“Fashion is a language […] and it is a reflection of society.” Words from former Editor-in-Chief of Vogue Paris Carine Roitfield touch on the evident connection between two different worlds, implying that fashion is not only fabric, but a mirror of culture and society. In the 90’s, the Grunge movement took the fashion industry by storm, with norm-breaking and deeply individualistic staples, establishing itself as a form of rebellion against the capitalist side-effects of a growing economy. From ancient times through the middle ages, royals have differentiated themselves from the ordinary through their clothing, wearing expensive garments and fabrics or even just by colour connotations like purple. However, if clothes can reflect societal circumstances, how do we envision the fashion — and therefore society — of the future? It seems like video-game developers have also asked the same question.
Cyberpunk 2077 (2020) by CD Projekt is the latest AAA-videogame that depicts a dystopian environment in the year 2077, allowing the player to enter the virtual world through a self-created avatar. Its success may be due to a realistic, yet distinctive aesthetic, dynamic and interactive storytelling or the involvement of famous individuals such as Keanu Reeves or Grimes, but the key experience provided by the game is one of choice. Before starting the game, the player gets introduced to the avatar creation menu. While being able to choose between a male- or female- presenting physique, adjustments on the character are strictly gender-neutral. This allows the player to choose between make-up, hairstyles and even genitals in the customisation of their character model. Character design like this takes a step towards the queer representation of avatars which doesn’t stop in Cyberpunk 2077 when it comes to its fashion. While types of clothing in real life is traditionally coded as womens-wear, there are no boundaries to what can be worn in-game. However, non-playable characters in the world of Cyberpunk 2077 are still created within the gendered lens of fashion; suits being worn by men; dresses and high heels worn by women etc. By failing to surround the player with a gender-neutral approach to fashion, it is suggested that the current rising movement in gender-neutral clothing will not have a significant impact on society for the future or at-least, not through the lens of Cyberpunk.

read the full article @ material magazine

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