The Coffin of Andy and Leyley and Lazy Shock Content

The Coffin of Andy and Leyley and Lazy Shock Content

Introduction and Change in Scope

The video was originally planned to discuss four games that use shock value as their primary selling point. However, the scope was reduced due to three of the games already being discussed by another creator. The focus is now on the last game, "Postal," and its use of shock value.

Change in Scope

  • The original plan was to discuss four games with shock value.
  • Three of the intended games were already covered by another creator.
  • The scope was reduced to focus on the game "Postal."
  • The entire video is now done in the style of a previous video.

Shock Value in Games

This section introduces the game "Postal" and discusses how it used shock value as a marketing strategy. It also mentions that viewer discretion is advised due to heavy and uncomfortable content.

Postal Game Series

  • In 1997, developer Running with Scissors released "Postal," a gory twin-stick shooter.
  • The game aimed to stoke controversy and profit from it by using shock value.
  • A sequel was released six years later, which focused on complaining about the controversy generated by the first game.

Shock Value as Art

  • Shocking people is considered a low-effort form of art.
  • Pushing boundaries for attention eventually leads to diminishing returns.
  • Games like "Postal" initially shocked players but lost impact over time.

Diminishing Returns of Shock Comedy

This section explores how shock comedy relies on pushing boundaries but loses effectiveness when people become desensitized. It also touches upon artists' reactions when their shocking material doesn't receive the desired response.

Shock Comedy's Limitations

  • Using shock humor as a shortcut for making salient points through comedy has been around for a long time.
  • The more boundaries are pushed, the less people are surprised or outraged.
  • Artists may complain about being canceled or silenced when their shocking material doesn't receive the desired reaction.

Evolution of Shock Violence Games

This section focuses on the game series "Postal" and how it evolved over time. It highlights that shock value alone is not enough to sustain interest and discusses the developer's bitterness towards their lack of success.

Evolution of "Postal"

  • The first "Postal" game was genuinely shocking, featuring a psychopathic killer on a rampage.
  • Subsequent sequels relied on lazy shock comedy and felt like bitter swipes at critics.
  • The developer, Running with Scissors, failed to keep up with their peers in the industry.

Shock Value's Doomed End

This section concludes that shock value as a concept is doomed because it loses its impact over time. It also mentions how shock value has been incorporated into other forms of media.

Shock Value's Downfall

  • Violent video games with added racism and misogyny become pitiful rather than shocking.
  • Shocking material loses its impact when it becomes clear that artists mean every word of it.
  • Netflix now produces shows that incorporate shock value, such as sexy thirst trap dramas about cannibal serial killers.

The transcript ends here.

The Controversial Visual Novel "Andy and Lelay"

This section discusses the internet's reaction to the visual novel "Andy and Lelay" and its breaking of multiple taboos.

Internet Reaction to "Andy and Lelay"

  • The game received overwhelmingly positive ratings on Steam, leading to a lot of buzz.
  • Some reviews were sarcastic or joking, while others criticized the game's lack of artistic merit.
  • The game is known for breaking multiple taboos, including cannibalism and satanic rituals.

Review Analysis of "Andy and Lelay"

This section examines various reviews of the visual novel "Andy and Lelay" and their content.

Review Analysis

  • Many positive reviews were either jokes or complaints about unrelated topics like Twitter.
  • Only a few reviews mentioned any artistic merit in the game.
  • Overall, there was a mix of shock and amusement among reviewers.

Exploring the Storyline of "Andy and Lelay"

This section delves into the storyline of "Andy and Lelay" with a critical perspective.

Storyline Exploration

  • The game opens with discordant music as a boy is bullied by his sister in a dream sequence.
  • The protagonist, Ashley, resembles an amalgamation of quirky teenagers who are not like other girls.
  • Ashley finds herself locked inside an apartment with her brother Andrew for months without food.
  • They witness their neighbor engaging in a Satanic ritual, setting off a series of events.

Dark Themes and Ethical Dilemmas in "Andy and Lelay"

This section focuses on the dark themes and ethical dilemmas presented in "Andy and Lelay."

Dark Themes and Ethical Dilemmas

  • Ashley and Andrew contemplate jumping off the balcony but argue over the romantic implications.
  • Their neighbor successfully summons a demon, leading to discussions about violating societal taboos.
  • The game explores themes of isolation, starvation, and the breakdown of morality.

This summary covers only a portion of the transcript.

