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littleclownopinions · 3 months
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MEET THE BLOGGER:
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Hiya, I'm Meggie! I'm a blogger from Scotland with a passion for essay writing. This blog is my place to analyse different media, from games to movies and possibly the occasional TV show.
I'll be sharing thoughts, opinions and theories on a wide variety of media. Some positive, some negative. I may also occasionally share some of my own art too, if/when I feel up to it.
Awesome to meet you all and I hope you enjoy reading my rambles! P.s. Here's cat tax of my little assistant, Nightmare. 🖤🐈‍⬛
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littleclownopinions · 4 months
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We need to talk about Hollywood's current biggest flaw.
CONTENT WARNING: major spoilers for Cyberpunk: Edgerunners
So, I don't know about you guys, but I've certainly noticed that there's a major problem that's been cropping up in more of the media being released nowadays and it's getting harder to ignore. What is that issue? Well, it's quite simple, stories are no longer being told in appropriate lengths of time for the character development and world building required of them to succeed. Ironically, I want to use an incredibly popular show to help explain my point, but I'm choosing it specifically because of the incredible amount of lost potential I personally noticed whilst I was watching. So, let me dive into it.
As evidenced by the spoiler warning, I want to look at Cyberpunk: Edgerunners. Now, I think this will probably be a controversial opinion, after all, many people seemed to adore the show. It received raving reviews and was generally being praised all across social media. However, I finished the limited series feeling really dissatisfied and underwhelmed.
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Firstly, I did not fall for David and Lucy's romance. There was zero chemistry between the two. Lucy was incredibly cold towards David and frankly it made absolutely zero sense for David to still be unconditionally head over heals for someone that was manipulating him into a false sense of security to have him killed. I felt far more attached to Maine and Dorio's relationship. And yes, yes I understand Lucy's backstory and her past trauma have made her the way she is but I mean c'mon.. They live together and she still doesn't even talk to the guy! And I'm expected to root for them? There's nowhere near enough exploration of their connection or bond for me to be sold on the pair and the lack of a redemption arch for Lucy after betraying David is baffling to me.
Secondly, Rebecca is a failure of a character. Her reaction to her brothers violent and traumatic death is just pathetic. I mean, yeah, she insults the cyberpsycho and tries to shoot him but by the next time we see her it's like nothing even happened. David had more of a reaction to Maine dying, someone he'd known for like a couple months at most! Also the whole "subplot" (if you can even call it that) of her having feelings for David makes zero sense. It comes out of nowhere, is addressed like 3 times and then she just forgets about it. I have no idea why they felt the need to include it at all. And don't even get me started on her being the first to notice David spiralling into cyberpsychosis. Again, this show wants me to believe in David and Lucy's romance and she doesn't even notice when he starts going insane? Rebecca is just a walking contradiction. She's really close with her brother! But doesn't care if he dies.. She's a wildcard, she's insane! But she's also so perceptive she notices David's condition before literally anyone else.. She's super cool and doesn't care about anything! But also she's developed feelings for the (somehow) spoken-for main character.. I'm sorry guys but I fucking hate this character.
And lastly, the ending… I genuinely cannot believe this ending had people in tears. It was not gripping at all. Why would I care about Lucy's dream to visit the moon? Throughout the entire show Lucy is nothing but closed off and emotionally unavailable. I was given no reason to care about her character, so I didn't. So why in the world was the ending given to her? Lucy manipulates David, tries to have him killed, stays emotionally unavailable for almost the entire show to the point she can't even see how badly he's struggling and after all that I'm expected to find solace and comfort in the fact that, of all the characters this show has introduced me to, she's the one they chose to give the ending to.. It's just absurd.
Edgerunners is a terrible show but what sucks is that it did not have to be at all. I enjoyed the overall idea of the story they were trying to tell and the characters really could have worked if only the show was longer. The episodes were roughly 25 minutes each, but they were trying to touch on so many topics and explore so many relationship dynamics that it simply didn't fit. David and Lucy's relationship could've worked if it was explored at more depth. If Lucy was given a redemption arch where she realises her feelings for him, somehow finds a way to make up for her earlier transgressions and actually opens to up to him in a meaningful way that sticks. Not the "I was kidnapped and used, that's why I am, and will continue to be, so cold and heartless towards you.. but I swear I do care!" bullshit storyline we were given. Rebecca could've been cool if she wasn't a sloppy last minute addition to the story and art style that both visually and otherwise does not fit in with the world we were given. And the end would've worked if Lucy had been given the time to develop into an actual character rather than the shell she was for it's entirety.
