Director’s Commentary: Field Stripping
Feb. 2nd, 2025 12:27 pm3-4: You had to do it. You keep telling yourself that. You will bide your time. You won’t forget what she made you do. Their faces flash across your mind and you shake with terror and rage.
5-6: You cry in the corner of the vehicle. You can still see their faces. She says something but you can’t understand. You curl up and turn away.
7+: You are totally broken. you don’t remember your name or who you were. it seems like a dream. You follow numbly, absorbing everything she puts into you.
—Porpentine Charity Heartscape, Game Where She Forces You To Kill Everyone On Your Squad
Field Stripping, the collection of bonuses and B-sides for Replaceable Parts, is now available for download!
Cover: The title for this zine came to me midway through making Replaceable Parts, since it's both a fun gag and disassembly-without-tools is a vital part of the story.
Boys 0: Serious Weakness But With Girls is the blueprint for this, a highlight-reel retelling of the novel that plays with the different types of violence shown: Insul poisons the school cafeteria instead of shooting it up, for instance.
Boys 1: Starting off with a direct parallel, and the gag of mirror-flipping the architecture. (Note that I hadn't settled on the bristling-spire motif for the backgrounds yet.) I struggled for what the tooltip should be this time around, but the idea came hand-in-hand with the epigraph.
Boys 2: I like the trick of establishing how something works once and then shortcutting it as necessary. I did it with plenty of gameplay mechanics in the first story, and now I'm doing it with the story itself! I'm happy with how I introduced this method of corpsefucking, and with gradually teasing the new design for Sulfur. (The facial hair was a late addition but I think it does great work tying the design together.)
Boys 4: Copper's still affectionately teasing Sulfur, but with a bit of a meaner, hornier edge. I'm glad I could establish a brocon dynamic even in this compressed retelling.
Boys 5: Sulfur doth protest too much.
Boys 6: The first line here took a while to come up with; I'm so glad that modern English enabled this gag.
Boys 7: Here we go, finally quoting one of the key source texts for this whole project! Bullet Wife is a short-story addendum to Serious Weakness, looking at what Insul's school-shooter utopia would actually feel like to live through. This is also where I settle on the bristling-spire motif, which I had used earlier in Solipschism.
Boys 8-10: The first big change in the story flow, killing a teammate rather than coming across their corpse. It felt like a good instance of petty masculine cruelty, and having an achievement for it is a fun bit of worldbuilding. Sure, achievements are often used as subtle tutorials, and this is a game where teamkilling can be the correct play, but Carbon's corpse is too far away to eat or loot - though he's also teamkilled Copper at some point in the past. Sometimes cycles of violence are upheld by grim necessity, sometimes it's just for completion's sake.
Also, I like going a bit wild with the designs for short-lived characters, both because I don't need to redraw the details a dozen times and to give them a sense of coming from their own equally-complex storyline.
Boys 11: I wanted this base to feel like a mead-hall awkwardly kitbashed out of blocky assets, and once I settled on that, I had to do the Beowulf homage of the arm hanging from the rafter. The epigraph comes from one of the most harrowing scenes in Serious Weakness, though seeing someone write to the author about how much it meant to them had a big impact on how I think about transgressive art. (The letter can be found here, it's the one starting with "I appreciate the anal sadism in ur work".)
Boys 12-14: Sulfur isn't just a witness in this encounter with the boss, he's made to take part in the initiation/hazing process himself. As in real life, joining a group built on violence tends to require committing some irreversible transgression.
Boys 15: I like making a morbid joke out of the inability to ever admit weakness.
Boys 16: I thought about drawing a panting, gore-soaked Sulfur, but the absence felt thematically stronger.
Boys 17-19: I had a lot of fun designing the genderswapped Uranium and Polonium, as described in the Behind the Scenes pages.
Boys 20-22: To differentiate this scene from the original, it's a real teamkill and not a disguised assassination, and building on the achievement theme to be paid off later.
Boys 23: I had considered this epigraph for this section in the original story, but it fit better here with the crossbow-bolt wounds (and the pussy joke).
Boys 24: Similar to the mead-hall at the base, I wanted this to feel like an oil rig kitbashed from chunky game assets in a semi-amateurish style. (Also taking inspiration from an oil rig being one of the settings in Game Where She Forces You To Kill Everyone On Your Squad.)
Boys 25-27: For this version of Copper's death, having him be murdered rather than accidentally die felt like a no-brainer, but the context around it took some work. The achievement gag reaches its rule-of-threes moment, but now it's just incidental to a fratricide committed for its own reasons.
Boys 28-30: As before, the payoff for Chekhov's Starting Melee Weapon. This time around, Sulfur even finds the words to say aloud! (I thought about having him spit on the head, to invert the cum spilling out of Copper's head last time, but it just didn't fit.)
Boys 31: Thanks to my friend Mal for suggesting Fictionpress as a deeper, sharper cut than Fanfiction.net. I had fun going for an atmosphere of "huddled close in the Computer Room" rather than "two gamers on a couch"; however, note that the design of The Egg hasn't changed at all. (Also, I didn't doctor that screenshot at all, beyond making it grayscale; there really were 17 results, albeit all false positives.)