Ashley's Possessiveness and Andrew's Role

This section explores the dynamic between Ashley and Andrew, highlighting Ashley's possessive behavior towards her brother and Andrew's role in taking care of her.

Ashley's possessiveness

  • Ashley demonstrates extreme possessiveness towards her brother when one of her friends expresses a crush on him.
  • She hatches a plan to lock her friend in a crate for the entire night, showcasing her manipulative and psychopathic tendencies.
  • The absence of their parents suggests that Andrew has taken on the responsibility of caring for his sister.

Andrew's role

  • It is implied that Andrew has been left to take care of Ashley due to their parents' absence.
  • The ease with which Ashley turns on the Waterworks to manipulate Andrew indicates a pattern of manipulation in their relationship.

Armchair Diagnosing and Lack of Dimension in Ashley's Character

This section discusses the limitations of armchair diagnosing fictional characters like Ashley and highlights the lack of depth in her character portrayal.

Armchair diagnosing

  • Armchair diagnosing children with personality disorders is not allowed, as it is unethical and stigmatizing.
  • The idea that Ashley may have antisocial personality disorder is dismissed due to the lack of dimensions in her character portrayal.

Lack of dimension in character

  • Ashley lacks complexity as a character, making it difficult to attribute specific personality disorders to her.
  • The author seems to deliberately avoid showing depth in Ashley's character, priming the audience to overlook any genuine emotions she displays.

Disgust at Casual Attitude Towards Cannibalism

This section focuses on the casual attitude towards cannibalism displayed by Ashley, contrasting it with Andrew's turmoil and disgust.

  • Ashley shows a casual attitude towards eating human flesh, while Andrew is visibly disturbed by the gruesome act.
  • The discrepancy in their reactions highlights the disturbing nature of Ashley's character and her lack of empathy.

Sacrifice and Ashley's Insecurity

This section delves into the plan to sacrifice a woman to a demon and explores Ashley's insecurity regarding her appearance.

  • Andrew suggests using a woman as a sacrifice to get rid of another warden.
  • Ashley becomes fixated on Andrew not finding her pretty enough, leading to an argument about his sex life.
  • The obsession with their relationship and Ashley's violent outbursts indicate deeper issues within their dynamic.

Disturbing Relationship Dynamics

This section addresses the incestuous subtext between Ashley and Andrew, highlighting the unhealthy dynamics in their relationship.

  • The relationship between Ashley and Andrew goes beyond subtext, with evidence of harassment and obsession from Ashley towards Andrew's love life.
  • Moments of vulnerability from Ashley are quickly revealed to be manipulative tactics.
  • The text explicitly portrays physical violence between them, emphasizing the deeply problematic nature of their relationship.

Sneaking out of the Second Floor

The two characters, Andrew and Ashley, use a carpet and a nail gun to sneak out of the second-floor window. They discuss their plan and Andrew goes first.

Sneaking Out

  • Andrew and Ashley use a carpet and a nail gun to escape from the second-floor window.
  • Andrew goes first while Ashley watches.
  • They discuss their plan as they prepare to climb down.

Bickering in the Motel Room

Andrew takes the situation seriously while Ashley continues to make jokes. They return to their motel room where they argue about separate beds.

Bickering Continues

  • Andrew is serious about their situation, but Ashley keeps making jokes for the audience.
  • They return to their motel room where Ashley complains about having separate beds.
  • They argue about it, with Ashley pointing out that one bed has been used while the other hasn't.

Chapter 2 - Bickering Siblings

A week has passed, but Andrew and Ashley are still bickering like siblings. They discuss their motel room situation and find evidence of someone else's presence.

Still Bickering

  • It has been a week, but Andrew and Ashley are still arguing like siblings.
  • Back in their motel room, Ashley complains about having separate beds.
  • They notice that one of the beds has clearly been used by someone else.

Argument in the Motel Room

While cleaning up the room, an argument ensues between Andrew and Ashley. Their argument is interrupted by a news report about their apartment burning down.

Argument Escalates

  • Ashley walks in front of the TV, blocking Andrew's view.
  • They exchange insults and the argument escalates.
  • Ashley finishes cleaning the room while they continue arguing.
  • A news report interrupts them, revealing that their apartment has burned down.

Vision of Danger

Ashley has a vision in her sleep about someone coming to kill them. She wakes up and shares her vision with Andrew.

Vision of Danger

  • Ashley wakes up from a vision of someone coming to kill them.
  • She tells Andrew about her vision and expresses her concern.

