🐱 Dark Souls has always been queer

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Dark Souls and the rest of FromSoftware’s Soulsborne series doesn’t look particularly queer at first glance. In most of the games you have to choose between a female or male body for your protagonist, and the representation of the only main character who could be identified as trans in the Dark Souls trilogy, Gwyndolin, is controversial at best. Gwyndolin is the result of a forced feminisation and yet they are always referred to using male pronouns (in the English translation) and, in Dark Souls 3, as ‘brother’.

But, except for Demon’s Souls, the gendered body doesn’t limit what you can do and wear in the Soulsborne series. A slider allows you to modify facial features on a spectrum from traditionally feminine to traditionally masculine. In Dark Souls 2 you can change your body just by stepping into a gender-swapping coffin.

In Dark Souls 3, a ring related to Gwyndolin makes your character use the animations of the opposite gender. In the latest games you can have a traditionally feminine body and a beard. And in Elden Ring bodies are not defined by gender at all: you have either a ‘Body Type A’ or a ‘Body Type B’ and you can change it whenever you like by using a mirror. These games actually try to allow you to create gender nonconforming characters.

However, if we want to find queerness in FromSoftware’s works, we should look beyond mere representation, beyond the idea that every game is ‘straight’ when it’s not explicitly marked (and marketed) as ‘gay’ and it doesn’t feature explicitly queer characters.

Between 2012 and 2013, scholars began investigating video games through the lenses of queer theory. Here, ‘queer’ describes not only people and aspects related to the LGBTQIA+ communities, but also ‘the desire to live life otherwise, by questioning and living outside of normative boundaries,’ as explained by Adrienne Shaw and Bo Ruberg in Queer Game Studies.

Queer game studies discuss how game narratives, game mechanics, and even game interfaces can be queer and queered. How they can imagine and express non-normative, queer desires and ways of being; how this potential exists in every game, even in Dark Souls, and how it can be used in order to push forward what video games are and how they should be played and by whom.

In the second half of their book Video Games Have Always Been Queer, Ruberg reworks two previous articles of theirs and observes the prevalence of apparently unpleasant moments in video games. Moments like our failures, for example. Players of Dark Souls, a game noted for its difficulty, will be very familiar with the ‘You Died’ message, but frustrating, boring and ‘unfun’ moments are present in almost every video game.

Jesper Juul addressed this phenomenon in his The Art of Failure. An Essay on the Pain of Playing Video Games, where he claims that we play video games because we want to achieve success, and failures are there because they make this success more meaningful, they make it seem hard-earned. Failure promises success, and thus happiness.

Ruberg brings Juul’s essay into dialogue with another book, Jack Halberstam’s The Queer Art of Failure, and encourages us to see failures as something more, and queerer, than ‘stepping stones on the road to happiness.’ ‘Heteronormative common sense leads to the equation of success with advancement, capital accumulation, family, ethical conduct, and hope,’ writes Halberstam.

So, failure is associated with “nonconformity, anti-capitalist practices, nonreproductive lifestyles, negativity, and critique.’ Failure is associated with queerness: real-life systems are designed to be unequal and make queer people fail at them and at their prescribed gendered roles, so accepting failure and rejecting the very rules of the game become modes of resistance. There’s a pleasure in failing.

Even Dark Souls and Elden Ring’s director, and FromSoftware’s president, Hidetaka Miyazaki recognises this aspect of his works, even though he sees the Soulsborne games as experiences about ‘the joy that comes from overcoming hardship’ in a simulated world where problems can look insurmountable but they are actually designed to be solved.

‘I’ve never been a very skilled player,’ he told The New Yorker. ‘I die a lot. So, in my work, I want to answer the question: If death is to be more than a mark of failure, how do I give it meaning? How do I make death enjoyable?’ In Dark Souls, failures become interesting, they become stories we tell on Twitter and videos we upload on YouTube.

Lilith Walther is the developer of Bloodborne PSX, a fan demake of Bloodborne. ‘Bloodborne takes the ‘revelling in failure’ approach and applies it to a societal level’, Walther tells us via Discord. ‘The city of Yharnam and the surrounding land is being destroyed by a plague that was created by the ruling class and is only a single push away from being a post apocalypse.’

