Stray Falls Into The Usual Orientalism Pitfalls Of The Cyberpunk Genre


If you’ve felt uncomfortable about the rice paddy hats in Stray, you aren’t the only one. Stray lifts Asian aesthetics to evoke exoticism and danger, but it doesn’t engage with the history of the city it appropriates. This is especially problematic because its real-world setting carries painful historical baggage that can’t be reduced to neon signs and cramped apartments.

With more than three million people per square mile (which is 47 times more densely populated than Manhattan), the Walled City was the most densely packed city in world history. The streets were lit by neon signs because the buildings didn’t allow much natural light to filter in from above. The developers of Stray told USA Today that the Walled City of Hong Kong was “the perfect playground for a cat.” The artists at BlueTwelve Studios were inspired by how the real-life city was “organically constructed and was filled with details and interesting points of view,” such as the air conditioning units and exposed pipes. And they weren’t the only ones who admired the environment. Photographers and architects lauded the ingenuity in the ways people lived without safety codes or a centralized government.

But that organic construction came about for painful historical reasons. The Walled City was originally a Qing dynasty era military base. It became a separate enclave from British-controlled Hong Kong after China was weakened by the Sino-Japanese War. Japan, China, and Britain all tried to lay claim to the Walled City throughout its history. To ease international tensions, both China and Great Britain eventually gave up trying to govern the Walled City after the end of World War II. The ensuing lawlessness fermented organized crime and opium dens. The Triad gangs turned the enclave into “the epicenter of Hong Kong’s narcotics trade.” None of this context is particularly apparent when you explore the dusty streets of Walled City 99.

Jessie Lam, a video game concept artist whose family originates from Hong Kong, explains, “[The Walled City] was this super packed city block full of crime and destitution—thanks triads—-that it took decades until it was finally demolished. We don’t talk about the highrise coffin sized apartment rooms these days…There is a muted anger there.”

The history of the Walled City is inextricably tied to colonial rivalries, but none of it is represented in Stray. In the game, the city was a shelter built to protect humans from the plague. The only sentient beings left are self-aware robot “Companions” who have built their own society in humanity’s absence. I later appreciated their charming personalities, but when I first met these robots, my first thought was: “Why are they wearing rice paddy hats?”

But that organic construction came about for painful historical reasons. The Walled City was originally a Qing dynasty era military base. It became a separate enclave from British-controlled Hong Kong after China was weakened by the Sino-Japanese War. Japan, China, and Britain all tried to lay claim to the Walled City throughout its history. To ease international tensions, both China and Great Britain eventually gave up trying to govern the Walled City after the end of World War II. The ensuing lawlessness fermented organized crime and opium dens. The Triad gangs turned the enclave into “the epicenter of Hong Kong’s narcotics trade.” None of this context is particularly apparent when you explore the dusty streets of Walled City 99.

Jessie Lam, a video game concept artist whose family originates from Hong Kong, explains, “[The Walled City] was this super packed city block full of crime and destitution—thanks triads—-that it took decades until it was finally demolished. We don’t talk about the highrise coffin sized apartment rooms these days…There is a muted anger there.”

The history of the Walled City is inextricably tied to colonial rivalries, but none of it is represented in Stray. In the game, the city was a shelter built to protect humans from the plague. The only sentient beings left are self-aware robot “Companions” who have built their own society in humanity’s absence. I later appreciated their charming personalities, but when I first met these robots, my first thought was: “Why are they wearing rice paddy hats?”

“[There’s] lots of the same general ideas being recycled a lot across projects and sometimes that extends into the cyberpunk genre,” Lam told Kotaku over Twitter messages. “The orientalism as a whole isn’t new.”

I just wanted to play a cute cat game without the techno-orientalism. Unfortunately, Stray does not interrogate its creative influences at all. And from the moment that the developers decided to base their game off an enclave that was created by British colonialism, they had a responsibility to grapple with its history. Stray takes so much care in how it represents cats. I just wish it was as consistent about real humans’ legacies.
 
practically every Japanese and Korean and Indonesian Vtuber I follow is playing the game and loving it because it’s a game about cute cats being cute. Who cares about the rest?

Granted, none of the Chinese streamers I follow play current games, so maybe they’d be offended. But if all the other Asians don’t care, then neither do I.
 
"they had a responsibility to grapple with its history."

Imagine saying, never mind believing, a game, that is not concerned about historical accuracy, should be concerned with history. GFY kotaku.
you see all this media about real historical things?
it doesn't need to be historically accurate, it's about the story

you see all this media not about real historical things?
it needs to stop every 10 minutes to talk about history and racism bad
 
How is any of this offensive? It was an actual place people lived in. It's captured the imaginations of nerds for generations now. Even though triads ran it, people had actual businesses and homes there, it wasn't all crime.

