Kept you
waiting, huh?
Yeah, the
beginning of my April was pretty rough, not to go into too much
detail now, but suffice to say that one of the results of my stress
was having zero inspiration to write a new episode of Critical
Switch, Which Is Supported By
Listeners Like You At Patreon.com/CriticalSwitch!
In
any case, that phase has passed. Two weeks from now I'm going to be
talking about the Souls games (yeah, that'll be fun) and this week
I'm talking about Lulu Blue's new game, Bunny Bunny
Smackdown.
Full
disclosure of course, Lulu is a good friend of mine, I live like a
mile up the road from her . . . but none of that actually matters to
you.
Anyway,
Bunny Bunny Smackdown
is a game about bunnies having group sex. You have a Pounce button, a
Kiss button, and a Smack button.
The
game has a fun multiplayer mode where each of those mechanics shine
brightly somewhat in abstract, but I think the single-player modes
express the ideas a lot clearer.
You
start off and everyone's more or less cool with everything, but as
you progress through, you need to keep check of which bunnies have
what rules. Some bunnies don't like to be pounced, others don't like
to be paddled. So while you're jumping around and keeping track of
this high paced action, it also keeps you in check by making you
consider what people enjoy and what peoples boundaries are. This, of
course, already makes it a far more mature systemization of sex than
most that exist in videogames.
But
something that makes it equally genius is that these mechanics are
all borrowed wholesale from our existing understanding of action
mechanics. The “Smack” button lets you swat the bunnies with a
paddle that looks . . . familiar, in the context of a 2D action game,
the “Kisses” are projectiles that just look different from most
game projectiles.
What
this means is that Blue understands how to use aesthetics and
narrative context, even in a minimal sense, to recontextualize sets
of interactions and make them mean different thing. Interpreting this
as such falls to us as an audience of course.
Some
have already said that they're disappointed to see that the game is
“just swordfighting” because of the admittedly familiar look of
the Smacking implement, but we can only call it “just
swordfighting” if we acknowledge that textually what we see on
screen is not a sword fight, but simply borrows hitboxes and frame
data from games that actually have swords according to their own
contexts.
That
actually goes beyond ludocentrism into something even more insidious
(and sadly typical) : it is not just that the narrative context of a
game object becomes irrelevant, it's that people will tend to revert
to the original contexts of these sorts of in-game objects and
in-game verbiage. There are people who seemingly refuse to actually
let the narrative context of certain hitboxes and lines of code be
changed, and I think that's ultimately because they don't want them
to.
Alternatively,
it means they think new narrative contexts always demands new
mechanics, which is obviously horseshit. If Square in the late-90's
proved anything, it's that even the most minor alterations to the
ludic structure of the Japanese Role-Playing Game provides fertile
ground for games about anti-capitalism, spirituality, quiet moments
of being in your bedroom alone, and even gorey monster schlock
horror.
Now,
granted, there's something else to think about: perhaps for a game
about sex the interactions could feel more like sex? Well, for one,
it's about bunnies, so it's not exactly a 1/1 relationship from human
sex to this (not even for furries), but also I'd argue that what we
might call the “abstraction” does more important things here. For
one, it creates distance between our minds and something that tends
to make our minds work . . . let's say “differently.” In this
case, abstracting the sex away from a narrative context that would
put the audience “in the mood” allows them to be more reflective
on the thing the game values most, that being respect for partners
boundaries during sex, and the idea that what you do is in service to
the mutual pleasure of the both of you.
This
is a small game, so I guess I should've foreseen this being a short
episode.
I
guess if I had to be critical, and I really feel like I'm nitpicking
here, I think if the idea were developed more I'd like to see the
ideas about consent, boundaries, kinks and such, being put back into
the multiplayer. Those elements really shine in single-player, but
multiplayer is as of now mostly a freeform romp which, though
extremely fun, would probably benefit from both the mechanical
and thematic depth we see in the single-player.
Other
than extremely trite gripes like that, I still feel like Bunny
Bunny Smackdown is an
exceptionally coherent, clever, and insightful game, especially given
the speed with which it was developed. Blue is a very talented game
developer, and given this I'm especially excited to see what she does
with her upcoming 3D revamp of Fantastic
Witch Collective, which
was itself already excellent.
In
this episode we've heard, twice, a song that has no title that plays
in the background of most of Bunny
Bunny Smackdown composed
by the also-very-talented Christa Depken.
Bunny
Bunny Smackdown can be
purcahsed at the Alpha Six website at a6productions.itch.io, and I'm
told that Blue's older games are likely to appear there soon as well.
The links will be posted in the description.
Critical Switch is supported by patient listeners like you at Patreon.com/CriticalSwitch, and any amount that you donate really helps. We're at a point with donations right now where I can afford to feed myself with what we're doing here, maybe I can eventually pay utilities this way!
Critical Switch is supported by patient listeners like you at Patreon.com/CriticalSwitch, and any amount that you donate really helps. We're at a point with donations right now where I can afford to feed myself with what we're doing here, maybe I can eventually pay utilities this way!
In
any case, Zolani Stewart will be with you next weekend.
From Seattle, Washington, I'm Austin C. Howe.
From Seattle, Washington, I'm Austin C. Howe.
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