Brianna Wu / John Flynt - Original Thread

What are you opinions on GamerGate and Brianna Wu / John Flynt?

  • I am of no opinion towards either.

    Votes: 104 8.6%
  • I am neutral on GamerGate, but think that Brianna Wu is a bad person.

    Votes: 631 52.1%
  • I am neutral on GamerGate, and think that Brianna Wu is just trying to get by.

    Votes: 9 0.7%
  • I am ANTI-GamerGate, but still think that Brianna Wu is a bad person.

    Votes: 112 9.2%
  • I am ANTI-GamerGate, and think that Brianna Wu is just trying to get by.

    Votes: 37 3.1%
  • I am PRO-GamerGate, and think that Brianna Wu is a bad person.

    Votes: 309 25.5%
  • I am PRO-GamerGate, but still think that and think that Brianna Wu is just trying to get by.

    Votes: 9 0.7%

  • Total voters
    1,211
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Wu, I know you're reading this shit, so little message for you, and I'm trying to be nice about it:

You're screwed. You backed the wrong horse and you above all people know it. Putting out your game on Steam will be the last notable thing you'll do, so get it over it, watch it bomb and get torrented and mass refunded and parodied while the critics you can't pay or suck off will skewer it mercilessly, then just quietly disappear and go back to your frivolous, sad little life of drinking flavorless semen and slowly poisoning yourself while beating off to every Apple product you can find while being too gutless to bitch at another Apple journalist after your mauling at the hands of Jim.

Seriously, John, you cut off your dick and became an SJW for NOTHING. I repeat, NOTHING, except humiliation and derision for being a lolcow and a horribly inept liar, so just get it over it with and go out quietly, and sooner or later all of this will go away, or at the very least it will be such old news no will give a damn anymore.

Trust me, John, go out gracefully as you can, you're only setting yourself up for more pain if you go out in epic chimpout mode.
 
John, it's sad you have to cling to even this shit just to bolster your assblasted self esteem:


This is someone tonguing Wu's excised balls over that shitty podcast Wu is on.
 
So, anyone wants to look for a part time job at Spacekat studio? Working under Wu is the best thing ever if you are a slacker.
 
Wu officially admits to being desperate at this point:


BONUS: Wu is still citing that James Bond shitpost as a legit death threat! :lol:
Implying John wouldn't love to be the eyecandy in a Mad Men style office. That's pretty much every FictionMania posters dream.
 
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Is this a reference to one of those Resident Evil movies? Milla Jovovich seems to inspire some of the most self-absorbed trans people. A lot of them see her and apparently think they can pull off the same look. None of them have ever even come close but they keep trying.
 
So, I am genuinely curious. As we are drawing steadily closer to Revolution 60's release date on Steam, I have to ask... are there any people who, at the end of the day, like Revolution 60? I don't mean gamers in general. I mean literally anyone who isn't a SJW, since it's obvious that Wu's SJW asspatters would praise a game even if it was as intensive as Cookie Simulator 2015 if it was made by Wu-senpai. @Jaimas was probably the closest to anyone in the Farms here actually giving the game some praise iirc but even then he said that the flaws with the game just dragged the entire experience down in the end. Everything about the game seems irredeemable, from its boring gameplay to its grating QTE's to its godawful animation to its nonexistent plot. I legitimately have no idea how you can make that thing good outside of burning the entire thing down and recreating it from scratch, and Wu's finances are already strained as it is.
 
Oh, wow, I'm behind like fifty pages. Whoops.
I'm about as stable as we get and she even got me to have a momentary WHAT THE FUCK earlier in the thread. I used gaming terms and joked that Wu caused me to die from Frenzy buildup.
Wu puts me in more of a D&D-type frenzy. Remember Demon's Forge? Like that.

I'm also rather sure real-life female fighters rarely ever wear high-heeled pumps.
(at least as long as they're on the battlefield and not back at the base)

Roza_Shanina,_1944.jpg
I really, REALLY wanna do a redesign of Rev60's characters. Except they'd be lady Kiwis.

I'd be a Frenzied Berserker. A futuristic space berserker. My art, my rules, shut up.