‘All your allies/friends are some sort of societal outcast (disabled folk, sex workers, ‘outsiders’. etc.), and you fight your way up the hierarchy, starting at the city streets before getting past the barriers that said ruling class put in place to keep you out.’

And bodies matter in Dark Souls. When you’re over-encumbered you can’t roll anymore, while the most skilled players bare their digital bodies; they fight naked. You train and twist your avatar’s body, you try to empower yourself and to shield yourself from a hostile world, you try not to ‘go hollow’, not to become a mindless, decaying corpse. You turn yourself into a dragon in Dark Souls and Elden Ring. You are a beast, an alien-like mutant, an outer god in Bloodborne.

The position of your body within space, its orientation, also matters. ‘Queer is, after all, a spatial term, which then gets translated into a sexual term, a term for a twisted sexuality that does not follow a ‘straight line,’ a sexuality that is bent and crooked,’ Sara Ahmedi writes in Queer Phenomenology. Orientations, Objects, Others. FromSoftware’s games are stories about physical and spatial resistance and resilience.

If you don’t wander, if you don’t queer your journey through the original Dark Souls, you won’t even find out that there’s an alternative ending. If you follow the predetermined path, the straight path, and fulfil your prophecy, if you behave like a good chosen one, you won’t ever find out that there’s another path and other possibilities.

In these games even time is not straight. As explained by scholars like Elizabeth Freeman (Time Binds: Queer Temporalities, Queer Histories) and, again, Halberstam (In a Queer Time and Place: Transgender Bodies, Subcultural Lives) our whole life is regulated in order to promote capitalist production and consumption and heterosexual reproduction.

We are told at which age, and in which order, we are expected to study, find a job, marry, and have children. But in Dark Souls time is twisted and nonlinear. ‘We are amidst strange beings, in a strange land. The flow of time itself is convoluted,’ the knight Solaire of Astora tells you.

In these games there’s not one definitive story either. Here stories are plural, fragmented and intertwined and players can help each other unravel them. They create wikis, discussions, and videos. Players can assist each other inside the games, too. They leave messages, and they ask for help before difficult boss fights. Surviving and interpreting a Dark Souls game is a community effort.

If we look at its representational failures and its hypermasculine ‘Prepare to Die’ marketing, Dark Souls can seem very straight. But if we delve more deeply into it and we look at the way it reframes failure, community, bodies, and non-straightness of time, spaces, progression, and narratives, we understand that Dark Souls has always been queer.
 
The whole game is a metaphor for repressed homosexuality:
Gwynevere, the big titty goddess, is an obvious symbol of fertility and heterosexuality.
But it turns out to be just an illusion, a comfortable lie. Created by those that want you to sacrifice yourself to the fire like the proverbial faggot that you are. Instead of embracing the truth hidden inside the dark recesses of your soul.
 
Here, ‘queer’ describes not only people and aspects related to the LGBTQIA+ communities, but also ‘the desire to live life otherwise, by questioning and living outside of normative boundaries,’ as explained by Adrienne Shaw and Bo Ruberg in Queer Game Studies.

Queer game studies discuss how game narratives, game mechanics, and even game interfaces can be queer and queered. How they can imagine and express non-normative, queer desires and ways of being; how this potential exists in every game, even in Dark Souls, and how it can be used in order to push forward what video games are and how they should be played and by whom.
Truly, there is nothing so edgy, rebellious, and nonconformist as consooming the same things everyone else is.

q.jpeg
 
Oh look another "X game has always been queer" article.

We get it. You want a digital representation of yourself becausse otherwise you just can't enjoy the game. Let these troons play older games where you were stuck as generic sword guy. Maybe along his way he picks up generic healer girl and generic bald martial arts guy. Those were the characters and if you wanted to finish the game you had to play with them instead of spending three hours selecting your dangerhair color and tranny proportions.

Good grief. What does this even mean anymore? What is a "queer" interface? It uses more circles and the color pink? Are squares too masculine?

