against my better judgement (and without supporting za/um in any way) i decided to pick up their newly released piece of work. i wanted to see with my own eyes, as a child holding their hand above a lit candle, if it's really that bad. in short - yes, it was.
let's talk about something else, shall we? there's something else at the core of this story that was bothering me from the start, feeling like a regular stream of sewage - courtesy of za/um's writers and designers. it's misogyny. yes, the misogyny, the kind that would leave your weird uncles and their friends blushing. i'll break it down into bullet points, because it's not just a matter of a weak joke or two.
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rape culture isn't dead
i hate to be that kind of person who brings up this often worn-out argument, but there are some scenes that just scream for someone to ask: what if the roles were reversed? think for a second about a game where a male protagonist wakes up, finds his possible coworker - a woman in her 40s - and while trying to resuscitate her, one of the options to pick is to literally rub her crotch. later in the game you meet a wacky doctor who advises you to essentially give him some viagra - and if it doesn't wake him up, then you can at least enjoy such things as *riding him*. how would the audience react to such suggestions and jokes if there was an unconscious woman lying on that chair?
are words just words?
the amount of bitches, whores, cunts, sluts and other pleasantries that flow from cascade's mouth made me feel like i was listening to a bunch of drunken frat bros, not a woman in her mid 30s, who's been pointing out the misogynistic remarks of an old man just a minute ago. i know that this topic might be controversial, but i consider these words to be nothing more than gendered slurs. disco elysium essentially makes fun of harry, if he hurls these words at anyone, usually in acts of drunken rage or frustration. they are not treated as a comma, as something you just have to say in an argument with another woman.
if it doesn't seem like a big deal to you, then how would you feel about a game where racial slurs are thrown right and left, written by a bloke who's white as snow and never left his WASP-y neighbourhood? it's just a pathetic, sometimes offensive attempt at... what exactly? being edgy? giving the protagonist some flaws? if so, then at least make her consistent with her views, without performing flashy, showoff-y feminism when men are displaying this kind of behaviour towards her. even better, don't make her a misogynist at all, if you attempt to reach younger, politically conscious audience, interested in a lesbian detective story.
retro-vintage-fetishism
what would be a game with a female protagonist if you wouldn't be able to dress her up a bit? chest harnesses, hot pink miniskirts, see through tops and other equally comfortable and suitable for spywork articles of clothing are waiting for you! oh, maybe you'd like to engage in some dirty talk through a sex-phone line? well, if that's not your thing, maybe you'll enjoy some dommy-mommy bullshit tropes with other characters, sexualising them at every moment?
the mind palace
finally, let's talk about thoughts. cascade daydreams about her former colleague's breast size and underwear, recalling a memory when she was only 16. she sexualises anything and everything, because in an embarrassing attempt at writing a lesbian character, the best thing they could do was a female version of this one sleazy uncle, the one that you avoided at any cost at family celebrations.
sure, whine about the lack of tits while browsing a softcore adult magazine, perform sexual gestures in front of minors to humiliate them, while accusing them of lesbianism. go off, girl, in the world filled with aforementioned bitches and cunts, you can at least objectify them a little! #girlboss
i wanted to finish it with at least a small paragraph about what i was able to enjoy there so far, but after typing all of it i'm just tired. but i should like this thing, right? there's a strong lesbian spy, finally a representation of androgynous women who love other women! yeah, sure, it could be great, but instead i was served a cold dish of quasi-pornographic fantasies, laying there with multiple side courses of vapid, pseudo profound bullshit, racism and this weird aestheticised, naΓ―ve and ignorant to the core, hint of communist-era eastern europe.
it's honestly astonishing that a team of grown ass adults with their time and funds could publish this thing and be even remotely proud of it. it's a draft-level story, that should be left in the dark, waiting for its authors and editors to finally read something that wasn't written by a straight, white man from the global west.
zero parades would be forgivable for a freshman's first attempt at writing and worldbuilding, but for za/um it's just offensively cheap, lazy and pathetic.
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Having a "stop the bullshit" button in a game is nice in general. But in Date to Die For it's also nice if you're the kind of person who doesn't want to put up with Rhok'zan's horny advances you have the option to put a stop to it right there with the spritz bottle. It shows a deeper level of care and tact than I'm used to, a way the developers respect the asexuality and boundaries of the player just as much as the pov character (while still being very funny).
