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[Ideologia fod*ndo a industria ocidental news] BRs criam curadoria para identificar jogos com participação de consultoria woke

Madrux

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Em notícias relacionadas, novidades: parece que a FTC do Japão impôs sanções contra a VISA por suspeitas de violações da lei antitruste, especialmente considerando que a empresa já havia sido liberada em julho de 2024.

Parece que a volta da vitória da CS é prematura.



Japão demorou MUITO para fazer isso. Na verdade, deveria ter sido feito isso meses atrás quando os processadores de pagamento encerraram o modelo de pagamento no site do Ken Akamatsu, obrigando o site do Akamatsu a fechar e de quebra prejudicando ele.

Precisou acontecer algo ainda mais grave para o Japão agir. Antes tarde do que nunca.

Pelo visto, abaixar a cabeça e se curvar para um grupelho ditatorial tem consequências.

E se não fizesse, a coisa começaria a escalonar. Começaria assim, banindo jogos +18, e depois para jogos mais sensuais. Por exemplo, Stellar Blade poderia correr um certo risco. Isso só de exemplo.
 

Bloodstained

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Japão demorou MUITO para fazer isso. Na verdade, deveria ter sido feito isso meses atrás quando os processadores de pagamento encerraram o modelo de pagamento no site do Ken Akamatsu, obrigando o site do Akamatsu a fechar e de quebra prejudicando ele.

Precisou acontecer algo ainda mais grave para o Japão agir. Antes tarde do que nunca.

Pelo visto, abaixar a cabeça e se curvar para um grupelho ditatorial tem consequências.

E se não fizesse, a coisa começaria a escalonar. Começaria assim, banindo jogos +18, e depois para jogos mais sensuais. Por exemplo, Stellar Blade poderia correr um certo risco. Isso só de exemplo.
Agora que Japão abriu o precedente, outros países deveriam seguir o exemplo. As empresas de cartão de crédito atropelaram o ordenamento jurídico de inúmeros países, manipulando seus mercados ao forçar censura em escala global. Um ataque dessa escala não pode ficar sem uma resposta à altura.
 

Madrux

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Agora que Japão abriu o precedente, outros países deveriam seguir o exemplo. As empresas de cartão de crédito atropelaram o ordenamento jurídico de inúmeros países, manipulando seus mercados ao forçar censura em escala global. Um ataque dessa escala não pode ficar sem uma resposta à altura.

Eu achava que os EUA seria o primeiro a aplicar as sanções, e certamente VAI fazer isso também. Sem mercado americano, as empresas de cartão vão sentir o prejuízo no bolso muito maior. E se investigarem a fundo, dá ainda para aplicar algum tipo de punição no governo australiano, pois são eles que estão apoiando esse grupo feminazi nos bastidores.
 

Tina Ferrarista

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Eu achava que os EUA seria o primeiro a aplicar as sanções, e certamente VAI fazer isso também. Sem mercado americano, as empresas de cartão vão sentir o prejuízo no bolso muito maior. E se investigarem a fundo, dá ainda para aplicar algum tipo de punição no governo australiano, pois são eles que estão apoiando esse grupo feminazi nos bastidores.
Sei não, a fala do Trump contra o PIX me faz pensar o contrário: o laranjão vai preferir proteger a indústria dele ao brigar cotra DEI. Afinal, derrubar duas empresas gigantes no país vai criar uma insegurança financeira que o país não pode passar no momento, já que a Chaina já mostrou que qualquer vacilo que os americanos derem, eles vão tomar o lugar sem dó.

Pior que, tira estas duas, e vamos ter o que? Brasil tem o PIX como arma, o Japão tem como usar o mesmo ticket que usam pra metrô(eu ouvi bem por cima que você pode usar o cartão de metrô como um cartão de débito), a Europa até pode correr pro Paypal ou adotar a Dinners(ela ainda existe?). Mas e os outros países? Nossos vizinhos sul-americanos mesmo, vão ficar com um pepino gigantesco em mãos. O próprio USA não tem um substituto para estas empresas.

No papel, falar que vai mudar é muito bom, mas, na prática, muito país tem tais empresas como reféns financeiros e podem quebrar, caso resolvam proibir uma das empresas de operar no país. No fim, independente do resultado, geral sair perdendo, de um jeito, ou de outro.
 

OUTKAST

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GwoBE3aaAAAkAp_
 


Tina Ferrarista

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Eu fui no Xwitter do itch.io ver o post deles e a coisa tá pior do que eu achava.

Eu achava que eles só tinham tirado os jogos de vender, igual a Steam sempre faz, e quem comprou/resgatou no passado, continuava com o jogo pra baixar, mas não, eles LITERAL REMOVERAM OS JOGOS DE TODOS OS LUGARES DO SITE!

