This longread studies the '80s action hero in Streets of Rage 4 and similar media—how they cultivates heroic bodies that uphold the status quo, which polices bodies in media more generally.
Apart from an introduction and conclusion, there are three main sections:
- Part 1: Criticizing Heroes
- Part 2: Room for Heroes?
- Part 3: Marginalized Bodies
Introduction
Moving forward, this paper shall
- Explore how the '80s action hero enforces body stereotypes, and how the owners of these bodies are treated by police.
- Examine the traditional gender values reinforced by stereotypical male and female bodies in heroic media.
- Examine bodies that veer away from so-called "heroic" norms—not just "hard" women, but soft boys with feminine bodies.
- Examine the critical role and value of marginalized bodies, but also their heroic positions as imprisoned, shamed and victimized by traditional standards.
Part 1: Criticizing Heroes
This section criticizes the police function of the '80s action hero in Streets of Rage 4.
While it's true that people clamor for heroes in times of want and guidance, police heroes traditionally exist to enforce ideological norms, be those gender, race, or sex. Rather than explicitly state them, American companies advertise borders and paragons:
- There are lines and they mustn't be crossed; those who do are villains, and must be fought.
- Only the chosen few can police these boarders.
These are arbitrary concepts that divide power in ways useful to the state. They can manipulate those on either side of the binary to keep people off-balance and distracted.
We'll explore these tactics in the following subsections:
- The Veneer of Neutrality
- Nostalgia and Allegory
- Cops-in-Disguise
- Propaganda
- Reap the Whirlwind
- The Solution (for Starters)
- A Caveat
The Veneer of Neutrality
So many ‘80s action stories endorse the "might is right" dynamic within a neutral, nostalgic framework. Streets of Rage was, and has always been, tough on crime, demonizing the poor by framing them as soldiers of a rival tyrant—in this case, a crime lord scapegoat—while rogue "civilians" take matters into their own hands. This centrist fantasy presents the enemy as an army of ninjas or cyborgs the militant hero can duel. By reducing both sides to negotiations of routinely applied force, good and evil are equalized.
Alas, the fantasy levels the playing field in ways that grievously ignore actual imbalances. For one, the conflict presents one side as strictly good and the other strictly bad. Cartoon enemies are walking clichés meant to internalize simple politic attitudes through basic, conditioned responses. These attitudes are exercised in defense of home, an idea supplied to children through nostalgia until it becomes their entire worldview. The complexity isn't there; the comfortingly empty symbols and upbeat music are. They exist to be bought and sold relative to private companies that own everything.
Furthermore, these positions can be constantly returned to through retro content. Streets of Rage 4 (2020) "returns" to the original Rage mindset, reliving former glory through the dated promise of cleaning up the streets. Formerly a '50s pastoral reward accomplished through defensive action, retro nostalgia is little more than a vague, recycled promise. Rather than encourage critical thought, it becomes something to recreate, sell, and enjoy. Like a cheeseburger.
Despite being deliberately simple, these ideas still have the power to effect reality. Not just Mr. X from Streets of Rage. America's enemies during the Cold War were likewise intimated by the likes of Dr. Cossack, Zangief, and Red Falcon. This kind of harmful simplifications dumbs down consumer minds at an early age, reinforcing a black-and-white worldview that is not only woefully basic, but told entirely through neutral, floating signifiers. The complexities of power on the global stage are reduced to dumb, Saturday morning theatrics.
This wasn't just a problem back in the '80s. Streets of Rage 4 is guilty of the same oversimplification by spinning individuals of various colors and creeds into identical copies of themselves. The player either fights these replicas one at a time, or as a phalanx of shields and clubs. Despite being presented as floating symbols within a vacuum, the proliferate cops and robbers represent arrangements that are quite real:
- Thugs, enemies of the state. The state needs criminals to justify its own use of force against civilians.
- Cops, employees of the state. The state needs cops to use force against its subjects.
The state, here, is effectively rehabilitated through a neutral framework where everyone is fighting everyone, Enter the Dragon-style. Nevertheless, historical abuses perpetrated by the state are swept under the lie that "Cops aren't the bad guys! They don't fight dirty." Of course they do. Meanwhile, women and men are portrayed in grossly stereotypical ways; so are queer people, the poor, and ethnic minorities. The '80s wasn't particular kind to any of these individuals:
- Gay Panic and the AIDS crisis
- the war on crime, drugs
- dismantling welfare and unions
Instead, the game's "real enemy" is the aristocracy of an older time, represented by two fraternal twins living on a Gothic island. Compared to them, the state is invisible, the parade of cops lost in the shuffle of ninja mercenaries and killer robots. Then again, the renegade reskins simply mirror their civilized variants, adumbrating a troubling connection between the two: The game's ultimate villain and neutral parties are merely two forms of power competing for dominance.
This troubling fact can be disguised not merely through a neutral framework, but a nostalgic one. I'll explore this idea more, next.
Nostalgia and Allegory
This section will explore nostalgia and allegory as connected to the '80s hero:
- Nostalgia is the emotion of or longing for the past as connected with home.
- Allegory is the hidden meaning of a text. This can be what is contained inside the text, omitted from it, or obscured by it.
Let's start with nostalgia.
Nostalgia is a tremendous selling point in the current market. However, while vintage nostalgia was produced by giant companies, retro nostalgia is produced those seeking to emulate the mass media of a former time. This can allow for the insertion of new ideas within a tried-and-true formula; it can also reinforce the same problems outlined in the previous section.
So while nostalgia can be a consciously informed choice, it becomes incredibly problematic when it isn’t. Those following the formula more faithfully avoid anything that might compromise their collective vision of the past. Effectively it's a form of regression—of seeing the world as being generally and exclusively marketed to them. These can be enjoyed, much in the way a WWF fan might beat their chest and cry, "Hulkamania's runnin' wild, brother!" While entertainment doesn't exist in a vacuum, lone fans are further isolated by remediation. A proliferation of replicas reinforce power as "neutral" by surrounding the player with nothing else. This allows dated, conservative viewpoints to continually return to the fore.
For example, Generation Z never saw Hulk Hogan in his heyday. Max returns in Streets of Rage 4 as a copy of the Hulkster. Uncertainty in the present can also push young fans in nostalgic directions, hence producing a desire to return to an era when "things were better." Except they weren't: Hulk Hogan is an extremely sexist, racist man. Even when things were demonstrably awful, these demonstrations occur outside of nostalgic media's neutral veneer. Said veneer discourages critical thought in favor of dumb, happy customers. Max evokes the fictional '80s through Hogan tagline, while conveniently omitting his racism.