Waiting for the Killer

Ashley and Andrew decide to wait outside for the killer mentioned in Ashley's vision. They discuss their plan while waiting.

Waiting Outside

  • Ashley is determined to confront the killer mentioned in her vision.
  • They wait outside, prepared for an encounter with the killer.

Following Cultists

Andrew gets bored and decides to follow some cultists. He witnesses their failed attempt at summoning a demon.

Following Cultists

  • Andrew gets bored and decides to follow some cultists.
  • He observes as they try to summon a demon but fail.

Leaving the Motel Room

After witnessing the failed summoning, Andrew and Ashley decide to leave their motel room. They encounter a Hitman inside but manage to escape unharmed.

Leaving the Motel Room

  • Andrew and Ashley grab their things and prepare to leave.
  • There is a Hitman inside, but they manage to avoid him.

Ambushing The Hitman

Ashley forces Andrew to ambush the Hitman and they steal his car. They make plans to travel to their parents' house.

Ambushing The Hitman

  • Ashley convinces Andrew to ambush the Hitman.
  • They take the Hitman's car and plan to go to their parents' house.

Planning at Parents' House

At their parents' house, Andrew and Ashley argue about nicknames. Ashley has a vision of a demon and makes a deal with it.

Planning at Parents' House

  • Andrew and Ashley argue about nicknames.
  • Ashley has a vision of a demon she previously summoned.
  • The demon offers to recharge her Talisman in exchange for more souls.

Flashback and Sacrifice Offer

While searching for an exit, Ashley finds a muffin that triggers a childhood flashback. She offers someone as a sacrifice to the demon.

Flashback and Sacrifice Offer

  • Ashley finds a muffin that triggers a childhood flashback.
  • She remembers her neglected birthday celebration.
  • Ashley offers someone as a sacrifice to the demon in exchange for recharging her Talisman.

Insight into Ashley's Background

A brief insight into why Ashley behaves the way she does is revealed. Her isolation and neglect by her parents contribute to her behavior.

Insight into Ashley's Background

  • It is revealed that Ashley was isolated and neglected by her parents.
  • This explains some of her unusual behavior.

Arriving at Parents' House

Andrew and Ashley break into their parents' house, where they discover letters suggesting their deaths were blessings in disguise.

Arriving at Parents' House

  • Andrew and Ashley break into their parents' house.
  • They find letters suggesting that their deaths were blessings in disguise.

Dinner with Mother

Their mother returns home, and Andrew and Ashley act as if they were let out of quarantine. They have dinner together while cleaning up.

Dinner with Mother

  • Their mother comes home, and they pretend to have been let out of quarantine.
  • They have dinner together while cleaning up the house.

Lover's Spat

Ashley becomes paranoid that Andrew will leave her. Their argument is interrupted by their mother walking in on them.

Lover's Spat

  • Ashley becomes paranoid about Andrew leaving her.
  • They argue, but their mother interrupts them.
  • Their mother asks if they have anywhere to go.

Andrew's Dream and Ashley's Influence

This section discusses Andrew's dream about cannibalism and the burden Ashley is on his life. It also highlights how Ashley has been harassing Andrew's ex-girlfriend.

Andrew's Dream

  • In his dream, Andrew experiences cannibalism and feels burdened by Ashley.
  • He visits his ex-girlfriend's room where he discovers numerous messages from Ashley, screaming at her and telling her she is worthless.
  • The dream emphasizes that Andrew knew about Ashley's problematic behavior during his previous relationship with Julia but did nothing about it.

Impact of Ashley

  • Ashley's influence on Andrew is further highlighted through a flashback where Julia mentions that Ashley needs independence, but Andrew avoids addressing the issue directly.
  • Julia is tricked into thinking that their conversation resolved anything, while in reality, it only perpetuated the problem.
  • The contrast between Andrew and Ashley is evident, with Ashley being openly creepy and stalker-like while Andrew slowly descends into madness.

Sucker Punch Moments and Flashbacks

This section explores moments in the game that emotionally impact the player. It also mentions a flashback related to opening a crate containing a dead girl.

Emotional Impact

  • The game delivers emotional sucker punches to players at certain moments, such as when Andrew reaches a point of descent into madness.
  • These moments are powerful and leave a lasting impression on players.

