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@fujomod3r
deny this and be doomed

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HANAMUSA (JESSIExDELIA) MASTER POST
I probably should have started doing this forever ago but I wasnât sure how long I was gonna stick with drawing these comics. But I guess weâre in it now! This will be continually updated~ EVERYTHING UNDER THE CUT
my personal take on leoruggie
(another version cuz i couldn't decide which one to post)
my personal take on leoruggie
(another version cuz i couldn't decide which one to post)

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Sparkling water is what I imagine it's like to have an angel spit in your mouth.
spent a full 10 minutes laughing so hard my face hurt at this random article title
this is how it feels posting on here when your things leave your target audience
Thoughts on Fashion Dreamer
Fashion Dreamer is the latest title from syn Sophia, and sort of spiritual sequel to their previous series Style Savvy (Style Boutique in Europe and ăăăŸăŸăăĄă·ăȘăł / Wagamama Fashion in Japan). The premise of the game is to become a fashion influencer or muse in a virtual world called Eve. This is done by collecting/copying clothing items from other muses (both pre-set NPCs and player created muses encountered via online features) or by unlocking clothing patterns to craft your own items. These items can then be used to create outfits known as Lookits for yourself and other muses. Some muses request specific conditions such as certain colours, styles or items to complement a particular article of clothing. Completing these requests rewards the player with more currencies to unlock and craft more items. Creating lookits and using the rewards to unlock items to create more lookits forms the central loop of the gameplay. Progress, or perhaps more nebulously, your 'success' as an influencer is tracked by how many 'likes' your lookits receive and how many 'followers' you accrue. In reality these are only virtual scores and not related to the online/social features at all.
It's by no means a perfect game, and I want to share my thoughts on what its shortcomings are, but what really prompted me to write this is looking back on the reaction to the announcement trailer. When the game was first announced during a Nintendo Direct, commenters instantly brushed it off as trite and uninteresting, many demanding it be skipped to show off more Mario or just any other game with a more 'masculine' appeal. Similarly, many streamers and youtubers reacting to the Direct mocked or derided the game for seemingly no other reason than it being 'feminine' coded or "for girls" which is extremely disheartening to see. Before the trailer had even shown any gameplay, thousands of commenters had already declared the game worthless. I'm perfectly capable of just dealing with this anti-feminine attitude, but imagine how comments and reactions like these affect the many thousands if not millions of players who are interested in this kind of game? Players with 'feminine' tastes, interests and hobbies deserve to be catered to as much as any other player. It really sometimes feels like some people never mentally matured past 8 years old, recoiling in horror from 'girly' things as an immature assertion of their own masculinity.
I don't expect all players are going enjoy something like Fashion Dreamer. I just like to imagine the world is wide enough for games like it to exist and not be mocked or dismissed outright as though they're intrinsically less worthy than other types of game. Being marketed primarily at people with 'feminine' coded interests isn't inherently a bad thing and it's truly saddening to see how easily people fall into this immature way of thinking.
With that said, Fashion Dreamer isn't perfect!! Far from it. To put it bluntly, the game currently lacks features and activities outside of creating outfits and taking photos. Previous games in the series had narrative arcs for different characters, shopping and restocking, decorating your apartment / boutique as well as activities like going to music concerts. While Fashion Dreamer allows the player to walk around Eve at their leisure, it lacks detail that would make it feel more alive. The differently themed virtual worlds or Cocoons all have the same small set of activities (that is, a photo booth, a makeup stand and gacha machines) and a collection of more or less random NPCs, meaning they end up feeling like different desktop wallpapers rather than different places. The narrative of becoming a fashion influencer is potentially a very interesting topic for exploration, especially given how relevant social media has become in the fashion world. There is also the potential for an exploration of how social media facilitates communication, expression and friendship, whilst at the same time discussing the negative impacts social media can have on people. As it stands, the game feels empty and lacks the charm of its predecessors.
