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Tuesday, Dec 7, 2010
I separated myself from the action, but afterward I found what I did completely repugnant. I regret allowing the game to acculturate me into treating rape as the equivalent of any other action that I can take in a game.

Note: this article deals specifically with elements of Beautiful Escape: Dungeoneer that involve torture and sexual assault. It may be troubling for some readers.


Today marks my third and final article on Beautiful Escape: Dungeoneer, the controversial independent game released earlier this year by psychotherapist Nicolau Chaud. I tend not to spend more than a couple weeks devoted to any one subject, but the swirling back-and-forth discussion surrounding the game in recent weeks has been exciting, thoughtful, and highly rewarding if you wish to read more about it. The designer himself has compiled a roundup of his favorite reviews, interviews and in-depth articles over at the game’s main site, which I would recommend.


In the course of writing about the game, I’ve refrained from lingering too much on my personal feelings regarding it—with the exception of remarks that I’ve made about the quality of the writing, but I attribute that not so much to the gamer side of my personality as it is that parasitic twin in the back of my mind who never got to be an English major. As a calculated metatextual counterpoint, it’s become quite effective. No one could argue that. But interpersonally, when friends and colleagues ask me about the game, my final line of the game comes down to something like this: “Don’t play it. Really. It’s not worth your time. I wish I’d never played it.”


Tuesday, Nov 30, 2010
I had free reign to corner and manipulate any man or woman that Verge had compiled a dossier on, but I'd only ever succeeded in capturing men. What could the reason for this be? And did my record of victims shape who Daily was for me?

Whatever else may be said about Beautiful Escape: Dungeoneer, it’s an experience that sticks with you. I don’t ascribe this to good writing so much as a great hook with tolerable writing supporting it, but if there is one area where the narrative and characterization grabbed me utterly, and put me at odds with the reviews for the game that I had encountered, it’s in the development of the character Daily.


Daily is your protagonist’s love interest, a callous and aloof dungeoneer at the head of the field. Daily plans to leave the conventional basement dungeon circuit—and Verge—behind in pursuit of higher forms of artistic cruelty. But at no point is this character referred to by pronoun, male or female; instead, the text uses Daily’s full name, even in dialogue when such use would become increasingly stilted. Verge keeps an assortment of photos from Daily’s “modeling days” on his desk, and the poses and clothing that Daily is shown in emphasize the character’s androgyny. So it was striking to me to be brought into the game by reviews (such as this one) that refer to Daily rather consistently in the feminine.


Tuesday, Nov 23, 2010
If there is one truly unsettling element to this game, it isn't the torture sequences, but the dating sim parts that precede them.

Note: The grotesque subject matter of this game might be troubling for some readers. Please proceed with caution.


I have a bit of a love-hate relationship with the Saw franchise—that is, I love reading about it, but cannot for the life of me watch it. This is a bit of a persistent problem for me. I’m a creepypasta addict as well, but when it comes to actual horror movies (or games), I find I don’t have particularly good tolerance for them.


So it is anyone’s guess why I downloaded Beautiful Escape: Dungeoneer, a recently released independent title made by Nicolau Chaud using RPG Maker 2003. The premise casts you roughly in the role of a would-be JigSaw, luring hapless victims back to your house so that you may stuff them in your basement dungeon. All sexual overtones that you might expect ensue. The specific goal of the game is to design your dungeon with a series of traps just torturous enough that your prisoner will escape within an inch of their life, so brutally maimed and traumatized that they’ll inevitably kill themselves—a “beautiful escape” comparable to a kind of sadomasochistic orgasm. Allowing them to survive with adequate health to call the cops results in a Game Over. Killing them in the course of the torture, on the other hand, is permissible, but it docks points from your score.


Tuesday, Nov 16, 2010
Books and movies are not usually about how well you read or watch them. But many games change dramatically depending on how well you play them.

I take back what I said last week about Fable III. It is indeed entirely possible to achieve the best ending with no sacrifice to one’s morals, but it came at the expense of something even more valuable: my belief in the system.


Tuesday, Nov 9, 2010
Games are increasingly becoming part of political discourse. After all, I became Queen of Albion and my advisor asked me if I wanted to bail out the economy.

Note: this article includes discussion of spoilers for Fable III.


It seems as though politics and games have never been closer. Even leaving aside last week’s U.S. Supreme Court hearing for the controversial California law criminalizing the sale of M-rated games to minors, we are also living in a time when games are increasingly becoming part of the political discourse. GamePolitics recently provided a rundown on political candidates featured in game-themed commentary and ads, game regulation and censorship are becoming bigger issues in Australia and Germany, and game satire and parody are now an established part of internet-born pop culture and conversation.


But how do you reference politics in a more mainstream work? And does the inclusion of politics date or problematize the gaming experience no matter how you do it?


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