Like so many things do, it all started with a drunken tweet. This time, though, it ended up with girls licking doorknobs.
"That drunken tweet was the impetus," artist Ryuko Azuma told Kotaku. The self-taught illustrator is famous for his edgy, sexy drawings. "I tweeted that a collection of photos of a girl licking a doorknob would be a big hit."
Azuma was right. It was. The photos quickly went viral, and Azuma and his collaboration ended up on network television.
This post contains possibly NSFW imagery.
A young, then 21 year-old photographer, Ai Ehara, replied to Azuma's tweet, and "Doorknob Shojo" or "Doorknob Girl" was hatched. "If Ehara hadn't said anything," Azuma recalled, "there probably wouldn't be Doorknob Girl." Azuma rushed out and bought a new camera, and that August, Doorknob Girl photos appeared on a Tumblr.
Ehara was the first Doorknob Girl. As summer gave way to fall, and the site started to go viral, Azuma and Ehara assembled more models, putting out models wanted notices via Twitter, to photograph licking doorknobs with both Azuma and Ehara taking photos in tandem, working together.
"It was such an extraordinarily unusual idea—girls licking doorknobs," Ehara told Kotaku. "I thought through this collaboration we could do something interesting."
The photos depict a variety of young girls (shojo) with their mouths and tongues touching doorknobs. The imagery is sexually charged. Doorknobs are ubiquitous and common, bland and banal. Intrinsically, doorknob are not sexual objects in the same way that, say, a banana is. Yet, their position on a door, require the girls to kneel and by placing their mouths on the knobs. It's undeniably submissive.
"For me, all of the things that I like, bizarre things, cute things, girls, are influenced by what TV shows or anime I saw as a kid," Ehara said. "All of this manifests itself into Doorknob Girl."
A doorknob is not necessarily a sexual object. Its purpose is to open doors. Licking is not only a sexual act. Its purpose is to taste. The juxtaposition comes across as titillation and provocative, designed to illicit a response. The photos might look submissive, or exploitive, but they confront the viewer, asking the question, "What do you see?" The pictures can dominate and even exploit the viewer's notions of foreplay.
The photos are psychosexual, with the viewer, if he or she so chooses, filling in the blanks and replacing the boring with the sensual. For such a commonplace object, the doorknob is an perfect phallic symbol. Like dicks, doorknobs come in a variety of shapes and sizes, from short and fat to long and thin. And like dicks, doorknobs can transmit diseases (though, certainly not nearly as many as dicks can!), which is why Azuma and Ehara disinfect the knobs before any model puts her lips on it. "Basically, we shot whatever doorknobs were at the location," Azuma said. "But just in case, I always carried a backup knob with me to switch out."
Due to censorship, Japan is infamous for using a wide variety of stand-ins for dicks, whether that be tentacles, swords, fish, or even egg plants. The use of tentacles has a long history, dating back to the 19th century when Edo period artist Hokusai was one of the first to depict tentacle erotica with The Dream of the Fisherman's Wife (NSFW), following in a sub-genre of women engaging in sexual activity with sea creatures.
Japanese censorship laws in 1907 cracked down on obscene "pictures" or "documents". From the Post War World II era, the law was increasingly used to crackdown on the depiction of genitalia. Japanese society, however, has few hangs up about nudity. These censorship regulations have forced Japanese manga artists and game designers to become more creative in how they depict sexuality. This creativity allows for something like a Doorknob Girl photoshop to appear on a nationwide late night Japanese show that's hosted by DSi spokesmen, the comedy group Audrey. Not bad for an idea hatched and crowd sourced over Twitter and brought to life on Tumblr.
The pictures are deceptively simple. They are more than girls licking doorknobs. The items in the frame tell a story, and Azuma makes detailed drawings that note everything in the picture, from the clothes the models wear to the belongings scattered on the floor. Nothing is by accident. It's all storyboarded out like a big Hollywood production.
The settings vary as much as the doorknobs, from nondescript apartments to crumbling Showa-era dwellings. The doors are typically closed, and the rooms are shut. The other side of the cannot be penetrated by the viewer, making the pictures, even when they are outside, closed. Some models play to the camera, other don't. These are private moments, though, and the viewer is a fly on the wall—or door.
Tropes that commonly appear in anime, manga, and video games populate the pictures. Some of the girls are wearing schoolbags or carrying phallic recorders and school notebooks. Some of the girls are in school uniforms. Others are dressed like female office workers and even have wear worker name badges around their necks. In Japan, where clothes were traditionally used to mark class and status, these are all identifiers and are used to provide enough information for the viewer to finish the story, making them as an essential part of the narrative. All of these items are meaningless alone. It's the viewer, informed by popular culture like anime, TV, and games as well as real life, that gives them meaning.