Gone are the unique clothing brands of Style Savvy, with their specialisation in particular styles or items. Every item in Fashion Dreamer either comes from a single generic default brand, or is created by players. Whilst the ability for players to create their own brand is interesting, this too ultimately feels quite shallow. With all items being drawn from the same pool and with limited options for colours (and basically none for customisation such as rolling up sleeves, opening/closing outerwear etc) there's not really much incentive to 'follow' or even collect items from another player's brand. Especially since you can usually unlock the item for yourself with a bit of effort anyway. Creating your own 'brand' in this way is far less rewarding or sasitfying than creating, customising and stocking your boutique store was in the previous games. Some remnants of that feature are present in vestigial form in Fashion Dreamer, namely a custom showroom where players can display furniture, decorations and fashion items, but there's never any reason to visit your own showroom, much less those of other players. You enter the room, spend 15 seconds admiring different colour variants of the same items you have, mutter 'nice' to yourself then leave. It's unfulfilling to say the least.
It's bad enough that the clothing and brands lack personality, but the characters themselves also seem completely dessicated and one-dimensional. Where previous games had characters with distinct personalities and corresponding tastes, the NPC muses in Fashion Dreamer have much less to say and no strong preferences. Their single sentence barks don't give them much flavour and really only serve to remind you of what their 'gimmick' or 'thing' is supposed to be ("I like surfing! Surf's up! Cowabunga! Can't wait to hit the waves man!!"). Their requests for Lookits don't seem unique to their personalities (the surfer dude has asked me twice for formal suits without even trying to lampshade this by explaining why), and so far I've yet to have any muse object to an outfit or item I selected for them. Again, a comparison to Style Savvy highlights what is absent here. In Style Savvy, goth characters would balk at bright colours, characters preoccupied with elegance and sophistication would turn their nose up at distressed denims or graphic printed t-shirts. It's not as though these personalities were particularly deep, but their preferences had to be taken into consideration when recommending or selling items. Requests from muses in Fashion Dreamer on the other hand seem to be essentially random. Building a rapport with customers by talking with them or meeting them out in the town in Style Savvy felt rewarding as it let you learn more about their personality, and so better tailor your fashion recommendations to suit them. The muses of Fashion Dreamer simply repeat the same barks at every level of friendship and have much less to say about themselves or their lives making them and the world they inhabit feel much more shallow.
While Fashion Dreamer does away with having to worry about money limiting your creativity, it instead replaces one currency with 4. Instead of using money from sales to restock your store, the player must now accrue 'likes', 'keys', 'gacha tickets' and 'coins' which are used to craft clothing, unlock new designs or purchase room decorations and single-use photo props (don't ask why the VR flower evaporates after a single VR photo, it just does). The conceit of being in virtual world evaporates quickly and seems to serve mainly to hand-wave away the various abstracted elements of the game world such as the ability to instantly copy outfits and change on the spot. Grinding for these 4 abstract resources feels far less rewarding than seeing the revenue of your Boutique store increase, allowing you to buy flashier styles and splurge on store decorations.
Again I feel the need to stress that this change in focus from running a high-street boutique to being a fashion blogger in the Matrix isn't necessarily bad, but it doesn't do anything interesting with this theme, serving mainly to provide a poor simulacrum of social media 'number go up' dopamine hits. Gaining 'followers' on Fashion Dreamer isn't a reward for effort, it's literally just a numbers game since almost every action in the game rewards you with followers (which is perhaps more realistic than I'm giving it credit for). The actual social features of the game are simplistic but cute, allowing players to 'follow' one another and create or request Lookits for each other based on their multiple-choice answers to 5 simple questions (or totally ignoring that and dressing them like a Splatoon character). However it all feels quite shallow since you never interact directly with other players and so don't get to enjoy show off your unique look.
Finally, while Fashion Dreamer allows you to now create a masculine avatar (an option sorely lacking in the previous games which simply assumed the player to be a girl), the range of fashion options for masculine body types seems a lot smaller than the feminine options. It also doesn't allow masculine muses to wear feminine clothing (shoes, hats and earrings are all considered unisex, but all other clothing items are locked to a single gender) and vice versa. It's a shame to fall down here because the game has clearly made steps to be more inclusive, with a wider variety of options for skin tone, hairstyle and a 2nd gender (Ghee whizz! How come your mom lets you have two genders?). Further, the range of body shapes is still extremely lacking, with a selection of ~10 slim bodies of different heights. Overall, the game shows a real lack of interest in exploring the world of fashion, and nowhere is that more obvious than its lazy emulation of typical body/beauty standards we see everywhere else.
