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G|A|M|E – The Italian Journal of Game Studies
"Smitten with a Virtual Character" argues that Slay the Princess (Black Tabby Games, 2023) subverts the conventions of the bishōjo dating sim by reframing intimacy as a binding and injurious relation rather than a reassuring fantasy. Drawing on Galbraith's concept of techno-intimacy and Haraway's companion-species theory, the author contends that the game's "love story" paratext and scripted availability are turned against the player, producing a relational wound rather than the familiar wound of realist loss. The paper treats bishōjo characters as nonhuman partners whose capacity to affect the player deserves serious critical attention, not dismissal as idealized, passive objects.
The analysis situates bishōjo games such as All You Need Is Kill, Kimi to Kanojo to Kanojo no Koi, and LovePlus within a "protective attitude of virtuality," in which affection is risk-free and loss is reversible. Against this, the author identifies a "fourth wound" of real power dynamics and relational stakes, which restores unreality with consequence. Slay the Princess advances this strategy by destabilizing the player's identification with the avatar through a monstrous mirror reflection, shifting objectives, and unreliable companions, thereby denying the smooth en-roling that mainstream titles such as Fallout 4 use to make the avatar a safely inhabitable self.
The argument proceeds by inverting the conventional identification sequence of representation, goal, and embodiment. The player receives only mechanical embodiment and a dubious goal, and a monstrous, coerced final form is revealed too late to anchor identity. The game also withholds the clean "de-roling" exit typical of mainstream titles, leaving the player's attachment to the Princess unresolved. The Princess emerges as a distorted bishōjo whose forced, non-reciprocal passion yields a binding attachment without identification, culminating in a reset ending that replicates dating-sim cyclicality without its comforts.
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G|A|M|E – The Italian Journal of Game Studies · 2026
DiGRA · 2023