Already Tweetsaved, proof Wu is ignorant as fuck about gaming:

View attachment 41372
You have no idea how hard I stress-sighed.
 
Oh, wow, I'm behind like fifty pages. Whoops.

Wu puts me in more of a D&D-type frenzy. Remember Demon's Forge? Like that.


I really, REALLY wanna do a redesign of Rev60's characters. Except they'd be lady Kiwis.

I'd be a Frenzied Berserker. A futuristic space berserker. My art, my rules, shut up.


You have no idea how hard I stress-sighed.

Actually, when I was doing a design document for Deagle's Fall, the character inspired by you, Boldy, was going to be essentially the equivalent of a berserk unit. The general gist is that most of the Desert Eagles were a merc unit that got stranded when Chessboard, to control a viral outbreak started by fifth column, nuked a city in the middle east. The Deagles helped evacuate the civilians and now are currently trying to figure out a way to expose Chessboard. the whole thing was as a "what if" scenario fanwork, with the player able to take the role of a Chessboard operative or a new Deagle recruit. The Deagle units were conventional military, mostly armed with obsolescent (but still powerful) weaponry, outfitted for different roles. Hazard Team units, for example, would carry chemical/incendiary weapons. The unit the Boldy analogue was from (Agent Sierra) was going to be a team equipped with heavy armor, close-combat weaponry, and combat drugs. Their whole thing was that they're dangerous enough normally, but when hopped up on combat stims can basically ignore being shot (their HP still goes down, but they won't die until the effect ends). Ironically, despite their use of such chems, they're pretty chill outside of combat, and were implemented specifically after the Skulls (under a Tyce analogue) went rogue and seperated from the Deagles.

So, I am genuinely curious. As we are drawing steadily closer to Revolution 60's release date on Steam, I have to ask... are there any people who, at the end of the day, like Revolution 60? I don't mean gamers in general. I mean literally anyone who isn't a SJW, since it's obvious that Wu's SJW asspatters would praise a game even if it was as intensive as Cookie Simulator 2015 if it was made by Wu-senpai. @Jaimas was probably the closest to anyone in the Farms here actually giving the game some praise iirc but even then he said that the flaws with the game just dragged the entire experience down in the end. Everything about the game seems irredeemable, from its boring gameplay to its grating QTE's to its godawful animation to its nonexistent plot. I legitimately have no idea how you can make that thing good outside of burning the entire thing down and recreating it from scratch, and Wu's finances are already strained as it is.

I can actually see its merits. If it weren't for a number of big design issues and problems, I'd actually be pretty on-board with it. Wu's design ideas aren't expressly horrible. If she could get her ducks in a row as far as fluff and crunch, and had a more consistent design ethos for weapons, tech, and so on, the makings of a very interesting setting emerges with Revolution 60. The problem is that it's too disjointed, too inconsistent, and with characters too transparently shit. Holiday can actually be fucking interesting, but she's hedged in by a thousand incompetent choices here and there. Rev60's combat could be interesting, but is hamstrung in dozens of ways.
 
Actually, when I was doing a design document for Deagle's Fall, the character inspired by you, Boldy, was going to be essentially the equivalent of a berserk unit. The general gist is that most of the Desert Eagles were a merc unit that got stranded when Chessboard, to control a viral outbreak started by fifth column, nuked a city in the middle east. The Deagles helped evacuate the civilians and now are currently trying to figure out a way to expose Chessboard. the whole thing was as a "what if" scenario fanwork, with the player able to take the role of a Chessboard operative or a new Deagle recruit. The Deagle units were conventional military, mostly armed with obsolescent (but still powerful) weaponry, outfitted for different roles. Hazard Team units, for example, would carry chemical/incendiary weapons. The unit the Boldy analogue was from (Agent Sierra) was going to be a team equipped with heavy armor, close-combat weaponry, and combat drugs. Their whole thing was that they're dangerous enough normally, but when hopped up on combat stims can basically ignore being shot (their HP still goes down, but they won't die until the effect ends). Ironically, despite their use of such chems, they're pretty chill outside of combat, and were implemented specifically after the Skulls (under a Tyce analogue) went rogue and seperated from the Deagles.
. . .You. . .made me a character? I vaguely remember you mentioning Deagle Falls, but you gotta fill me in on the details.
berserkerrrrr.PNG