Boys 32-35: This suicide-loop sequence was one of my ideas for the ending of the main story, but it felt a bit too drawn-out rather than ending on a strong single note. But here, it fit well with the theme of Sulfur exercising more agency while failing to break out of any of these cycles. It also plays nicely with the question of whether this retelling is fate, coincidence, or a deliberate reenactment. (My official stance on that question is "resounding silence.")
Boys 36-37: I'm very happy with the pile-of-corpses visual, and using the same sound effect for removing a clip as detaching a limb. Using this shorthand for the item-buying process also keeps the pacing of the scene tight (or maybe this Sulfur has mastered the shop's hotkeys.)
Boys 38: I knew there had to be some game mechanic to forbid infinite suicide loops, but I puzzled over how it'd eject you from the spawn room. Removing the floor seemed fittingly both inescapable and goofy.
Boys 39: The spires are now inverted! New map, new timeline, or what? (Also, more fun with Procreate's toolbox of glitch effects.)
Boys 40-41: Now it's Sulfur's turn to be a one-shotted Tutorial Corpse! This was also a fun chance to give the enemy team some more interiority, show them going through their own arc in which our viewpoint characters are the cannon fodder. I tried to give them sufficiently weird designs to match, with their own flavor of mentor-and-mentee.
Boys 42-43: I'm just really proud of that lip-licking panel. And while I considered a whole tableau for the final page, taking the same route as page 16 felt stronger, ending on "aw shit, here we go again" with no distractions.
About the Author: I really do have a magenta phlogiston-symbol tattoo on my sternum, which predates the first stirrings of Replaceable Parts by about half a year. I like the symbolism of an obsolete element in an obsolete system that were both important on the path to modern science, which also looks like some weird gender symbol and evokes the ACT UP triangle (and "flaming" jokes.)
I got my orchiectomy about a month and a half into starting the main story, and started testosterone to counterbalance some hormone troubles while drawing But With Boys. Mutilation-as-liberation, weird biochemistry, and genderfuckery were on my mind a lot throughout 2024.
The price gun is a gag about my retail job, and a plausibly weird weapon for a shooter like this; note that it never says anything about hitting enemies, if you want to turn a surplus of health (or teammates) into cash.
Behind the Scenes: I'm very grateful to everyone who egged me on from day one to make this project worse. And indeed, the change from the armory to the point-buy system was for the sake of having this world be unfair in the sense of "winners stay winning," rather than "you can walk out of the spawn room with napalm at the start of the game."
Strange Gaming Diary: Honestly, Pengy does brilliant game writing and you owe it to yourself to check out more than my flippant parody. But anyway, this was a fun opportunity to flesh out some of the metanarrative of the game without burdening the story itself with too much Lore; like Pengy, I think that it can be prone to bogging down art analysis with trivialities. I trust that the comic sufficiently conveys the mood of "edgy abandonware shooter propped up by weird perverts who imprinted on it years ago," and this essay just embellishes that for devoted readers.
Ultimately, this is me speaking to camera that you can only make good art based on tacky juvenile bullshit if you take its appeal seriously and are willing to put your stamp on it. Regardless of how in-on-the-joke the original devs were, the author is dead and we're fucking their corpse in every hole.
Fashion Week: I had this idea kicking around since the start of the zine, but it took several months after finishing the Strange Gaming Diary to actually execute it. This was partially due to being busy with other projects and Life Stuff, but I just didn't have a very compelling angle on it until I started caring more about my own outfits (and, secondarily, got back into playing TF2). I approach fashion like character design, assembling specific builds of color, silhouette, and tone depending on context - and I've tried to skew more towards dressing like I'm going to a furry convention.
These designs converged when I thought about dressing them in diegetic cosmetic items with goofy names, each outfit conveying a specific tone: the Sulfurs as bewildered noobs, the Uraniums as different types of jock, Phosphorus with a Cold War tfit to contrast Polonium's spec-ops style (and the tie works as a reference to strangulation.) I enjoyed making the Antimonies sexy in very different ways, and I just like golf clubs as a symbol of genteel phallic violence.
Terrible Comic Week: I really enjoyed this holiday created by Pseudonym Jones, and sketched this during a slow period at work. I wonder if Abridged Series are due for a nostalgic comeback soon.
Rotten to the Core: This is a reference to Locals (Girls like us) by Underscores, the song that showed me that I quite like puckish gen-Z girlpop if it's transgender. Wallsocket, the whole album it's from, is a masterful concept album about a hollowed-out Midwest town, which I highly recommend in full.
Back Cover: The Wizard War meme lives in my head rent-free and I'm glad I could adapt it here.
Shit man, this wizard war is fucked. I just saw a guy clap his hands together and say "the ten hells" or some similar shit, and every one around him turned inside out, had their tibia explode and then disappeared. The camera didn't even go onto him, that's how common shit like this is. My ass is casting frostbite and level 2 poison. I think I just heard "power word:scrunch" two groups over. I gotta get the fuck outta here.
—@devious-buffoon