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One of the most interesting aspect of the game for me is how the player's presence is acknowledged and/or referenced by characters.
Inquisitive, curious nature of the player is pointed out as something strange from Kris. That's a fun way to separate us from them at the very start, without being off-putting. Yet.
The game gives us dialogue options, but many times they don't come off as intended. Some options come more naturally than others for Kris. Sometimes even come off as dishonest if they directly contradict how Kris feels, what they actually think. That gives us a window into Kris' personality in a smart way, without other character describing Kris "to Kris".
I think about often how Noelle acts towards Kris and us. It's reasonable to think that Noelle became distant with Kris after Dess's disappearance. But it can also be read as Noelle noticing Kris' different demeanor since we reside within them. It must be strange from her perspective. A childhood friend who has changed out of nowhere one day, and no one else seems to care. I also theorize that pranks that Noelle describes Kris doing are their attempts to hide us from Noelle. But that's just a theory.
It's the most interesting when you are not attentive and get things wrong about Kris. NPCs will point out that "you" should know that, or wonder if something is up with Kris. During the quizzes in Chapter 3, Kris goes out of their way to help us get the right answers. (Coughing to signify the right answer.) This shows that they are interested to keep the act up, no matter how incompetent we may be. It makes me think that if there will be a point in any route where our act will fall on its face so bad, it may put us or Kris in trouble.
Although, the way some characters answer questions that Kris most likely knows or should know makes me think that some NPCs in Hometown are aware of our presence and talk to us more rather than Kris. I mostly think of Rudy here. We can ask him a lot of questions that Kris should be familiar with, I think so at least. And of course there's Carol with the blatant acknowledgement of us, which signifies a great shift in our role in the narrative. My other suspect is Asgore, but that's just a guess on my part.
The nature of our control over Kris is interesting too. We can move around and interact with game with ease. But as we can see in Ch3-4, Kris can twist our demands to fit their own goals, hide stuff from us. I think that's why them referred to as "The Cage" is very telling. We are kept away within them for a purpose, we are not in control really.
(This goes for the Pacifist Route mostly. Weird Route shows sign of more overt control from us. I think that works because the player is really twisting the bounds of the game itself, becoming actively malicious. But outside of that it shows that nature of our dynamic with Kris is really up to us. I love that the game doesn't take away our agency and responsibility from that.)
Susie's role in this very intriguing as well. She is introduced first as a NPC, who is taking choice away from us. We may dislike her for it. But looking back, that may be one reason Kris took a liking to Susie in the first place. She is taking the control away from us, the player. Not Kris. Without even realizing, she is alleviating Kris from our oppressive presence. But also the fact the Kris only got closer to Susie after we got into the picture, gives them anxiety. Is their relationship truly honest? We know that Susie took liking to Kris, not us. I really can't wait to see how the game will handle their relationship straining once the truth is out. At the moment, I can see Susie as the character who still trusts Kris after all that. But I can also see how it can break her, and make her revert back to her old self.
Also side note, its amazing how Susie is the least aware of us, and her place in the narrative. But she has the most control and freedom over the narrative, and thus us too. That's awesome.
Speaking of Ralsei's relationship to us and Kris is worth mentioning as well. Ralsei is well aware of us. To the point that he was mostly talking to us and only us through Kris for most of Chapter 1-2. Exceptions are the few times we cut away to Susie. But I think even in those cases, Ralsei mostly talks about Kris' purpose in the prophecy, in the game. Not really acknowledged as their own person. I don't think this malicious on Ralsei's part of course. An alien, godlike entity that could forsake all, residing in a teenager may take precedent. He wanted to make sure we take the pacifist route, hence the overly moral speech about sparing everyone. I think for this reason, Kris didn't really like Ralsei that much at first. But as Ralsei got forced to see others and himself as their own person. He opened up to Susie and Kris about his fears. Thus gaining Kris' compassion maybe even trust.
All in all, I love how an element that would alienate the player form the game is executed so well, that it further immerses the player in the world of the game, by making us part of the narrative. (Well those who are willing to listen. The irony of how some players refer to and think about Kris is not lost on me.)
You find yourself rooting for Kris, wanting to find out more what's going on. What did they promise? What's your role in this? Will they be okay if it's all done? How much control do you have over story?
Can you save everyone? Is that even up to you?
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If you read all this mindless ramble, thank you! If I got some stuff wrong or have something to add feel free to add it in a reblog or comment!
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UPD: I know I don't write here often, but posts of others fans about show's ending and what Smiling Friends means to them are really touched me. I just recently got into this series, and the news of its cancellation was unexpected! :( Despite sadness, I respect creators decision and wish them a lot of inspiration and success on theirs next projects.
And I still hope that maybe someday Cusack and Hadel will return to Smiling Friends...🙏
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