Aí não, aí sou obrigado a usar a frase do Mienoller:

Primeiro, eles vieram buscar os jogos de corrida online, e eu fiquei calado, pois eu não jogava aquele jogo de corrida online.
Depois, eles vieram buscar os jogos +18 na Steam, e eu fiquei calado, pois eu não gosto de jogos +18 poluindo minha conta Steam.
Depois, eles limparam tais jogos hospedados no itch.io da existência...

Esquece o que eu disse mais acima, eu prefiro uma economia quebrada a esse povo censurando a gente! Morte a Mastercard! Hassen Visa!
 

ELTORO

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Eu fui no Xwitter do itch.io ver o post deles e a coisa tá pior do que eu achava.

Eu achava que eles só tinham tirado os jogos de vender, igual a Steam sempre faz, e quem comprou/resgatou no passado, continuava com o jogo pra baixar, mas não, eles LITERAL REMOVERAM OS JOGOS DE TODOS OS LUGARES DO SITE!
Agora só em sites ainda mais obscuros ou pirateando você consegue achar.
Uns talvez nem assim.
 

Tina Ferrarista

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Agora só em sites ainda mais obscuros ou pirateando você consegue achar.
Uns talvez nem assim.
Não ironicamente, é uma ótima hora pro DLSite passar a cobrir não apenas jogos ocidentais, como aceitar pagamentos de outros países. Seria uma expansão de marca absurda que iria tornar o site em referência global no gênero.
 

Madrux

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Depois de:

Assediar e intimidar aqueles que não concordaram com sua ideologia de merda;

Acusarem mulheres fictícias atraentes como pornificadas e sexualizadas somente porque os homens gostam dessas personagens;

Dizerem que mulheres com seios grandes e naturais precisam usar implantes, de forma constranger mulheres com corpos femininos naturais e ignorando a diversidade biológica somente porque elas não encaixas em sua narrativa estúpida;

Defenderem com unhas e dentes filmes que sexualizam garotas menores de idade reais;

Se passam de defensores de combate à exploração infantil quando eles próprios praticam, além de tentar causar terror entre aqueles que curtem personagem de jogos e animes;

Usar termos imbecis como aliciamento como arma contra as coisas que eles não gostam;

Promoverem a censura da arte, mídia e expressão como verdadeiros ditadores sob pretexto de ativismo;

Zombar de empresas por atividades politicamente incorretas sem entenderem o tipo de humor ou contexto;

Se fazerem de vítima quando confrontados, chegando ao cúmulo de difamarem e bloquearem quem os desafia;

Eis que, após serem desmascarados e passarem constrangimento mundial, adivinhem o que a Sweet Baby In 2, como verdadeiros covardes, fizeram:

1753378376662.jpeg


Esse grupo feminazi já era, e não vão se safar impunes.
 

Bloodstained

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Sweet Baby Inc. Former Employee Advocates for Stealing Ideas from Books in GDC Presentation


Are Sweet Baby Inc. employees stealing from books?

Sweet Baby Inc. (SBI), the narrative consulting firm known for its work on high-profile titles like “God of War: Ragnarök” and South of Midnight, has once again found itself at the center of heated debate. A recently surfaced video analysis from the Gothic Therapy YouTube channel claims that a former SBI employee openly admitted to “stealing” ideas from books during a public presentation at the Game Developers Conference (GDC).



This revelation, presented as evidence of unethical practices, has sparked discussions about creativity, inspiration, and intellectual property in gaming. The find was originally highlighted by the YouTube channel Gothic Therapy, hosted by MasterofTheTDS and Writing Raven, who dissected the talk in their video titled “SWEET BABY THEFT! Ex-SBI Member ADMITS They Steal Ideas from BOOKS!”

Video Breakdown and Key Claims


Uploaded on July 28, 2025, the Gothic Therapy video provides critical commentary on what they describe as an “insane talk” where SBI’s practices are exposed without shame.

The video focuses on a 2022 GDC presentation by Amber-Leigh Blake, who identified herself as a project coordinator at Sweet Baby Inc. at the time.

SBI-Stealing-from-Books-1280x697.png

A screenshot from a GDC talk by Sweet Baby Inc. employee Amber-Leigh Blake called “Let’s Steal From Books!” – YouTube, Gothic Therapy

The talk’s provocative title, “Let’s Steal from Books,” sets the tone, with Amber leigh introducing herself and the topic early on.

“Hi. My name is Amber-Leigh,” she said. “The Leigh is not optional and you’re listening to Let’s Steal from Books.”

She identifies as a published writer, poet, and dyslexic, making a repeated comment that laughing at her mistakes would be “ableist,” which the hosts mock as an overly serious attempt at humor or a deflection tactic. Amber-Leigh argues that books are more imaginative, accessible, and better at risk-taking than video games, stating, “I feel no shame in saying I like books more than video games.”

SBI-Stealing-from-Books-3-1280x698.png

A screenshot from a GDC talk by Sweet Baby Inc. employee Amber-Leigh Blake called “Let’s Steal From Books!” – YouTube, Gothic Therapy

The hosts question her role in the industry, with Raven quipping, “Then why do you work in video games?”