I know I've probably come across really harsh and critical here, but it's only out of a frustration at seeing what a strong basis there is for a game here. The character models and animations are great, and there aren't enough games that provide players like myself with the ability to indulge in playing dress-up for its own sake. Ultimately, I do want to see this game or others like it succeed because I loved Style Savvy and want developers to continue making games that dare to be unapologetically feminine in what they're about and who they're appealing to. I'm just disappointed overall in the lack of polish this particular game has. It honestly feels unfinished which is why I want to hold back from being too harsh.
Do I think this game is worth buying? Not really at the RRP, but if you're interested in some extremely light and somewhat mindless entertainment theorycrafting fits and taking a few cute digital selfies, just be warned that you won't get much else out of it. The soundtrack will start to grate on you as well, so make sure to line up a playlist of your own.
reading that spn forum and seeing opinions from 2005-2007 made it clear to me that the mutually antagonistic relationship between the audience and the show has been there from the very beginning like, we've always complained a LOT and had strong opinions on everything. some of the messages i post seem like they were written yesterday because we've always been like this
LIKE. tv show full of grown ass men feeling threatened and insecure enough to punch down to its fans. who else laughed
Wait am I misreading or is simpatico a real guy? Did they call out a real forum poster in the show? Surely not.
they did!

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Omg Suzy youâre so crazy
i love when people on here well be like âwho DOESNâT want their blood to get sucked ? đ€šâ well i hate to break it to you but the average person does not, in fact, want to have their blood get sucked. statistically there is a large amount of people who do not want this to occur. this is shocking and appalling, i know. the world is full of unsettling things
many people do not find the act erotic or intimate. romantic. beautiful. the ultimate bond. what have you. this is because they are not normal. stay safe out there
Thoughts on NieR RepliCant
The original NIER (NieR Gestalt) was one of those games on the PlayStation 3 that instantly captivated me. Its world, characters and lore embedded themselves in my brain for months. The game features dozens of side-quests providing story-arcs for minor characters, set across various odd, almost dreamlike environments. Captivating music, haunting sounds, ominous references to events and lore from other games (namely Drakengard / Drag-on Dragoon) and multiple endings that require replaying the game several times to see new content that recontextualises events⊠the whole experience was something that felt dense, deep and worthwhile exploring and contemplating.
My thoughts on the remake NieR Replicant ver.1.22474487139 are thus inevitably influenced by my nostalgia. However, it's not only my nostalgia for the game, but the time in my life when I first experienced it. The original and its remake provide two distinct points in my life that I can vividly compare and contrast. Though my life and my understanding of myself has changed a lot since then, I can still clearly recall the thoughts and feelings swirling around in my head back then in 2010. Revisiting the world of NieR is a special experience for me because of how much it feel like seeing old friends, and with them, my old self.
In case it's not obvious, there will be some mild spoilers for NieR below in the form of character discussion. I'm not going to describe the plot too much, but if you want to meet these characters for yourself, I recommend you stop here and go play the game. The original if possible, but Replicant is a worthy remake imo.
The main cast of NieR is a collection of 3 misfit friends. Three flawed, hurt and broken people trying to make things work in a world that seems indifferent at best and hostile at worst. The protagonist and player character is NieR. Either father (NieR Gestalt) or brother (NieR Replicant / Ver 1.22...) to the sickly Yonah, depending on what version of the game you play. He acts as the centre of the group, and its his determination to save Yonah that drives much of the main plot, at least on the ending A route.
Playing the original, Papa Nier seemed too gruff and grown up for me; I couldnât put myself in his shoes, and I lacked the necessary reference points in my own life to understand or really care that deeply about his parental relationship to Yonah, which left his character feeling a little lacking in depth to me. Brother NieR from the original Japanese release of NieR Replicant and the remake seem to me like a much better fit for the story in game. The fact he doesnât speak about his past makes more sense for a younger boy who doesnât remember his parents and only has harsh memories of a struggle to survive. His relationships with KainĂ©, Weiss, Devola and Popola all make more sense to me for a young man whoâs happy to have found friends, family and community in them, rather than the older Papa Nier who lacks the worldliness Iâd expect of somebody his age. The change of personality across the time-skip also fits better for the younger Brother Nier, and is better reflected in how much his appearance changes. The time skip takes Papa Nier from 39 to 44, meaning itâs his clothes more than his appearance that change, but even then the most noticeable wardrobe modification is the addition of an eyepatch. Brother Nier goes from 16 to 21, growing from a short and cherub faced teenager into a tall young man with longer hair, a gaunt and frowning face from 5 years of battle, and a much darker, edgier outfit; abandoning his shorts and flowing mantle in favour of dark leathers and fabrics, accentuated by embroidered details, chains and black fur-lined thigh boots (a serve). Both characters become more sombre after the time skip, but the transition from plucky young boy to brooding young adult feels more stark than Papa Nierâs pivot from affable dad to grumpy pop.