If the interface looks like a six year old girl designed it then it's queer. Alternately, just make everything fag flag themed. Don't forget the brown. :biggrin:
 
The position of your body within space, its orientation, also matters. ‘Queer is, after all, a spatial term, which then gets translated into a sexual term, a term for a twisted sexuality that does not follow a ‘straight line,’ a sexuality that is bent and crooked,’ Sara Ahmedi writes in Queer Phenomenology. Orientations, Objects, Others. FromSoftware’s games are stories about physical and spatial resistance and resilience.
Do you occupy any physical space at all?

Then you better get used to the taste of dick, faggot.
 
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Yeah and Doom 2 is all about feminist theory, half-life is a treatise on Native American diaspora, Halo is a critical analysis of race theory and the other, GTA is a statement on race relations.

There, I got your next three major "X is Y, and here's the proof" articles about video games headlines.
 
I was surprised that this wasn't an article from that other site that shows up on here claiming every video game character is either gay, lesbian or a tranny. This dago is obsessed with anime, commie shit, manga and video games. Leave Gunbuster out of this, you ugly wop. He claims to be a "they" as well.
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Excuse me. if I sperg here, but why is it that every person who writes these articles is usually some ugly white nerd? It’s either a neckbeard with glasses or a fat bitch with glasses.
 
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wow This is pretty bad word salad. There is absolutely nothing in this that helps support this claim that the franchise "has always been queer".
"Dark Souls can seem very straight. But if we delve more deeply into it and we look at the way it reframes failure, community, bodies, and non-straightness of time, spaces, progression, and narratives, we understand that Dark Souls has always been queer."
If you want to see what "desperately trying to find something that isn't there" is look no further than the above quote from this "article".
Leave me and my fucking autism franchise alone man.
(:_(
They'll take everything.
 
I was surprised that this wasn't an article from that other site that shows up on here claiming every video game character is either gay, lesbian or a tranny. This dago is obsessed with anime, commie shit, manga and video games. Leave Gunbuster out of this, you ugly wop. He claims to be a "they" as well.
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He's a coomer. Just look at that banner. And a They huh? He'll be trooning out in no time.
 
This article is all kinds of retarded. Dark Souls has never rewarded failure, dying is not beneficial. Dark Souls is actually one of the few games that rubs it in your phase and then throws dirt in your eyes for good measure when you respawn. The whole reason it became such a big hit was because unlike a lot of other video games it didn't stop being punishing to appeal to the masses.
You kill kings and gods, but you also slaughter a whole host of low lives and the scum of society. The whole point is to rise to the top and climbing on top of a pile of corpses to get there.
Gwyndolin as a character also shows how far removed western faggots are from the japanese prespective. Gwyndolin is never referred to as a woman. He was raised just as a daugther would because of his frailty and aptitude in moon magic, which was considered a feminine trait. But Gwyndolin was always referred to in the masculine. He's a man dressed as a woman, nothing more.
 
I hate queer people. They claim everything is queer. I wish death was queer and would take them to the fiery pit they are clearly destined towards.

Although I am sure they would claim Hell is queer coded, and that the lake of fire is a symbol for the queerness of STD crotch rot burning or something. Fuck, I hate em so much.
 
Someone translate this into Japanese and e-mail it to the fine folks at FromSoft for a response. Heh.
 
They're still going on about Gwyndolin? Good to see he's not the center of the article, but for fuck's sake.

Jesper Juul addressed this phenomenon in his The Art of Failure. An Essay on the Pain of Playing Video Games, where he claims that we play video games because we want to achieve success, and failures are there because they make this success more meaningful, they make it seem hard-earned. Failure promises success, and thus happiness.

Ruberg brings Juul’s essay into dialogue with another book, Jack Halberstam’s The Queer Art of Failure, and encourages us to see failures as something more, and queerer, than ‘stepping stones on the road to happiness.’ ‘Heteronormative common sense leads to the equation of success with advancement, capital accumulation, family, ethical conduct, and hope,’ writes Halberstam.