Edgerunners is one example of a story being given too little time for us to really explore and connect with the characters and lore, but there are examples I could give for the opposite too. Obi-Wan Kenobi was originally intended to be a movie, however, it was apparently rewritten to be a limited series after the box office failure of Solo: A Star Wars Story. Ironically, Obi-Wan Kenobi failed too because nobody gave a shit about the other storylines and subplots they worked into the story. Fans where watching to learn more about Obi-wan Kenobi and his complicated relationship with Anakin/Darth Vader and as far as I'm aware, a lot of fans stopped watching because they lost interest because of all the other gunk clogging up the story.
If you had fun watching Edgerunners then great! I don't want to take that away from anyone reading, but I do want to see a change in the way these cinematic universes are being treated in regards to world building and character development. They are vital to the viewers watch experience because they determine if/how well we will relate to and therefore sympathise with a character and their motivations/actions. I'm sick of watching newly released media (especially majorly hyped ones like Edgerunners) just to find myself feeling incredibly disappointed and underwhelmed. Again, a lot of the series' problems could've been fixed if the episodes were longer and allowed for a more in death look at the concepts, characters and relationships of the world. I'm envious of people that can watching anything and everything without a care in the world and just have fun no matter what. Maybe I'm just becoming too cynical at the ripe old age of 22, but I just can't look past such glaring issues.
Again, this issue goes both ways. Some things are too long and some things are too short. Call me Goldilocks but I do think a movie/TV show needs to be "just right" length wise to be enjoyable and I am struggling to understand how studios keep getting away with this. There are still fantastic pieces of media being released today and also an endless back catalogue of things that came before for me or anyone else to explore but this is still an issue I wanted to talk a little about. I haven't really seen others talking about this subject but it's been bubbling up in my mind for honestly a few years now and I finally have a place to put it in writing and get it off my chest.
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littleclownopinions · 6 months
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Why Henry's Completion Ending monologue still gives me chills
CONTENT WARNING: Mentions of child murder and suicide
Freddy Fazbear's Pizzeria Simulator released in December 2017 and was packed full of lore. From Candy Cadet's stories, to the Scooper blueprints, to the Fruity Maze minigame and even to the still unsolved Midnight Motorist gameplay, there was a lot to discover and unpack. However, today I don't feel like doing any lore solving or theorising, instead I'd like to simply explain why I love Henry's Completion Ending Speech. I will be directly quoting the important points, but if you need a refresher you can find the whole thing here. One last thing before I begin, I think it's important to remember that when listening to the speech for the first time, players weren't certain on who was speaking. Although Henry was an established character in the books and we were aware of William having a business partner, Henry's name in the games wasn't proven until PJ Heywood, the VA for Michael and William Afton, confirmed it to be Henry on Dawko's The FNAF Show. For talking sake, I want to approach and evaluate the speech from the angle of listening to it for the first time without the foresight or context we now have.
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"Connection terminated. I'm sorry to interrupt you, Elizabeth, if you still even remember that name.."
Henry's opening line is Incredibly effective for two main reasons:
Firstly, this was a pretty important name reveal. Although we already knew that William Afton's daughter had been killed by Circus Baby, and was therefore the spirit possessing her, we did not know her name. Considering the character's lore importance, her name being revealed was a big moment for fans.
Secondly, although we didn't know who exactly was talking, calling out Elizabeth's name made it clear that this was someone important. Someone with connections to the Afton Family.
So, with a single line of dialogue there are two major pieces of information being conveyed to the player. That's what I think makes this such a strong opening.
"I'm afraid you've been misinformed. You are not here to receive a gift, nor have you been called here by the individual you assume. Although you have indeed been called. You have all been called here into a labyrinth of sounds and smells, misdirection and misfortune. A labyrinth with no exit, a maze with no prize."
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Moving on, Henry begins explaining that the restaurant is really a maze and the map that we've been staring at throughout the office gameplay suddenly appears, except I think this time it seems a lot more... ominous. The thing is, FNAF6 is a pretty overwhelming game. There's so much constantly happening in each gameplay section that there's a pretty limited amount of brainpower one can put into analysing the layout too much. It's only at this moment that players have the opportunity to really weigh up the implications. I think this was done really well. This moment allows for the paranoia to peak as the reality sets in: there's no escape. We still don't know who is talking and therefore have no idea the motivations behind his plan. It's a scary realisation and just fills this moment with so much dread and anxiety.