There can still be allegory. It just has to compete with those who are geared to interpret media according to basic, easily recognizable signs:
- a muscular hero
- a damsel in distress
- a hammy villain
- henchmen
- a larger, vague crisis
Forget Hogan. According to these consumers even a more politically informed hero like Snake Plisskin can be celebrated for his muscles, not his skepticism. He's not fighting the state; he's badass. These interpretive challenges only persist as those in power seek to valorize skeptical heroes post hoc.
Some heroes are already primed to be celebrated. While Snake was manufactured through a cynical mind operating independently from the larger scheme, a seemingly earnest parody like Predator most certainly was not. Predator stars men following the Hogan model. Schwarzenegger and company were large, cocky men whose muscles overshadowed by their flaws. And to a certain extent I can sit down and enjoy Predator (1987) for how easily it lends itself to hyperbole.
However, it also matches propaganda of the mythical hero as beset by evil, a notion exploited by those in power to shape the minds of their subjects through incredible stories. Whether they realize it or not, many people were influenced to varying degrees by these monumental men and their mythical deeds. Predator illustrates how these heroes needn't be hygienic for this to occur. Its characters are crass stereotypes with crude dialogue:
- Blain (to everyone): "Buncha slack-jawed faggots around here! This stuff'll make you into a goddamn sexual tyrannosaurus—just like me!"
The sexual tyrannosaurus is the greatest dinosaur that never lived; Blain's faith in his chewing tobacco pure nonsense. It's also a kind of raw posturing that some people will undeniably respect (the character was played by Jessie Ventura, a WWF wrestler like Hogan). To this, Predator is not a hostile parody that rejects every aspect of a particular piece of media; it has fun with the material, endorsing it through tongue-in-cheek means.
Predator operates on a fairly small scale, set in the jungles of Venezuela. Some stories are much larger in scope. For example, Rocky 4 has Rocky beating the Soviet's greatest hero, Drago, inside the boxing ring, thereby "winning" the Cold War. This ludicrous notion will make perfect sense to the '80s action fan; their favorite adventures use nostalgia to mythologize the hero as forever invulnerable and righteous—a champion of good that can rescue anyone from any situation (a play taken from Reagan, himself a Hollywood actor).
Streets of Rage 4 combines Predator's rowdy posturing with Rocky's savior complex. In Streets of Rage, there's no one to even save, just the player stomping a conveyer belt of foes. This omission of allegory transforms these fictional stories into something unto themselves. And while they seem disconnected from reality, this isolationism is actually a way of seeing the world. No matter how absurd Streets of Rage is, its heroic positions are draped in precious nostalgia taken from vintage works.
Allegory and nostalgia are often at odds. And yet, while devoted fans guard canon for its nostalgic value, the uninitiated can generate allegory merely by comparing these disjointed stories to their immediate, real-world surroundings.
For example, the flag-waving bravado of Rocky 4 promotes the liberal axiom that freedom should be defended at all costs. Meanwhile, those living in Cuba or Latin America sit squarely outside Reagan's lofty (and bogus) vision of the so-called "free world." Thus, they might not appreciate Rocky's homegrown defense of freedom, as it geopolitically translates to sanctions against them.
Allegory is a revealing of the hidden that invites punishment. As Gamergate (2014) illustrated, fans of '80s nostalgia can be downright hostile towards the allegory-prone. These fans not only view the world through nostalgia-tinted glasses; they will attack those who refuse to wear them by criticizing the fan's worldview. Often, this world view is literally the game itself—how it presents men and women, and how politics is mercifully scrubbed from the narrative.
A movie like They Live illustrates this concept well, albeit in reverse. When Roddy Piper finds a pair of magic glasses, he can see through the superficial glass of pure consumerism. The ads are lies and the rich are monsters. When Roddy tells his friend to wear the glasses, the other man attacks him. What follows is a stupidly violent brawl, the two men trouncing each other for five minutes straight.
Fans of violence love this scene. They also miss the point:
- Roddy and Keith are both conditioned by society to fight.
- Keith, being uninitiated, will use this ability to violently reject the truth behind society.
Fans of '80s violence will mistakenly interpret the fight as Carpenter pandering to them. The violence in Streets of Rage is treated much the same way. If there's anything else going on, it gets lost in the scuffle.
Creative intent is always a matter of debate; the role of the '80s action hero is far less ambiguous. The '80s hero is a cop and a superman. So are the heroes from Streets of Rage. Not only do they glorify violence; they uphold it as part of the status quo. Prized for this reason, fans will attack critics who seek to devalue their favorite action heroes by exposing their flaws. According to Ghassan Hage, society can be viewed as a mechanism that administers hope to its citizens. To attack heroes is to thus attack hope (aka the War on Christmas defense).
In political terms, excessive hope is often a lie; Reagan and Margaret Thatcher banked on hope to get elected, then wrote polices demonstrably harming their voters. In media, superheroes are lies told by the state (or de facto extensions of the state) through hopeful personas. These frame violence as normal, thus invisible. Any of the heroes we've discussed up to this point, including those from Streets of Rage, were cops-in-disguise: They offered hope in one hand, and unspeakable violence in the other.
Cops-in-Disguise
Not all '80s action heroes are literal cops like Axel Stone. The majority of them function as paragons of morality and strength, or at least strength. In turn, their fans not only defend them; they defend their real-world counterparts. As real cops patrol the streets, they are enabled by citizens uncritical of and hungry for '80s action nostalgia. These fans compare policemen to the benevolent, mighty warriors they love so much on TV.
"Videogames make people violent!" is not a new argument. However, exposure to violent, heroic policemen at a young age ups the odds that people will adopt violent worldviews. This worldview includes the normalizing of violence perpetrated against others by agents of the state. Neutral frameworks, though especially movies and videogames, introduce this paradigm at an early age, and build on it as something to franchise.
Streets of Rage is fairly basic from a ludonarrative standpoint, but some videogames have evolved and expanded more noticeably.
