Holy shit, is this...is this real? The RPGenius is making a rant about a game’s DLC while it’s...still actually kind of new? Insanity. The world is a madcap maelstrom of chaos and confusion. These are surely the end times!
Well, it took me the better part of 2 decades, but I've actually managed to come out with an add-on analysis that's both timely, and about a game for which there isn't already a huge amount of media coverage. Why, the only thing that could keep this rant from being legitimately useful to a prospective customer would be if this DLC were completely free anyway!
...
Goddammit!
Secret Weapons: This add-on’s stated purpose is to add 3 new weapon-people to the game to date (sort of, more on that in a moment), as well as a third dungeon, thereby fulfilling the final responsibilities of Boyfriend Dungeon’s promised rewards on Kickstarter. And it does, indeed, do this: Jonah the Axe, Leah the Hammer, and Holmes the Whip are all new characters added with this update, as well as the Verona College dungeon.
And Secret Weapons does what it sets out to do just fine. There is, indeed, a third dungeon to go through, and it...certainly does exist. Honestly, Verona College is a repetitive, by-the-numbers dungeon that’s more or less indistinguishable from BD’s existing dungeons beyond its college-themed coat of paint. But on the other hand, really, how much of that isn’t true of most dungeon crawlers’ dungeons, in the end? Different backgrounds and a few tiny puzzle gimmicks are basically the only thing that separates any given Etrian Odyssey dungeon from the next, for example. Still, it’s hard not to feel like this one’s an especially noticeable copy-paste of the game’s existing combat arenas. But hey, it’s there and you can go through it waving an axe around or punching people with a cat or whatever, so promise fulfilled, I guess.
Jonah, Leah, and Holmes are, naturally, the stronger parts of this DLC’s new content. I like the basis of Jonah’s story, which is his having issues with the fact that he’s a weapon and the inherent implication of violence being a part of his destiny thereof, despite being an extremely peaceful person. Unfortunately, that story seems to unravel as it proceeds into more vague self-doubts and philosophical musings, enough so that by its end, it feels like Jonah hasn’t really found a conclusion to his story, just to a story. And why is the dog Mariposa a part of this, anyway? She comes in out of nowhere, and to me it appears that she’s just a crutch to get Jonah rebounding back to some positivity without the writer(s) having to rely on the narrative tools that were already at hand. The damn dog comes off as having a greater, more demonstrable influence on Jonah’s story than the actual protagonist does. Which isn’t necessarily a bad thing, I guess, but I think generally a sequence of conversations meant to show a romance/friendship should have most of the emotional heavy lifting done by the individuals actually engaged in and advancing that relationship. Still, ultimately Jonah’s a sweetheart and likable enough, so I wouldn’t call him a negative addition to the cast, just neutral.
Leah’s got a less interesting basis than Jonah, just a fairly basic story about career doubts and trying to figure out where what she likes to do, what she finds rewarding to do, and what she morally should do all stand in terms of her career and hobbies, but it’s executed a lot better. Leah’s character arc doesn’t stray into vague, tangential emotional territory the way Jonah’s does; her story stays on target, and each step of its journey feels like it’s building off the last and progressing to the conclusion. A conclusion that feels right, and like it arrived generally at the time when it should have, for that matter. I also buy Leah’s romance with the protagonist a little more, because while she does ultimately come to her own conclusions about what she wants to do with her career and passions, it does feel like the protagonist’s support and input was a significant part of the process of her getting there. It’s not an amazing romance or anything, but it’s decent enough, and probably my second favorite in Boyfriend Dungeon, behind Valeria’s.*
Holmes is both the best and the most disappointing character added to the game. Not because you don’t actually get to use them as a weapon (she’s just a dateable boss, basically)--their existence is already a bonus since it was only Jonah and Leah promised by the Kickstarter campaign, so it’s unreasonable to complain about such things. But she’s disappointing in the fact that you don’t actually get to have a romance with them--while the game gives you the dialogue options to have the protagonist fall in love with her, Holmes themself flat-out rejects amorous intent, only wanting a friendship with the protagonist (albeit one which allows for occasional sex). I’ll grant you that not every character in the main Boyfriend Dungeon roster was romanceable, either, but Pocket is a goddamn cat, so I feel the situation is different.
Still, while it seems like a dating game’s subjects ought to be romantically dateable in a game all about just that, it’s certainly not a big deal, and really, Holmes’s story probably wouldn’t even translate all that well to a romance anyway. She does, however, have a pretty good character arc that feels genuine and actually interested me a decent bit--I think I might argue, in fact, that Holmes is the best-written character in the game. I care a hell of a lot more about a well-constructed character narrative that interests and/or speaks to me than I do about whether or not they’re gonna profess undying love to my OC, so I’m definitely pleased by Holmes’s addition to the cast.
And of course, as a whole, the 3 new characters align well with the overall themes and intent of Boyfriend Dungeon. All of them are based upon explorations of one’s identity, either within the world (Leah and Holmes) or within oneself (Jonah and Holmes). None of them feel tacked-on the way characters added to a story after its initial publishing often do (Patty from Tales of Vesperia, Maneha from Pillars of Eternity 1, the whole Ashen Wolf bunch in Fire Emblem 16, etc), not even Holmes, in spite of your not being able to wield them in combat.