I get the impression that Brother Nier was intended to be canon, and Papa Nier was essentially swapped in for the original release of Gestalt (the only version we saw in Europe), when he probably deserved unique dialogue and cutscenes to differentiate him from the young man of Replicant. Papa Nier is an interesting character, but Brother Nierâs naivety and saccharine lines about friendship and family seem hackneyed coming out of Papa Nier's mouth.
Emil on the other hand is a character I instantly identified with even in the original release. Emil is a shy, lonely and effeminate boy, mired in feelings of shame and guilt over who and what he is. Emil's eyes petrify anybody he looks at, choosing to live blindfolded and isolated for the safety of others. After heâs transformed into a living weapon, his body it altered, and his head turned into a moon-like orb with a sinister and unmoving rictus grin â as if painfully forcing himself to hide his feelings. This concept of hiding/concealing theme also reflected in his clothing, covering his body in a shawl that obscures his new skeletal form. His shame and disgust at his body were things that resonated with me in a simultaneously uncomfortable yet familiar way. At the time I first played Nier, I was really quite unhappy with a lot of things about myself. I was carrying a lot of internalised shame over my sexuality, as well as struggling to know how to cope with my feelings about gender. Emilâs feelings towards his own body was one of the first times in my life Iâd ever felt truly seen by a game, and even a tiny bit understood. It was as if the game had put its hand on my shoulder and whispered âI know. I canât help, but I know.â and that was an extremely powerful experience for me, one that I would struggle to communicate to others when talking glowingly about a game that most others thought was an extremely ropey hack and slash JRPG.
I'm extremely happy that the remake has chosen to include Emi's original dialogue lines at the wedding scene in the 2nd act. When Emil mistakes a remark about marriage as a proposal from Nier, he's quickly told to stop being weird before being left alone to puzzle his way though his unreciprocated feelings alone. This small change makes his sexuality a little more explicit in a way that was cut from the US and European releases. Part of what prompted me to write up my thoughts has been discovering this interview with Yoko Taro for Japanese news site Gadget Tsuushin, where he discusses Emil. Yoko Taro bizarrely suggests that Emil may be transgender.
(translation mine, so open to corrections. Iâve used âheâ for Emil because, whilst Japanese doesnât use pronouns as often as English does, Emil himself uses âbokuâ, a masculine personal pronoun, to refer to himself in game.)
Question Is No 7. (Emil) really gay and in love with Nier? Yoko Whether gay or not, [Emil] loves Nier. Looking at his words and actions, I think heâs transgender or something like that.
Iâm not convinced Yoko Taro has really thought through what heâs saying here, but it does put Emilâs despair at what happens to his body into a more visceral context. This interview somewhat shocked me on first reading, especially given my own gender journey and having considered the possibility of being transgender myself. While I think Emil's envy of Fyra (the bride) at the wedding does fit into that context, personally I think I would hesitate to label Emil as transgender. Feelings of incongruence or dissatisfaction with your body arenât exclusive to transgender people, and it feels especially strange to make this comment when asked about Emilâs feelings for Nier, as though being attracted to another man makes Emil less of a man. Emil's line about being jealously happy for Fyra is left ambiguous as to whether this is because Fyra is a girl, or because she's getting married to a man. Emil could want either, or both.
The final character in this troupe of misfits is KainĂ©. KainĂ© is crass, violent, and an absolute queen. When the player first meets her, she's living in exile (involuntarily, unlike Emil) outside her hometown of the Aerie. At first this is seems like it's because she's possessed by a shade, a ghostly entity that are the main enemies and antagonists for much of the game, however it's actually because KainĂ© is intersex. The gameâs story handles this topic fairly sensitively, making it part of her character and backstory but never foregrounding it in a way that feels overwrought or too pointed. Both her intersex trait, and being possessed by a shade are factors that have led people to fear and distrust her. She lives as an outsider, and it's hard not to see her aggression and coarse language as a coping mechanism to make her abandonment by others seem less painful, as though it were a choice.