The innuendo is overflowing, but Doorknob Girl's creators don't be necessary think the pictures are strictly sexual. "I always think a work is completed by the viewer," Ehara said. The viewer's reaction to the photos tells more about the viewer than the photos themselves, with Ehara adding, "So whatever the viewer brings to the work is fine." Agreeing, Azuma said, "Many people feel like the photos are a metaphor for oral sex, but we're not especially taking the photos with that in mind. See whatever you want to see." That's whether you are seeing just a girl and just a doorknob or much, much more.
For more photos, visit the Doorknob Girl Tumblr. Illustrations courtesy of Ryuko Azuma; more at his official site.
You've drooled over the gorgeous screenshots, now take a look at the first official trailer for Persona 4: The Ultimate in Mayonaka Arena, the welcome marriage of Atlus' role-playing with Arc System Works fighting know-how.
This is the first time I've gotten to write about Persona 4: The Ultimate in Mayonaka Arena since it was first announced, which is probably a good thing, as my initial level of excitement would have resulted in my typing the word "jizz" over and over again in structured paragraphs. The combination of Arc System Works and characters from the Persona franchise is like pouring gravy over a giant bucket of bacon — extraordinarily delicious, and it will probably kill me.
Persona 4: The Ultimate in Mayonaka Arena. First Official Trailer (Non-HD) [YouTube - Thanks, Fernando]]
Asura isn't the only playable character in Asura's Wrath. Capcom said today that you'll also be able to play as Yasha, Asura's brother-in-law.
Yasha and Asura have a complicated history, according to Capcom. Yasha blames Asura for his sister's death. Asura's wife was murdered during the assassination of Emperor Strada. Here's a look at this new, troubled playable.
When your trailer depicts a young man delivering a furious rain of punches down upon a potential seafood platter and the words "Incredibly Fun Fish Battles" your marketing is pretty much complete.
I'm almost completely serious. Having tried fishing at various stages in my life with the only constants being a complete failure to catch anything and having to take a mid-afternoon nap, I'm ready to get down into the water and demonstrate the effectiveness of fists over fins as bludgeoning weapons. This could only be more enticing if the game let you squeeze a virtual fish until it exploded.
But Rapala for Kinect isn't just about wrestling with your catch. It's an arcade-style fishing game with an emphasis on speed, both in the 45-second catch clock to the high-velocity speedboat races between prime fishing spots. It's about making goofy hand gestures to bend the fish to your will.
"Pro-anglers and family gamers will go crazy for the immersive fishing experience presented in a familiar arcade style format," said David Oxford, Executive Vice President of Activision Publishing. "Rapala for Kinect captures a simple and straightforward aesthetic with an emphasis on play!"
Play, bending fish to your will; same thing. Your living room because an aquatic battle arena in November.
You didn't think we forgot about the Nintendo Download, did you? Well we did, two weeks in a row, but now it's back with a selection of less-than-memorable titles that semi-justify our oversight!
Between the Virtual Console, the eShop, WiiWare, and DSiWare, one would figure that Nintendo could manage at least one truly exciting game a week. On the other hand, with the Wii being replaced next year and the 3DS turning out to be Nintendo's Dreamcast, sometimes I'm surprised they even bother.
Still, you might find a hidden gem lurking in this week's selections. Hell, Puzzle Rocks for DSiWare looks to be full of hidden gems. That's something!
Paint Splash
Publisher: KnapNok Games
Price: 500 Wii Points
Paint Splash turns your TV into an interactive canvas where kids of all ages can enjoy painting using the Wii Remote. Up to four people can paint at the same time so the entire family can participate in creating fantastic paintings using just your Wii Remotes. When you're done painting you can save your images onto your SD Card.
Golf
Publisher: Nintendo
Price: $2.99
Meet your caddy at the tee.
This new version of the 1990 Game Boy classic brings you 32 holes of realistic golf action with hazards that change every time you play. Each hole has tricky hazards, so strategy is a must. Read the wind direction, check the distance, select a club, adjust your swing and keep your eye on the ball. Then, drive it home. A scorecard will keep track of your points for each hole. From twisting fairways and hungry sandtraps to big water hazards and deceptive greens, Golf is packed with challenges.
DotMan
Publisher: Agetec
Price: $1.99 / 200 DSi Points
Do you like to drive fast? Challenge authority? Finally, a chance to drive as fast as you can with no regard to the law. Put the pedal to the metal and drive with both confidence and precision as you speed around collecting all the coins on each stage as quickly as possible. Execute evasive moves and collect essential items to help you dodge the police and escape being caught. Watch out for the three strikes and you are out! If, you are caught by the police three times the game is over. It's up to you to perform last minute lane changes, stealthy u-turns and determine the rate of speed. However, keep in mind; once you start going, there is no stopping. DotMan is a non-stop action game that takes you back to the golden years of arcade gaming. Strap yourself into the driver's seat and prepare yourself for the ride of your life.