So, failure is associated with “nonconformity, anti-capitalist practices, nonreproductive lifestyles, negativity, and critique.’ Failure is associated with queerness: real-life systems are designed to be unequal and make queer people fail at them and at their prescribed gendered roles, so accepting failure and rejecting the very rules of the game become modes of resistance. There’s a pleasure in failing.
This is one of the biggest fucking mental fucks I've seen in a while. Failure does not promise success and thus happiness, failure is usually found on the road to success and thus happiness; it's whether or not you overcome it and keep trying after each failure, and in the realm of videogames, learn from your mistakes. If you want to learn how to do a backflip, you can fall down and hurt yourself a couple of times before quitting, or keep trying and trying and practicing until you can do a backflip (or whatever it is you want to do). There's nothing inherently queer or straight about it, it's all about achieving goals and not letting failures stop you. This is the dumbest and some of the most damaging tripe I've ever fucking read; just because your disappointed your parents doesn't mean you need to go this fucking hard to turn being a shit heap into convincing you have worth.

Lilith Walther is the developer of Bloodborne PSX, a fan demake of Bloodborne. ‘Bloodborne takes the ‘revelling in failure’ approach and applies it to a societal level’, Walther tells us via Discord. ‘The city of Yharnam and the surrounding land is being destroyed by a plague that was created by the ruling class and is only a single push away from being a post apocalypse.’

‘All your allies/friends are some sort of societal outcast (disabled folk, sex workers, ‘outsiders’. etc.), and you fight your way up the hierarchy, starting at the city streets before getting past the barriers that said ruling class put in place to keep you out.’

And bodies matter in Dark Souls. When you’re over-encumbered you can’t roll anymore, while the most skilled players bare their digital bodies; they fight naked. You train and twist your avatar’s body, you try to empower yourself and to shield yourself from a hostile world, you try not to ‘go hollow’, not to become a mindless, decaying corpse. You turn yourself into a dragon in Dark Souls and Elden Ring. You are a beast, an alien-like mutant, an outer god in Bloodborne.
One, I hate most modders, two, I hate demake people, three, I hate the people who enable them, and four, no straight woman is named Lilith. Four, so you're not just "demaking" the game, you're rewriting a lot of the story to fit your retarded gay sandwich mindset.
 
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This article is all kinds of retarded. Dark Souls has never rewarded failure, dying is not beneficial. Dark Souls is actually one of the few games that rubs it in your phase and then throws dirt in your eyes for good measure when you respawn. The whole reason it became such a big hit was because unlike a lot of other video games it didn't stop being punishing to appeal to the masses.
You kill kings and gods, but you also slaughter a whole host of low lives and the scum of society. The whole point is to rise to the top and climbing on top of a pile of corpses to get there.
Gwyndolin as a character also shows how far removed western faggots are from the japanese prespective. Gwyndolin is never referred to as a woman. He was raised just as a daugther would because of his frailty and aptitude in moon magic, which was considered a feminine trait. But Gwyndolin was always referred to in the masculine. He's a man dressed as a woman, nothing more.
Dark Souls doesn't reward failure, but it excels in rewarding overcoming failure.

"You Died" and dropping your souls, if you had any, is an extremely lenient death penalty. Every souls game (minus Bloodborne for some reason) gives you a pile of health potions that refill on rest/respawn. Most bosses are staged next to/near bonfires so trying the fights again is trivial - and if you're struggling you can summon help from other players or NPCs easily. Dark Souls is an extremely accessible game cleverly designed as a "hardcore" one, which is truly the genius of it.

How the fuck (not you) do you write and article about "Dark Souls is gay" and not reference Solaire (and his excursions with Ornstien and the Nameless King) or Executioner Smough/Dragonslayer Ornstien (who are clearly Executioner Power Top and Dragonslayer Sloppy Bottom).
 
I used to think having sex with the same gender was the defining attribute of being gay, but narcissism is definitely the most prominent feature. Have to talk about how you're gay in every conversation, everything you do has to be tied to being gay somehow, etc. Literal autists have more varied interests, personalities, and ability to not think everything is about them.

no straight woman is named Lilith
Tranny name. Like how Purpledrankweesha is a black person everytime.
 
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