From the Starward Belt to the Mushroom Kingdom, Body Possession Is Horrifying

To watch your limbs move knowing you’re not the one who moved them is horrifying. It immediately portrays a deep violation: someone, or something, has seized your body. It’s often something the victim must find out the hard way—if their captor even allows them to be conscious during the possession. Countless stories have explored this nightmare scenario in different ways. Two games that couldn’t diverge more in their approach, but succeed in making the skin crawl (when it’s not being stolen), are Citizen Sleeper 2: Starward Vector and Super Mario Odyssey.
The Citizen Sleeper franchise has always discussed what agency and freedom means textually and subtextually, considering players interact with the world as a Sleeper, a human consciousness copied into an advanced robot body owned by a mega-corporation. The entire goal of the first game was to find a path towards liberation from the corporate overlords hunting your Sleeper down, and in the process it created conversation around the many ways people can emancipate themselves through community, self-sustainability, self-defense, and more. In other words, this series isn’t a stranger to asking what it means to be owned—and Citizen Sleeper 2’s mafia boss and main antagonist Laine takes these themes to a new but equally sinister place.
In Citizen Sleeper 2, as you and your crew race around the Starward Belt to escape Laine, he tries to invade the player’s mind. Most of these visits cannot be fended off with dice rolls like other beats of the game, making them particularly haunting. During these intrusions, Laine exclaims with the confidence of an untouchable man that he will find you, that he will take over your body, and that all you’ll be able to do is watch. Outside of the fact that Laine can have such influence over the player across space, his venture epitomizes one of your Sleeper’s biggest social challenges: that they are an object first, and an individual deserving of rights second. Despite what might feel like obsession given that he chases you for days on end, Laine views the player as a means to an end. While something similar can be said of how the megacorps treat Sleepers, and even the humans these corporations contract out, they at least keep you in your body’s driver seat. Laine is terrifying because he shows that even for an existence as leashed as a Sleeper’s, there is always more to lose—and that there is often someone looking to take it.