I was also born with an intersex condition. No the details aren't important here because mind your own business, but suffice it to say, I believe it's responsible for a great deal of self esteem issues relating to my body that I dealt with growing up. That said, my condition hasnât really been a major part of how I consciously understand myself or relate to the world for most of my life (even though my mother suspects it might be the reason Iâve got gender feelings, lol), but learning more about my own condition has made me feel closer to KainĂ© as I've gotten older.
The main theme of KainĂ©âs story is not what her body is like, but rather the way she was treated because of it: regarded with fear and suspicion by other villagers. The source of that fear and mistrust are her conditions, but theyâre not what define her; what defines KainĂ© is how she survives the world, how she mirrors its hostility back and stubbornly refuses to let it break her. Sadly, KainĂ©âs identity is only ever a source of pathos, as is the case for many intersex characters.
As I said, NieR handles this theme quite maturely overall. Intersex isnât just something KainĂ© is or is allowed to be; she lives in a world where she's othered and discriminated against because of it. Itâs a sad but unflinching parallel to the way interphobic discrimination operates in the real world. The real problems with KainĂ©âs portrayal come from factors surrounding how the developers conceived of her and sadly, how much disrespect she's shown in the remake.
(again translation mine, CW: intersex slurs)
Reporter Why is Kaine a futanari (hermaphrodite) character? Yoko A female employee on the development team said, âInclude a male heroine!â⊠this is where I ended up after playing around [with the idea].
Itâs such a shame that queer and intersex characters end up being just a playground for cis-het creators to âplay aroundâ with their own ideas about sex and gender, rather than crafting characters inspired by the thoughts and feelings of actual queer and intersex people.
In an interview published in Grimoire Nier, Yoko Taro stated that Kaineâs intersex condition was purposefully not dwelt upon. Reading from the fan translation of Grimoire Nier:
Did you intentionally not emphasise the hermaphrodite issue in the game? What were the reasons behind that? Yoko To me, Kaine being a hermaphrodite wasnât really a point of importance. Since people like that do exist in reality, we just donât know about them.
As much as I admire Yoko Taroâs intention here, I just donât think this approach works. Yoko avoids explicit commentary in his games, and while I appreciate that attitude to some extent, I just canât say that it fully absolves any of the team from criticism. Especially given how the game treats KainĂ©.
Letâs just say it plainly â KainĂ©âs clothing is hypersexualised.
The justification given for such a gratuitously sexualised design is that, in response to being bullied for possessing masculine features as a child, adult KainĂ© wanted to emphasise her femininity, owning and being proud of what she feels she is rather than being told by others. Her clothing is her confrontationally flaunting her feminine features, as if daring the world to find a 'monster' like her sexually attractive. Itâs better than Kojimaâs âjustificationâ for Quietâs attire (or lack thereof) in MGSV, but letâs be real, itâs excessive, and will hardly make anybody feel "ashamed of their words and deeds".
In addition, KainĂ©âs character model in-game has a bulge in her crotch. Coupled with her skimpy costume, it feels gross â largely because of the context that this character is being written and created by cishet and endosex people for a mostly cishet male audience. KainĂ©âs pride in her body and her identity just so happens to be expressed through what the audience are coincidentally most likely to find erotic or titillating. KainĂ© isnât a real person, sheâs a product of a design team, and every aspect of her has on some level been crafted by or for the male gaze, which means her hypersexual presentation feels like audience pandering rather than authentic self expression of a strong character. Thatâs why when I first played the original game, part of me felt guilty for admiring her as much as I did â it seemed like it wasnât possible to see the woman underneath, only an objectified and exotic novelty.
I want to love her design because I feel the energy of wanting to take pride in your body, even flaunt it, despite the world telling you itâs something wrong, disgusting or broken, but the context stops any of this from feeling triumphant or liberating, and ends up just feeling leering and exploitative.
And on top of that, the remaster of NieR Replicant introduces a new trophy for looking up KainĂ©âs skirt 10 times.
*sigh*
They already did this in NieR Automata with 2B. It was juvenile and objectifying then, and itâs no different here.
These problematic aspects of KainĂ©âs design and the process that produced her as a character wouldnât be so much of a problem if not for the the fact that sheâs carrying a lot of weight: KainĂ© is a full 25% of intersex representation in games according to LGBTQ game archive. The other 3 are all from Elder Scrolls and are all demons. (Yeah, come at me Elder Strolls nerds, I called the daedra demons). KainĂ© herself can also be seen as âdemonicâ owing to her shade possession.