"HOLY FUCK JAIMAS I FEEL GREAT"
"Boldy, you're, uh. . .bleeding. Like, a lot."
"YEAH THAT HAPPENS ONE WEEK A MONTH I'M USED TO IT"

I can actually see its merits. If it weren't for a number of big design issues and problems, I'd actually be pretty on-board with it. Wu's design ideas aren't expressly horrible. If she could get her ducks in a row as far as fluff and crunch, and had a more consistent design ethos for weapons, tech, and so on, the makings of a very interesting setting emerges with Revolution 60. The problem is that it's too disjointed, too inconsistent, and with characters too transparently shit. Holiday can actually be fucking interesting, but she's hedged in by a thousand incompetent choices here and there. Rev60's combat could be interesting, but is hamstrung in dozens of ways.
Even if it was better on all fronts, I don't know if I could enjoy Rev60. It's like the sickly bastard child of Mass Effect & Heavy Rain, except completely devoid of tension, character development, suspense, action. . .pretty much everything that makes a good game.
 
I can actually see its merits. If it weren't for a number of big design issues and problems, I'd actually be pretty on-board with it. Wu's design ideas aren't expressly horrible.

Not to bash you but do you mind expanding a bit on that? To me it sounds like the most generic agent bullshit ever except with wiminz.
 
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Not to bash you but do you mind expanding a bit on that? To me it sounds like the most generic agent bullshit ever except with wiminz.

Glad you asked. Follow me below Boldy's post below and I'll elaborate.

. . .You. . .made me a character? I vaguely remember you mentioning Deagle Falls, but you gotta fill me in on the details.
View attachment 44850
"HOLY FUCK JAIMAS I FEEL GREAT"
"Boldy, you're, uh. . .bleeding. Like, a lot."
"YEAH THAT HAPPENS ONE WEEK A MONTH I'M USED TO IT"


Even if it was better on all fronts, I don't know if I could enjoy Rev60. It's like the sickly bastard child of Mass Effect & Heavy Rain, except completely devoid of tension, character development, suspense, action. . .pretty much everything that makes a good game.

My friend Steve argued (perhaps correctly) is that one thing Rev60 it has going for it is actually humor. Some of the game's jokes are genuinely funny (Holiday's "Will you use a bright red font?!" when mocking the Chessboard AI was actually good, as was Chessboard's follow-up line), and some of the setting seems desperately like it's trying to almost be self-indulgent in silliness. In this regard, it's not in bad company - Bionic Commando managed to balance out the SRS and silly, even in the gritty 2008 game.

The thing is, Rev60 spreads itself way too broad on the ground to pull that off. As I said before, tone's a major problem with the game. But since dear Crikey asked, let me elaborate on Revolution 60's good points story-wise, how it could be improved and what I'd do.

Rev60, at its core, is a game whose universe details a world of propaganda gone rampant, to the point where it's not immediately clear who's right and wrong. The design docco for Revolution 60 goes over a lot of details about the cast, their motives, et al, but the Chessboard AI is so transparently evil in the document that it comes across as just shy of Friend Computer. That said, Wu's universe (the Wu-niverse?) has a lot going for it that could open up ridiculously interesting stories with just a little bit of foresight. Chessboard, as an organization, has governmental authority, but with its orbital stations, ongoing space battles with Fifth Column, and so on, it clearly has superceded such authority. Many of Chessboard's orbital platforms have weaponry that could be used to devastate the planet from orbit just as easily as Fifth Column's infmous dreadnaught.

The TL;DR is that Rev60's future offers a number of unique possibilities. The design document makes Fifth Column out to be the WORSTEST THING EVAR and indicates that they basically took over China, but even cursory reading shows you that you're reading from an openly-biased document that proudly declares Chessboard's dedication to freedom, and the shit in-game seems to indicate that the PRC built the Death Lotus specifically because Chessboard was building armed orbital platforms for all its splinter AI kids.