For example, Mega Man was originally marketed to children. As time went on, he aged alongside his target audience, becoming the increasingly militant X (whose blue-and-red color scheme is not unlike a policer cruiser, or the robotic HKs from The Terminator). X became someone to look up to and admire not simply for being strong, but for being part of an organization that reliably punishes evil. This organization, much like Samus Aran and the Galactic Federation, drew slowly into focus. X first followed Zero. Then Dr. Cain appeared, followed by Cain's Maverick Hunters and their necessary foils: Colonel and Repliforce.
As a maverick hunter, X hunts dissident reploids. The argument, however weak, is that X brings them to justice. But X always kills his victims. The alternate scenario is so rare that me seeing it in the fangame Mega Man X: Corruption (TBA) actually took me by surprise. Thus, the Mega Man series not only evolved to become more and more violent; it did so in a military sense spelled out in clear language. And despite the frankly terrible voice-acting and increasingly convoluted plot, the X franchise is beloved and defended by many.
This tactic is not unique to Mega Man. Heroic media more generally will tie extreme violence to policing and war (re: Contra, Raiden). In turn, a consumer's most exciting childhood memories are invariably wed to these issues. Instead of compulsory education, the media industry advertises police violence to children. This violence is normalized, packed as family friendly entertainment sold everywhere. It's presented as harmless fun (meanwhile, the awesome power of these war machines are espoused to equally awesome illusions that place them in the hands of children—youngsters trained to fight to the death against any ultimate imaginary foe while humming to the nostalgic music).
American developers in particular love to target key demographics with violent stereotypes. Doom, for example, normalizes righteous gun violence: Demons are bad; shoot them. The franchise caters to aging consumers with this unspoken mantra, maintaining a decades-old fandom that loves guns. Streets of Rage takes the same approach with fisticuffs: Criminals are bad; beat them up. Those of its fans who favor police "doing their jobs" only having these biases reinforced by a videogame recreation of excessive force.
Fandoms are, by their very nature, isolating. Sometimes, a person's sense of worth can become hopelessly tied to a group that gives them no alternative. This stems from ideas that were introduced to consumers once, and then repeatedly sold back to them. The idea becomes an identity ("we are gamers") that consumers will defend with mounting aggression. They'll routinely
- make blind purchases
- react negatively to anything that conflicts with their narrow worldview (re: Gamergate)
- grow accustomed to committing or condoning violence against their enemies
Propaganda
Pro-policing is the worst consequence stemming from '80s nostalgia, one whose propaganda manipulates the audience into adapting a cop's mindset. There are two variants: militarized and domestic.
- Militarized propaganda. The myth of invincibility is cultivated by the state operating as war machine through its population.
- Domestic propaganda. The myth is cultivated through media sold to civilians who support domestic extensions of state control: the police.
Domestic propaganda is equally harmful, but less aggressive. In Propaganda (1928), American writer Edward Bernays proposed that wealth and advertising allowed for the creation of "invisible people" that controlled the hearts and minds of the public—a monopoly of engineered consent that, in his mind, was vital to the survival of democracy. Noam Chomsky's Manufacturing Consent (1988) would outline these invisibles as the corporate groups that media groups are beholden to through advertisers. Such an invisible group is much like the one Carpenter commented in They Live, which came out the same year as Chomsky's book.
Unfortunately this group are perfectly comfortable with the proliferation of war. War is profitable. To cozen their way into the minds of the public, American corporations in the '90s used neutral media like Streets of Rage to advertise pro-military and pro-state sentiments. Like Reagan before him, Bush Sr. targeted his population with family-friendly entertainment that repeatedly paralleled U.S. policy as "good." In turn, these franchises grew popular thanks to their magnetic, simple heroes (which, at the domestic level, represented police groups Keeping America Safe).
These heroes became something not unlike Hitler's propaganda, or the alt-right groups that emulated Hitler in the US: They offered what Healing from Hate (2019) refers to as "false power," or the the feeling of strength (timestamp: 24:30), to those who felt weak. Often, this weakness stems from the tremendous expectations society places on men through their heroic standards. People often play videogames to feel empowered; but videogames like Streets of Rage empower through propaganda disguised as neutral entertainment, specifically cathartic violence. The resulting worldviews (and the fandoms encouraging and protecting them) illustrate a territorial attitude to the whole affair.
Consequently the fandom as "under attack" is also common feeling for nostalgic viewpoints that present the world in simple, violent terms. When threatened, these points of view will not sit idly by, but rather will defend themselves viciously, as they've been taught. Streets of Rage teaches the application of force through the need to punish others a priori. On par with the Power Ranger's "teenagers with attitude," the youthful defenders are strong enough to fight, and taught into thinking they're invincible—or at least impervious enough, through tacit support from the state, to embark on a crusade.
Unfortunately this soldier's mentality overlooks the material reality of the situation:
- Those under attack by the hero have nothing.
- The relatively wealthy hero is made to think they are under attack by the criminals.
- The hero is doing the state's bidding by sweeping the streets in coordination with the police.
Each mission is part of a violent, player-led campaign into impoverished levels like "Dilapidated Town." There, the local population is entirely criminal (a fact illustrated by the hero beating everyone up). The player seems autonomous, literally holding a controller in their hands; the game still conditions them to "win" by beating up bad guys that just happen to be marginalized.
This is profoundly manipulative. Streets of Rage is not teenage rebellion against the state, but the state recruiting the middle class—specifically their angry youth—to police those most likely to rebel. This harsh treatment of the fictional poor mirrors bipartisan sentiments about the actual poor. Any anger or mistrust of the poor stems less from actual abuses committed against the player, and more from advertisements that manipulate player emotions.
Being slightly better off, the player is either keenly aware of actual socioeconomic problems (re: unemployment, economic instability and the shortage of material goods, etc) or told of them through videogames than present things in simple, black-and-white language. In either case, these overbearing issues are replaced by repeated promises: Things could get worse.
By making this promise in-game, Streets of Rage primes its target audience to recognize and respect pugilistic displays of strength. Heroes not only matter, they are the only solution. As heroes are essentialized as the arbiters of Justice, their repeated shows of force replace more peaceful methods. Worse, fans recognize these violent displays in the police they see as heroic (who generally frame themselves as heroic, too).
Reap the Whirlwind
'80s heroic media encourages police heroism, and curries favor with the public by framing cops as human. Axel, Blaze and Adam are deliberate stand-ins for real cops, their noble pledges shared through a common goal. This parallel aims to convince the public that cops are morally just, regardless of the violence they commit. In turn, the public will fight the police's political battles for them by turning a blind eye towards police abuse. Better solutions will be abandoned in favor of excessive violence.