Flashback - Opening the Crate

  • After completing puzzles, there is a flashback to opening a crate where they find a dead girl inside.
  • This discovery horrifies Andrew while Ashley remains unaffected until he reveals that boys and girls go to separate prisons if caught.
  • Only then does she start taking things seriously.

Ashley's Manipulation and the Ritual

This section focuses on Ashley's manipulation of Andrew and their plan to perform a ritual.

Ashley's Manipulation

  • Ashley threatens to expose Andrew's actions unless he complies with her demands and agrees to be her best friend.
  • Andrew, fearing the consequences, agrees to do whatever she wants.
  • They make a blood oath to keep each other quiet, solidifying their pact.

The Ritual

  • A week later, they decide to perform a ritual together.
  • During the ritual preparation, their mother interrupts them, becoming suspicious of their intentions.
  • Their mother tries to convince Andrew that Ashley is the real problem but fails.

Dream Involving Artifact and Choices

This section discusses a dream involving an artifact and the choices players can make in the game.

Dream with Artifact

  • The dream involves an artifact that will be further discussed later.
  • Players have more insights about this dream at a later point in the game.

Choices

  • Towards the end of the game, players are presented with two doors to choose from.
  • Only one door grants a vision, which is a conversation that occurs after sex between Andrew and Ashley.
  • Both characters have different reactions to what they saw during this vision.

Revealing True Feelings and Disposing of Parents' Bones

This section explores how Andrew and Ashley reveal their true feelings towards each other. It also mentions disposing of their parents' bones.

Revealing True Feelings

  • Andrew admits his awareness of Ashley's jealousy and possessiveness while she believes it was inevitable for him to realize it.
  • Their conversation becomes heated as they express their true feelings towards each other.

Disposing of Parents' Bones

  • Andrew and Ashley proceed to dispose of their parents' bones.
  • Despite previous discomfort, they quickly return to being affectionate with each other.

Final Thoughts on the Game

This section provides a final evaluation of the game, highlighting its shortcomings in terms of writing and art style.

Evaluation

  • The game's occasional funny moments and character work are overshadowed by banal writing and an art style that lacks depth.
  • The game fails to deliver on its pretense as a horror game, lacking truly frightening or shocking content.
  • Despite the hype surrounding it, the game falls short in terms of artistic quality and substance.

New Section

This section discusses the main theme of the game, which is Ashley's obsession with her brother and how she sabotages his life to keep him with her. It also mentions that the rest of their crimes in the game are relatively limited, with only six people being killed, and only two of them not deserving it.

Ashley's Obsession and Sabotage

  • Ashley's obsession with her brother is explicitly portrayed in the game.
  • She sabotages his life to ensure he never leaves her.
  • The game focuses on this theme rather than cannibalism or incestuous subtext.

New Section

This section addresses the controversy surrounding the game's marketing and its actual content. It explains that while the game is marketed as a cannibalism-themed game with incestuous subtext, it is actually an incest-themed game with a brief mention of cannibalism.

Marketing vs Actual Content

  • The game sells itself as one thing but is secretly about another.
  • People are upset because they feel deceived by the marketing.
  • The focus of the game is on incest, not cannibalism.

New Section

In this section, it is explained that Ashley's obsession with her brother and their relationship dynamics are consistently portrayed throughout the entire game. The burial dream sequence highlights this aspect more clearly than any other part of the game.

Portrayal of Ashley's Obsession

  • The burial dream sequence reveals more about Ashley's character.
  • Plushies represent people in Ashley's perception of real life.
  • She destroys anyone who comes between Andrew (her brother) and herself.
  • This sequence emphasizes Ashley's single-minded focus on Andrew.

New Section

This section focuses on the burial dream sequence and how it reveals Ashley's obsession with Andrew. It highlights her actions of locking away people who threaten their relationship, including her parents, old school friend, and Andrew's girlfriend.

Locking Away Threats

  • Ashley locks away representations of people who could take Andrew away from her.
  • Plushies symbolize these people in the burial dream sequence.
  • She destroys anyone who gets between the pink (Andrew) and green (herself) plushies.

New Section

This section discusses a puzzle in the game that involves Ashley replacing all her memories of other people with memories of Andrew. It emphasizes how Ashley's obsession with her brother consumes her entire life.

Replacing Memories

  • The puzzle involves replacing memories of other people with memories of Andrew.
  • Ashley's obsession with Andrew is all-consuming.
  • She doesn't care about anything else because she is constantly thinking about him.

