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| [All images from residentevil.wikia.com] |
The outfit works.
Not realistic, the mini-skirt/tube top
costuming of Resident Evil 3's
Jill Valentine helps stress the already uncomfortable
sexuality of the series to maximum heights.
It's ridiculous that any human being
might try to escape a monster-infested city in that get up, of
course, but realism is not for fictional mediums. Jill's outfit tells
us, as any good character design should, information about both the
character and the game it is in.
Horror and sexuality are not new
bedfellows. Yet the specific sexuality of Resident Evil 3
probably went unnoticed by most fans and pundits, so usually
well-attuned to spotting Silent Hill symbolism: by being so
overt, it is almost better hidden.
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| Americana and evidence of consumerism |
Jill's outfit puts her in a vulnerable
position. That's what most people find ridiculous about it, right?
Yet our minds process costume design even when we do not consciously
do so. Our minds process that Jill is moving about her world in
clothes more suitable to clubbing, and what that world happens to be
should make us cringe for her.
Fires spill into the streets. Water
soaks our virtual shoes. We can hear crows, wind, and screams.
Maggots crawl out of corpses that require Jill to kneel or reach over
them to pick up a shotgun and lighter fluid. Glass crunches under every boot fall. Visceral detailing of a
hostile world out to take advantage of a disadvantaged player
character.
* * *
The opening monologue sets this game up
as a personal tale about power and resistance to power. Umbrella vs. a city of people. Jill vs. the Umbrellafied city. Jill
vs. the monster Umbrella sends. Like all monsters, he is a symbol.
Seven foot tall. Hundreds of pounds.
Muscular, but Frankenstein-ed together and possessing tentacles where
most people have veins. Carries a rocket launcher. Dresses like a
card-carrying S&M club member, all buckles and black leather.
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| Brad is pretty much feminized, if you couldn't guess. |
Nemesis isn't “it.” Not like
Birkin, who is often referred to as “it” or “that thing” in
Resident Evil 2 (that was taking the familiar paternal figure
and twisting into something scary and alien, so different deal
there). No, Nemesis is repeatedly called “he.”
Nemesis is not fully “Otherized,”
as most writers would do to a monster. He is strangely closer to
humanity—in his ability to reason—and closer to a raw, human masculinity—in
his build throughout his various stages—than Resident Evil 2's
Birkin monster.
A walking rape symbol and caricature of
masculine threat, he pursues Jill across the entire city with echoes
of the T-800 chasing Sarah Connor. The end goal of his pursuit is a
sharp tentacle delivered to the mouth or the chest, puncturing Jill's
body in a scene that does not require erudition to "get."
Nemesis (literally, and figuratively)
represents Umbrella and their power. Masculine but decaying, he is
single-minded and near-unstoppable.
Nemesis links the concept of rape not
just to a single figure, but to an entire corporation—to corporate
culture—to crazy, out-of-control market forces. What else is
Umbrella after? Their motive is constantly linked to profit.
What Nemesis tries to do to Jill,
Umbrella does do to Raccoon City and much of the world with its
consumerism. It's surprisingly pertinent, given how recent times have
been loaded with the outcome of such real life “evil”
corporations power games: bailouts, pyramid schemes, class tension.
That Resident Evil 3 goes so far as to have Raccoon City
destroyed by tactical nukes as the result of corporate greed is just
a literalization of what corporate practices have done to many
American towns and what we, as a culture, may have just started to
realize about these businesses.
* * *
Other parts of Resident Evil 3
work to hammer home the link between the game's exaggerated form of
corporate money greed, which Americans have witnessed in increasing numbers since the day Gordan Gecko uttered “Greed is good,” and the game's
equally exaggerated approach to sex.
The first such encounter involves
gender/power politics. Nicholai, an Umbrella stooge, offers up a
snide appraisal of Jill when discussing what they must do to
save their lives and escape what he must know is a town doomed
to nuclear death. The dialogue is straight out of an office
inequality PSA, but overlapped like this onto a deadly situation it
makes the whole event absurd.

Rightly so: the game shames the
corporate culture Umbrella represents by pointing out the lack of
reason in Nicholai's point of view. As a high up mercenary (a literal
form of free market capitalism if there ever was) for the company he
represents it as much as Nemesis.
Nicholai and the Nemesis are linked,
both stalking Jill. One seeks to destroy her, the other to manipulate
her.
The second encounter is more
exaggerated, but deals no less with gender/power politics. Later in
the game, Jill crosses a graveyard. There, she must fight a vagina
dentata penis monster,
once again created, like Nemesis, by Umbrella virus. This time, it's
an accidental creation, but key to note is that this glaringly
obvious sex symbol monster all springs out of Umbrella's greed.
Corporate greed and power hierarchy has gone so far as to corrupt
nature.
Not only has nature
been corrupted by Umbrella, but by viewing the first cutscene, we can
see how corporate practices influence the entire town. Jill's
narration frames Racoon City as being a corporate town where no one
questioned Umbrella; the game shows us this in the architecture and
puzzles, Umbrella-bought, that block Jill's progress at every turn.
A town mayor, the
game suggests, was paid off by Umbrella; his statue near the clock
tower contains a puzzle that gives up a battery that powers necessary
functions of the city. Jill's narration goes so far as to state that
the outbreak occurred due to people listening to Umbrella and taking
their money, resulting in every soul in town turning into a “zombie.”
(You know, a mindless horde?) It's brute force symbolism on Capcom's
part, but the imagery is there; deploying zombies as satire for consumerism has a storied history in all media, and Resident Evil 3 should join that rank.
Like many other
Resident Evil titles, 3 presents a capitalism where the end
product is a deranged, all-encompassing need for domination and
money. (After all, we know Racoon City is doomed in 2 due to the
police chief's bribery and Doctor Birkin wanting to sell the virus.)
Human costs are not important to this consumerism.
* * *
If the the game
builds up an unflattering portrayal of corporations and capitalism as moral
and physical destroyers, then it is more interesting to note how it all concludes.
The entire final battle is structured
like one of those Blaxploitation flicks from the 70s that Quentin
Tarantino frequently quotes. Replace Jill with Foxy Brown, and
you're there. In other words, the boss battle reads as an empowerment
fantasy.
The end boss battle is beside the point
from the standpoint of a literal plot reading, as Racoon City is
about to be bombed into a crater. Jill could easily run around for a
few minutes or just leave. She doesn't.
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| Railgun. |
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| Nemesis: final form. |
In fact, the conclusion brings to mind
the factory finale of The Terminator, another personal
tale about a woman fending for herself against an unstoppable
masculine monster that represents social forces.
Just as in The Terminator
ending, Jill is taking the power back from both Nemesis and Umbrella.
It's why the game places such an emphasis on her being a woman, on
how this is her “last escape” and “final chance” and all the
lines about a “wheel of judgment” set in motion on the people of
the town. We the players knew that this would not be it for her even
back in 1999, so the drama of her “last escape” is in power
struggle between Umbrella and Jill, Nemesis and Jill, captialism and
Jill.
The game puts us in her shoes.
The game puts us in a victim's shoes, then lets us stop being a victim.
* * *
The costuming, design, and structure of
Resident Evil 3 show us these things. Shows us that it is not
enough to merely congratulate or deride something based on its
appearance—we, the critics, must congratulate and deride based on
how appearance functions in
the narrative.











Wow. Amazingly well written and well thought out.
ReplyDeleteThank you, xombiemistress. I try.
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