Analyze an existing artwork/project/piece of media (TV show, game, etc) and the systems within which it operates. Try to identify: Who created it? For whom? With what materials and metaphors? With what intention? What impact? On whom? How? Did the artist identify a public or create a counterpublic?
The project I chose is Sayonara Wild Hearts which is an indie game created by Swedish developer Simogo. The game is described as a “pop album video game.” It narrated a story that a heartbroken girl lied on the bed. The heroine that the divine arcana created transformed into a butterfly and she transported the girl to the alternate universe. Then, the girl transformed into a masked heroine. She defeated different foes and collect their pieces of heart. Finally, She then imagines herself as each of her former foes, and proceeds to fight each in turn. Instead of defeating them, she forgives them with a brief kiss. She came back to real world and reconciled with the past. Finally, her broken heart healed.
The project is under game industry system. The creators made the game for indie gamer and female player mainly. By acting tarot’s characters and playing the story of the hero defeating the enemy, Game developer presents heroinism and encourages girls to face difficulties positively. The foes in the game are the barriers faced in real life. Players defeat all of them and finally forgive them by kiss, which means we need to turn difficulties into motivation. Also, we have to accept our fail and look forward.
I am not sure about the public and counterpublic for the game. A public the artist identify might be the players who want to see a story line about hero rather than heroine. A counterpublic might be players who support female hero which is opposite to the majority game market.