New Section

This section explains why Ashley seems indifferent to other events in the game, such as murder and cannibalism. It is because all those actions were done to ensure Andrew stays by her side.

Indifference to Other Events

  • Ashley's focus on Andrew makes her indifferent to everything else.
  • Murder and cannibalism are justified if they involve keeping Andrew close.
  • Her lack of reaction to other events stems from her preoccupation with him.

New Section

This section discusses a specific ending where Ashley loses control over Andrew due to pushing him too far. It mentions that this section feels more fitting for a bad ending rather than a good one.

Losing Control Over Andrew

  • In this ending, Ashley pushes Andrew too far, causing him to become openly hostile.
  • Ashley realizes the consequences of her actions and backs off to avoid further damage.
  • This ending feels more like a bad ending due to the deterioration of their relationship.

New Section

This section highlights that certain parts of the game, such as the burial dream sequence, lack depth and character development. It also mentions that Ashley's character is portrayed in a light-hearted manner despite her mental health issues.

Lack of Depth and Character Development

  • Some parts of the game, like the burial dream sequence, feel tacked on and lack depth.
  • Ashley's mental health issues are not portrayed seriously enough.
  • Her character is built from stock anime tropes and lacks complexity.

New Section

This section discusses how Ashley's character falls short in terms of being frightening or compelling. It mentions that Andrew is a more unsettling character due to his subtlety and hidden creepiness.

Ashley's Lackluster Character

  • Despite being an unrepentant psychopath, Ashley is not frightening or compelling.
  • Her actions are presented with a light-hearted vibe, diminishing their impact.
  • Andrew is more unsettling due to his subtle behavior and hidden intentions.

New Section

This section explains that Andrew's actions are more sympathetic because he has been manipulated by Ashley throughout his life. It also mentions that he faces a difficult choice between committing crimes for her or facing prison.

Sympathy for Andrew

  • Andrew has spent his life under Ashley's manipulation and threats.
  • He faces a difficult choice between committing crimes for her or going to prison.
  • His complex situation makes him more sympathetic compared to Ashley.

New Section

This section concludes that the game fails to explore the characters in a meaningful way and instead focuses on their descent into further darkness. It suggests that a more compelling story could have been created by delving into the characters' damaged psyches and their attempts to move past their obsessions.

Lack of Character Exploration

  • The game fails to explore the characters in a compelling manner.
  • Instead of delving into their damaged psyches, it focuses on their descent into darkness.
  • A more poignant story could have been created by exploring the characters' attempts to move past their obsessions.

Ashley's Character in "The Game"

In this section, the speaker discusses Ashley's character in "The Game" and highlights the difference between a creator who can't write and one who can but refuses to. The speaker criticizes Ashley for her extreme cruelty and lack of depth, comparing her to a Saturday morning cartoon villain.

Analysis of Ashley's Character

  • Ashley is portrayed as the main character of the game, but lacks complexity and depth.
  • The speaker argues that while villains don't need to be complicated, villain protagonists like Ashley should have more development.
  • The audience learns everything about Ashley through flashbacks early on, leaving little room for further character growth.
  • The speaker compares the film "God Bless America," where two people go on a rampage against rude individuals, to highlight the lack of catharsis in "The Game."
  • It is suggested that "The Game" reflects how some individuals may resort to violence due to their frustrations with society.

Comparisons with "God Bless America"

This section explores further comparisons between "The Game" and the film "God Bless America." The speaker discusses how both works depict characters going on rampages due to societal frustrations but ultimately fail to bring about meaningful change.

Similarities with "God Bless America"

  • Both works feature characters who believe society has degenerated and go on violent rampages.
  • However, in both cases, their actions only result in killing rude or attention-seeking individuals rather than addressing larger societal issues.
  • While there may be moments of catharsis in these acts of violence, they ultimately prove ineffective as society continues unchanged.

Frank vs. Joker: Unhinged Characters

This section compares Frank from "The Game" to the Joker character from another film. The speaker highlights how Frank's rampage lacks the depth and impact of the Joker's portrayal.

Comparison with the Joker

  • The speaker suggests that Frank in "The Game" is an honest version of what the Joker was trying to be.
  • While both characters go on rampages due to their frustrations with society, Frank is portrayed as a portly man who got fired for inappropriate behavior rather than a complex and unhinged individual like the Joker.
  • Frank's first murder targets a rich girl who is simply being rude, highlighting his lack of justification for his actions.
  • Unlike the Joker, who has a certain allure and appeal, Frank is not seen as cool or admirable by anyone except teenagers who think they are edgy.

