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Cute dates, bisexual chaos and game-changing kisses: video games' best queer moments

Cute dates, bisexual chaos and game-changing kisses: video games' best queer moments

The Guardian3 days ago
Life Is Strange, as a series, is really characterised by a patented mix of earnestness and cringe for me – but you can't fault its determination to put queer characters front and centre. It has been variably successful at this – the messy relationship between shy, photography-obsessed Max and chaotic blue-haired Chloe in 2015's original Life Is Strange was left somewhat ambiguous, but Alex Chen in Life Is Strange: True Colors was openly bi and pretty laidback about it. My favourite queer moment from the series, though, came in last year's Double Exposure.
Max Caulfield is now a grownup with a photography residency at a small-town college, and has finally figured herself out. She flirts confidently with Vince, the handsome but terrible it-boy on campus. But when it comes to Amanda, the exceedingly cool lesbian behind the bar at the local pub? She is so awkward it's painful. I loved this because it is my firm personal belief that all bisexual people are both terrified by and attracted to cool lesbians. If you get to the point when you take Amanda on a date, you are treated to one of the sweetest scenes I've ever seen in a game: they go to an imaginary gig. The women riff off each other, conjuring the most chaotic show imaginable with words and laughter. It is, along with Nathan Drake and Elena playing Crash Bandicoot together in Uncharted 4, the most believable relationship scene in games. (And yes, even after the date goes really well, Max still hesitates over kissing her.)Keza MacDonald, the Guardian's video games editor
It has to be the relationship between Ellie and Dina in The Last of Us Part II. I know this one gets a lot of attention, but it's for good reason. There are so few queer stories in media that don't revolve around traumatic experiences. Acknowledging the struggles of any marginalised group is vital to sharing that perspective – but so is highlighting the joy. I think it's incredible that, in a game that deals with such heavy themes and tragic character development, these two were allowed to experience a joyful, supportive relationship. They could be people with flaws who made choices, instead of being defined solely by their queerness. The evolution of the narrative and eventual conflict between them was the result of Ellie's choices and actions – which made the story that much more impactful to me.Amanda Hufford, producer of (and voice of Ducky in) Date Everything!, out now
When I was a teenager,
I came across this game called Fable.
I played through the tutorial.
I wanted to spice it up.
I used a cheat engine.
I made my character really buff.
It felt a little … wrong.
Not because I cheated.
But because I didn't look like that.
Does this character still represent me?
Am I allowed to do this?
> Don't know.
I got to the first town.
I came across a merchant.
I bought out everything he had.
I regifted everything back to him.
I saw a heart begin to form.
Can I … really do this?
> Guess so.
I gave him the wedding ring.
We got gay-married.
We moved into this house I bought.
And then I never touched the game again.