Puzzle Rocks
Publisher: Cinemax
Price: $4.99 / 500 DSi Points
A novel puzzle game that will thoroughly test your combining and planning abilities. Take your time to find the best strategy, improve your moves, and make as many matches as possible during a single turn to improve your score.
Question one: How to keep your brain active?
Answer: Play Puzzle Rocks! Stop the falling stones!
Question two: Do you have what it takes to get through 36 various levels?
Answer: We will see.
Sony kicks off their television campaign for Uncharted 3: Drake's Deception with this brand new commercial tonight.
The ad airs during the 2011 NFL Kickoff game between the Packers and Saints. Or you could just watch it right now.
Was Final Fantasy XIII too linear for you? Square Enix has heard the complaints, and answers them with a mechanic that's about as non-linear as they come: Time travel. How does it work? Director Motomu Toriyama has the answers.
At the heart of Final Fantasy XIII-2's story and gameplay progression is the Historia Crux, a mechanic that allows players to travel back and forth through time, experiencing events in the future or redoing choices they've made in the past. Game director Motomu Toriyama likens it to a webpage filled with links the player can pick and choose as they please. Players yearning for more depth can plumb the darkest reaches of the system, unlocking hidden endings, priceless treasures, and hours of play time.
It sounds complicated, but Toriyama says it's had some likening the new game to Chrono Trigger, which is a horrible thing to say to fans that have been waiting for a new sequel to that classic for years. You don't get to say that name unless you've got more on the way!
Flip through the gallery for a look at the Q&A session Square Enix provided with Toriyama in the hopes of explaining the new system. It doesn't help much, but the pictures are pretty.
Q: Could you give us an overview of what the Historia Crux is and how it works?
A: The Historia Crux is a new gameplay system that functions like a compass for time travel. As the portal which allows the player to select areas and time periods to go to, it functions a bit like a home menu and is at the heart of the story and gameplay progression of FINAL FANTASY XIII-2. The player can enjoy travelling through time by freely choosing between all the time-space locations where gates have been opened up. Although these locations proceed onwards into the future, you also have the option of rewinding time so it will be possible to experience many different historical possibilities.
Q: What specific fan feedback are you trying to respond to with the Historia Crux?
A: The original game, FINAL FANTASY XIII, was primarily story driven and progressed in a very linear manner. For the sequel, FINAL FANTASY XIII-2, we are going for a much more player driven concept, so this time around the gameplay and story itself will alter to fit the player's choices. You will be able to freely come and go between all the areas; the game will provide not just simple environmental exploration, but also a multi-layered exploration of history through the Historia Crux.
Q: How does the Historia Crux affect the gameplay in FINAL FANTASY XIII-2?
A: The Historia Crux branches off into multiple different routes depending on the player's choices. You will be able to take a detour into areas that have branched off of the route you have taken, perform side missions and turn back time in each of the areas to experiment with all possibilities. It is of course also possible to progress simply following the main story, like in the original FINAL FANTASY XIII. The flow of areas accessible via Historia Crux has been structured so that all of the player's actions and decisions will influence the gameplay. Casual players will be able to use the Historia Crux in a similar manner to browsing a favourite website – picking and choosing between all the different links available. It also contains elements aimed at more dedicated gamers, allowing for more challenging play through encouraging exploration of all the different times and places; to find additional secrets including the multiple endings that are hidden in the different routes.
Q: Many fans have been longing for an explorable World Map for a while. Do you feel that the Historia Crux is a good alternative?
A: The Historia Crux divides the world into multiple layers, overlapping with the different time periods that can be played with the feeling of jumping freely around several world maps. This is a completely new system and experience, so it cannot be unconditionally compared with other options; however, when considering the key concept of "player freedom", I believe it to be an optimal system for combining the best parts of open-world style games with the story-driven aspects of FINAL FANTASY XIII. The player can adjust their play style to either delve deeply into everything available and be engrossed, or just make more straightforward choices while going along their adventure.
Q: Is it possible to share more information on how the Historia Crux allows for sidequests and hidden objects to feature in the game?
A: In the original game, the sidequests were only unlocked in the second half of the story in Gran Pulse, but in the sequel we have put in many different sidequests right from the start. Due to the overwhelming demand from players of the original, we have also included many strong and colourful mini games, a tradition of the FINAL FANTASY series. You will be able to return to any of the times and places whenever you like from the Historia Crux, so it is completely up to the player in what way they choose to play these.
Q: Is it possible to change events that happen in the future depending on your actions in the past?
A: Depending on the player's actions, new turning points to new futures will appear in time, and these will certainly form the basis for the multiple endings.
Q: This is the first time time travel has featured so prominently in a FINAL FANTASY game, is this something you'd like to explore more in future games?