Stories that use queerness or intersex traits as sources of pathos for characters, or assign intersex characteristics to demons/monsters donât have to bad or harmful in and of themselves (many queer people find identifying with monsters to be cathartic, taking pride in the ways we are othered), but itâs a shame when those are the only stories that get told. The answer to this problem isnât necessarily better representation, itâs more representation.
If there are more characters representing diverse or minoritised communities, then it doesnât matter if individual portrayals end up awkward or problematic, because they wonât be shouldering the burden of representing an entire community. When there are only a few characters representing a whole demographic in media, then thereâs a greater risk that those portrayals end up forming the entirety of an audience memberâs presumptions and expectations of those types of people/characters.
Yoko Taro has put a lot of problematic stuff in his games⊠hell, thereâs a lot more to cover in NieR alone⊠but Iâve been thinking a lot about Kaine as I play the remaster and feeling very conflicted about her. I want to love her. I admire the way she refused to be shamed into a corner, but instead meets the world punch for punch, mirroring its hostility back towards it. Sheâs a model of anger, strength and determination to survive that feels powerful and raw, and I think the fundamentals of her visual design are pretty good aside from being overly gratuitous.
I do have love for Yoko Taroâs storytelling and characters, and appreciate his attitude to inclusion, but the way both the game and its creators treat KainĂ© feels exploitative and grotesque (on that note, I strongly recommend avoiding any of the NieR short stories featuring KainĂ©).
One thing that I admire about the remaster is Ending E. I wonât spoil it for anybody, and can understand those who prefer the original Ending D, but in spite of myself after 12 years of gaining a deeper appreciation of myself, Ending E feels like less dour yet still bittersweet conclusion for these characters, the kind that in my most candid moments, I can admit to wanting for myself. One last embrace with friends before the world ends.
Travelling into Trover
The Magic Circle is a concept articulated by Johan Huizinga in the naive and racist Homo Ludens, and later codified by Salen and Zimmerman in the even more naive and utterly wrongheaded Rules of Play: Game Design Fundamentals, which posits that the rules of a game create what is effectively a separate reality that exists within our own, one wherein the concerns and realities of our lives do not intrude, where the work envelops us in its entirety.
Like a lot of game theory that I've read, the Magic Circle is more of a wishful thought than something that is actually observable and true to the reality of the experience. Play does not exist as separate from reality, it is a product of it, just as we are. Game designers can't make a game wholly separate from the person they are, and the person they are cannot be separated from the circumstances that made them, and neither can players. You aren't entering another world when you read The Grasshopper Lies Heavy, you're just using an object to try to shut the world out. To put it simply, we've all got baggage, and we're carrying that shit everywhere with us, whether we want to admit it or not.
Which hasn't stopped us chasing the idea of the Magic Circle. The dream of a game we play becoming a world we inhabit has forever been intoxicating, from when tabletop wargame Chainmail transformed into role-playing game Dungeons & Dragons, to the modern rhetoric of The Metaverse, there's an argument to be made that all of this speaks for us attempting to wish the Magic Circle into existence: to create a space we can truly escape into, where the failings of the physical no longer apply. And no vision is more intoxicating than VR.
The eternal non-starter, the future that is always coming but always failing to arrive, VR, in our modern conception of it, is something I have almost entirely experienced vicariously. I am poor, I have always been poor, and I have never been in a position where I am capable of dropping the absurd amounts of money these things routinely ask for in exchange for what is - still! - largely a method to play Beam Saber, VR Chat, and Half-Life Alyx. Like the Metaverse that attaches itself to VR for a shred of credibility, VR continues to insist that it is The Future from atop a house built on sand, sinking down below more and more with each year that passes where Half-Life: Alyx is still the only game that truly gets people talking about VR.
But perhaps this is unfair. I don't own one, after all: this is all the speculation of an outsider. So, let's pick another VR game, more of a median example of this sub-medium. Consider this mu report from observations of an expedition, undertaken by a braver explorer than I, into the Magic Circle as conceived by Justin Roiland: Trover Saves the Universe.