"I am remaining as well. I am nearby. This place will not be remembered, and the memory of everything that started this can finally begin to fade away, as the agony of every tragedy should."
Now, this is where the speech begins to shift in tone. As the listener, your nerves begin to subside as you realise that, although you still don't know this character, you start to realise their intentions.
The last line here has always stuck with me for how beautifully written it is. I think it goes a long way to show exactly how Henry feels about everything that has happened over the years. He's fed up and wants to bring an end to this sad and tragic story.
"And to you monsters trapped in the corridors, be still and give up your spirits. They don't belong to you. For most of you, I believe there is peace and perhaps more, waiting for you after the smoke clears."
Hearing Henry refer to the animatronics as "monsters" is really intriguing to me because it means that, although he views them as alive, there is a separation between them and the child souls that inhabit them. It's sad, in my opinion, because I can only image that there was a time where he was proud of the animatronics. A lot of them were his own creations and they brought joy to a lot of children out there, but ultimately they had become unrecognisable to him. He veiws them as evil. Extensions of his ex-business partner and his wrongdoings. Ultimately, though, I think it's sweet to know that he imagines the children's spirits being able to move onto something better.
"Although, for one of you, the darkest pit of Hell has opened to swallow you whole, so don't keep the Devil waiting, old friend."
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Honestly, I'm not sure this line needs much explaining. I think I'd be hard-pressed to find a single FNAF fan that didn't have goosebumps hearing it for the first time. There's something so chilling listening to Henry refer to William Afton as "old friend" while we watch his rotten corpse and soul burn in the fire that Henry has started. This is also where we begin to learn who is speaking to us.
"My daughter, if you can hear me… I'm sorry on that day, the day you were shut out and left to die, no one was there to lift you up into their arms the way you lifted others into yours… I couldn't save you then, so let me save you now. It's time to rest; for you, and for those you have carried in your arms."
These lines say a lot about who Henry was and again highlight his intentions. While I love hearing him speak directly to Charlie, I think the way he also mentions the other children says a lot more about his character. Yes, he's doing this for himself and Charlie, but he's also doing this for them. He isn't selfish or self-serving. While he may not have known the other children, he still takes the time to mention that this is as much for them as it is for himself and his daughter.
"This ends for all of us. End communication."
These last two lines may be simple, but I personally think they're perfect. Henry is attempting to end everything. His own guilt, William's evil, the suffering of all the children. All of these objectives are of equal importance, for the sake of everybody and everything, it all must stop. And who knows, Maybe in Henry's final moments he was still and quiet, reflecting on it all. Maybe he was given one last chance to speak with his daughter Charlie and tell her he loved her one final time. I think it's up to you to decided what your own headcannon is. Regardless, Henry's last lines prove that he was a good and honest man. He cared about it all, not just the parts that affected him or his life. He was doing what he thought had to be done to bring this story to a close once and for all. His monologue is, in my opinion, some of the best content across the entirety of FNAF. The writing is phenomenal and the performance given by Dave Steele is incredible. It's simply something I'll never forget.
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littleclownopinions · 6 months
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Why the Funtime Animatronics are terrifying
Content Warning: Mentions of child murder
My last post was a design analysis of Ballora in which I talked about all the reasons I find her so haunting. I had a lot of fun writing it and so I thought, why not do it for the rest of the Funtimes? Although I will be mentioning her, I wont be going into much detail, so if you want to check out the full post you can do so here. Otherwise, I want to take a look at each animatronic, going over their aesthetic design as well as their blueprints, voice lines and gameplay mechanics to explain why I love them and maybe share some theories too. I will be annotating the blueprints as I understand the small text could be hard to read. So, without further ado, let's get into it!
Funtime Foxy
"A performance was demanded of me, and now I have delivered! Encore!"
