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(+3)

Got around to reading this pretty late so there's a lot of discussion about all sorts of things already, but my own big takeaway is that the story seems to consist of two distinct halves:

1) furcon (auto-)ethnography trying to situate the furry fandom in the larger societal context of the 2020s USA

2) character drama centered around Swift's attempts to get laid and the people he meets

that not only fail to cohere but also intersect in some ways that are counterproductive for both.

As an idea, a VN about visiting a furry convention is a fantastic one, and I think most of the game's high points are stuff adjacent to that. The art is very very good; with so many characters and narrative time split almost evenly between them, I think it's helpful to have that "what does their fursona say about them?" factor to create a quick first impression. I also think there are successful descriptions of con atmosphere here and there, although I wish the photo backgrounds weren't filtered to oblivion. Even if there are obvious reasons to avoid legible photos of real people, I feel like putting some of the art budget into alternatives – drawn backgrounds, furrifying or hiding identifiable random bystanders, etc – would have made a big difference in how well the game conveys the experience of being at a con. But in general, I'm very on board with the premise.

What hinders the ethnography angle for me is Swfit's character, and the fact that we're forced to see everything through his eyes. To get some technical complaints out of the way first, I think there's a big disconnect in the voice: the overall vibe is "anxiety disaster", but the first-person narration comes off as distanced as a result of never being able to resist a witty quip, an internet reference, or a quick philosophical aside. I don't necessarily want the game to be a realistic depiction of a panic attack all the time, but I feel like it more so suggests than embodies Swift's naivete & social anxiety; the shifts in focalization where we are sometimes engaged with his emotional state and then suddenly out of it don't feel purposeful. Though there's a clear point with him having an easier time socially at the con than his office job, I don't think elements of characterization & voice come together to make it felt in the story.

Swift is also kind of a solipsistic point-of-view character, which tends to make descriptions of everything happening at the con less interesting to read about. The dance competition scene is the worst offender in this regard, but he's generally too often stuck in the role of the inexperienced outsider with no insight or personal stake on whatever is happening. Much of the narrative is devoted to the hookup escapades (which also force it to look at every character primarily through the lens of Swift's attraction to them), and the friends don't really compensate, since Blake is also mostly sleeping around (albeit with more success). It feels pointed that fursuits are mentioned a lot, but I don't think anyone in the crew is a fursuiter, and the opening teases some interesting thematic angles like gender that just don't really come up that much later.

As an adjacent note, the writing often feels like it's straining to get to the next plot checkpoint. My favorite scenes are usually when Swift is just wandering around with no clear goal in mind or having random conversations with his friends; when it's plot time, it's really plot time, and there are jarring transitions and an underlying sense that we need to get through this as efficiently as possible. The game wants to present the con as a space of possibility (with much of it revolving around people Swift meets by chance), but a lot about how the proceedings go down feels rehearsed, not spontaneous. I think much of it comes down to the schematic structure and the VN not having time to season its story with smaller incidents that would improve the illusion that Swift isn't just wandering from one plot point to the next.

I think the scope may ultimately just have been a bit too ambitious. From the perspective of this being a story about furcons, I like that you get a wide gallery of different characters representing different archetypes of furries and different sides of engaging with the fandom; as a story of Swift experiencing failed hookups, I'm not sure how much we get from repeating the bit thrice with not much in terms of development or progression. The story relies on the accumulation of disappointments, and there's certainly a point made with that, but I feel like Swift is left too static of a character for how much time we spend in his head and how dominating his viewpoint is.

Also, I guess this is just more of a nitpick, but at one point Hammer gives this definition of intersectionality: "It's basically the idea that we should focus on the struggles that he have in common instead of wasting time on what makes us different. See those flowers? ... We don't know who actually left those. Maybe they were gay, or maybe they just identified with the struggle." I feel like... that's not what it means? I'm not a scholar of feminist theory, just going by what SEP is saying, but my understanding is that it's basically almost the opposite idea, and I didn't get the impression that the character was meant to be wrong on purpose (maybe I'm misreading it).