Thinking again about the "good is not always nice" trope when it comes to Balan's personality, especially in the novelization. He's not exactly a typical comfort character, in that he very decidedly pushes the characters OUT of their comfort zones in order to necessitate their healing process. And he's quite dramatic and occasionally snarky about it, lol. But ultimately his ends are towards the inhabitants healing from their trauma, regaining their balance, and returning to their lives to bring about meaningful change--all good things that lead us towards necessary inner growth and true happiness.
Conversely, the novelization's take on Lance might be understood as a manifestation of "evil is not always mean," which can be a very dangerous thing in practice. He offers a sense of security, avoidance of the things that frighten or disturb you, a never-ending safe space where you're simply free to wile away your time and never think about anything awful ever. (It might even be a form of "toxic positivity," if you think about it.) But none of these things are conducive towards healing--and ultimately are traps that prevent us from growing, learning, facing our fears, and attaining true healing and happiness. Complacency, false security, maladaptive coping--all bad things that keep us from moving forward.
We might also take it to mean that Balan, a character that largely represents positivity, has that touch of negative to him, which manifests in his dramatics, sarcasm, and occasional impatience. Whereas Lance, who largely represents negativity, has a niceness gentleness about him. It's another illustration of the contrast between them, zeroing and/or balancing each other out. Although that meanness is ultimately towards good anyway, and the niceness ultimately towards ruin, but the point still stands!
(cue also my persistent theory about Lance as a "fallen angel" archetype that offers empty promises and ensnares human souls in darkness--considering he held the role of Maestro previously but "fell" from his position through personal fault, it might not be so far-fetched, but that's a story for another time!)
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Ok so for a while I had no fucking idea what this gallery was suppose to mean, or why it even exists. But a couple of days ago, I decided to actually try and analyze it again, which lead to my brain blast and now I think I know what this gallery is all about.
So firstly, a very huge clue is given by one of the NPCs that resides here. When interacting with them, they say this:
This sounds really weird and cryptic, so let's break it down.
"This is your worst part. In that deep part behind your pituitary gland" okay, what the hell would that part be. Well, first what even is a pituitary gland? According to Cleveland Clinic, "Your pituitary gland is a small, pea-sized endocrine gland located at the base of your brain below your hypothalamus." And judging by the words "deep part behind", whatever they're describing is the farthest thing behind from where the pituitary gland is.
( https://askabiologist.asu.edu/parts-of-the-brain )
The farthest thing behind the pituitary gland is the cerebral cortex. It plays a key role in many functions, most notably memory and emotions. The Symbol Person describes this as "the part you try to hide."
So basically, the Symbol Person is talking about the memories, and the emotions associated with those memories, that Vena holds. And judging by what the Symbol Person says, "...that part that crushes your chest in and seizes your lungs" those memories were not very pleasant.
Essentially, the Symbol Person is saying the art gallery is a commodification of Vena's deepest trauma made for the viewing of the general public.
So, what exactly does this trauma look like? You need to look at the art pieces in the gallery to figure this out. I'm going to analyze each of them the best I can here.
I'm going to start with the largest center piece in the gallery here, as it's the biggest clue as to what that trauma could've been. So right off the bat, judging by its size, the central placement in the gallery, and four other statues sharing the same theme, it's the most crucial piece in the gallery so we need to listen to the story being told by it. Notice how the torso is specifically female, and that there is also a large spike impaled straight through where the heart would be? That sharp object looks really, really fucking familiar...
The form of Mercury's nail doesn't always look the same sometimes but generally the silhouette matches up with the sharp object impaled through the female torso. The story being told here is that Mercury betrayed Vena.
As far as I know, the harm that was done to Vena being depicted here could be metaphorical or literal. I just haven't encountered enough evidence to support one or the other. On one hand, you could look at it like this,
Mercury betrayed Vena by stabbing her in the heart with a nail
OR
The impaling of the heart is a metaphor for somebody breaking Vena's heart, and the nail is representative of who specifically broke her heart, which would be Mercury.
but in general, what can be taken away from this is that Vena was betrayed by Mercury. If someone has more evidence that can more strongly support one of the claims I'd be glad to hear about it in the comments :33
So now that we know what that trauma must've been, we can move on to another aspect of the gallery, the paintings. I think that these paintings actually do mean something, and I'll get into that right now.
So these are very abstract pieces, so rather than trying to find a specific meaning out of them its better to try and understand what emotions these pieces are trying to evoke.
The harsh contrast of bright warm colors with black, and the chaotic brush strokes create a sense of unease and fear, especially with the second piece which seems to depict a vague, screaming face.
