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ULTRAKILL V1: Pronouns and the Cyberpunk Combat God

The Machine Made of Steel and Sinew

Gameplay and Design

From the moment you first boot up ULTRAKILL, it’s clear that you’re not controlling a conventional protagonist. V1 is not human; it’s a war machine, a construct of metal and code designed for efficiency. The visual design of V1 reflects this: a streamlined, androgynous frame, more mechanical than organic, more weapon than warrior. There are no overt gendered features, no clear visual indicators to suggest a specific gender identity. This deliberate lack of human characteristics is a cornerstone of the game’s design.

Narrative and Lore

The gameplay mechanics themselves emphasize V1’s machine-like nature. Players are encouraged to chain together brutal combos, utilizing a wide array of weapons and movement options to maintain a relentless flow of violence. Every action is about efficiency, about exploiting weaknesses and extracting the blood that powers V1. This focus on pure, raw action contributes to the sense of detachment from traditional narrative frameworks. The game emphasizes the what over the who, prioritizing the player’s immediate experience of combat over character backstory or personal identifiers.

The game’s narrative, such as it is, is also deliberately minimalist. The story is delivered through cryptic messages, environmental storytelling, and the brutal choreography of each encounter. ULTRAKILL is more about the how than the why. The player isn’t burdened with exposition; instead, they are pushed into a world where action speaks louder than words. This approach allows players to interpret V1 in their own terms, allowing for a personalized experience and a degree of character agency that’s rare in many games.

In essence, ULTRAKILL doesn’t tell you who or what V1 is; it shows you what V1 does. This approach to storytelling offers an open playing field for individual player interpretation.

The Absence of Pronouns: A Design Choice

It’s in this context of mechanical design and lean storytelling that the lack of explicit pronouns for V1 takes on its significance. Throughout the game, V1 is frequently referred to as the player character or simply as V1. The few times that the character is referenced in a way that hints at pronouns, the game uses the third-person singular “it.” This choice is clearly deliberate and not simply an oversight.

This seemingly small detail has far-reaching implications. By avoiding the use of gendered pronouns, the developers have created a blank canvas for players to project their own understandings of identity onto V1. This choice contributes to the overall feeling of autonomy that characterizes ULTRAKILL, inviting players to define their own relationship with the character. The game seems to ask not just what can V1 do, but also what do you want to believe V1 is?

This deliberate ambiguity isn’t a flaw or oversight; it’s a carefully considered design choice. It allows players to focus on the visceral action and the intricate combat system without being bogged down by pre-defined character tropes. It’s a way of stripping away the unnecessary elements, creating a pure and unfiltered experience of hyper-violent gameplay.

Community Voices: Defining the Cyberpunk Deity

Within the dynamic community that has formed around ULTRAKILL, the question of pronouns has sparked a lively and passionate discussion. While the game itself remains largely silent on the matter, the player base has enthusiastically filled the void with their own interpretations. One of the most prominent interpretations is the use of the pronouns “they/them” for V1.

Why “they/them”?

There are several compelling reasons behind this choice. The first and perhaps most obvious is the gender-neutrality of the pronouns. In a game where the protagonist is a non-human machine, using gendered pronouns simply doesn’t fit. “They/them” offers a safe and inclusive way to acknowledge V1 without forcing the character into any specific gender identity. For many players, “they/them” accurately reflects V1’s nature: a being apart, existing outside traditional categories.

Another factor driving the use of “they/them” is a respect for player agency and interpretation. ULTRAKILL is, at its heart, a game that empowers players to define their own experience. By using the non-gendered pronouns, the community honors this sense of player autonomy. It becomes a way of saying, “This character is what you make of it.” It acknowledges the player’s personal connection to V1.

Furthermore, the use of “they/them” can be seen as a reflection of V1’s mechanical nature. Machines, by their very definition, do not possess gender. The choice of pronoun subtly reinforces V1’s status as an entity separate from the human experience, a force of nature operating according to its own, blood-fueled laws. It perfectly encapsulates the player’s understanding and relationship with the protagonist.

