Ah, the onward march of technology. Though the fiddly arguments over what "next gen" really means are unceasing, the general trend is that games get bigger, slicker, richer and more lifelike with every passing year.
Soulcalibur's Ivy may be the poster child for this annual augmentation - literally. It seems with each passing year, her endowment multiplies, ushering in each passing technological evolution with more ludicrous, top-heavy jiggle than the era before.
But it'd be unfair to pick on Miss Valentine. After all, unrealistic body types in games are nothing new, a conversation-starter as old as Lara Croft. The fact that "sex sells" and the proliferation of exploitive body types is a cultural pandemic, not simply a video game issue, is the easy way to explain it, but the "easy" way is seldom very enlightening, nor does it help us learn about why we play.
What does it all mean, in an interactive medium where realism, immersion and engagement are the primary goals? Are we seeking idealistic images as avatars for ourselves, to complete the fantasy of power that gaming can provide?
Is this a case where the gaming audience has been misjudged through the ages by marketing teams who assume each and every one of us is a vapidly salivating 15-17 year-old male - until their assumptions have unconsciously shaped our taste?