Bigg’s Blog
This is fifth of fifteen essays contained within the fourth issue of the Adult Analysis Anthology, a collection of longform writing that seeks to expand the breadth of critical discourse around adult games and adult game culture. If you’d like to support the creation of more high-quality writing about adult games the full anthology is available for purchase on Itch! Anthology logo by Pillow!
Written By: Hunter M
Content warning: The games discussed in this article feature frequent non-consensual themes, such as harassment, threats, violence, and rape.
In the game Slash Cucumber XXX!! (second installment of the Lizzy series), there’s a moment early on where the player is flagged to see a Bad End scene. A girl is tied up, being raped by two boys. A fairly standard sight in this sort of game! You’re on a colorful, cartoony adventure, and the cutesy aesthetics set you up for the gutpunch of seeing some intense sexual violence. How horrifying! But there’s an unusual wrinkle here: The boys are flirting with each other while they do it. They’re making each other giggle, and teasing each other for the funny faces they make while having sex. This Bad End moment is surprising, and humiliating, but it’s not framed as a horror scene. It’s a silly gangrape.
That’s the weird difference the Lizzy games have, compared to other porn games with dark themes but cute aesthetics (your Degrees Of Lewdity, your LonaRPG). Other games use a facade of cuteness, to then let it slip and expose the darkness underneath. In the Lizzy series, the cuteness and the joy and the darkness insistently coexist.
Roksim (FurAffinity, Inkbunny, Tumblr, Itchio, Bluesky, Twitter , Newgrounds) is an artist and game developer I’m a pretty big fan of (I even contributed to the latest Community Art Collab!), and his Lizzy series is some games I’ve been trying to put over with everyone I know for years now. As soon as I saw the Fourdult Fournalysis Fournthology was announced, I knew it was the perfect opportunity to tell even more people about them.
But, showcasing an entire series of games in one short essay? I can’t just do that on my own! So, I figured… why not ask Roksim for help?
Continue reading “You Can’t Just Do That: Talking About Subject-Tone Dissonance With Roksim”
This is fourth of fifteen essays contained within the fourth issue of the Adult Analysis Anthology, a collection of longform writing that seeks to expand the breadth of critical discourse around adult games and adult game culture. If you’d like to support the creation of more high-quality writing about adult games the full anthology is available for purchase on Itch! Anthology logo by Pillow!
Written By: MxMorganic
For years, I grappled with the fascinating paradox inherent to NTR games: games are inherently defined by the player’s agency over what happens, and NTR is inherently defined by denying a cuck agency over what happens. Therefore, anyone intending to make meaningful progress through an NTR game where they play as a cuck must exercise their agency so they, through the protagonist, can lose their own agency. How the hell do we reconcile that?
Last year, reading Leo G.’s article in the previous Adult Analysis Anthology, I got the answer I was looking for: “a cuck chooses, a bull obeys.” Those six words and the breakdown that follow finally helped me make sense of my question, and if you haven’t read their article, you absolutely should.
But later in that same paragraph, Leo G. writes, “the player-as-cuck gets to choose if the NTRing happens. There’s almost always an alternate way forward where the relationship is saved.” True as that is, immediately I thought of my favorite NTR game, a game I adore precisely because of how thoroughly it rejects that idea: UROOM’s Dark Hero Party.
Continue reading “You Choose, You Lose: The Illusion Of Agency In Dark Hero Party”
This is third of fifteen essays contained within the fourth issue of the Adult Analysis Anthology, a collection of longform writing that seeks to expand the breadth of critical discourse around adult games and adult game culture. If you’d like to support the creation of more high-quality writing about adult games the full anthology is available for purchase on Itch! Anthology logo by Pillow!
Written By: Braden Liatris
Let’s start with a question: why do we play porn games?
By syntactic necessity, it can’t be because of the game part, so it must be because of the porn part. What is it about pornography that we find so compelling? That answer may seem obvious, but it still merits consideration. Erotica and pornography don’t just seek to inform or entertain, they aim to get a rise out of their audience. They stir our blood. They excite our humors. They make us wet. Therefore, we play porn games because we want to be aroused.