The problem is, police violence historically makes things worse. As the excuse to use excessive force becomes standard, so does any rhetoric defending it post hoc. Either the officer describes themselves as having feared for their lives, or the citizens around them do. In either case, there is no accountability from the arm of the state should the cop decide to use lethal force. Its unhappy recipients are left increasingly naked before power:
- Everyone is a victim.
- The rights of the victim are rescinded in favor of the state as holder of all rights, including the right to live or die.
- There are no victims because the state can never be wrong.
- The criminal deserves everything coming to them.
Defense of police violence is the defense of popular media that sells police heroism as a positive. Specifically the '80s hero fosters a kind of warrior mentality through simple "us-versus-them" thinking. In doing so, it refuses to hold the police accountable. It does this by presenting them as human—i.e., they're just like us, and subject to the same laws.
This is a myth. Just as Axel and company are above the law, real-world police cannot be prosecuted, not even for murder. They have to be fired first, then prosecuted as civilians. Not only the institution will protect itself by rehiring disgraced cops, but also framing the public as a constant threat. The citizenry that becomes the Enemy has the potential to become a criminal at the drop of a hat, even the privileged:
- A cop can legally kill someone in front of you.
- It's illegal for you to physically interfere.
The problem is, police abuses do not systemically effect white people in the racist sense. Instead, American media repeatedly treats the police as neutral, incapable of acting in violent self-interest. Only crooked cops are violent, but they're also framed as cartoon characters (re: the Commissioner from Streets of Rage 4, a not-so-subtle nod to Batman). They become exceptions to the rule, the tacit argument made by neutral media that such persons are exceedingly rare, even mythical.
This same media targets white audiences by painting them as the benefactors of police protection. Insulated by these lies, white audiences cannot see real police abuse. They become less likely to rock the boat; they support those in power, including their idealized, fictional counterparts. Cops are cool, especially cops that are poorly disguised as iconic superheroes, of superheroes, of superheroes.
Remediation is a factor in violent education as continual. Similar to Hitler's decentralized government, the imagery is not explicitly produced by anyone group as "calling the shots." Rather the conspiracy exists and operate in a complex and ongoingly organic hive: These heroes are franchised; the owners of these franchises are in cahoots with politicians and elected officials; and the combined message of each group benefits the other through the reliable generation of wealth. This wealth comes by manipulating the middle class into buying more heroes—their games, movies and action figures, and mashups of any and all of these things. What is Axel from Streets of Rage 4 if not Johnny the blonde-haired bully from Karate Kid aged thirty years? If this sounds familiar, it should; it's the plot to Cobra Kai (2018).
This heroic proliferation only increases the odds that children will be exposed to heroic, violent ideologies, which are incrementally franchised over time. In turn, these children will see their heroes as normal and harmless, but also vital. Heroic violence becomes a cartoon, but also a facsimile of real world politics endorsed through various products being bought and sold, over and over.
The Solution (for Starters)
I want to offer some solutions that combat police heroism. Bear in mind, this issue is incredibly complex; cops start as civilians who were bred on religion or secular media that glorifies the badge. In other words, the real world is informed by fictional media. So I will provide solutions that address both components.
Let's start with real-world stuff. Police have far more power than they like to let on. Doing so would present them as threatening to the public (similar to the SS-Totenkopfverbände that many people associate with state tyranny thanks to mass media). This leaves planned resistance with two basic options:
- Criminal action, or actively fighting the law. This includes rioting (attacking property) and peaceful protests.
- Education, or exposing the law's flaws. This includes teaching history that isn't white-washed, investigative journalism, and publicizing current events that concern abuses of power (those who commit, and those who cover).
Thinking critically doesn't preclude enjoyment, any more than emotionally understanding one's romantic partner makes the ensuing relationship less healthy. Increased awareness might seem like Coleridge's "sad and wiser man." But ignorance regarding the state only makes it easier for the state to manipulate and abuse their victims. Only those who aren't an immediate target would opt to look the other way.
For me, it's less what the symbols are, and more how we respond to them. Rather than treating each as a single dot, I connect the dots by recognizing them as state machinations (of the American sort) pushed through entertainment in ways that reliably produce what the state wants: money and influence. In doing so, I can see the advertisement as part of a larger scheme.
I also can play with the material. Instead of blindly purchasing the product, and another and another, I can toy with the purchase as something to study and learn from. It can be things like
- watching speedrunners dissect Streets of Rage 4
- consciously treating the performance of my own gameplay as something pointedly separate from the default politics of the developers and their intended audience
This intentional and skilled playfulness is very different than enforcing the performance and its symbols as completely neutral, as blind consumers so often do; it lets me foster a kind of awareness that I can write about, as I'm doing now. This book educates those who come after me, teaching them to be critical of media, but also letting them appreciate the broken symbols as things to enjoy for idiosyncratic purposes—a reclaiming of the ability to play as something that encourages thought disentangled from the Jacob's Ladder of state control.
The role of the iconoclast isn't to beat the hero into pieces, but to make those worshipping him lose interest by gradually exposing his flaws. These flaws include systems that capitalize on the hero as an effective, thus profitable, propaganda tool. Over time, consumers can stop seeing these heroes as the end all, be all of fun and their worldviews. Unshackled from them, the player can exchange this relationship for something healthier, but just as robust. I did not crumble to dust in seeing my childhood heroes as problematic; I learned to appreciate what fun remains when playing Streets of Rage 4 myself, or watching others do so in my stead.
A Caveat
These solutions, like a street fight, are inherently messy. We grow up with this material, and are taught to to defend it, critics be damned. But even if we're open to interpretation, but the outcome is seldom simple.
Take, for example, Dragon's Crown (2013). Unlike Streets of Rage, I didn't grow up with Atlus' beat-em-up; I played the game when I was older. While I could immediately recognize its dated views of men and women, I was nonetheless raised on Frazetta, the game's obvious inspiration. Interpreting what I saw could have gone many different ways, but this is what I arrived at:
Dragon's Crown is as much as a parody of Frazetta's style as it is a straight endorsement. The frenetic visuals and sexual caricatures contrast comically with the straight-faced narrative voice. So while it's largely exploitative, Dragon's Crown allows the heavy-chested heroine or fat-bottomed girl to seize the day in spectacular fashion. And if Dragon's Crown seems a bit of a wide target due to its obviously sexual material, recall that sexist media enforces sexuality as "strength." Dragon's Crown's isn't above doing so, but its heroines are obviously pin-up models. There's an awareness to the role that doesn't try to like to the audience.
