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androids were created by humans as part of a massive military meant to wage war against alien-
manufactured machines that, according to the military’s android leaders, forced humans to flee
earth for the moon. At the game’s start players control 2B, a female-presenting android warrior
who, of all three playable characters, is the least humanlike. She disavows emotion, refuses to
engage in playful banter with her affable male companion 9S, and has a robotic commitment to
following the orders of her higher ups. Her blind obedience to her higher ups is made physically
manifest in the black blindfold that covers her eyes and underscores her inhumanity. The corpses
that dot the game’s crumbling cities and overgrown fields serve to actively undercut the
possibility of viewing 2B as a unique individual; when players are killed in the game, 2B’s
corpse is left on the ground and the player assumes control of a new 2B model. If a player’s
console is in online mode, she will see not only her own corpses, but also those of other players
who died while connected to the Internet. The countless 2B models strewn about the battlefield
serve as constant reminders that other players have tread the same ground with the same
character model, fighting the same enemies. The overall impression is that the player is only one
2B’s apparent inhumanity and lack of a distinct personality paint her as the kind of
shallow set character that Adrienne Shaw observes players often view as “puppets, chess pieces,
or dolls, not characters with which they [can] identify.”. These characters, she argues, cause
players “to be more self-aware than engaged in character identification” (131-32). Self-
awareness and identirfication with characters seem to be mututally exclusive; a chara While
Shaw goes on to argue that players’ lack of identification with set characters means that the
nature of the characters does not matter for players (144), I would like to consider 2B as an
example of a shallow set character meant to cultivate self-awareness as a tool for identification.
2B seems, at first, to be the kind of character with which players cannot (and are not
encouraged to) identify. However, it becomes clear through play that 2B and the player
controlling her are similar in their mechanic approach to the game’s world. For example, players
familiar with conventions of video game play attack enemies on-sight with little thought. Like
2B, players have been trained to kill enemies without questioning the morality of their actions.
However, the game encourages players to question whether they should be attacking enemies at
all; many robot enemies display human traits, such as fear and familial loyalty, that suggest
players should not view them as threats requiring violent responses. As players are led to
challenge the rightness of their impulse to kill as a first response to any unfamiliar presence, 2B
likewise begins interrogating the justness of her actions and the possibility that her enemies
might be more sympathetic than her militaristic programming brought her to believe.