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.
 
Necroing the thread because (fashionably late as always) I just bought the game. I don’t have enough time or bandwidth in my old age to do anything heavy, so this is a great filler game.

I’ve been reading the lore behind the game itself. I’m interested in the devs. Are they Troons?
Probably. Comfy game, though. Did a good job at the whole letting you do cat things thing. Now that I have a cat, I wish it included randomly attacking the robots because you love them. Yeah, cats do that.
 
Hang on, hang on…
Is this heckin valid nonbinereraray individual criticising a cat game for its ‘orientalism’ and ’not taking responsibility for grappling with history’ calling headgear popular throughout the East, worn by monks, pilgrims, merchants, fishermen, travellers, and even fucking samurai, a ‘rice paddy hat’?
:story:
 
Probably. Comfy game, though. Did a good job at the whole letting you do cat things thing. Now that I have a cat, I wish it included randomly attacking the robots because you love them. Yeah, cats do that.
Agree. Just about an hour into it. I'm not holding out hope that there's a "violently hocking fur ball" mechanic in this thing. My only criticism so far.

Hang on, hang on…
Is this heckin valid nonbinereraray individual criticising a cat game for its ‘orientalism’ and ’not taking responsibility for grappling with history’ calling headgear popular throughout the East, worn by monks, pilgrims, merchants, fishermen, travellers, and even fucking samurai, a ‘rice paddy hat’?
:story:
Perpetually morally outraged allies... normally they trip over themselves trying to grandstand at the cost (and ironic hilarity) of smacking the supposed victims in the face. It reminds me of this gem.

 
I have Stray. It's fun enough for a short walking simulator, and I don't regret buying it at all because I like cats and the game is rather pretty. Kotaku being political to a retarded degree is nothing new, and trying to chide the devs and players for not thinking about the history of Kowloon, which the in-game city isn't even based on is nothing but a huge reach and really stupid.

Modern progressivism: not even once. Huff all the dongs, Kotaku.
 
Let’s get an update on how things are goi—oh no:


Annapurna Interactive, the gaming subsidiary of Annapurna Pictures, is facing significant upheaval as a significant portion of its staff resigned following failed negotiations to spin off as an independent entity. Reports vary on the exact number of resignations, with figures ranging from 25 to nearly 30, or even the entire team.

This unexpected mass departure leaves the company’s partners scrambling to fill key roles. This includes marketing, localization, QA, public relations, and platform relations – raising questions about the immediate future of the company’s gaming projects.

A Vision for Independence Collapses​

Annapurna Interactive is known for publishing standout indie titles like What Remains of Edith Finch, Outer Wilds, and Stray. It was formed in 2016 by Megan Ellison, Nathan Gary, and James Masi. The company quickly established itself as a unique voice in the gaming industry. Their main focus was on artistically ambitious and narrative-driven games.

Hector Sanchez, now re-hired as president of interactive and new media, was involved in the recent negotiations. While Sanchez’s name appears in some reports as a co-founder, he is not listed as such on official records.

The Choice to Abandon Ship​

The resignations include division co-heads Deborah Mars and Nathan Vella, as well as president Nathan Gary. All of them cited a dispute with Megan Ellison, the founder, CEO, and chairwoman of Annapurna Pictures. Important to note, that she’s also the daughter of Oracle Corporation head Larry Ellison.

Gary, who was leading the charge for the spin-off, stated in a joint message with other departing members that the decision to leave was “one of the hardest decisions” and “not one made lightly.” The talks initially seemed to hold promise for Interactive’s independence. But were abruptly halted when Ellison pulled out, triggering the wave of resignations.

Hector Sanchez Steps In Amid Uncertainty​

In response to the resignations, Annapurna Pictures brought Hector Sanchez back from Epic Games. Of course, he will step into the leadership role at Interactive. Sanchez, who has been handling damage control, was expected to take over from Gary once the spin-off was complete.

However, the sudden departures have complicated this transition, with partners now uncertain about the future direction of the gaming division. The timing of Sanchez’s appointment, coinciding with the failed spin-off negotiations, has added another layer of complexity to the already turbulent situation.

Amid the turmoil, Megan Ellison sought to reassure stakeholders. Ellison emphasizes Annapurna’s commitment to its ongoing projects and partnerships. In a statement to Bloomberg, she noted, “Our top priority is continuing to support our developer and publishing partners during this transition. We’re committed to not only our existing slate of games but also expanding our presence in the interactive space as we continue to look for opportunities to take a more integrated approach to linear and interactive storytelling across film and TV, gaming, and theater.”

Despite these assurances, it remains unclear how quickly Annapurna can replace the lost talent and restore stability to its operations

Challenges Ahead: Filling the Void​

As Annapurna Interactive navigates this crisis, the company is actively working to backfill certain roles and seeking partnerships with third-party providers to maintain its operations. A spokesperson for Annapurna emphasized that all current and planned projects remain under the Annapurna brand.

However, the company will need to address the gaps left by the departing staff. With the resignation of key leaders and a significant portion of the workforce, the challenge now lies in rebuilding the team. This also means pushing forward with current projects looks doubtful; most likely, there will be a pause until the gaps are filled.

The Future of Annapurna Interactive​

Annapurna Interactive has carved out a niche in the gaming world. As part of the broader strategy, the company has been exploring deeper integration between its gaming, TV, and film divisions.

The aim is to create a cohesive approach to storytelling across multiple media. However, this vision appears at odds with that of the Interactive team. Which in the end caused them to seek independence.
 
Enby mad that rice picker hats are on NPCs heads, but also enby would be mad if there were no rice picker hats in the game and would be crying about "asian erasure from cyberpunk history." You cannot win, and therefore should never play around with retarded enbys looking for shit to be mad at.

The downfall of Annapurna is bittersweet, I secretly like some of their games but their political bend is definitely a problem. Sayonara Wild Hearts is a great game, but the lesbian stuff and Queen Latifa ruins some of the atmosphere. Donut County was a fun puzzle game and paved the way for Untitled Goose Game.
 
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Oh yeah how’s the mental midget doing anyway?


Oh, looks like they got fired, but surely they are ok now?
IMG_2270.jpeg
Guess not!
 
I found Sisi Jiang's Twitter before she locked it and it was full of hilarious shit. She's very obviously an intensely self-hating, ugly straight woman. Also seems to have loaded parents that fund her NYC condo. Must be nice to live your life on easy mode.
 
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