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Keeping in mind the whole Circus theme, I think Foxy most closely resembles a Ringmaster. The shape of his torso, the red in his bowtie and the loud booming voice we hear in UCN sells that for me. I think my favourite thing about this iteration of Foxy is how alive he looks. It's not everyday we get a Foxy that is so shiny and new! Now, Funtime Foxy's blueprints are pretty easy to understand but there are two interesting things to note. The first is that section D directs the reader to "Circus Baby dir07" meaning the remote activation of his floor anchor is controlled by her. The second is his size, he is the shortest and the lightest of the four. All in all, Funtime Foxy isn't the most intimidating of the bunch, I'd say despite the sharp teeth he actually looks quite cute and friendly. However, there's a reason for that. Funtime Foxy wasn't made to kill, he was made to lure. He, like Ballora, was created to help keep guests entertained to distract them away from Funtime Freddy and/or Circus Baby, the two animatronics big enough to store the bodies of the victims, the two designed to kill. Although Funtime Foxy doesn't speak in SL, his UCN voice lines all relate to him performing. His UCN gameplay also sees the player keeping track of showtime, the player being jump scared if they aren't watching his stage once the time ticks over. Again, Funtime Foxy is an entertainer, luring guests to his stage to keep attention away from Circus Baby and Funtime Freddy when their.. other services are needed.
Funtime Freddy
"Bon-Bon, Say hi to our friends!"
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Again with the Circus theme, I think Funtime Freddy resembles a Magician. He has the black bowtie, the top hat and he even has a little bunny friend, Bon-Bon! Although, I don't think Freddy can pull him out of his hat.. Honestly, I think he is kind of adorable, especially with his little hand puppet Bon-Bon at his side, but his blueprints are where things start to get more ominous. Ignoring the glaringly obvious child body inside Freddy's stomach, each section gives us something pretty intriguing. Bon-Bon allows him to essentially have eyes on the back of his head, while he himself can mimic voices and keep track of how close his victim is. As mentioned above, I think Funtime Freddy is one of the two killer animatronics, alongside Circus Baby. However, Funtime Freddy raises some questions. Why is he significantly smaller than Circus Baby? Does he have the same claw inside his stomach? Well, I believe that he probably does have the same claw, but because he doesn't need space for the internal ice cream dispenser or the air hose attachment like Circus Baby has, he has no need to be as big. Afterall, he has Bon-Bon and his voice mimicking feature to lure kids in! If you yourself have a different theory, please feel free to let me know!
Circus Baby
"You won't die, but you'll wish you could."
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Everybody's favourite little (huge) Jester, Circus Baby, isn't really one that needs much explanation from me. We all know what she looks like and we all know what she's capable of. Despite her blueprints wanting you to believe she is totally innocent, her voice lines and minigame tell us a different story. What I want to explore is why she was designed to look like a Jester. For those who aren't aware, Jester's privilege is the ability and right of a Jester to talk and mock freely without being punished. In a way, Jesters were free to question and mock the King because of this privilege. We know Circus Baby was modelled after Elizabeth Afton, but maybe she was also designed as a Jester to signify Elizabeth's place beside her father, William Afton, and how she would often disobey (question/mock) her father's orders, the way she did when Circus Baby killed her. Her being the tallest, most powerful animatronic and having remote control over functions inside Funtime Foxy and Ballora also serves to remind us how important she is. Just food for thought. Anyway, I love Circus Baby because I think her lore is incredibly interesting, but I also simply love her design. She was so unlike anything we'd ever seen before in the franchise and she really breathed new life into the story.
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Overall, I think the Funtimes are really fascinating because they were so unlike anything that came before them. The idea of Circus Baby's Pizza World was so different and this was the first time we saw animatronics that were undeniably created for the purpose of killing. By the time of Pizzeria Simulator we also found out about the scooper being used to experiment with Remnant. Sister Location is, to this day, one of my favourite FNAF games and I will never forget the feeling I got watching the opening cutscene, seeing the secret ending to Circus Baby's minigame or even seeing Ennard through the Scooping Room window. I am really excited to see what comes from the upcoming release of Five Nights at Freddy's: Help Wanted 2 and I can't wait to write more design analysis posts and theories of some of my other favourites from across the franchise!
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littleclownopinions · 6 months
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The Haunting Perfection of Ballora
Slight Content warning: Mentions of child murder
With Five Nights at Freddy's: Help Wanted 2 releasing sometime next month, we will be seeing the return of everybody's favourite ballerina, so I thought this would be a good time to start talking about her again. Now, as much as I hope this will mean the inclusion of some much needed lore for our girl, this is not what I wish to solely focus on today. Although we will touch on the topic, I'd mostly like to talk about Ballora's overall design and how she left such an impact on me in the short amount of time we had with her.
