Saturday, May 28, 2022

Boyfriend Dungeon Doesn't Go Far Enough

ANNOUNCEMENT: I'm taking June off.  May is always a pretty brutal month for me at my job, but this one's put me through a tougher time than usual, and honestly, I've still been trying to rebuild a rant backlog buffer since the year-long employment crucible that was my 2021.  So...I could just really use a little break to build the reserve back up and ease myself out of customer service fight-or-flight mode.  Thus, the next rant'll be published in July, at which point we'll resume our regular schedule.  Thanks for understanding, and I'll see you then.

And now, the rant proper:



Boyfriend Dungeon is another of the Kickstarter RPGs that I’ve backed.  I don’t generally go for dungeon-crawlers, as they usually don’t have as strong a reliance on storytelling, but the premise of the game piqued my interest--it’s basically a hybrid RPG and dating sim where you’re dating (or just being good buddies with) the very weapons you’re using in the dungeon, within this peculiar world in which some people can magically transform themselves into weapons.  The idea sounds fun enough, and I can’t deny that, as a game where the majority of love interests are men (with a masculine non-binary as well) and which clearly has a very modern, progressive outlook on gender identity and sexuality and all that jazz, Boyfriend Dungeon gave me a bit of hope that I might finally find some quality gay male romances in my preferred game genre.  RPGs have always been and still are unrealistically dominated by heterosexual romances, and what few same-sex couples exist in this genre are much more often female ones.*  And frankly, regardless of what genders are involved, it’s harder-than-average to find a love story in an RPG that’s particularly noteworthy, anyway.  So yeah, I had some hopes for Boyfriend Dungeon, particularly when I realized it was being made by the same developer that did Moon Hunters, another RPG I had kickstarted and quite enjoyed.

And make no mistake, it’s a pleasant game.  The gameplay of Boyfriend Dungeon is, interestingly enough, less like Moon Hunters than it is a Supergiant Games title; there were a lot of moments as I was crawling through the dungeons that I was struck by a recollection of Bastion.  Meanwhile, the content of the dating sim stories reminded me in some ways of Shin Megami Tensei Persona 4’s Social Links--and the fact that the dungeons were meant to display and act as analogies for the protagonist’s personal fears and hang-ups increases that sense of SMTP4 similarity.  The game tells a small but recognizable and paced story with a noticeable beginning, middle stage, and conclusion, and having this clearly structured a narrative is certainly more than a lot of dungeon-focused RPGs can seem to manage.  Additionally, BD maintains a very prominently open and modern mindset and theme of respecting personal identity, pronouns, lifestyles, dietary beliefs, all that politically correct jazz--it’s very inclusive, is what I’m saying, so players caught up within or just looking for a game with a strong and positive theme of current sensibilities will probably like Boyfriend Dungeon quite a bit.  And that stuff’s not just the window-dressing to the game, either; the main story of the game is rooted within such concepts.  The protagonist and antagonist serve as mirrors for how to approach a desire for intimacy with others, with 1 doing so in a healthy manner, the other becoming mired in toxic mindsets.  It’s a decent game, Boyfriend Dungeon, is my main message here.

At the same time...Boyfriend Dungeon disappoints me, because it never really seems to take any part of itself as far as it needs to.

Let’s take the dungeon-crawling aspect of it, since that’s where I first noticed this problem.  The dungeons in Boyfriend Dungeon are adequate enough, as dungeons go.  I mean, I didn’t enjoy going through them myself, but I don’t like stomping through any dungeons; the actual act of playing an RPG is boring to me.  I at least think that people who DO like the gameplay of this genre will have a decent time in Boyfriend Dungeon’s...2 dungeons.

Yeah.  2.

Now it ain’t a problem for me personally, the fewer dungeons the better I say, but even I have to admit that I find it odd that a game called Boyfriend Dungeon has only 2 examples of its namesake within its entire course.  Didn’t this game advertise itself as a dungeon-crawler on its Kickstarter?  And Steam page?  And Xbox page?  How do you make a dungeon-crawler, advertise it as such, include the word “dungeon” in its name, and then only put 2 dungeons into it?

I mean, I guess I’ve played some dungeon-crawler RPGs in which there was only, technically, a single dungeon to traverse through (such as some Etrian Odysseys, for example), but even those generally had enough significant differences between floor groups that the effect was that of multiple dungeons.  And their supposedly single dungeon had more (and larger) floors within it than Boyfriend Dungeon has in its 2.  It just feels like the dungeon element of Boyfriend Dungeon was an afterthought more than the selling point they made it out to be.  Again, not a problem from MY perspective, but I would definitely understand someone more gameplay-oriented being put out by it.