Chessboard is, if you look at the setting through a broad lens, openly the bad guy. They are, without exception, patronizing humanity as a whole in the name of "protecting" them from "threats," whilst at the same time, coincidentally enough, limiting them. Humanity's discovered space travel in the universe of Revolution 60, but we're still largely chained to earth. The document argues this is because of Fifth Column's death lotus - but a single ship with a single gun for planetary bombardment, no matter the size, is a single ship with a single gun. Fifth Column isn't the group with countless nanomunition weapons aimed at the planet and actively discouraging people from going after the one loose thread in the entire picture (the Death Lotus itself, and a possible vulnerability to strike craft) - Chessboard is. Fifth Column are absolute pricks and probably have terrible plans all their own, but is that any worse than the fate Chessboard has foisted on us to keep us safe? Chessboard claims Fifth Column decimated the Chinese capital, but given what we know, can we say with certainty that this is the case? The plot of Revolution 60 is that one of Chessboard's platforms "went adrift over China," but the truth is that this is a clue that Chessboard was who nuked the Chinese in the first place to keep the Death Lotus from being built. This is backed by the Lotus itself specifically targetting and destroying Chessboard's platforms.

If this were played better, Revolution 60's world grows a hundred fold. We have a desperate humanity forcibly stuck to the planet by a maniacal AI suite in the name of keeping us all safe, to the point where it's essentially managed to castrate any possible resistance by pointing a gun at their collective heads (from space). The Chinese, who doubtlessly have their own agenda, are trying to do something about this, and would almost be the heroes of the story if not for the fact that they're killing off the platforms heedless of collateral damage and particle cannoning anyone trying to stop them, marking them as villains as well. In this world, the player doesn't know who to trust, and if this were handled more carefully, there could have been any number of amazing things done with this setting.

The problem? Revolution 60's focus is not on the conflict itself or what this means - it's focused solely on the Chessboard AI Shard on N313, who has gone rogue. In focusing on this, the story that Wu went with - rather than the much more interesting story going on around the story - focuses solely on one tiny microcosm of it.

This is a very common mistake for indie devs, and it's been seen a few times in many games. In Sunset, The Vanishing of Ethan Carter, and Everybody's Gone to the Rapture are three relatively recent games that did exactly this, posting a situation where what's going on outside the game you are playing is infinitely more engrossing than the game itself.

This is made worse by the fact that Giant Spacekat's telling of this story is as cliche as one gets. Cliches aren't necessarily bad. They are, like tropes, a thing that exists because of longstanding trends, and there's nothing one with prickling one every once in a while, but Revolution 60 hits all of these over and over and the game is ridiculously predictable starting exactly 2 hours in. This, plus a number of other flaws, are what kill Revolution 60 for viability.

Deagle's Fall, a little game design document I did for essentially asking the question: "How would I do a follow-up that addresses Revolution 60's narrative problems?" Centered around an area of activity that was nuked by Chessboard (and blamed on Fifth Column) earlier, but a Mercenary unit sent in to evac citizens - against Chessboard's orders - did so and survived, now living in the bombed-out ruined cityscape. Whilst simply trying to survive and keep order in an area that otherwise would've been wiped the fuck out, a Desert Eagle new recruit (the player in the Deagle campaign) discovers that (A) that Chessboard actually nuked the city, and (B) that a mysterious third party was working on a way to break Chessboard's stranglehold by developing a virus specifically designed to target and kill their AI.

Some of this research survived, and when it's found by the Deagle Scout, the mercs fight a desperate battle to complete the Virus research, steal a Chessboard Astronav and access codes, get the virus into one of the major platforms. Because the AIs are synchronized, introducing the virus to one of the larger platforms could, for a time, shut down the defense networks of almost all of Chessboard's platforms for a time - long enough for the UN to rustle up pretty much every member country and destroy the fucking things so humanity could take Space back.

The Chessboard campaign centered instead upon the AI sending an operative (the player) trying to recover and destroy the data, killing off the Deagles' command structure in the process. Both cases were to end with the last boss of the main scenario being the protagonist of the other. In addition to these, there were two smaller factions: The Skulls, a former Deagle unit that Commander Stryker kicked out and have since become lawless marauders preying on the defenseless, and a few Fifth Column remnants.

