#im not gonna call this an analysis bc i think that's overselling it but it's... close?
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elkian · 3 days ago
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More about GGG's finale and core plot (that is, BIG SPOILERS BELOW)
One recurring trend is loneliness. King's actions help connect people, and our protagonist continues in her footsteps, but the loneliness of the characters who play antagonists is especially notable.
The God Awards (which I've mentioned before, the whimsy of them made me totally blip over the red flags and implications) mention Inspekta doing everything for them. What would they be without him, Capochin asks?
"Lonely!"
Inspekta gathered the lonely hearts together. Gave them purpose. Gave them a charismatic leader to follow.
Saul is one of the most antagonistic non-Bizzy humans, and a recurring refrain in Milldread is how lonely everyone is. How gatherings are now somehow either discouraged or outright illegal (hmm, wonder whose idea that was). In fact, most of the Milldread citizens only have good or at least compassionate things to say about him.
(Sometimes I feel like the antagonists are shown a little much compassion given the way this plot goes, but it is also important to remember that deprogramming cultists etc. is based around showing compassion and reminding them that the world is not innately hostile to them. And there's only so much a single game can say in the span of a few hours, so, like, I get it.)
In fact, you have to insult Saul twice to progress in Milldread. How do you do this?
One, you get a dog to make a dog noise, and Saul loses it and comes over to harass the dog (and fail).
Two, after this point, he'll say that he "hates that shaggy little man". This is the line you need to give Budd to progress. When he asks for an insult levied at Saul, you can travel the town... and find that everyone has good things to say about him. He's misled, he's actually very sweet, his friends miss him.
It's very telling that the only way to effectively insult Saul to Budd is to use his own words to do it. Even writing this, I realize that this also implies a bit of a persecution complex with Saul - the people around him don't hate him, or even think he's particularly incompetent. They're worried about him. They understand that he's stressed. He was lead astray by a bad element but he snaps out of it (with help) in time to rejoin his community.
And speaking of throwing words back in faces...
Capochin shows a pretty regular skill for recognizing voices when you fling words at him - it's funny, because a lot of people in this game don't, so he's an outlier and that's amusing. In the battle against him, it means you have to work around him - you can't use his own words against him directly.
Instead, you put words in "Inspekta"'s mouth and bring that to Capo.
He shows an awareness, to a level, that this isn't really Inspekta talking. But this realization is a long time coming, and he can't repress it anymore. He can't deny reality when it's thrown in his face, when he's all alone, when nobody wants to work with him anymore. When even his god is only using him, spending more time with the Godpoke, leading him astray.
The Bizzyboys (and Hector; Yugo Limbo said that all of them come from Drain, hence them looking alike(?) ) evoke a very specific type of person, to me: the incel. Or at least, something adjacent. They're all referred to as "he" as Bizzys (I'm of a mind that Bizzyboys are all he/him while Bizzy, as, like, an honorary gender, mostly because it's just a silly idea; though in retrospect it also meshes with the enforced similarity situation). They're all lonely. They've banded together under a mutual purpose, but they don't really support each other.
And when they start to, between Hobbyhoo and BuzzHuzz? When they begin to collaborate, talk about taking a break from all this fash shit "investigating"?
Capochin shuts them down. Hard.
And Patty says he's scared of Capochin, but the other Bizzies say he would never hurt any of them. But when Capochin blows his top, all of them get really timid.
Capochin not getting involved in the violence until there's literally no one else to hide behind is so cliche that it almost just seems like a joke, until I took in the rest of the story.
Playing this game makes me think a lot of Fallout: New Vegas, a game where you can also destroy fascism and avert a cataclysm as a vaquero-themed courier.
One thing that becomes achingly clear in FNV is how the Legion is a cult of personality: it's not just the Legion, it's Caesar's Legion. Legate Lanius is terrifying, yes, but nobody talks about him as a leader so much as a warrior. Once Caesar dies, it seems obvious to me that the entire thing is going to crumple like a house of cards. Caesar didn't leave any backup plans, any true heirs, because the whole thing was his vanity project. There's no point to the Legion without Caesar, and he never once considered that there should be.
Inspekta and the Bizzyboys work very similarly. The whimsy and goofiness of the setting, which we also see in Smile For Me, lead me to miss some major red flags (I am also just. very dense.), which is a known problem in real fascism - the use of cutesy facades to cast absurdity on any claims of propaganda.
Anyways. My point is that the Bizzyboys seem at first to be a group, but are really more underlings in a cult of personality. Everything falls apart when faith in the system - in Capochin, in Inspekta - is lost. And Capochin is the Joshua Graham to Inspekta's Caesar; both of them culpable, both of them seeming in charge, with Capochin primed to take the fall as soon as things go wrong. But he volunteered for that! He wanted to be Inspekta's #1! The right-hand chump! The prime goon! He's getting everything he ever worked for, so don't question the system, Capo, because that's the same as doubting Inspekta. And doubting Inspekta means you're not a good Bizzyboy. Means you're ungrateful. Means that maybe what you have should go to someone who'll appreciate it.
They literally have their names stripped away - and I think the constant belittling and name-withholding of Patty, who genuinely displays real competence and intelligence at points if you pay attention, is a deliberate ploy. You don't want to be like P. You don't want to be a failure. Look at you, earning your letters! You almost have a full name! Not like that loser at the bottom of the barrel. You're a real winner, here.
And you, P? You need to try harder. Look how Alexei has his whole name back for doing hardly anything! How can you fail to get even a single letter back, compared to him? When Patty asks for his name back in Milldread, Capochin mentions solving mysteries - mysteries of "what does Capochin want for lunch", etc. It's silly, but it's also sinister. It's the most overtly self-centered bit of Bizzy lore we get for maybe the whole game. Capochin outright says he comes first and we laugh because of the delivery.
(The videos are fantastic, because they really set up the reveal in a lot of both subtle and unsubtle ways. Even the very first video, where Capochin insults Patty for asking a scripted question, before moving into the answer, is foreshadowing for the constant emotional abuse all of the Bizzys and Patty in particular are subjected to. There's probably much more I'm forgetting.)
Under the whimsy and humor of the game is a very real statement about cults and fascism and the kinds of people they recruit, and how they do it. They amplify the concerns of the disenfranchised and alone, people who have difficulty connecting with a community. They give those people somewhere to belong, ideals to uphold, and targets to gang up on.
Anyways. Good game.
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