There IS a problem with this lack of dungeon-ing that I do myself take issue with, though.  The dungeons are, as I mentioned before, meant to represent personal fears of the protagonist.  I think the idea is for him/her/them to conquer these personal issues and become a more complete and actualized person, as well as a better romantic partner.  But with only 2 dungeons in the game, this storytelling mechanic is pretty damn limited, unable to explore the hero’s mind and personality any further than a mere 2 characteristics.  So even if you care as little about the gameplay elements of RPGs as I do, there is still a flaw within just how limited the dungeon count of Boyfriend Dungeon is.

Although, really, I doubt that more dungeons would actually have done much for the protagonist’s character.  While a good personal story of growth would have needed more than 2 opportunities to tell itself, the fact of the matter is that the 2 opportunities it did have were squandered.  Neither of the fears that the dungeons of the games represent are actually explored at all in their relation to the protagonist, and are barely even acknowledged by the characters in dialogue.  These 2 fears are obviously meant to describe the shy and socially hesitant state that the protagonist is in when he/she/they first arrive at Verona Beach at the game’s beginning, but that’s as far as that goes.  How did Protagonist gain these fears?  What thoughts do Protagonist’s love interests have about these fears in relation to him/her/them?  How is the protagonist confronting these personal issues and moving past them, in the emotional sense?  Why does the protagonist never have any thoughts to share on these fears when their nature is finally uncovered at the dungeon’s conclusion?  How does the protagonist feel about the process of conquering them?  What about the protagonist’s experiences thus far has allowed him/her/them to overcome it?

There’s just so little substance to this concept of the dungeons as the things holding the protagonist’s heart back.  It’s like if you were going through a Shin Megami Tensei: Persona 4 dungeon, but the character at the end of the dungeon never says anything the whole time, never interacts with their shadow, never expresses any perspective on the process of embracing and overcoming their weaknesses before, during, or after the whole ordeal.  You’d still be able to get something from the metaphors of the dungeon’s enemies, and from the dungeon’s own decor, but the huge majority of the message wouldn’t be there.  It’s not as bad as Princess Aerin’s complete failure in The Princess’ Heart to engage with the personal sins that the 4 demons she fights represent, but Boyfriend Dungeon’s failure to capitalize on their idea of using the dungeons to develop the protagonist is not far off from that, either.

So the dungeon aspect of Boyfriend Dungeon isn’t taken far enough, and its attempt to tell a story of growth for its protagonist isn’t, either.  What about the other major theme of the game and half of its title?  What about the Boyfriends?  And girlfriend.  And...themfriends?  Whatever the non-binary equivalent is.

Well, honestly, the game just doesn’t quite manage to do enough on that front, either, in my opinion.

First of all, the concept itself of dating weapons just...isn’t really explored well enough.  The fact that each of these characters you’re dating can turn into a sword, a scythe, a dagger, and so on, to be held and wielded by you in combat against monsters representing your fears, is a surprisingly minor detail to everyone involved.  I mean, Boyfriend Dungeon doesn’t ignore it or anything like that--Sawyer will sometimes mention the fact that they’re a glaive, Isaac will reference being a rapier often (and this fact is the initial reason for you hanging out with him, to have him train you on how to more effectively use him), and so on.  But the fact that Seven can turn himself into a goddamn laser sword** is somehow never a major, relevant point to his personal story and character development.  Apparently, being a second-banana member of a KPop band is deemed as a more interesting angle of Seven’s character to base his personal story around than the fact that he can turn into the lovechild of a taser and a lightsaber.  Isaac is a fencer who can turn into a rapier, Sunder’s ability to inflict the bleed status relates to his physical condition, and there are some aesthetic connections between the characters’ human and weapon forms, but beyond that, the fact that these boyfriends, themfriends, and girlfriend can transform themselves into weapons isn’t really important, to them or to the story as a whole.  Boyfriend Dungeon’s attention-getting gimmick is that it’s about being able to date your weapon, and yet the character stories for every single 1 of these romantic interests would be unchanged in all significant ways if they were just regular human beings! 

Correct me if I'm wrong, because I've yet to play it, but I think even Xenoblade Chronicles 2 managed to give this duality of weapon and human more relevance with its stupid waifus, yes?  Not the kind of title that it looks great to fall short of, from my initial impressions of it.