In both cases of the bigger examples, however, the opposition they show one another marks them both as threats in their own right. The Deagles are morally in the right, but having been driven to desperation, their methods are anything but elegant. The Deagle Hazard Teams, for example, are using chemical weapons and flamethrowers because those bypass Chessboard Nanite protections, and won't think twice about using radiation, poison, or fire to kill Chessboard operatives. The Deagles have units like the Berserkers, intended as shocktroopers and linebreakers, because they're willing to do anything to survive. Chessboard is in the wrong morally, but that's not clear to the player initially - the Desert Eagles simply look like more terrorists, probably in line with Fifth Column, and arguably a threat to the remaining civilians. One of the bad ends may or may not have involved a SpecOps: The Line-esque moment where the Chessboard player does a bad thing, but I never really got that far as far as the design premise went.
 

So TL;DR, it could have been better if it wasn't so cliche good vs evil, black and white (chessboard if you want, ah jokes), more fleshed out. That could be applied to almost any shit though. Clearly you've put more thought into this than the feminist collective together.

Didn't know about the humor though, i guess that's a nice plus.
 
Glad you asked. Follow me below Boldy's post below and I'll elaborate.



My friend Steve argued (perhaps correctly) is that one thing Rev60 it has going for it is actually humor. Some of the game's jokes are genuinely funny (Holiday's "Will you use a bright red font?!" when mocking the Chessboard AI was actually good, as was Chessboard's follow-up line), and some of the setting seems desperately like it's trying to almost be self-indulgent in silliness. In this regard, it's not in bad company - Bionic Commando managed to balance out the SRS and silly, even in the gritty 2008 game.

The thing is, Rev60 spreads itself way too broad on the ground to pull that off. As I said before, tone's a major problem with the game. But since dear Crikey asked, let me elaborate on Revolution 60's good points story-wise, how it could be improved and what I'd do.

Rev60, at its core, is a game whose universe details a world of propaganda gone rampant, to the point where it's not immediately clear who's right and wrong. The design docco for Revolution 60 goes over a lot of details about the cast, their motives, et al, but the Chessboard AI is so transparently evil in the document that it comes across as just shy of Friend Computer. That said, Wu's universe (the Wu-niverse?) has a lot going for it that could open up ridiculously interesting stories with just a little bit of foresight. Chessboard, as an organization, has governmental authority, but with its orbital stations, ongoing space battles with Fifth Column, and so on, it clearly has superceded such authority. Many of Chessboard's orbital platforms have weaponry that could be used to devastate the planet from orbit just as easily as Fifth Column's infmous dreadnaught.

The TL;DR is that Rev60's future offers a number of unique possibilities. The design document makes Fifth Column out to be the WORSTEST THING EVAR and indicates that they basically took over China, but even cursory reading shows you that you're reading from an openly-biased document that proudly declares Chessboard's dedication to freedom, and the shit in-game seems to indicate that the PRC built the Death Lotus specifically because Chessboard was building armed orbital platforms for all its splinter AI kids.

Chessboard is, if you look at the setting through a broad lens, openly the bad guy. They are, without exception, patronizing humanity as a whole in the name of "protecting" them from "threats," whilst at the same time, coincidentally enough, limiting them. Humanity's discovered space travel in the universe of Revolution 60, but we're still largely chained to earth. The document argues this is because of Fifth Column's death lotus - but a single ship with a single gun for planetary bombardment, no matter the size, is a single ship with a single gun. Fifth Column isn't the group with countless nanomunition weapons aimed at the planet and actively discouraging people from going after the one loose thread in the entire picture (the Death Lotus itself, and a possible vulnerability to strike craft) - Chessboard is. Fifth Column are absolute pricks and probably have terrible plans all their own, but is that any worse than the fate Chessboard has foisted on us to keep us safe? Chessboard claims Fifth Column decimated the Chinese capital, but given what we know, can we say with certainty that this is the case? The plot of Revolution 60 is that one of Chessboard's platforms "went adrift over China," but the truth is that this is a clue that Chessboard was who nuked the Chinese in the first place to keep the Death Lotus from being built. This is backed by the Lotus itself specifically targetting and destroying Chessboard's platforms.