A: For the FINAL FANTASY series, each game has its own new game system, so it is not as if we are intending on making time travel key to all future instalments. We want fans to look forward to each FINAL FANTASY having its own unique system. For FINAL FANTASY XIII-2, we are experimenting with carrying out repeated large scale user tests to reflect the opinions of users in the game itself. We really have received a lot of feedback about the game, but among the voices there are those who say it reminds them of the classic RPG, CHRONO TRIGGER. For FINAL FANTASY XIII-2, we are aiming to make time travel a major thematic direction, and be able to express this on high-end game machines.
Q: Will we be meeting older/younger versions of FINAL FANTASY XIII characters as we travel through time?
A: The main characters from the original FINAL FANTASY XIII will show up in this journey through time, so we will see them in many different situations and guises. I am sure that the fans of the original will be looking forward to seeing them again and how they have changed over the years!
Q: Is it possible to return to time periods you've already visited and replay them as if it's your first time you have visited the area?
A: It will be possible to wind back time in each of the areas you visit and replay them. Character levels and equipment etc will be carried over so it will be possible to play the game as if doing a "New Game+" for each of the areas at different times. It will be possible to play through from the start using your levelled up characters, once you have completed the game. We have taken care to put a number of elements into the game system to make replays more exciting and user-friendly.
One of the unlockable skills for Dead Island leading lady Purna allows her to deal extra damage against male victims. It's called Gender Wars in the game, but the original skill was named "Feminist Whore." [UPDATED]
The errant bit of renamed text was discovered by a resourceful computer gamer who found the original skill name buried in the code for the non-retail version of the game that was accidentally sent to digital game store Steam.
In the code, the game lists some of Purna's skills as "TeamSpirit1Purna", "SharpApprenticePurna" and "FeministWhorePurna".
Reached for comment this morning Techland confirmed that Feminist Whore was indeed the original name for the Gender Wars skill. The inappropriate name was caught by the developers and changed, they said, but remained in one debug, diagnostic file which ended up in the actual game.
Reached for comment this morning, publisher Deep Silver confirmed to Kotaku that the line of code was in an early build of the game.
"It has come to our attention that one of Dead Island's leftover debug files contains a highly inappropriate internal script name of one of the character skills. This has been inexcusably overlooked and released with the game," Blazej Krakowiak, Techland International Brand Manager, said via email. "The line in question was something a programmer considered a private joke. The skill naturally has a completely different in-game name and the script reference was also changed. What is left is a part of an obscure debug function. This is merely an explanation but by no means an excuse. In the end that code was made a part of the product and signed with our company name. We deeply regret that fact and we apologize to all our customers or anyone who might have been offended by that inappropriate expression.
"The person responsible for this unfortunate situation will face professional consequences for violating the professional standards and beliefs Techland stands for."
Publisher Deep Silver also responded with a prepared statement:
"These unfortunate actions were of one individual at developer company Techland and do not in any way represent the views of publishing company Deep Silver."
[Thanks for the tip Spencer]
Dead Island has nothing to do with that family and their child and that sad death. But that doesn't mean it's a bad game.
Sure it has bugs, but I'm still really enjoying my time with this expansive, tropical take on killing the undead. More »
I think we were all a bit shocked when Techland told Kotaku earlier this year that the family so poignantly represented in the award-winning trailer for Dead Island wouldn't actually be in the game.
Blazej Krakowiak, international brand manager for developer Techland, told us that the family and... More »
The Human Revolution continues in October, as Adam Jensen finds himself stripped of his augmentations in The Missing Link downloadable content.
Adam Jensen disappears for three days during the course of Deus Ex: Human Revolution's conspiracy-rich story. Where did he go? What did he do? What happened to his augmentations?
The answer to that last question is they were somehow stripped away, giving players the ability to rebuild their augmentation set completely. Jensen finds himself tortured brutally by Belltower agents and trapped on a freighter heading to an unknown destination. The conspiracy deepens and new characters step into the light.
"We are very excited for Deus Ex: Human Revolution fans to be able to further develop Adam's journey in the game with The Missing Link DLC," said David Anfossi, producer of Deus Ex: Human Revolution at Eidos-Montreal. "Gamers will be able to experience a vulnerable side of Adam like never before, which gives the overall game a whole new dimension. The Missing Link propels players into compelling gameplay, beginning with Adam being temporarily stripped of his use of augmentations; new, visually stunning environments; and the continuation of Deus Ex: Human Revolution's conspiracy-rich story."
More Deus Ex: Human Revolution is definitely a good thing. Look for The Missing Link in October.
That an entire console worth of gamers haven't experienced Eric Chahi's glorious strategy game From Dust weighs is a shame, but a shame that will be rectified come September 27 when the game hits the PlayStation Network for $14.99.