Beyond the major intent, though, Secret Weapons also adds a few little bonuses for the player. 1 of them is meeting the fiancee of Jesse, the protagonist’s cousin, and experiencing her and Jesse’s wedding. It’s fine enough, nothing amazing, but a nice little bit of character development/conclusion for Jesse, who otherwise kinda just got stuck in Tutorial Character limbo. Of more interest to me, Secret Weapons adds several little conversation meet-ups between the cast in groups of 2 and 3, which pop up on the world map here and there, wherein the protagonist can happen across some of his/her friends/lovers hanging out together and doing their own thing. They’re nice little slice-of-life glimpses into the characters which round out their personalities and social identities, and generally entertaining. I like the fact that this expands the cast beyond just being emotional and social attachments to the protagonist (as unfortunately tends to happen to characters in dating games, and sometimes even regular RPGs with wide romance options), and this feature provides a nice little bit of character development all around. Plus, it’s even functionally positive--these also serve as little reminders of who the game’s characters are and what they’re like, which is useful for a DLC that has come out months after much of the game’s audience last played Boyfriend Dungeon. Good bonus content, this.
So usually, my intent with an add-on rant is to determine whether the new content is worth what it costs to experience. But Secret Weapons is actually completely free! Good on Kitfox Games for that; they consistently behave with ethical integrity and a priority for their art over their profit, and I applaud them for it. So, since the only way Secret Weapons wouldn’t be worth it would be if it were outright terrible, which I think I’ve made clear it isn’t, let’s wrap this rant up with a different determination. You may recall that a few months ago, I expressed certain regrets about a general theme of shortcomings that Boyfriend Dungeon suffers from. So rather than talking about whether Secret Weapons is worth the nonexistent price, let’s instead explore a different question: Does this DLC address and correct the problems I complained of last time about Boyfriend Dungeon?
Well, it does add another dungeon, which helps with the fact that it’s a game called Boyfriend Dungeon that only had 2 dungeons in it. But even last time, I mentioned that a mere 3 dungeons still seems inadequate for a game that proclaims itself a dungeon-crawler, so that’s still falling somewhat short. Additionally, said new dungeon unfortunately isn’t any better at developing the protagonist’s character than the previous ones. And on that note, the protagonist has remained largely unexplored as a whole in this DLC, so that’s a problem that’s continued.
The next shortcoming I noted in the previous rant was that the fact that these characters’ being part person, part weapon seems remarkably unimportant to their personalities and arcs, and I am pleased that Secret Weapons addresses this with Jonah. His existence as a weapon-person is actually a relevant, explored topic in and founding element of his story, as a guy whose physical nature as an ax is completely at odds with his emotional nature as a man of gentleness. So that IS good! But also not enough; we’re still talking about 1 in 10 characters for whom the game’s catch-your-attention premise of being both a person and a weapon actually matters.
Let’s see, what else? The average romance and story quality as a whole is a bit better with the DLC characters than for the game proper. They’re not great and certain aspects are subpar, but it’s still a higher positive ratio than before. And the last point I made last time was that the protagonist’s presence and involvement seemed largely superfluous to most characters’ journeys, coming off like he/she is more just there for the ride than a real participant. That much is mostly still true of Jonah’s, Holmes’s, and Leah’s stories.
So, then, the final verdict? Secret Weapons does, indeed, take a few steps further in some of the arenas that Boyfriend Dungeon fell short on. It provides an additional dungeon, it brings the duality of weapon-humans into question with 1 of the characters it adds, and the quality of the new cast members’ content is better on average than before. Unfortunately, these few steps are not enough that I feel at all like my established critique of Boyfriend Dungeon doesn’t presently hold up. Even with Secret Weapons, Boyfriend Dungeon’s major components are all still enjoyable, but noticeably lacking; the game still simply does not go far enough.
But taken on its own merits, as it certainly should be, Secret Weapons is a solid add-on. If you enjoyed Boyfriend Dungeon--and I’d like to stress again that I did enjoy it and that it is a good RPG, despite the complaints I have raised about it--you’ll almost certainly like Secret Weapons. It’s definitely worth your time to return to Verona Beach and hit the dating scene again, and as it’ll cost you nothing, there’s no reason not to. Good work, Kitfox Games!
Alright, another DLC situation that’s really, substantially positive! And to think, it’s only been a year since I last encountered an add-on that was unequivocally decent. Why, they’re going to spoil me rotten at this rate.
* I do have some concern that maybe my own preferences are coloring my opinions on this point, though. When it was just Valeria I wasn’t worried, but now that my 2 favorite romances in this game are both the women, in a game whose very title makes it clear that it’s men who are the relationship priority, I fear I may not be being as objective as I want and try to be on this.
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Sunday, September 18, 2022
Boyfriend Dungeon's Downloadable Content
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.