.

Yet when I do think of it, I realise just how gendered my whole video-gaming experience was. Certainly, there was a dearth of what might be (cringingly) called feminist heroines. Even the very early Mario games, which involved navigating a barely perceptible pixel man over a flat world of fatal drops and question-mark boxes, bore out the signs of gender stereotypes within their very narrative. Rescue the princess. I remember the motivation for getting to the next level was the little cut-scene where Princess Daisy (or was it Peach) would proclaim helplessly ‘Oh Mario!’ and transform shockingly into a spider-like creature, hopping away as if cursed to a land to be later rescued. This story is hardly surprising, given the perpetual presence of damsel-in-distress narratives within our culture, and I’ll admit that throwing an Italian plumber rather than handsome prince into the works is a little subversive – but Mario is always a good place to start.

Maybe Sonic is a little more interesting. Although the characters are weird, anthropomorphised talking hedgehogs, echidnas and the like, they still carry conventional gender distinctions. Well first there’s Amy Rose (strangely enough, that was almost my name), the pink-haired hedgehog with the obnoxious girly voice who is desperately in love with Sonic, the hyper-cool protagonist who frequently shirks her advances with an air of embarrassed affront. The game thus dramatises a kind of courtly love, but in parody, with Amy represented as silly, indeed somewhat ridiculous, in her affections for Sonic – who is evidently so totally out of her league. The unequal power balance reinforces ideas about female irrationality, and the deprivation of agency in the face of love. I won’t go too far with this though; after all, I didn’t play all the games, or watch the TV show. Maybe Sega threw a bit of kick-ass feminism into Amy’s character somewhere down the line?

They did have one character, at least in my favourite game, Sonic Adventure 2 Battle, that could give Lara Croft a run for her money. Rouge was a lipsticked bat with knee-length leather boots, a sassy, femme fatale always teasing Knuckles – the dread-locked echidna always punching the air and grunting to show his strength. Although she had her shortcomings, being on the dark-side of the game’s narrative, Rouge was perhaps one of the first feminist video game characters I encountered.

Following my Sonic and Mario phases, there was a period where Harvest Moon took over much of my Friday nights. I loved this game; it had a slightly surreal, old-fashioned atmosphere, with its sweet music and appealing graphics, but reflecting back the gender question is pretty damning. You played a young man who ran a farm, and got to grow your own crops, milk your own cows and keep the village tramp, Murray, out of your food-stash. Moreover, one of the central aims of the game was to choose and court a wife. There were three options, each embodying female stereotypes of a sort. First there is Celia, the warm-hearted farm-girl who can be easily wooed by presenting her with flowers. She is a bit pathetic; she wasn’t even offended when I gave her a bit of ragwort. Then there was Muffy, the blonde barmaid in a red-dress with a ‘fun’ personality. I don’t think I have to elaborate much further there. Lastly, Nami, a kind of New Age type with vivid red hair, who was a bit more interesting – a wandering traveller. The whole ‘wooing’ process, looking back, is a bit farcical – not just quaint but pretty hilarious – but I realise that maybe for the young children to whom this game was designed, playing a game that trains you to court a wife by giving her flowers is probably not the healthiest of socialisation processes. On that note, there was a Harvest Moon game where you got to play a girl, but I couldn’t comment as I have never played it.

A similar style of game to Harvest Moon is Animal Crossing, where you owned a house in a village of charismatic animals. The chief aim of the game was to pay off your mortgage, a fact that you were constantly reminded of by the maddening presence of Tom Nook, the local entrepreneur who you are forever in debt to. Animal Crossing lets you play either a boy or girl protagonist, and I would argue is a little bit more deconstructive in its representation of gender roles. At least, it gives you a lot more power over your character. Gender is less prominent – although the villagers occasionally make stereotypical comments, Tom Nook is patronising to your character whether you are a boy or a girl and the hair salon allows you to experiment with an array of bizarre hairstyles which undercut traditional gendered appearances. Playing Animal Crossing allows you to feel in control, to experiment. You can even design your own t-shirts, and decorate your home with a myriad of furniture (at a cost). No, I think this game would be better read from a Marxist perspective (Tom Nook as evil petit-bourgeois tyrant).

This leads me finally on to the more obviously problematic gender representations in games like Grand Theft Auto and all the racing titles. Women are stereotypical, red-dressed, often voiceless prostitutes (indeed, ‘picking up’ is often part of the storyline), or else draped over flash cars, offered as rewards for race-winning but never racing themselves. Indeed, I’m sure there was one game where the amount of money you had from winning races determined the kind of ‘girlfriend’ you could have. Persistently, women are absent from the action except as hyper-sexualised commodities. 

What seems consistent in the very different games that I played throughout my childhood is both their underrepresentation of women and their portrayal of women as objects. In Mario, the princess is the goal object, spurring the player onto the next level. In Harvest Moon, women are presented merely as potential brides, whose courting is in itself a ‘level’ to be achieved. In the more violent (and should I say 18+) games, women are basically sexual commodities to be bought and abandoned at the player’s will. In Sonic, female characters have more autonomy, but still fall back into stereotypical roles: helpless, childish lover-girl and femme fatale. Perhaps only Animal Crossing offered a bit of transgression of rigid gender binaries, with its largely asexual characters and emphasis on player choice in terms of outfits and style.

My readings, I’ll admit, are of course narrow, and perhaps all of the games have now not only changed with the times (it’s been a good few years since I’ve picked up a game console) but even the ones I played may have had exceptions to the gendered rule. The point of this article is to flag up the more obvious problems video-games present for feminism, in reproducing highly-conventional stereotypes in their representation of female characters. Achieving gender equality is difficult when children and adults are like are literally immersed in virtual realities where characterisations mirror all too vividly the limited representations of gender that have for decades pervaded society. Art and life are always going to bounce off one another, and this is why, reflecting back now with the maturity of a critical mind, I am able to realise the stereotypes I was exposed to – stereotypes which back then probably seemed normal and natural. I am sure there are numerous games which dissolve stereotypes in their representation of gender, and maybe Lara Croft could be a postmodern feminist icon. I won’t know until I play.

Read more:

http://www.independent.co.uk/voices/comment/art-imitating-life-how-sexism-in-video-games-mirrors-reallife-gender-imbalance-8381426.html