Violent Urges and Fantastical Expression

This section delves into the concept of violent urges and how they are portrayed in "The Game." The speaker challenges the notion that everyone has violent urges and criticizes those who use melodramatic expressions of violence as a means to cope with minor inconveniences.

Violent Urges and Fantastical Expression

  • The speaker disputes the common sentiment that everyone has violent urges, using examples like wanting to kill someone who cuts us off in traffic.
  • It is argued that these violent thoughts are often melodramatic expressions of frustration rather than genuine desires for violence.
  • Ashley's character in "The Game" exemplifies this by resorting to extreme cruelty when faced with obstacles or people getting between her and her brother.
  • The speaker criticizes individuals who use violent fantasies as an exaggerated expression of their dislike for minor inconveniences.

Depiction vs. Endorsement

This section explores the issue of depiction versus endorsement in "The Game." The speaker argues that the depiction of certain themes and actions in the game can be misinterpreted as endorsement.

Depiction vs. Endorsement

  • The speaker highlights how some people may perceive the depiction of incestuous relationships in "The Game" as an endorsement, rather than a narrative choice.
  • It is suggested that the lack of a clear thesis or message regarding these controversial themes contributes to this misinterpretation.
  • The speaker criticizes fans who use Ashley's words to dismiss discomfort with the incestuous nature of her relationship, comparing it to quoting other fictional characters out of context.
  • The argument is made that while violence is more commonly accepted in storytelling, consensual incest is not narratively compelling in the same way.

Shock Value without Substance

This section discusses the issue of shock value without substance in "The Game." The speaker argues that shock games often fail to make a meaningful impact because they lack depth and artistic purpose.

Lack of Substance and Artistic Purpose

  • Shock games like "The Game" often rely on controversial elements like incest for shock value without exploring them artistically.
  • The speaker criticizes how "The Game" revels in depicting incest rather than using it for any meaningful artistic reasons.
  • It is suggested that shock games tend to be short-lived phenomena because they lack substance and fail to convey a message or engage audiences effectively.

Public Reception and Taboo Subjects

This section explores public reception towards taboo subjects depicted in media. The speaker discusses how depictions of violence are more readily accepted compared to depictions of sex, particularly unconventional forms such as consensual incest.

Public Reception and Taboo Subjects

  • The speaker acknowledges society's tendency to be more lenient towards depictions of violence compared to depictions of sex.
  • Depicting consensual incest in a story is likely to turn most people off, as it goes against societal norms and expectations.
  • The speaker emphasizes that this is not new information and that pointing out the discrepancy between violence and sex does not make one clever or insightful.

Lack of Depth in "The Game"

This section highlights the lack of depth in "The Game" and how it fails to deliver on its promise of being a dark story with meaningful themes.

Lack of Depth and Artistic Purpose

  • Despite appearing to be a dark story, "The Game" lacks substance and fails to provide meaningful commentary on its material.
  • The speaker argues that true dark stories have something to say about their subject matter, which is lacking in "The Game."
  • It is suggested that shock games like "The Game" are often short-lived phenomena because they rely on shock value without offering any substantial content or artistic purpose.

Analysis of the Game's Story

The speaker discusses the story of the game and its appeal, highlighting that the taboo and aesthetic elements play a significant role in attracting players. However, they argue that if these elements were stripped away, the story itself would be rather bland and dull.

The Bland Storyline

  • The speaker criticizes the story for being a generic tale of someone being systematically abused by their violent and obsessed younger sister.
  • They express disappointment that the game doesn't explore this potentially interesting storyline further.
  • The abusive relationship between the siblings is portrayed consistently throughout the game.

Appeal Beyond Taboo

  • While some people may have an incest fetish, not everyone who enjoys this game necessarily has such a fetish.
  • The speaker believes that it is more likely that people are drawn to the aesthetics of the game rather than just its taboo content.
  • Changing various aspects of the story, such as characters' appearances or themes, would significantly impact its audience.

Misconceptions about Audience

  • The speaker criticizes those who romanticize abusive relationships or idolize serial killers, stating that they are not truly countercultural but rather part of a larger consumer base.
  • They argue that there is an increasing market for literature and games catering to unusual fetishes or bad aesthetic taste.
  • This trend allows anyone with such interests to become published authors or game developers easily.