The same open-minded honesty should be applied when examining heroes like Axel Stone. If there's room for the audience to interpret things for themselves, that's one thing. But even in the lack of explicit politics, the default position—of a muscle-bound equalizer leveling all comers through unbiased violence—needs to be acknowledged as being part of a larger trend. In Streets of Rage's case, the franchise has spent the last thirty years advertising political violence to consumers. To suggest otherwise would be disingenuous or naïve.
Often, strength and sexual control merge through commercial tastes aimed at ideal consumers. These persons have been groomed over time to endorse the status quo, usually since birth. If this is true, can heroes even be used to benefit those not on the side of power?
We'll explore this idea next, in part 2.
Part 2: Room for Heroes?
- The Problem with Brawn
- People of Color
- Soft Boys and Hard Women
- Sexual Control
The Problem of Brawn
This section explores the problem of brawn as an essential heroic ingredient, and how this has sexist and racist components.
It's not just that brawn and heroic bodies go hand-in-hand. The generalized policing of bodies is vital to preserving traditional ideas of strength as a whole. However, because actual bodies, ethnicities, and genders are incredibly diverse, the state's demand for a simple binary is not so easy to achieve. Barring official segregation or unofficial "redlining," any comics, cartoons and action figures will be compared not just to citizens from all walks, but athletes of various body types.
We'll explore this more in the "People of Color" sub-section. For now, just remember that traditional values are enforced through an ideological binary, one where Strength is not only masculine, but essentially male. Yes, the bodies allowed in heroic roles are afforded some leeway provided these exceptions tow the line. More often than not, though, certain bodies are preferred: strong, white male bodies, livingly chiseled from stone.
Preferential treatment isn't just a male problem. Despite being the antithesis to brawn in traditional schemes, woman have it even worse. Women's bodies are twisted to horrible, bone-breaking extremes (re: the Hawkeye Initiative); involuntary nudity is commonplace (re: "There's no underwear in space!").
And so often, life imitates art. At the very least, women are expected to appear like their idealized selves. While men enjoy much less control overall, their heroic standards are no less constructed. In particular, male bodies are sculpted like so much clay. The skill of the artist is unfortunately secondary to the creation of an impossible ideal. Thus, the more ridiculous the body, the more its celebrated as "true strength." Hence why Rob Liefeld was a top-paid artist, and remains celebrated in the 21st century. Accuracy is obviously not the point:
I'm not against muscles, including violent muscles; I'm an erotic artist who, again, felt in love with the likes of Frazetta, Vallejo and Royo. I can appreciate
- Artistic liberties. A bit of leeway can be fun. I also empathize with the plight of the artist who, armed with obvious anatomical knowledge, is forced to exclusively cater to the demand for unreal bodies (re: Sakimi Chan's tutorials versus their creative output).
- Physical specimens. Human bodies are fascinating to study. Muscles are incredibly complex in and of themselves, but become even more complex when combined with the skeleton, flesh and pose.
- Historical artifacts. The fact—that the depiction of strength belongs to a particular time period where violent theater was not only common, but embraced—merits its own field of study. At the very least, this can be something to emulate or try in own's art.
The problem is, these devices have historically been used in fascist terms. There are two basic steps:
- Strength is a position that was originally lost.
- A return to this position is usher in by individuals who personify particular traditional values through their statuesque qualities.
Vigilante fantasies are not exclusive to Batman, bodybuilders, or cops. In Streets of Rage, the protagonist Axel Stone is revered for consolidating strength around a male symbol*. He and other powerful-looking men promote qualities that are afforded to men by virtue of them simply being men. Romanticized and revered, their position is recognized, celebrated, and defended.
*Or, more to the point, a male ideology. As a female vigilante, Blaze Fielding is part of the crime-fighting trio; her "power" was still crafted by heterosexual men who sexually control women into a particular "type." In this regard, she's basically no different than Tifa Lockhart. Her "power" stems from how big her breasts are. And if you think that sounds strange, try this exercise:
- Imagine Blaze looking as burly and tough as Axel, and Axel as soft and sexy as Blaze. It seems ridiculous within the game because Streets of Rage 4 forces all men to look like Axel, and all women to look like Blaze. The one exception is Estel, the game's second boss. We'll explore this idea more in the "Soft boys and Hard Women" sub-section.
Characters like Axel Stone don't require personalities, just incredible bodies that real-life fans can worship. They embody strength, which, in turn, becomes a kind of political currency, thus protection.
Similarly, real-life bodybuilders enjoy their own level of protection from fans. Shawn Roden, for example, is currently undergoing a rape investigation. But don't be surprised to hear his biggest fans clamoring for his participation in athletic events. This isn't clemency. These people declare his innocence while routinely blaming the victim. They do so for monetary reasons, but also because they want to emulate Roden's hero status—i.e., the sense of entitlement and privilege that Roden seemingly earned through hard work.
In reality these qualities are merely part of the status quo. Muscles are expensive to cultivate; requiring valuable sponsorships, they become a status symbol only the wealthy can afford. Not to put to hard a point on it, but these bodybuilders wear their muscles like clothes; fans admire these "clothes," but also their abundant political capital, prestige, and seemingly infallible* glamor.
*Despite the obvious and numerous health concerns facing bodybuilders, people chase the glory such a body can provide in traditional circles.
The idea—what Strength is supposed to look like at all—is not transcendental. And yet, it's not uncommon to hear fans talk about genetic superiority, drawing a hard line in favor of natural genetics and pedigree over hard work. Simply put, those who win are essentialized as victors through a sense of pre-selection: They were chosen by the gods to be strong, and to represent strength in the realms of mere mortal men.
The problem remains, that the appearance of strength is supplied through nebulous and competing subjective notions. Thus, a male body can be valued for being a bodybuilder, or a cartoon crime fighter. Either presents the male body as lionized through the same overarching principle: Strength stems from the male body. Man is masculine.
Axel and the four other male heroes in Streets of Rage 4 represent this bias as part of an idealized performance. There is no room for other types of bodies to perform, or gender performances that depict strength as something other than sheer, brute muscle.