I'll give TStU this much: I actually like the idea of the central gameplay loop. It's a fairly rare example of "second-person" gameplay, wherein you control a character controlling Trover, and teleport to various points in the levels, from which you can observe Trover as he does the sub-Lego Game third person platforming action that this game is made up of. It felt, weirdly, like a more player-authored version of the fixed camera angles of Resident Evil et al, a language of cinematography that we unfortunately lost when it become expected that the player would take full control of the camera. I'd like to see another game explore this concept more, and more purposefully.
That's the end of my praise. You hardly need me to tell you this, but yes, Trover Saves the Universe is fucking terrible, in the same way Rick and Morty is, in the same way every Justin Roiland production is (though, subtracting Dan Harmon from the equation does remove the part of Rick and Morty that I find worst of all, that being its cloying and manipulative sentimental streak that never reads as sincere). It is a 4-hour session of the worst improv comedy class imaginable, tolerable only to baked teenage boys and those who share their disposition, made worse by adopting the exact same tenor, writing, and observations that every hack comedian who thinks they have a Wry Eye on Video Game Cliches deploys. All this game has as a selling point is Justin, and all Justin has is sub-Cake Is A Lie 2009 webcomic jokes processed through a work determined to explain every single joke at length, whilst engaging in gross-out humor that always finds a way to make fat women the butt of the joke, with increasing viciousness that is genuinely sickening.
Every moment of Trover Saves the Universe was excruciating. Sometimes it was excruciatingly annoying, sometimes it was excruciatingly dull, and sometimes was excruciatingly offensive, but it was always excruciating. If I was playing it, I would have turned it off and refunded it within minutes. If I was watching it, I would have found something else to watch within seconds.
But I didn't. I watched this for nearly 4 hours. I saw the whole thing, beginning to end. I sat there for every moment of the playthrough because I was with friends, and they were making me smile and laugh, because for whatever stupid absurd faux camaraderie it was, I wanted to be there for my friend until they ran over the finish line and could free themselves from this self-inflicted torment. Is that dumb? It sure sounds dumb, to read it written out like that. But it's true. And I'd do it again! But only if, like this time, I am allowed to break the Magic Circle, and bring with me myself, and everyone I carry with me, in my head and in my heart.
The Magic Circle does not posit the non-existence of the people I care about within it, but it does argue that they are ultimately supplicant to the rules the circle creates, that the game provides a wholly separate context for them to exist in. But if that was true, they wouldn't have made me laugh the way they did. They wouldn't have made me smile and roll my eyes and groan the way I did. Because they - and that - are the product of this world, not Trover's world.
Proponents of the Magic Circle will push back against the interpretation I've made of it, here, but I do think this kind of preclusive argument is where the fantasy The Magic Circle leads you: if the world is truly entirely separate, maintained until it is fractured by the breaking of it's rules, then the participants must also agree to cease the continuity of their lives, to suspend them, for the sake of the game. And I wouldn't want to do that, even if that were possible. None of Trover's jokes were funny, but I laughed anyway because my friends brought their worlds into this one.
VR is not the future that exists in the present, it's not the gateway to tomorrow. It's just a way to experience play, to engage with rules and visuals entwined together, like the unique gameplay loop of this game (which works perfectly well without VR but it is undoubtedly informed by VR). No matter what way we interface with them, nothing we can do will make Games into something that will let us escape reality. They are not other worlds, they are not places to become wholly different people separate from ourselves, they are not the means by which we can seal ourselves off from the stings of reality, as much as we might wish them to be. And that's for the best. Because if Trover Saves the Universe was a Magic Circle where I left everything behind at its door before entering, I would not be able to survive it. I did so because I brought people into it with me, people who I care immensely about, people that TStU, in however a slight and silly manner it may have been, let me see in new lights and appreciate in new ways. It wasn't a doorway to another dimension. It was a funhouse mirror. And when I laugh at a funhouse mirror, I'm not laughing at the material of the mirror itself. I'm laughing at the reflection of me and my friends in it, provided by the mirror's context.
Trover's Universe may not have all the pains the world inflicts on us in it, but it does not have anything inside it that I love. My universe does. And because of that, I'll never, ever let it go.
do I think there's something voyeuristic about the way fujoshis relate to gay romance? yes.
do I think it would be absolutely hot as fuck to get railed by my boyfriend while a fujo watches and takes notes? also yes.

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I'm sorry everybody but I had to make this edit to get it out of my head
why does my brain put these very silly ideas in my head?
me solving literally any shrine in Tears of the Kingdom