So what exactly do choices have to do with any of that?
This is second of fifteen essays contained within the fourth issue of the Adult Analysis Anthology, a collection of longform writing that seeks to expand the breadth of critical discourse around adult games and adult game culture. If you’d like to support the creation of more high-quality writing about adult games the full anthology is available for purchase on Itch! Anthology logo by Pillow!
Written By: Stanley Baxton
If you’re reading this, there’s a high chance you’ve played an adult game. There’s also a high chance you’ve played an adult game where losing might be, in many ways, desirable. Consider BDSM games where losing makes your master angry and subsequently punishes you, fantasy games with bondage monsters that tie you up when you fail a quicktime event, and PvE games where arousal is a status effect building to a disabling orgasm. It’s such a common thread in adult games that it almost feels disingenuous to hone in on one to do a specific case study.
Here’s a question I’d like to raise: How many times have you seen this done in a triple-A game? Not the porn aspect necessarily, but the fact that these are games where losing, opposed to winning, is designed explicitly as a state the player might want to achieve. Adult game designers aren’t stupid; they are fully aware that people are losing their games on purpose to reach them. Why are they designing for failure? Instead of dismissing this, I’d like to ask the opposite question. Why aren’t triple-A games designing for failure?
Continue reading “What If The Player WANTS To Lose?”
Hello there to the regular readers of this blog! This is just a quick update to let you know that TWO big BP Games projects have launched this Monday, should you want to check either or both of them out.
First, Monstrous Liberation, our early-access monsterfucking isekai visual novel, received a huge content update. This one has ghost wizards, a mermaid chimera, and a very personable mimic. There’s also some interesting story stuff that happens at the end don’t worry about it
Second, the fourth issue of the Adult Analysis Anthology just released to the public! I’ve even already published the first free essay to this very blog!
Thank you for your continuing support! I hope you enjoy!
This is first of fifteen essays contained within the fourth issue of the Adult Analysis Anthology, a collection of longform writing that seeks to expand the breadth of critical discourse around adult games and adult game culture. If you’d like to support the creation of more high-quality writing about adult games the full anthology is available for purchase on Itch! Anthology logo by Pillow!
Written By: Kangoo
Overthinking solutions to mundane problems is one of my greatest joys in life. I love puzzles; I love untangling knots, metaphorical or otherwise; I have, on occasion, been accused of having a “Works Cited fetish”. It will come as no surprise then that, upon Morgan K’s essay on Game Overs for the first time, my brain immediately latched on to a single sentence:
“The experience of a lot of the [ryona] games I encountered didn’t really seem to work in practice. As games, they often left a lot to be desired.” (Emphasis mine)
This line felt like scratching the surface of a very interesting question, albeit one a little tangential to the main subject matter of her essay, that being: how do you make a ryona game (and I’m using that term in a very broad sense to include any adult game where defeat results in erotica) that works as a game? As in: how do you create an adult game that the player will want to fail and not have it feel like scrolling through porn gifs while having to press twice as many buttons as usual? How do you make a game that you can win, but don’t want to?
Boy, don’t you just hate it when you make a big confident declaration of when a thing is supposed to happen and then it doesn’t? This is my way of saying that the person most irritated by the delay in the MonLib update launch is undoubtedly myself, because I really want to see everyone’s reactions to what we did this time! Aaa! Anyways, let’s get into the update.
Continue reading “May 2026: Locked & Loaded For Real This Time”
Hey, everyone! Just need to correct the launch date for the next Monstrous Liberation update. Previously I’d said it would be coming May 4th, but due to some stuff getting delayed on the publisher’s end with regards to other launches and planned events, the launch date was pushed back two weeks to May 18th. Thank you for your patience!
Happy April, everyone! It’s springtime here, the trees are getting green on them, and I’m catsitting an aggressively-affectionate tortoiseshell named Midna. Let’s get into the update!