We'll explore those alternatives in the "Soft Boys and Hard Women" sub-section. But first, let's examine people of color and their role in the traditional heroic scheme.
People of Color
All of these men were prized athletes operating in a bloodsport that capitalized on racial tensions. More than this, they embodied these tensions through stereotypical physiques. Liston had the body of a villain: a burly figure with a soul-crushing scowl (one adopted by George Foreman for much the same reasons). Ken Norton, aka "the Black Hercules," broke the jaw of the Greatest, Ali; he had a body that screamed hero.
Soft Boys and Hard Women
Gill Saunders observes how classical art creates sexual difference by "defining sexuality in terms of opposites" (The Nude: a New Perspective, 1989). It features men as masculine, having hard, strong bodies; woman are feminine, having soft, weak bodies. Strength is essentially male; weakness (aka "vulnerability") is essentially female.
In heroic media, this body language is incredibly common. However, in gendered terms you need only reverse these qualities to break the system:
- Hard women have hard, masculine bodies. The most famous example is the Amazon.
- Soft boys have soft, feminine bodies. This includes twinks, but also femboys and catboys.
Women who are muscular are seen as impostors or monsters in traditional art (or so-called "heroic" art that champions traditional values); soft-bodied men are either impotent, or monsters that destroy the binary that places heterosexual men at the top.
We'll explore these categories more deeply in just a moment. First, let's examine them as they appear in Streets of Rage 4.
In the "Problem of Brawn" sub-section I invited the reader to try and reverse the gender roles of Axel Stone and Blaze Fielding. It largely doesn't work because Streets of Rage 4's nostaglic framework is informed by the '80s status quo. Men like Axel, the Commissioner and Max are stupidly tough beefcakes with rigid, stiff movements; women like Blaze, Mrs. Y and and Nora are curvy and soft, with liquid-smooth attacks.
The game's alternate body types are strictly villainized. Estel is the game's token hard woman, an Amazon for the player to fight and defeat. Mr. Y is the game's soft boy, an effeminate salary man with a penchant for Uzis instead of muscles. Their defeat at the hands of the hero is demonstrative: Know your place. Even so, the hero has to fight to enforce their position.
Despite being carved from rock, strength is hardly set in stone. Rather, traditional men covet their strength as an essential fabrication to their mythical power. Traditional men rely on strength as built from lies that men are superior. Thus, they feel more threatened than anyone else by conflicting personas. This marks the proliferation of soft boys and hard women as dangerous, but also curious.
Let's start with hard women, specifically Amazons. Amazons are generally martial women with masculine, "armored" bodies. In other words, they might wear some actual armor, but their muscles fulfil the same role. Examples include the Amazon from Dragon's Crown, but also Teela from He-Man: Revelations. These characters look physically strong but remain undeniably female.
Because the Amazon is a female role, its power is often checked in some shape or form. The Amazon from Dragon's Crown is sexualized for the sake of men; her abs are hard, her ass is big and soft. And Teela—despite being Revelations' ambiguously gay protagonist—spends much of the show failing the Bechdel Test. Revelations fixates on two absent patriarchs, albeit from a female point of view.
To his credit, Kevin Smith is more progressive than some. He grants Teela a degree of autonomy as the uncertain tomboy. As captain of the guard, she also proves the traditionalist argument true—that women with hard bodies functionally emulate men, specifically policemen (re: Estel). Yes, Teela abandons this position early on; she eventually embraces it by not questioning her position as someone "destined for greatness."
These criticisms of the Amazon are not uncommon, and the figure remains historically tied up in war. Still, I have to wonder what arguments '80s action fans would pose against men who deliberately have soft bodies, feminine outfits, and non-warrior personas.
These soft boys include the femboy and catboy.
- Femboys arguably stem from the bishonen, or "pretty boy" genre, of Japanese anime, but are far less marital. In fact, Japan has a long history of complex gender expression compared to the West. This tradition has survived Western occupation, as seen in Japanese queer cinema like Funeral Parade of Roses (1969). However, it's also an approach to feminizing hypermasculine men, like so (NSFW link).
- Catboys operate in the neko tradition, wearing cat ears and cat tails. There are warrior variants, but even these are sleekly feminine and conspicuously unthreatening (at least on social media). Neko is also Japanese slang for "bottom" in a homosexual relationship.
Streets of Rage has neither. Maybe it's because their distinct lack of muscles and scruff goes against the '80s action hero persona. But if catboys did exist in Streets of Rage 4, what would they look like?
Look no further than Thundercats (1985). As yet another return to strength through the family-friendly model, Thundercats abjured the image of the friendly housecat for the fearsome (and posturing) persona of the lion: Lion-O was basically a muscle man wearing contacts; there was almost nothing cat-like about him or his friends. They have no ears and no tails. They were aimed at children with catchy music and exciting action.
The Streets of Rage 4 hypothetical would invariably followed the same Western ideal: The catboys would become beefy catmen, and the women would become catgirl sexpots (catwoman is historically monstrous; i.e., Cat-women of the Moon, 1953, or the infamous femme fatale from the Batman comics, 1940). '80s Americana allows for nothing else.
This includes femboys. The American action hero from the '80s was almost universally not boyish. Hence, the closest thing in Streets of Rage 4 is Shiva, whose boyish brawn emulates '80s bishonen. While it's true that many Japanese exports were simply shonen (re: Voltron, 1984; and Robotech, 1985), bishonen was exported to America through Japanese sentai cartoons like Legendary Armor Samurai Troopers (1988). As these shows were translated directly into English, they retained their feminine male heroes.
In this sense, femininity is not just an American import; it's policed and controlled once on American shores, inside American games.
Sexual Control
The policing of American heroes includes the policing of sex through art. The hand-drawn art in Streets of Rage constantly depicts sexual control. As such, these idealized bodies-in-motion are guilty of many double standards.
For example, masculine nudity isn't nude at all; it's a kind of armor the male action hero can flaunt with abandon, rendering them invincible. Meanwhile, "feminine" translates to female, or vulnerable nudity—i.e., strictly sexual displays. Female nudity is controlled, thus censored. This kind of control grants the male hero consider freedom.