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Ballora is arguably the single most humanoid animatronic in the game's canon. While Circus Baby is obviously human-like, Ballora is especially human because of her proportions. Her figure, her hands and her facial structure all really bring her to life. Now, here is where I will briefly interject to mention the "who/why" of it all because I think regardless of how little we know about Ballora, these questions play an important part in understanding her human appearance. Circus Baby is the only other humanoid animatronic we have in the game, but we know her place. Being modelled after and later killing William Afton's daughter, Elizabeth, she is an important character to the story and lore. So then, who is Ballora and why is she so human? Well, although I don't have any definitive answers, many have speculated that Ballora is, in some way, connected to/representative of Mrs. Afton. As a result, it's become difficult for me personally to separate her from the image of a motherly figure, which I think adds some layers to her creep-factor. I mean, a mother is supposed to keep children safe, right? ...Right?
Now, in Sister Location we get the following blue prints.
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Points B and C are pretty self explanatory. Ballora can stabilise herself and alert herself to any objects that may cause a collision to prevent accidents. However, points A and B are a little trickier to discern any actual meaning from at first glance. For a full run down of all the Sister Location blueprints as well as theories on how the animatronics work together to fulfil their 'purposes', I'll refer you to this post by an unfortunately deleted user. The important takeaway is as follows: Ballora is all about audio. She can sing, play music and she herself can even hear. However, she doesn't use these features for killing, at least not primarily. She, like Funtime Foxy, is more of a lure for kids and adults alike, to gather them away from Circus Baby and/or Funtime Freddy as they are the designated killers. She uses her voice and her music related functions as bait to aid them. I highly recommend checking out the post if you get the chance.
Moving on, I wanna talk about Five Nights at Freddy's AR: Special Delivery. Scott Cawthon said on a steam post in 2016 "I would imagine that she actually glides on a track most of the time, but after leaving the track she uses all four limbs to crawl more like a spider." This is exactly what we see in Special Delivery. Ballora is one of the only animatronics to crawl at the player, rather than the usual walk/run. As Scott mentioned, it gives her a spider-like quality that I think contrasts her elegance in a super neat way. She becomes this really unsettling, distressing creature, rather than the dainty and beautiful ballerina we came to know in Sister Location. We also see in both games the long, sharp teeth that fill out her mouth under her face plates which I think add to what I mentioned above. Here's a lovely image of what her crawl looks like for any previously lucky readers than might have never seen it before. :)
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I think Ballora is a really intriguing character to talk about. On one hand I do think there's a point to be made about her having some connection to the Afton family. Afterall, the other Funtime Animatronics are pink, the colour most associated with ballerinas. So, why was Ballora given a purple and blue colour palate instead? She was also built around the same time as Circus Baby, a character that was modelled after the likeness of a specific someone, so, surely she, being so humanoid, must have been modelled after someone too? Don't even get me started on her song. The amount of ways you can interpret the first 4 lines alone is something I think we all still struggle with. That said, I do understand people not buying into the theory. There hasn't been much tangible evidence to properly give the theory legs, none of what I've said can sustain it alone.
Regardless of where you stand with her in terms of the lore, I still love Ballora's design and overall aesthetic. The sad ballerina left dancing through the halls of an empty gallery, struggling to find her place in the story or the world she was born into. She has a melancholy about her but, as we see in Special Delivery, she also has this animalistic nature that makes her incredibly nerve-wracking to come face-to-face with. Overall, I think Ballora has a bone chilling design and I hope we see a lot more of her in Help Wanted 2. I don't think she was given the time of day to truly shine and reach her potential, but here's to the future of FNAF, I cant wait to see what it has in store!
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littleclownopinions · 6 months
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The romanticisation within 'The suicide of Rachel Foster'
Content/trigger warnings: Suicide, Paedophilia, Grooming, Murder
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So, for those who don't know, 'The Suicide of Rachel Foster' is a walking sim, released in 2019, about the player character, Nicole, exploring her family's old hotel and discovering the truth about her father Leonard's affair with titular character Rachel Foster. I'll give the basic run down of the game and then I wanna talk about the glaring issues and honestly the potential I think the game had. Feel free to skip the recap if you already know what happens.
