It's Time To Play VirtuallyJenna

Anyone who ever has dreamed of having sex with Jenna Jameson now can, virtually at least. Xstream3D's recently released VirtuallyJenna, is the first in what is expected to be a line of virtual reality games that will feature a number of Club Jenna and Vivid contract stars in addition to Jameson.

And the object of the game is—what else?—bringing Jameson to a shattering orgasm, by way of sex toys, male and female sex partners, and even a "disembodied hand remniscent of Thing from The Addams Family," as Wired described it in a review of the new game.

VirtuallyJenna puts the user in just about complete control of the adult gigastar: dressing or undressing her as he pleases, posing her for solo or partner sex, bringing her into the studios for intimate photo shoots, and more.

There’s just one little catch: Getting Jameson off isn't exactly going to be as easy as the simple description of the game, the object, and the tools might have you thinking. For one thing, the game designers have done their best to make the virtual Jameson just like a real woman: The arousal level doesn't always depend on what you're doing explicitly, as Wired reviewer Regina Lynn discovered.

"I started by stroking her with the hand while stimulating her with a sex toy," Lynn wrote. "Then I tried directing her in several compromising positions with the male character. Despite her repeatedly claiming 'I'm almost there,' her Excite-O-Meter never climbed all the way to the top. I suppose that's part of the realism."

Don't be alarmed if you see the images of Jameson and realize it isn't quite an exact, one hundred percent photo-imaging clone of the star. "Right now we have to back off on the quality of rendering Jenna so it will look good on an 18-month-old PC," Xstream3D President Brad Abram told Wired. "But in another year or 18 months, we can crank it up, get more photorealistic, because new PCs have such hot graphics cards [as standard equipment]."

Abrams also said the near-future plans for the game include investing subscription revenue into more advanced motion capturing, adding to the back story, and "more traditional game challenges," basing a lot of coming improvements and upgrades on subscriber feedback. "That way," he told Wired, "we don't waste money developing features no one wants."