This other abstract art piece also similarly follows the same color palette of the first two, but its kind of unique. There's a whole lot of negative space in this one, with just one, lone white figure in the middle. It creates a sense of loneliness, and I think the touch of dark blue at the very right kind of adds to that.
So with all of this in mind, when you look at the bigger picture, these paintings are very likely suppose to represent the emotions tied to Vena's trauma. They're sort of meant to let you step into the state of mind she was in when everything went down. She must've felt deeply afraid, and sorrowfully alone.
Theres also these two other pieces, which seem to depict embryos
I'm honsetly not super sure on these, but my best guess is that the embryo imagery is suppose to be symbolic of a childhood past? As in, the trauma that happened to Vena is from long, long ago, most likely when she was a goddess before being rebirthed again as a human in the main events of Psychopomp.
So in summary, what I've got out of analyzing the art gallery in the symbols level is that its meant to be a representation of Vena's deepest trauma. She was betrayed by Mercury when they were gods, it was a terrifying experience for her, and she felt like she was abandoned by him. Its something she would rather not remember ever again.
Thats my analysis!!! :D I hope it makes sense, sometimes when it comes to stuff like this i feel like this image
I hope that in the 2nd game we can get more information that might better help with what must've happened to Vena :3 I have a feeling this may be tied to whatever cycle the Caldamen Four are putting Vena and Mercury through but I don't know for sure.
Mercury when I get you? Mercury when i get you mercury when i
Anyway, since we've been on the topic of Balan Wonderworld's gameplay today, I started thinking about this again.
A major sticking point with a lot of people is BWW's ultra-simplistic (to a fault) gameplay style, whereby all face buttons and trigger buttons perform the exact same function. And yes, BWW really takes its one-button approach seriously, to the annoyance and perplexity of many a gamer and critic. But there are a few important things to understand about the overall gameplay loop, as well as the control configuration (and why current button mapping on modern controllers makes it look ridiculous):
Balan Wonderworld relies heavily on one-button action, but it is, in effect, a three-button gameplay experience, because your shoulder buttons are going to do some VERY heavy lifting. Those are the "change costume" buttons, and BWW requires you, the player, to switch between costumes on a near-constant basis as you progress through the levels. It's part of the reason I never liked the Atari joystick meme that went around at the time of BWW's initial release, since it didn't make much sense--how the hell are you supposed to change costumes with that, never mind...
I've long argued that Balan Wonderworld is Dreamcast-era-coded, and have speculated that Naka and Ohshima picked up exactly where they left off in 1999--either because their sensibilities were informed by that era of gaming in a particular manner, or they deliberately wanted to create a game that captured the look and feel of platformers of that era, for the love of nostalgia. As such, the button mapping feels more consistent with the input layout of a controller from that era, and not from the current era. When I remapped things for a hypothetical Dreamcast-era release of BWW, I discovered that BWW's three-button structure works quite well on the Dreamcast controller. Every button has a different function (plus a B button cancel feature, because let's face it, it's a staple), and suddenly the control scheme doesn't seem so weirdly repetitive. You can check out my remapping work in the image above, it's actually not bad!
Balan Wonderworld is, at its core, a puzzle/strategy game more than a high speed, high stakes action platformer. In a game that prides itself on evoking a sense of "mystery," every gameplay moment is treated like a riddle or a puzzle to be solved, and an exercise in strategizing--what costume do I need now, how will I overcome this obstacle, how will I obtain these items, what is the environment indicating to me, etc. And in the interest of the game's core theme of "balance," every costume comes with a strength and a weakness, a negative and a positive, and it's only by successfully utilizing the strengths of every costume you encounter that you unlock the full potential of the gameplay experience.
As to why there's no dedicated jump button for every single costume--yes, that sounds profoundly and decidedly odd for a platformer, but I don't think it was necessarily worth the outrage that it generated. Sometimes you won't be able to jump, and that's okay. You're never far from a jump-capable costume, not every gameplay instance requires you TO jump, and it's actually really hard to get stuck. I've tried to deliberately softlock myself dozens of times to no avail. Not to say it's not possible, but if you play skillfully and remember to stock up on doubles for your wardrobe, you're likely going to be able to maneuver effectively without getting stuck somewhere.
And that ties back to the theme of "balance" as well, not to mention "teamwork"--every costume has its own special ability and something unique and clever to offer the gameplay experience, and it's by using each ability to the best of its ability, working together, that the player is able to achieve great things. I guess you could say it's the real superpower of teamwork back in action again XD