Other Perspectives

While “they/them” is the most common, it’s not the only pronoun set used within the ULTRAKILL community. Some players, due to their personal perspectives, might adopt “he/him” or “she/her” pronouns. The reasons for these interpretations are varied. It may come from personal preference, reflecting the players’ own experiences with gender, or because of the visual aesthetic of V1, or a perception of the character.

However, the important thing here is that ULTRAKILL itself does not mandate a single answer. This allows for a healthy and respectful discourse within the community where the variety of interpretations can co-exist.

Community Expressions: Art, Writing, and Beyond

The discourse surrounding V1’s pronouns is by no means confined to simple text-based discussions. The community’s creativity thrives, expressed in a wide variety of art forms.

Fan Art and Visual Interpretations

Fan art depicting V1 using various pronouns has become increasingly prevalent. These artistic interpretations offer visual representations of different ways of viewing V1, giving rise to a fascinating collection of creative content. The variety of artworks showcase the player’s personal interpretation, enriching the overall ULTRAKILL experience.

Fan Fiction and Narrative Explorations

Fan fiction provides another outlet for these interpretations. Writers and artists have used a variety of platforms to create stories, expanding upon the lore and inserting their own visions of V1 into the ULTRAKILL universe.

More Than Just a Pronoun: Identity in Gaming

The debate around V1’s pronouns touches upon a larger, more profound conversation about gender and identity within the world of video games. The increasing awareness and appreciation of diverse gender identities has encouraged many developers to incorporate these perspectives into their games. This may manifest in character customization options, narrative choices, and the portrayal of different characters in the game’s world.

ULTRAKILL’s deliberate ambiguity fits within this trend. The game’s use of implied character design and the lack of gendered pronouns provides an excellent case study in the evolving landscape of gender and identity in video games.

Significance of Non-Gendered Design

The fact that ULTRAKILL has remained ambiguous is a part of its appeal. The game’s minimalist approach extends beyond storytelling, creating a clean and dynamic experience for players. This also allows them to create their own meanings, leading to personal investment and a deeper connection to the character.

By choosing to omit explicit pronouncements of gender, the developers have provided a place for any player to identify with V1. There are no restrictions based on the player’s personal expression. As a result, V1 is more than just a character; it’s a reflection of the player’s own inner landscape.

This approach, though seemingly simple, has the potential to reach far beyond the confines of a single game. In a world where gender identity is becoming more and more important, the creation of characters like V1 is crucial for gaming.

The Developer’s Influence

It’s worth noting that the game’s developer, Hakita, has not issued any definitive statements on V1’s gender or the preferred pronouns. This deliberate silence arguably reinforces the player’s agency in interpreting V1. This refusal to dictate allows the community to build the narrative, expanding on the foundation that Hakita created.

A Cyberpunk God of Blood

ULTRAKILL is more than just a game; it’s an experience. The story’s ambiguity allows players to insert themselves into the role of V1. By using “they/them” pronouns, players are creating a character that is both a product of the game’s design and a mirror to the individual’s experience.

The constant debate concerning the pronouns of V1 perfectly showcases the game’s capacity to provide its players with the freedom of interpretation. ULTRAKILL, through its violence and intense experience, asks what V1 can do. It also asks what the player believes about themselves.

In Conclusion

The ongoing discussion around V1’s pronouns is a testament to the game’s immersive design and dedicated player base. From the intentionally spare narrative to the non-gendered appearance, the design choices in ULTRAKILL have created a fascinating space for creative interpretation. The use of “they/them” pronouns, while not officially mandated, has become a way for the community to unite, respecting player agency.

ULTRAKILL’s dedication to freedom gives players more than the capacity to be a character; they gain a degree of creative authority. The use of pronouns, or lack thereof, is not just a matter of semantics. It touches upon how we perceive ourselves and the characters we inhabit.

Consider your own interpretation of V1. What pronouns do you use? How does your perspective on V1 shape your experience within the game? Perhaps you, too, will become a warrior, the god of blood and iron, in a world of endless carnage.

Perhaps you already are.

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