PC (Political Correctness) vs Freedom of Expression... The Ball That 'Stellar Blade' Has Launched

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Stellar Blade... The PC Controversy and the Essence of Gaming

PC (Political Correctness) vs Freedom of Expression... 〈Stellar Blade〉 The Ball That Has Been Launched [Magazine Kave]
PC (Political Correctness) vs Freedom of Expression... 〈Stellar Blade〉 The Ball That Has Been Launched [Magazine Kave]

In April 2024, the release of the console action game 〈Stellar Blade〉, developed by Shift Up and published by Sony Interactive Entertainment (SIE), became a massive catalyst in the global culture war, transcending the mere launch of a new game. Even before its release, the character design of the protagonist 'Eve' became a battlefield where critical views from Western media clashed head-on with the supportive opinions of gamers worldwide. This article provides an in-depth analysis of the "PC (Political Correctness) vs Freedom of Expression" debate triggered by 〈Stellar Blade〉, based on the unique perspective of Magazine KAVE. We must recognize that this is not merely a superficial controversy about character exposure or sexualization. It is a fundamental philosophical challenge posed by Korean developers against the dogmas of 'Digital Humanism' and 'Realistic Representation' that the Western gaming industry has built over the past decade, prioritizing 'the essence of fantasy' and 'Aesthetic Idealism'.

In particular, we will explore how the 'Anti-PC' sentiment, formed as a reaction to censorship controversies in the West, has elevated K-games as alternative cultural consumption, and what the underlying unique gender conflicts and industrial contexts in Korea are. We define this phenomenon as a struggle surrounding "Aesthetic Sovereignty" and will dissect the implications of the visual language constructed by Shift Up's Kim Hyung-tae in the global market from economic, social, and philosophical perspectives. The controversy began with a preview article from IGN France, a prominent Western gaming webzine. The author of the article, Ben Ossola, harshly criticized the protagonist Eve of 〈Stellar Blade〉 as follows:

"The design of the game, especially the character, reveals obvious biases. We will smash aliens, but if we can please the male gaze while doing so, that’s a bonus. And the result is not successful. (Omitted) Unlike Bayonetta, which stands out with its iconic character design, or 2B from Nier: Automata, who inspires cosplayers, Eve from Stellar Blade is just ordinary. She is merely a doll sexualized by someone you would think has never seen a woman."

Ben Ossola, IGN France

This statement immediately sparked outrage within the global gamer community. Gamers perceived this criticism as not just an evaluation of the character's appeal but as a personal attack that belittled the developer's creative intent and insulted all male gamers. In particular, the expression 'has never seen a woman' became a target of fierce ridicule when it was revealed that Kim Hyung-tae is actually married and that his wife also works as an artist at the same company. At the time when Western critics were attacking Eve's body as "unrealistic" and "anatomically impossible proportions," Shift Up revealed that Eve's body modeling was based on a 3D body scan of the actual model Shin Jae-eun.  

The disclosure of this fact became a decisive blow that shook the very foundation of Western 'PC criticism.' The body that critics defined as "a product of male fantasy that does not exist in reality" was, in fact, the body of "a real Korean woman." This raised a counter-criticism that the concept of 'Realistic Body Image' claimed by Western feminist criticism only recognizes body types that conform to Western and specific ideologies as 'real,' while excluding Asian body types or cultivated aesthetic bodies as 'unrealistic,' representing another form of racial and cultural prejudice. YouTubers and community users questioned, "Isn't it disrespectful to criticize a scanned real woman as unrealistic?" pointing out the contradictions in IGN France's commentary.  

Faced with fierce backlash, IGN France eventually revised the article and published an apology. They stated, "We sincerely apologize to everyone at Shift Up who felt insulted by this phrase," but the community's response was lukewarm. Some users pointed out that the apology had a nuance of "misunderstanding by those who do not understand French," criticizing it as a non-genuine apology rather than true reflection. This incident further deepened the divide between 'Gamers vs Journalists.' Gamers felt that game journalism had become a pulpit that propagates their political agenda rather than evaluating the essence of games, which is 'fun' and 'technical excellence.'

The 〈Stellar Blade〉 incident is not a mere accidental occurrence but a phenomenon that exploded at the critical point of the philosophical differences in viewing game character design between the East and the West. We can interpret this as a clash between 'the dogma of Digital Humanism' and 'entertainment idealism.' In recent years, Western AAA game developers have shown a tendency to deliberately castrate sexual appeal or emphasize physical flaws in the design of female characters under the banner of 'Realism' and 'Inclusivity.'