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RECAP: After the death of both her parents, Nicole returns to 'The Timberline', to audit and sell the building at the request of her late mother, Claire. Upon arriving, she ventures upstairs to her family's old apartment within the hotel and enters her childhood bedroom, which is when an old radiotelephone starts ringing. Nicole picks up and the man on the other end introduces himself as Irving Crawford from the "Helena Federal Emergency Management Agency." He claims the family lawyer informed them of her visit to the old hotel and he has been instructed to assist her with her stay. Nicole wants to leave but the weather prevents this and she is forced to go through with the audit, staying till the weather clears up. Things get kind of complicated from here, so I'm going to explain the following as best as I can.
Rachel Foster was a 16 year old girl who struggled with dyslexia. She began tutoring lessons with Leonard but he proceeded to take advantage of the young girl, grooming her into a relationship with him. When Rachel became pregnant, the "affair" was exposed and Claire killed Rachel, framing it as a suicide. She split from Leonard and took Nicole away from the hotel, blaming Rachel for "tearing the family apart". Eventually the guilt caught up to Claire and she committed suicide. Leonard tried to move on with his life but eventually he too committed suicide because the community of Helena didn't accept him or what he did. Womp womp, am I right? Now in the present, Nicole was uncovering the truth of how Rachel actually died, and the full extent of the "affair". Eventually, Irving admits he is Rachel's younger brother. He was inside the hotel with Nicole the whole time, making sure she found everything she needed to reveal the truth of what happened to his sister. Once Nicole discovers the truth, Irving leaves the hotel and commits suicide so he can be reunited with his sister. Nicole then, would you believe it, also commits suicide to be reunited with what I think I'm correct in interpreting as not only her parents, but Rachel and Irving too? Idfk man..
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Now, the glaringly obvious issue with this game's story is the romanticisation and glorification of paedophilia and suicide. Not a single main character has an issue with the grooming, the age gap or the power dynamic between Leonard and Rachel. And yes, that includes Irving too somehow. They all justify it with excuses amounting to the equivalent of "well, Rachel was really mature for her age". Now, I will point out that the paedophilia is not completely ignored, but it's brushed past almost entirely. Nicole finds hate mail Leonard received calling him a paedophile and there is some graffiti in the hotel calling him a pig. However, every single important character seems to have zero issue with it which is obviously a massive issue. I mean, Claire literally murders Rachel instead of, i dont know, reporting her husband to the police? And I honestly don't even know where to start with the suicides, especially Irving's and Nicole's. Both of them committing suicide to be "reunited" with their loved ones is such a dangerous representation of mental health struggles and a gross romanticisation of the topic I'm left really wondering what the message of the game was supposed to be.
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What really frustrates me about this game is the potential I think it had to be something great. Visually the game is stunning, the sound design is great, the lighting is beautiful and I think the core concept of the story was something that could've worked really well. A women returns to her family's hotel after 10 years simply to assess the building so it can be sold. Unbeknownst to her, she was about to uncover some dark truths about her family's history and her parents divorce. Pretty good, right? I mean, it's nothing revolutionary but it's the kind of story that fits a walking sim pretty perfectly. But goddamn this story was done so wrong..
This game should've been about Nicole Slowly realising she was gaslit and manipulated by her father to believe that the "relationship" he had was okay. It should've allowed her the space to look back on her father and see him for what he was instead of continuously through rose tinted glasses. It should've been about Rachel's death being done justice and Irving finally being able to move on with his life. It should've given Irving closure and allowed him to begin the process of healing after everything. Instead it was just a lousy, pathetic attempt at telling a story that, i hope accidentally, excused grooming and romanticised suicide for what I genuinely think was nothing more than having this weirdly consistent ending to every character's story.
Here's the thing, I don't think the creators of this game are genuinely trying to tell the player that paedophilia is okay and that, if they're struggling, the answer is just suicide. I can only assume the people making this game, at least writing the story, were trying to create the Lolita of gaming and failed miserably because the topics they were addressing were just too complicated for them to do justice to. Overall this game is like biting into a beautifully decorated cupcake only to realise it was made of foam and acrylic paint. Don't let the visuals and the atmosphere trick you into thinking this is a game even slightly worth your time or money to play. Regardless of the intentions behind it, this is an incredibly insensitive, heartless and honestly downright stupid story that feels like a real slap in the face to anyone who gave the time to play or watch it. Spend your money one something better and more worthwhile, kids!
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