Consider Urien from Street Fighter III: Third Strike. While he cannot show his penis and balls, the rest of his body is fair game. His loincloth does not cover his butt or his chest, and he is viewed as clothed even when both are conspicuously bare. Streets of Rage isn't big on butts, but still portrays many half-naked men. Shiva is shirtless; so are Max and Floyd. Their motions are heavy and stiff, flexing their muscles with every labored strike. But they could get away with Urien's thong if they wanted to.
A woman can show neither without being perceived as naked. This is due to the female body as being inherently feminine, thus sexual, inside the traditional system. The same system tends to treat women as perpetually naked, or "naked enough." In 2010, a female fan asked Blizzard if they could make powerful female heroes that didn't look like Victoria's Secret models. Blizzard mocked her. So did men booing loudly from the audience.
This misogyny extends far beyond content creators and consumers proudly holding hands; fan artists who align with either will sexualize anything that's remotely perceived as female. Apparently this includes Shy Guys? Under these conditions, Blaze Fielding's body is a reliably source of "fan service." Every kick and punch is accented by girly squeals and provocative poses that, if they don't excite players outright, personify the fighting woman as idealized. Nobody's saying this out loud; they're advertising it through the characters' coded body language.
This code inevitably leads to skewed views of what female power even is. For example, a masculine women like Estel upholds the status quo and is assimilated, but would still be observed as being "like a guy!" regardless. Blaze is seemingly more middle-of-the-road, representing so-called "female strength" through her sexy movements. Other characters, like Diva and Nora, serve to illustrate a classic argument—that feminine woman only have power over men when tempting them. This can be by aggressively seducing them, or simply being a female sex object that men can admire whenever they want.
All of these women are constructed to serve the heroic symbolic order. The sex object serves the hero's sexual needs (and the needs of the hero's target audience); the seducer serves the hero's desire to kill and control those around him. However, either position could theoretically be reclaimed by taking that power for themselves. This includes using transgressive symbols
- to be independently sexual. The sex worker can seize the means of production through sex work that isn't dictated by male bosses—i.e., the worker can choose to meet the demands of whomever.
- to tell their stories with symbols of punishment. The image of the witch or demon are normally assigned as punishments within the heroic system by the system. By humanizing the witch or the demon, the agent undermines the system by exposing the hero, thus the system they represent, as villainous.
The next section shall explore the wider functions of service to the hero, how this service is compelled, and what effects it has on marginalized groups and their bodies.
Part 3: Marginalized Bodies
Through the creation of statuesque bodies, Western society polices sexuality according to what's allowed and what isn't. Beefy men are not only ubiquitous; the defense of their position is taken up by those who benefit most from what they represent: cis-white, heterosexual men. This accounts for a distinct shortage of soft boys and hard women across the board, but also marginalized bodies: people of color and queer* people.
*Both I continue, I shall define several gender theory terms, as not everyone will be familiar with them:
- Biological sex. What we're born as. Our birth sex.
- Gender. How we identify within society. Who we go to bed as.
- Sexual orientation. What we're sexually attracted to. Who we go to bed with.
- "Cis," or cis-gendered. A cis-gendered person is someone who identifies with their birth sex—i.e., binary gender (man/woman) as tied to biological sex (male/female). This doesn't preclude the existence of other genders; it merely means that cis people have stayed on the side of the isle they were assigned at birth.
- Queer. A "queer" person (short for genderqueer) is someone who identifies with a gender other than their birth sex. Similar terms like "trans" (short for transgender), genderfluid, and non-binary each have narrower definitions and social movements. For the purpose of denoting basic difference in ordinary conversation, however, they are are largely interchangeable.
- Straight. Heterosexual. A cis-person, either a man or a woman, who is sexually attracted to the opposite sex. "Cis-het" is shorthand for their gender and sexual orientation.
- Gay. Homosexual. A cis or queer person who is sexually attracted to the same sex as them. Although traditionally assigned to homosexual men, the term has expanded to include lesbians. Someone who is attracted to multiple sexes/genders is bisexual/pansexual (these term are interchangeable, and merely place an emphasis on sex or gender within someone's preferences).
- Gender Trouble. Isolated by Judith Butler, gender trouble are the complications that results from trying to separate gender expression from biological sex. The two are fundamentally different, thus separate. Not only do traditional norms arbitrarily combine the two; they enforce this combination through prohibitive education and legislation (re: propaganda). Attempting to raise the issue, often by simply exisiting as a queer person, either results in friendly societal confusion, insufferable chastising, or outright violence.
I do not wish to equate women, people of color and queer people. Their struggles are unique, but sit within a common problem. I want to communicate that each group is dominated according to their bodies as something to regulate and control by those in power. This can be their real bodies, but also their representative bodies commonly depicted, and policed, in media.
The rest of this section is divided into the following sub-sections:
- Lack of Consent
- Criminal Abuse: Imprison, Fetish and Shame
- Heroic Athletes
- Queer Action Heroes and Gender Trouble
- Gay Men
- Twinks in Danger
Lack of Consent
The '80s action hero is a visual standard, one that belies a lack of consent. His mere presence denotes a system of control that is already in place, one that assumes unheroic opposites no one agreed to beforehand.
To this, the action hero operates like a statue. Strength is visibly displayed through heaps of muscle attached to a male frame. His precious strength is meant to be admired and condoned, the muscles having so many other qualities tacitly assigned to them. In other words, the action hero represents the symbolic order of the human body.
This status quo is enforced through sexual, gender and racial control, wherein the action hero defines privilige as something applied or denied to marginalized bodies. Women, people of color, and queer people are policed by the very existence of a heroic icon. His burly displays personify strength as literal, but also figurative. The hero is what others are not. He is allowed, and they are not.
We've already discussed various "olive branches" offered by the system. Therein the muscular woman or centurions of color can uphold the status quo, as Estel and Floyd do, in Streets of Rage 4. The game worryingly illustrates how the system is much less kind towards those who don't. Donovan is stereotypically thuggish, donning shades, blink and sagging pants. He is one of the game's most common enemies, repeatedly smashed to a pulp.
Those who worship the '80s action hero condemn the hero's enemies in equal measure. The symbol order renders the fan all but incapable of imagining anything outside of their "might makes right" mentality. Not only are the realms of mutual consent alien to such a person; so is the notion that a submissive individual—and bodies traditionally associated with submission or control—can even have power to start with.
In the realms of mutual consent, strength is more than muscles; the bodies of the participants can theoretically be whatever they want. Relative to our bodies, consent is thus the means to choose one's persona in real life, or avatar in videogames. For consent to exist, people must be able to choose their heroic bodies. But the heroes in Streets of Rage are tellingly few. The villains are more, but exclude many body types themselves. There's good, evil, and alien.