I was a closeted teenager.
Everyone around me knew.
Everyone but me of course.
I was a chubby little kid.
Everyone around me knew.
And everyone kept reminding me.
I can't help but laugh.
Guilty for being swole in-game.
But never for being gay-married.
Funny how a teenage mind works.Tanat Boozayaangool of Tan Ant Games, developer of Building Relationships, out later this year
My love for queer games exists at two ends of a spectrum. At one end is 'beautifully done nuance and subtlety' and at the other is 'delightful, wilful chaos'. This feels in keeping with being a gender-wobbly bisexual.
In the realm of nuance and subtlety, my earliest love was playing Gone Home, and the slow discovery of your sister Sam's queerness, and the catharsis of her getting to live her life authentically after rejection by her parents. Then there was Unpacking, about making space for a new partner after the nightmare that was trying to fit your things around a boyfriend who wouldn't budge. Or most recently, there was the (spoiler alert) very natural growth of Henry and Hans's relationship in Kingdom Come: Deliverance II, which has to be one of the most beautifully written romances in games in years.
Of course, on the other side of the coin is mischief and honesty. Thirsty Suitors captures the messiness and interconnectedness of queer dating, and the fallout that can occur when someone is still figuring themselves out. When it comes to my own game, Crescent County, we absolutely come down on the side of chaos. There is often pressure to perform 'perfect' queer representation, but that robs characters of their bite and humanity. I completely understand the draw of pure wholesomeness, but we shouldn't sanitise ourselves for the sake of acceptability!Anna Hollinrake, creative director of Crescent County, out next year
The thing about a lot of queer moments in the video game era I grew up in – which my child loves to refer to as 'the late 1900s' (my bones are dust) – is that it was the villains who were queer coded. Wholesome queer moments were as rare as a writer who can come up with a new and original 'as rare as' simile.
That's why I loved Unpacking so much. On the face of it, the game is simply about unpacking your belongings as you move from place to place, but it's a masterpiece of show-not-tell. You move out of your parents' house, get room-mates, and eventually move in with your boyfriend, who immediately minimises your space and self expression. At that point I yelled to my wife 'SHE'S GAY!' But I often do that with characters I like, so she took no note. However, I was right. As the game progresses she meets a new partner, grows closer to them, and eventually they have a child together and you're unpacking the baby's bedroom. It finishes with the most wholesome lesbian representation I've ever seen in a video game.NikkiJay, creator of Quantum Witch, out now
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Meghan Markle's As Ever wine goes on sale for wild price per bottle... but it is already SOLD OUT
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Empire of the Elite by Michael M Grynbaum – inside the glittering world of Condé Nast
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Samuel Irving 'Si' Newhouse Jr became chair of Condé Nast, the magazine group owned by his father's media company, Advance Publications, in 1975. Under his stewardship, Condé's roster of glossy publications – titles such as Vogue, GQ and Glamour – broadened to include Architectural Digest, a revived Vanity Fair and the New Yorker. Newhouse spent big in pursuit of clout, and his company's extravagant approach to expenses became the stuff of legend. Condé positioned itself as a gatekeeper of high-end living but, as Michael Grynbaum explains in Empire of the Elite, its success in the 80s and 90s was down to its willingness to embrace 'low' culture. Condé brought pop stars, television personalities and tabloid intrigue into the highbrow fold, reconstituting cultural capital to fit the sensibilities of an emerging yuppie class with little interest in ballet or opera. Several moments stand out, in retrospect: GQ's 1984 profile of Donald Trump, which paved the way for The Art of the Deal; Madonna's 1989 debut on the cover of Vogue; and the New Yorker's coverage of the OJ Simpson trial in 1994. Tina Brown, appointed editor of the New Yorker in 1992 after a decade at Vanity Fair, said she wanted 'to make the sexy serious and the serious sexy'. Purists bemoaned what they saw as a slide into vulgar sensationalism, but Grynbaum maintains Brown 'wasn't so much dumbing down the New Yorker as expanding the universe to which it applied its smarts'. That expansiveness was key to Condé's mission, and it succeeded so comprehensively that today we take it for granted. Anna Wintour's Vogue would 'elevate the idea of street-style fashion, and presage the industry of stylists and celebrity brand ambassadors that have come to dominate lifestyle media', and GQ's preppy, 'proto-Patrick Bateman materialism' popularised 'the metrosexuality, dandyism and male self-care that have since saturated the culture'. The glory started to fade in the 21st century. The company's acquisitive ethos looked out of touch after the 2008 crash ('Condé's metier was privilege, and privilege had become a dirty word'), and its underwhelming record on race came under scrutiny with the advent of Black Lives Matter. Social media democratised the means of cultural curation, undercutting the authority of established taste-makers. The book ends on a wistful note as Grynbaum contemplates the decline of print media, and the end of an era of plenty. A similar sentiment is expressed in the poignant title of a recent memoir by Vanity Fair editor Graydon Carter, When the Going Was Good. Like Brown's The Vanity Fair Diaries (2017) before it, Carter's memoir offers a vivid, first-hand glimpse of the Condé social whirl. Both books have been praised for their anecdotal brio, and criticised for their namedropping smugness. It's a trade-off. Conversely, Empire of the Elite is a sober affair – an unflustered, chronological account of half a century's comings-and-goings – but has the merit of relative objectivity. The author, a correspondent by trade, keeps his focus on events and his opinions largely to himself; he neither grates nor delights. Gossip junkies and vicarious bon vivants will have more fun with Carter, but Empire of the Elite is a lucid introduction to this rarefied milieu and the people who inhabited it. It sounds like an exhausting world to navigate, 'a land of unspoken codes … The proper knotting of an ascot; the angle of a tie bar; how you dressed, how you spoke, where you went, who you knew – these considerations mattered deeply.' Grynbaum quotes one journalist who believes she missed out on an editorship because, during the interview lunch, she gauchely ate asparagus with cutlery rather than by hand. Tellingly, several of the key players in the Condé story were outsiders: Newhouse, who was Jewish, felt excluded from the Waspy top echelons of US society; Alex Liberman, the veteran editorial director who took Newhouse under his wing and schooled him in urbanity, had been a refugee from Soviet Russia; Carter was a pilot's son from Toronto. These arrivistes understood status anxiety, and astutely monetised it, offering readers an empowering sense of in-group membership for the modest price of a magazine subscription. And, because the United States is a nation built on clambering ambition, it worked. Empire of the Elite: Inside Condé Nast, the Media Dynasty That Reshaped the World by Michael M Grynbaum is published by Hodder & Stoughton (£22). To support the Guardian, order your copy at Delivery charges may apply.

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