Also, I hate to say this, but not a lot of these characters’ stories are all that interesting.  I mean...Sawyer’s generally likable enough, but all that really happens in their Social Link is a bit of worrying about their future prospects in life which, though reasonable and certainly a believable concern for anyone in Sawyer’s age group nowadays, never goes anywhere or has any resolution, and some mildly amusing lessons on how to cook basic low-income meals.  It is not a compelling story of love blossoming.  It’s not a compelling story of friendship forming.  It’s kind of shaky as a tale of becoming acquaintances, really.  And while the rest of the cast at least felt a little more like they were forming a bond of interest and companionship with the protagonist, and/or had a demonstrable attraction to him/her/them, they still don’t really feel all that romantic or interesting.  I’d call Valeria’s the most romantic, but it barely breaks into the territory of average as love stories go, and I’d call Sunder’s the most interesting character study, but it ends on a weak, gimmicky note.

In fact, when I consider it, I think there’s a subconscious reason I’ve equated Boyfriend Dungeon’s romances with the Social links of SMT Persona 4 specifically--because as a general rule, they, much like all but 1 of SMTP4’s love interest Social Links, are more like friendship stories upon which an ill-matched romance was clumsily stapled.

Also, connecting the problems with the protagonist’s personal development with the current subject, I feel like Protagonist isn’t even a particularly deciding or dynamic factor in some of the character journeys of Boyfriend Dungeon’s love interests.  At least as often as I felt like the protagonist was an invested participant in these vignettes, I felt like things were just coasting along, with the protagonist along for the ride of his/her/their boo’s personal journey.  Not always, or anything, but still, I think the protagonist is too often not a strong entity within a love story that he/she/they are supposed to be half of.  And hey, don't get me wrong, this is a common problem with both RPGs and Visual Novels (the latter format is what Boyfriend Dungeon's character interactions mostly mimic), not some failing exclusive to BD.  But signature or common, it IS still a flaw.

Look, I don’t like to go off on Indie RPGs.  And I also want to reiterate that Boyfriend Dungeon is a fine enough title: I don’t regret playing it, nor do I regret backing it.  I have backed worse and I have played worse Indies in my time.  And to be sure, while I appreciate a strongly inclusive RPG and wish we had more of them, anyone who really thirsts for a game that steeps itself in modern mindsets and perspectives on love and identity will get a lot more out of this title than I could.  But at the same time, Indie RPG or not, decent game or not, Boyfriend Dungeon’s got a persistent, recurring flaw: it just doesn’t take any of its major components far enough.  It doesn’t have enough dungeon content for a dungeon crawler,*** it doesn’t take an active enough hand in telling the protagonist’s story of growth into a healthy friend and/or romantic partner, it doesn’t incorporate and explore its idea of people who are both humans and weapons far enough, it doesn’t tell strong and involving love stories,*** and the player doesn’t feel like a dynamic part of how some of these romances progress.  Each part of Boyfriend Dungeon feels enjoyable, but lacking.  There was more that this game could have been.


















* Not that I’m complaining.  As I’ve said before, I still want a lot more of these than there are.  It’d just be nice and refreshing to have an equal number of bros-before-heteros romances, too.


** For that matter, it’s weird that the rest of the cast are normal, tangible, traditional weapons like brass knuckles and talwars, and then there’s just this 1 guy who’s a lightning beam with a handle stuck on it.  What’s up with that?


*** There IS a DLC coming that's going to add a third dungeon and 2 more weapon people to romance, but if it's not a free update (which it might be?  I'd have to look back on all these backer updates I get to know for sure, but I think it'll just be easier to find out when it releases), then these can't really be counted in the main game's favor.  And even if they were, a dungeon count of 3 still seems noticeably low for a dungeon crawler.  Furthermore, even if the 2 new romances turned out to be really good--which there's not much reason to expect if we go by precedent--that's still 2 out of 8, which is not a great showing.

3 comments:

  1. Ah, sorry to hear the game didn't go very far with its premise. I did see some talk about the game before launch and thought it was a neat idea.

    I don't want to get into the plot of XC2, so I'll stick to mechanics. The Blades(summon people) all come with a weapon, which is handed off to the Driver(summoner). The Blade itself mostly stands around and channels energy to the Driver, though they'll act directly in special attacks. Originally, the idea was that Blades would be fully playable characters, but this ran into time constraints. The DLC campaign has a smaller cast and has the Blades fully playable there, with Blades/Drivers having their own dedicated weapon. There is an affinity mechanic and personal quests & interests that level up some Blade abilities, but how it sizes up to Boyfriend Dungeon would require familiarity with both games. For the most part, Blades are locked to whoever was assigned to rolling the gacha coupons at the moment, so the social scenes don't go in-depth.

    Yeah, you unlock Blades by getting lucky with gacha rolls. In a single player game that doesn't actually have micro transactions. Might not even be my biggest problem with the game, either. Sigh.

    *This because Male-Male is not nearly as safe and marketable, and almost no one is as daring as they pretend to be when it comes to this sort of thing. But that's my hot take.

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