  • 〈Horizon Forbidden West〉's Aloy: There were 'realistic' changes in appearance, such as a rounder face and depiction of peach fuzz compared to the previous game, but fans criticized this as "unnecessary downgrading of appearance."  

  • 〈The Last of Us Part II〉's Abby: Attempting to secure narrative authenticity and diversity through a muscular body and rough appearance rather than traditional femininity, this led to extreme polarization of opinions.  

  • 〈Fable (2025)〉: Conspiracy theories arose that Western developers intentionally made characters unattractive (uglification) because the appearance of the female protagonist revealed in the trailer was excessively 'realistic' or unattractive.  

Western developers and critics argue that these changes represent a process of games moving away from the 'Male Gaze' towards artistic maturity. They believe that game characters should be flawed humans rather than perfect dolls to evoke empathy from players. On the other hand, Shift Up's Kim Hyung-tae directly opposes this Western trend. His philosophy is clear: "Games are fantasy, not reality."

"To be honest, when I play games, I want to see someone who is better looking and cooler than me. That’s what I want. I don’t want to see something ordinary. I want to see something more ideal. I think that is very important in the form of entertainment. After all, this is entertainment for adults."

Kim Hyung-tae, Shift Up

Kim Hyung-tae's statement became a 'manifesto' for gamers worldwide who support 〈Stellar Blade〉. He does not hide that his design is based on the public's instincts and personal tastes. This contrasts with Western developers who engage in self-censorship due to external pressures or political correctness, proving that when creators are honest about their desires, they can actually have popular appeal. Western users cheered that Korean developers "create beautiful characters they want without yielding to Western pressure." This suggests that K-games are not merely alternatives but are recognized as the 'last bastion' preserving the 'virtues of fantasy' that Western games have lost. Some analyze the criticism of 〈Stellar Blade〉 in the West as a form of 'Aesthetic Imperialism.' It is an attempt to set Western progressive values as universal standards and to define Asian aesthetic standards that do not conform to those standards as 'backward' or 'sexist.' Eve's design, influenced by characters like 2B from Nier: Automata and Vanessa from P.N.03, is clearly a product reflecting Korean aesthetic consciousness (K-Beauty standards). Smooth skin, ideal proportions, and glamorous fashion align with K-pop idol culture. Criticizing this as "not a realistic woman" is tantamount to denying the very 'aesthetic of manufactured perfection' that K-culture pursues. This can be read as a modern variation of Orientalist attitudes, where the West consumes Asian culture while attempting to admonish it with their moral standards.

〈Stellar Blade〉 has unintentionally found itself at the forefront of the ongoing 'Culture War' in the West. Consumers feeling fatigue from the 'PC' actions of Disney, Netflix, and Western AAA game companies, the so-called 'Anti-Woke' forces have taken 〈Stellar Blade〉 as a symbol for their ideological victory. YouTubers and influencers argued that "buying Stellar Blade is a vote against censorship," leading to actual purchasing movements. Even before the game was released, demands for a 'censorship-free version' poured in, and the 'Censorship Controversy' that arose when Sony modified the exposure of some outfits showed how sensitive users are to this issue. Although Shift Up explained it as "intended design," users attributed it to the pressure from the Western publisher (Sony), creating a phenomenon of supporting Korean developers.

This enthusiasm from the global fandom has directly impacted Shift Up's corporate value. In July 2024, Shift Up went public on the Korean stock market (KOSPI), raising approximately 320 billion won (320 million dollars), with a market capitalization of about 3.5 trillion won (2.5 billion dollars). This is the largest game company listing since Krafton in 2021. Before the listing, the Financial Supervisory Service and investors expressed concerns that Shift Up's revenue relied over 97% on a single mobile game, 〈Goddess of Victory: Nikke〉 (One-hit wonder risk). The reliance on subculture mobile games published by Tencent was a risk factor in terms of sustainability. However, the success of 〈Stellar Blade〉 dispelled these concerns.

  • Sales: Surpassing 1 million copies sold within two months of the PS5 release, it has since achieved cumulative sales of over 6.1 million copies (estimated) with the release of the PC version.  

  • PC Market Expansion: After its release on Steam in June 2025, it sold 540,000 copies within 24 hours and reached cumulative sales of 2.4 million copies, marking a successful case of porting a console exclusive to PC. The explosive response in the Chinese market particularly demonstrates the enormous demand for 'beautiful characters' outside the Western market.  

  • Diversification of Revenue: According to Shift Up's financial report for 2025, the royalty revenue from 〈Stellar Blade〉 alone recorded approximately 27.7 billion won per quarter, effectively alleviating the risk of mobile dependency.