Whether as heroes or villains, marginalized groups do consent to how they are historically portrayed. Thanks to the heroic standard already mentioned, women, people of color and queer people generally cannot chose their bodies. Either the choices they want do not exist, or the choice is made for them through proliferate, status quo advertising.
This stance is not without counterarguments. Several include:
- "No one is forcing anyone to do anything!"
- "She's choosing to do this!"
Arguments about demand trumping representation fall flat if you consider the source. Men frame themselves as money-paying consumers, a gaming culture whose fans deserve to get what they want. Marginalized groups can't consent to this; they can only refuse to play. Marginalized gamers aren't just slaves to dominate consumer models; games like Streets of Rage poorly represent the prisoner status of their cultural heroes.
Criminal Abuse: Imprison, Fetish and Shame
Barring the one percent, we're all slaves to power (and even the ultra-wealthy die). Power assigns the heroic role as a element of control. This be said, marginalized bodies are controlled differently than white men. Thus, "hero" has a very different meaning for oppressed groups than it does '80s action fans. For the oppressed, hero means prisoner, a status that reflects in their bodies as controlled. This includes
- imprisoning them
- fetishizing them
- shaming them
- The Gothic heroine is routinely captured, and held against her will.
- A slave heroine like Margaret Garner is constantly hunted once she escapes; modern people of color fear a return of slavery.
- Queer heroes are either tragic, demonized, or excluded entirely.
Streets of Rage's ludology doesn't support all of these scenarios. There is no Gothic heroine, and queer characters don't exist at all. Slaves exist, insofar as criminals are shaped and smashed by the state, but none of this is explored in an active manner. It's simply an excuse to crack skulls.
Gameplay in the present emulates gameplay from the '90s that coincided with aforementioned bipartisan support for Tough-on-Crime policies. Arguments painting Streets of Rage as wholly neutral deliberately ignore the social boundaries orbiting written law as something not only to enforce, but endorse through public sentiment. This sentiment includes beat-'em-ups, whose very ludology is a method of expressing and reinforcing public attitudes about marginalized groups: Beat them up.
This whole ordeal is further complicated by criminality as a status that's assigned to marginalized bodies, often to fetishizing extremes.
For example, Diva and Nora are clearly fetishized in Streets of Rage 4. They misbehave, and the hero effectively spanks them for being bad (Nora really seems to enjoy this). Besides these two, so many of their partners in crime have sculpted or shapely bodies the player can enjoy looking at.
A byproduct of '80s nostalgia, Streets of Rage 4 unsurprisingly lacks queer representation. Instead of showing them, it hides queer people from view. For the rest of this subsection, I'd like to explore why.
The traditional groups that most openly antagonize queer people lust after them behind closed doors. Though perhaps not on par with the barely-concealed homosexual urges of the Catholic priest, the hypocrisy of someone like Nick Fuentes is still something to consider.
Fuentes is an alt-righter who condemns homosexuality. He nonetheless sleeps with the very people he seeks to dominate, specifically catboys. Fuentes' outlier position as an alt-right extremist might be used to distance him from other conservatives. Nevertheless, his paradoxical affiliation with catboys crystallizes competing notions that are often suppressed by conservatives overall:
- Such expressions are taboo, and accessed safely behind closed doors.
- Access provides a momentary "release" of control that is nonetheless dictated.
In conservative circles, queers bodies are criminal, but nonetheless permitted to exist through taboo forms of love that invariably remain fetishized.
Through its own heteronormative framework, Streets of Rage isn't equipped to handle queerness. Its sex objects, including its heroes, are all cis and straight. Provided its framed in a positive manner, the appearance of queer characters in a future sequel would seem to constitute emancipation from the usual concealment. Unfortunately conservative fans use body shaming to argue that certain bodies promote unhealthy habits, thus make for "poor" heroes:
- Fat bodies promote laziness (a racist concept all on its own).
- Queer bodies promote promiscuity and bad morals.
- Prurient bodies defile the institutions of marriage.
Sports Heroism
- Competitive strength athletes. Athletes lift weights to see who is physically stronger, or whose body appears more manly after the fact.
- Contact sports athletes. Athletes beat each other into submission to determine a victor.
- sex appeal
- gender performance as centered on strength
- intelligence
- and other traditionally sequestered virtues
- trophy wives
- expensive gyms
- mansion-like houses
- fancy gadgets
- succulent food
- beautiful, healthy children with superior genes
The Great Divide
Queer Action Heroes and Gender Trouble
- Axel, Adam, Floyd, and Max are all hypermasculine.
- Cherry and Blaze are both hyperfeminine.
- These lesbian dwarves are the type of enemy I hate the most. I imagine them naked and doing nasty stuff and I almost throw up, can't stand the idea of my character touching them. Lesbians must be beautiful and slender and classy. Not those ugly sacks of lard.
Gay Men
- hunk: muscular, masculine
- twunk: muscular, feminine
- twink: non-muscular, feminine
Twinks in Danger
- Straight men often masturbate to anatomical cues. This includes images of the penis regardless if its attached to men or to women; i.e., futanari.
- Gender norms are already fairly different in Japan (whose feminist components have been historically associated with submission to their Western occupiers); hate groups' overconsumption of Japanese sex media leads to harmful attitudes towards marginalized groups that are fetishized by said media.
- Hate criminals' "attraction" to queer people stems less from closeted homosexuality as a confused act, and more from a desire to dominated a marginalized group through brutal acts of sexual control. For those in control, any sense of "joy division" creates boundaries that can be crossed without fear of punishment—a slap on the wrist.
- In Alien (1979), Ellen Ripley is a Gothic hero. Harassed by an idealized, rapist perpetrator, she is continuously spectated by the Male Gaze.
- In Get Out, Jonathan Washington is a slave hero. He cannot move or scream, is literally paralyzed by white power.
- the performer and their motives
- the patron and what he's up to
- the exhibit and what it represents
- us and why we're even looking
Conclusion
About me: My name is Nick van der Waard and I'm a Gothic ludologist. I primarily write reviews, Gothic analyses, and interviews. Because my main body of work is relatively vast, I've compiled it into a single compendium where I not only list my favorite works, I also summarize them. Check it out, here!
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