No to mention in the 80s and Japanese electronics and cars were beating the pants off the US equivalents. Japan was a rising power and cyberpunk just extrapolated that.
 
How is any of this offensive? It was an actual place people lived in. It's captured the imaginations of nerds for generations now. Even though triads ran it, people had actual businesses and homes there, it wasn't all crime.
kwc.jpg


I've read this book and there is a lot more to KWC than just crime and drugs, many of the people interviewed in the book actually looked back fondly living in that community.
 
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I've read this book and there is a lot more to KWC than just crime and drugs, many of the people interviewed in the book actually looked back fondly living in that community.
“Ah, to be in a half-studio sized shithole where my neighbor keeps throwing his diarrhea bucket out the window above me. Those were the days…”
 
Stop telling us what to do you fucking soy powered scum of the earth, we ain't you minions.
 
I suspect this faggot is just pissed because Stray is doing so well. Is it God's gift to gaming? Nah. But it's cute and interesting and doesn't overstay its fucking welcome.

Sometimes, I wanna blow shit up. But hey, there's something to be said for 'being a cat' too.
 
I'm going to make a game where the protagonist, Ching Chong, rides a yak around telling people how much he rove to eat fly lice with chopstick. Then I'm going to pay a Chinese person to say that he made it, just so the retards over at Kotaku have a stroke and die trying to think of ways to complain about it without being racist.
 
Kotaku has been shit for well over a decade. Like IGN and the rest of the corporate video game review and news sites. Well, the ones that are left anyway. The ones that are still around engage in this kind of SJW woke garbage. Using faux outrage and click baiting headlines to appeal to overly emotional types. Then they spam the articles everywhere like boomers with their soylent grin face saying OMG guyz did you see what they said? they are so stupid. Instead of just ignoring them and letting them die and go the way of the rest of the corporate video game media. Thanks to the boomer tier types they will stick around. With their SJW audience alone they would go broke. But these faggots know how to click bait the boomer tier types.

With YouTube and all the video game related content on there you don't need these corporate shitbags anymore. Remember, you can't spell ignorant without IGN.

It doesn't really matter from what I have heard the game isn't very good anyway. It's a game aimed at filthy casual types that just so happen to be cat fags. They don't want a really challenging game. They just want to play as a cat for a few minutes and then go around talking about how they played a really cool game as a cat while telling people they are gamers. It's game aimed at the reddit and twitter crowd. The game has overwhelmingly positive reviews on Steam and most of them are people saying shit like meow meow good game and cringe shit like that. If you like the game that's fine and I don't give a shit. But I am not going to pretend the game is something it isn't. It's a cat walking simulator and it lasts about 4-6 hours.
I barely know anything about the Cyberpunk genre and even I know that orientalism is an integral part of the genre. It's based off of 80s anxiety over growing corporate power, a facet of which is multinational corporations such as the Japanese ones that were extremely successful in the 80s before they hit their "lost generation".

You'd think the Gell-Mann effect wouldn't be a factor when a """writer""" writes about literary genres.
Cyberpunk is genre of science fiction that that has kind of a dystopian theme to it. Like really advanced technology but everything else is shit. Like what Cyberpunk 2077 was doing. Lots of crime cool technology overpopulated mega cities corporations run everything. That's pretty much cyberpunk.

The Asian or Japanese obsession was because back then people thought the Japanese were going to take over the world in a business and cultural sense. You can see this in movies like Blade Runner which released in 1982 so that means it was probably filmed in 1981. It was something you saw a lot of in the 80's and 90's. It pretty much stopped by the late 90's or at least became less prevalent. Johnny Mnemonic was released in 1995 and it had some elements of this in it. There was a novel in the Jack Ryan series by Tom Clancy where the US fought another war with the Japanese briefly and that released in the mid 90's as well.

The novel is not cyberpunk but it shares the same kind of fear of a Japanese controlled world. Like I said by the late 90's this kind of thinking died. The Japanese had suffered two major recessions one in the early 90's and one in the late 90's and they never really recovered. By the early 2000's people were no longer worried about the Japanese and instead everyone started worrying about the Chinese. This is still going on but if you keep up with the current news surrounding China, they have a lot of problems and most likely won't be taking over the world in any kind of way anytime soon.
 
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There is a dedicated meow button in game
PS2 A Dog's Life has different dedicated pee and poo buttons, and you can eat your own poo. We are sadly regressing in animal game technology. I'm glad Stray exists, but it needed to be made by someone else, too many mediocre devs fall into the same pitfalls that Journey and Stanley Parable let you get lazy in. Stray is a walking simulator but with 4 legs, A Dog's Life is a full-on game.

"I'm so tired, y'all. Please pay me for my emotional labor."
paging @Unpaid Emotional Labourer
 
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