Catsuits and Bodysuits in Popular Media - Video and Computer Games

Video and Computer Games

Notable uses of catsuits or similar full-body garments include:

  • Dead or Alive—British assassin Christie wears a black and white catsuit as her primary outfit in DOA 3, and as her second costume option in DOA 4.
  • Death By Degrees—assassin and action heroine Nina Williams wears a purple leather catsuit and a black and white leather catsuit during gameplay.
  • Soul Calibur series—female ninja Taki wears a red catsuit with body armor.
  • Super Smash Bros. Brawl—Zero Suit Samus wears a blue catsuit.
  • Tekken series—assassin and martial artist Nina Williams has worn a variety of catsuits throughout the series, including a green, brown and black military camouflage catsuit, purple military camouflage catsuits, and a shocking pink catsuit.
  • Tomb Raider series—adventurer and action heroine Lara Croft has appeared in several catsuits, including a black leather catsuit and thermal spandex catsuits.
  • Mass Effect 2 — Cerebus agent and possible romance option Miranda Lawson wears a white leather catsuit throughout most of the game and, after her loyalty mission, has a second black catsuit outfit option.
  • Bayonetta: The titular protagonist Bayonetta wears a catsuit that is composed of her own hair as a medium. The suit is occasionally removed when she is summoning demons to kill powerful angels.

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Famous quotes containing the words video, computer and/or games:

    These people figured video was the Lord’s preferred means of communicating, the screen itself a kind of perpetually burning bush. “He’s in the de-tails,” Sublett had said once. “You gotta watch for Him close.”
    William Gibson (b. 1948)

    What, then, is the basic difference between today’s computer and an intelligent being? It is that the computer can be made to see but not to perceive. What matters here is not that the computer is without consciousness but that thus far it is incapable of the spontaneous grasp of pattern—a capacity essential to perception and intelligence.
    Rudolf Arnheim (b. 1904)

    In 1600 the specialization of games and pastimes did not extend beyond infancy; after the age of three or four it decreased and disappeared. From then on the child played the same games as the adult, either with other children or with adults. . . . Conversely, adults used to play games which today only children play.
    Philippe Ariés (20th century)