ARMS, Esports and the Social Politics of Sports

The premise of Nintendo’s ARMS is an exercise in minimalism: one day, a bunch of people woke up with springs where their arms used to be, which led to the creation of a boxing league for the spring-armed. That’s all. The game thus subscribes to a deterministic theory of athleticism, as its fighters, rather than working and training hard, are able to compete simply because they were granted the tools to do so. But a great deal of the game’s charm stems from the fact that its athletic determinism doesn’t lie along racial or gendered lines. There are four female fighters, at least two of whom are women of color. (Race in the game is ambiguous; it’s unclear if Mechanica, for example, is white, Asian, both or neither.) You can also play as non-humans, like Helix, a blob of DNA, and Byte and Barq, a robotic police officer and dog duo. Master Mummy, an undead competitor, is the ultimate testament to the potential of sports to transcend everything, not merely gender and race (and species), but even life and death.
The reception that one character in particular has received, however, complicates ARMS’s utopian vision of sports. Twintelle, a woman of color, has punching-springs not in her arms, but in her hair. Given how loaded of a topic natural hair is, Nintendo’s choice to weaponize the hair of a woman of color has prompted mixed reactions, with some arguing against her design, and others defending it.
Surely, though, there’s value in portraying a woman of color whose hair, rather than fueling stigma and discrimination, is a wellspring of power. Positive socio-cultural representations in videogames can be empowering. But in the context of fighting games, rare are occurrences like the developers of Killer Instinct overhauling the wardrobe of Thunder, a Nez Perce character, with the help of Nez Perce consultants and archives. More common are characters like Street Fighter’s Dhalsim, who draws on multiple stereotypes as a turban-clad Indian yogi. This is not to say that it’s unacceptable to like Dhalsim—it’s hard to resist a fire-breathing yoga master—but that it’s worth questioning why characters of color can be so predictably designed. (Ryu, Street Fighter’s frontman, was orphaned in Japan; maybe it’s easier to create characters who defy physical stereotypes when their ancestry is uncertain, or when they originate from the same country as the developers.)
Gender is another front on which fighting game character design errs on the side of predictability. The women of ARMS are, for the most part, reasonably-clothed. But in many other fighting games, you wouldn’t have to look far to find skimpy outfits wholly unconducive to punching and kicking and forming fireballs. Indeed, the general attitude toward dressing female fighting game characters seems to be quite crude. When Street Fighter V’s Ryu received a shirtless and bearded variant costume, fans (sometimes thoughtfully) embraced it as “Hot Ryu.” But for many of the game’s female characters, like Laura and Cammy, baring flesh is the baseline. For them to show chests and midsections and legs is so normal as to be adjective-less, not “hot” but expected.