If this were played better, Revolution 60's world grows a hundred fold. We have a desperate humanity forcibly stuck to the planet by a maniacal AI suite in the name of keeping us all safe, to the point where it's essentially managed to castrate any possible resistance by pointing a gun at their collective heads (from space). The Chinese, who doubtlessly have their own agenda, are trying to do something about this, and would almost be the heroes of the story if not for the fact that they're killing off the platforms heedless of collateral damage and particle cannoning anyone trying to stop them, marking them as villains as well. In this world, the player doesn't know who to trust, and if this were handled more carefully, there could have been any number of amazing things done with this setting.

The problem? Revolution 60's focus is not on the conflict itself or what this means - it's focused solely on the Chessboard AI Shard on N313, who has gone rogue. In focusing on this, the story that Wu went with - rather than the much more interesting story going on around the story - focuses solely on one tiny microcosm of it.

This is a very common mistake for indie devs, and it's been seen a few times in many games. In Sunset, The Vanishing of Ethan Carter, and Everybody's Gone to the Rapture are three relatively recent games that did exactly this, posting a situation where what's going on outside the game you are playing is infinitely more engrossing than the game itself.

This is made worse by the fact that Giant Spacekat's telling of this story is as cliche as one gets. Cliches aren't necessarily bad. They are, like tropes, a thing that exists because of longstanding trends, and there's nothing one with prickling one every once in a while, but Revolution 60 hits all of these over and over and the game is ridiculously predictable starting exactly 2 hours in. This, plus a number of other flaws, are what kill Revolution 60 for viability.

Deagle's Fall, a little game design document I did for essentially asking the question: "How would I do a follow-up that addresses Revolution 60's narrative problems?" Centered around an area of activity that was nuked by Chessboard (and blamed on Fifth Column) earlier, but a Mercenary unit sent in to evac citizens - against Chessboard's orders - did so and survived, now living in the bombed-out ruined cityscape. Whilst simply trying to survive and keep order in an area that otherwise would've been wiped the fuck out, a Desert Eagle new recruit (the player in the Deagle campaign) discovers that (A) that Chessboard actually nuked the city, and (B) that a mysterious third party was working on a way to break Chessboard's stranglehold by developing a virus specifically designed to target and kill their AI.

Some of this research survived, and when it's found by the Deagle Scout, the mercs fight a desperate battle to complete the Virus research, steal a Chessboard Astronav and access codes, get the virus into one of the major platforms. Because the AIs are synchronized, introducing the virus to one of the larger platforms could, for a time, shut down the defense networks of almost all of Chessboard's platforms for a time - long enough for the UN to rustle up pretty much every member country and destroy the fucking things so humanity could take Space back.

The Chessboard campaign centered instead upon the AI sending an operative (the player) trying to recover and destroy the data, killing off the Deagles' command structure in the process. Both cases were to end with the last boss of the main scenario being the protagonist of the other. In addition to these, there were two smaller factions: The Skulls, a former Deagle unit that Commander Stryker kicked out and have since become lawless marauders preying on the defenseless, and a few Fifth Column remnants.

In both cases of the bigger examples, however, the opposition they show one another marks them both as threats in their own right. The Deagles are morally in the right, but having been driven to desperation, their methods are anything but elegant. The Deagle Hazard Teams, for example, are using chemical weapons and flamethrowers because those bypass Chessboard Nanite protections, and won't think twice about using radiation, poison, or fire to kill Chessboard operatives. The Deagles have units like the Berserkers, intended as shocktroopers and linebreakers, because they're willing to do anything to survive. Chessboard is in the wrong morally, but that's not clear to the player initially - the Desert Eagles simply look like more terrorists, probably in line with Fifth Column, and arguably a threat to the remaining civilians. One of the bad ends may or may not have involved a SpecOps: The Line-esque moment where the Chessboard player does a bad thing, but I never really got that far as far as the design premise went.
So what you're saying is Wu tried to go for the "lawful evil" trope where the villains try/claim to be doing the greater good, while doing unspeakable things in the process, but because her writing is so piss poor they just come off as a poorly hidden tyrant? Basically she made an entire game about the Enclave from Fallout 3.
 
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