PC (Political Correctness) vs Freedom of Expression... 〈Stellar Blade〉 The Ball That Has Been Launched [Magazine Kave]
PC (Political Correctness) vs Freedom of Expression... 〈Stellar Blade〉 The Ball That Has Been Launched [Magazine Kave]

While 〈Stellar Blade〉 is revered in the West as a symbol of freedom resisting PC, the situation within Korea is much more complex and nuanced. The Korean gaming industry is in the midst of an unprecedented 'Gender War.' In the Korean gaming industry, the 'Finger Pinching' gesture is recognized as a symbol used by the radical feminist community 'Megalia' to belittle the size of men's genitalia. When allegations arose that this hand gesture was included in a promotional video for Nexon's 〈MapleStory〉 at a frame of 0.1 seconds, male gamers protested vehemently, calling it "a covert insertion of misogynistic expression." As a result of this incident, many game companies, including Nexon, issued apologies and conducted thorough investigations of subcontractors and female creators involved in the project (so-called 'full inspection'). While this may appear to Western perspectives as "paranoid conspiracy theories about a trivial hand gesture" and "anti-feminist witch hunts," to Korean male gamers, it is seen as a legitimate consumer movement to filter out hateful expressions that mock consumers. Shift Up is not free from this domestic atmosphere either. Korean game companies, which have faced issues related to feminism since the days of 〈Destiny Child〉, prioritize 'risk management' in projects like 〈Stellar Blade〉. If Western 'PC' is a pressure that forces diversity, the 'Anti-Feminism' sentiment within Korea acts as another form of censorship pressure that does not tolerate even a hint of feminist elements in creative works. Thus, the "sexy and idealized female image" of 〈Stellar Blade〉 is not only Kim Hyung-tae's personal taste but also a highly calculated survival strategy to accurately grasp the 'needs' of male gamers, the core consumer group in Korea, and to avoid touching their sensitive spots (feminism issues). While Western fans interpret this as "brave resistance," in the Korean context, it is a "customer-friendly and safe choice."

The success of 〈Stellar Blade〉 will not be a one-time event. Shift Up is already executing larger plans based on this success. According to Shift Up's financial reports and leaked information, 〈Stellar Blade 2〉 is already in development and is expected to be released before 2027. The sequel is expected to showcase more advanced graphics based on Unreal Engine 5 and a broader worldview, and Kim Hyung-tae hinted that he would enhance storytelling and character depth by reflecting feedback from the previous work. The next IP, 〈Project Spirits〉 (formerly Project Witches), is a cross-platform game that claims to represent 'Eastern Fantasy.' This seems to target the open-world subculture game market, like 〈Genshin Impact〉 or 〈Ming Dynasty〉, and aims to simultaneously penetrate the global mobile and PC markets through collaboration with Tencent. Shift Up aims to pioneer a new realm of 'Triple A subculture games' by combining the 3D action capabilities proven by 〈Stellar Blade〉 and the character-making skills demonstrated by 〈Nikke〉. The 〈Stellar Blade〉 x Goddess of Victory: Nikke DLC, released alongside the PC version in June 2025, is a textbook example of how Shift Up connects and expands its IP. By dressing Eve in Nikke's character costumes and conversely featuring Eve in the Nikke game, the mutual promotion maximizes the value of both games as 'character brands' beyond mere games.

The ball launched by 〈Stellar Blade〉 poses a heavy question to the gaming industry. Should games reflect reality and enlighten society (Western digital humanism), or should they allow us to forget reality and provide perfect beauty (Korean entertainment)?

Shift Up's answer is clear. They chose the gamers' controllers over the critics' pens. Amid the mockery of "has never seen a woman," they utilized the technology of reality (3D scanning) to realize the most unrealistic fantasy, and the result has been proven with over 6 million copies sold and a corporate value in the billions. This phenomenon is not merely a victory of 'Anti-PC.' It is a reaffirmation of the 'essential value of games.' Players do not turn on their consoles to be taught. They play to experience and to be captivated. 〈Stellar Blade〉 has awakened the primal 'power of allure' that Western game companies had momentarily forgotten or deliberately ignored while pursuing 'correctness.'

In the upcoming competition for supremacy in the global gaming market, the 'Aesthetic Sovereignty' and 'uncompromising fantasy' that Korean game companies possess will become their strongest weapons. While Western developers ponder realism by adding peach fuzz to Aloy's face, Shift Up is refining Eve's spine line, contemplating how to make players' adrenaline surge. And looking at the scoreboard so far, it seems clear whose side the gamers are on.

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