Lack of Genuine Dark Content

The speaker discusses how dark and taboo material can only be effective when approached earnestly. They criticize certain works for playing it safe and not pushing boundaries enough to make audiences uncomfortable.

Superficial Dark Content

  • Many works in various media genres fail to genuinely explore dark themes due to their desire to remain consumer-friendly products.
  • These works often rely on sarcasm and avoid delving too deeply into uncomfortable material.
  • The speaker argues that true discomfort and unease can only be achieved when the audience simultaneously wants the characters to be happy but knows their actions are wrong.

Rise of Taboo Fixation

  • The speaker laments the current state of literature and media, where amateur works romanticizing abuse, incest, and cannibalism gain popularity.
  • They criticize the prevalence of AO3-inspired bad amateur porn catering to specific fetishes.
  • This trend has led to a decline in introspective character drama in favor of satisfying taboo fixations.

Misguided Expectations for Mature Animation

The speaker discusses how some animation fans desired mature content but ended up championing children's media with slight dark elements instead. They highlight the disconnect between what these fans claimed to want and what they actually desired.

Desire for T-Nami with More Blood

  • Fans who claimed to want mature animation were more interested in adding blood and violence to existing anime styles rather than genuine maturity.
  • These fans would reject non-anime mature animations like "The Shawshank Redemption" because it didn't fit their preconceived notions.
  • Their stated interests conflicted with their actual desires, leading to a misunderstanding of what constitutes mature animation.

Due to the length of this transcript, only three sections were created. Please let me know if you would like additional sections or if there is anything else I can assist you with.

The Exploitative Nature of True Crime Entertainment

In this section, the speaker reflects on the exploitative nature of true crime entertainment and how it misses the point of why people were upset. They discuss the inappropriate glorification of serial killers like Jeffrey Dahmer and criticize those who brag about their insensitivity to violence.

True Crime as Entertainment

  • The speaker compares true crime shows to documentaries, highlighting how turning real victims' stories into exploitative TV shows for entertainment purposes is disrespectful.
  • They criticize individuals who boast about not being affected by violent content, stating that it demonstrates a lack of understanding and empathy towards the real issues at hand.
  • The speaker points out the irony in how entertainment products downplay gore and violence while hyperinflating it for dramatic effect.
  • They argue that violence is more acceptable in art than sex due to societal attitudes influenced by Hollywood's portrayal of violence.

Twitter Edgelords and Outrage Culture

  • The speaker discusses a new brand of Twitter users known as "edgelords" who constantly complain about imaginary Puritans or woke scolds, using outrage as a way to assert their superiority.
  • They express frustration with individuals who pretend to be survivors or advocates for causes they fetishize, emphasizing that this behavior has become commonplace on social media platforms.
  • The speaker highlights how terms like "puritanical" or "purity culture" are used to dramatize discussions around delicate topics such as sex or kink at Pride events.
  • They note that public outrage has shifted from physical protests to snarky comments on platforms like Twitter, with even the political right engaging in exaggerated reactions.

Stagnation of Art and Immaturity

  • The speaker argues that refusing to move past a mental age of 14 is hindering artistic progress and maturity.
  • They criticize individuals who loudly demand their own way without considering the impact on others, likening it to a child screaming for their mom's attention.
  • The speaker concludes by suggesting that this immaturity is detrimental to art as a whole, preventing meaningful discussions and growth.

Timestamps are approximate and may vary slightly.

Video description

My Socials: Linktree: https://linktr.ee/CD_Call Patreon: https://www.patreon.com/c/CD_Call Twitch: https://www.twitch.tv/cdcall Shock Value is dead. It died a horrible death after being run over by a sarcastic comedian with no filter and then beaten in an alley by a crappy Unreal 2 developer. It is survived by its children, Politically Incorrect and Unwoke, who did not attend the funeral because they thought it sounded quote "a bit gay." Patreon - https://bit.ly/39XbKga Ko-Fi - https://bit.ly/3fw7BB0 Tumblr - https://bit.ly/3gvBR0m Got Something For Us? Send it to lilypeetsubmissions@gmail.com 00:00 - Disclaimer 00:55 - Introduction 06:48 - The Coffin of Andy and Leyley 24:20 - Analysis 31:11 - Frank Murdoch - Loser With A Gun 33:09 - All Edge and No Point 37:51 - Vanilla Soccer Moms Pretending To Be Edgy 45:03 - Credits #postal #thecoffinofandyandleyley #hatred