They also challenge her claim that books are “easier to consume,” pointing out the contradiction given her dyslexia and raising concerns about accessibility for illiterate audiences.

The core of the controversy lies in Amber-Leigh’s discussion of “stealing” ideas, inspired by Austin Kleon’s book Steal Like an Artist.

“So, I got this idea for this talk from the book Steal Like an Artist by Austin Kleon,” she said. “It’s about how to pull from multiple mediums to create something that’s truly your own.”

SBI-Stealing-from-Books-4-1280x656.png

A screenshot from a GDC talk by Sweet Baby Inc. employee Amber-Leigh Blake called “Let’s Steal From Books!” – YouTube, Gothic Therapy

She contrasts “good theft” (honoring, studying, and crediting works) with “bad theft” (degrading, plagiarizing, or ripping off). The hosts dismiss this as a weak justification, arguing, “If you’re stealing ideas from books, it means you’re not talented and your games suck.”

They further mock her definition, with MasterofTheTDS sarcastically noting, “Did you know the definition of stealing is to credit them and honor them?”

Amber-Leigh provides book recommendations, such as A Declaration of the Red Magicians by H.G. Perry, a historical fantasy involving vampire kings and Haiti’s role in war, and Iron Widow by Xiran Jay Zhao, a Tang Dynasty-inspired sci-fi with mechs and a love triangle. She also mentions the manga Gray for its depiction of complex male friendships and suggests exploring “complicated relationships” in games.

However, her inclusion of horror as a genre is met with confusion, as she admits, “I will not provide examples. I am b**** made and cannot handle scary games already.”

This led the hosts to question the relevance and coherence of her presentation. The talk concludes with Amber-Leigh urging developers to “steal more” from books to explore new ideas and perspectives.

“There are more ideas out there to explore than just looking at what your peers are doing,” she said. “Trope mashups or perspectives you didn’t even know you needed or wanted. I’m not saying you haven’t read books or been inspired by them. I’m just saying we should steal more.”

Gothic Therapy’s hosts react with incredulity, with MasterofTheTDS stating, “What did you tell us? I didn’t learn anything!”

Context: A Damning Admission or Misinterpreted Provocation?

The Gothic Therapy video frames Amber-Leigh’s talk as a shocking confession of intellectual theft, aligning with broader criticisms of SBI’s approach to game development. The hosts argue that advocating for “stealing” reflects a lack of creativity, especially from a company involved in high-profile games accused of uninspired narratives. MasterofTheTDS points to the Sweet Baby Inc. track record, suggesting that “the fact that you could steal from books and still not making good games says a lot about you guys.”

SBI has long been a lightning rod for controversy. The studio specializes in narrative design and diversity consulting, working on titles like Alan Wake 2 and Marvel’s Spider-Man 2. Critics, particularly in online gaming communities, have accused SBI of pushing “woke” agendas, leading to movements like the 2024 “Sweet Baby Inc. Detected” Steam curator group, which boycotts games linked to the firm. The Sweet Baby Inc. “stealing from books” narrative fuels existing perceptions of SBI as lacking originality, with detractors arguing that their reliance on external sources—whether books or ideological frameworks—undermines authentic storytelling.

While Amber-Leigh references Steal Like an Artist, which promotes ethical inspiration through remixing and crediting sources, the hosts reject this as a flimsy excuse, insisting that any form of “stealing” is inherently lazy. They also criticize the presentation’s lack of focus, noting that Amber-Leigh spends much of the talk recommending books unrelated to gaming, such as love triangles and manga, without clear applications. Her admission of avoiding horror due to personal discomfort and the apparent disorganization of the talk—delivered in a hotel room with a messy bed visible—further erode her credibility in the hosts’ eyes.

Reactions and Broader Implications

The controversy has gained traction on platforms like X, with a post from @MasteroftheTDS on July 28, 2025, amplifying the video.



“Sweet Baby Inc. is the gift that keeps on giving,” he said. “In 2022, a now former SBI member gave a presentation telling devs to STEAL FROM BOOKS to make games. Not hyperbole. Not a joke. Straight up theft.”

The sentiment reflects growing frustration among some gamers who view SBI as emblematic of broader industry issues, including perceived declines in narrative quality. The allegations raise serious questions about intellectual property in gaming, especially as cross-media adaptations and AI tools blur ethical lines.

While drawing inspiration from literature is standard—seen in games like The Witcher adapting Andrzej Sapkowski’s novels—Amber-Leigh’s overt call to “steal more” while she was still an employee of Sweet Baby Inc. is seen by critics as an admission of creative bankruptcy within that organization.

The resurfacing of Amber-Leigh Blake’s “Let’s Steal from Books” presentation has added fuel to the ongoing backlash against Sweet Baby Inc., with critics citing it as evidence of unethical practices and a lack of originality.

SBI-Stealing-from-Books-6-1280x704.png

A screenshot from a GDC talk by Sweet Baby Inc. employee Amber-Leigh Blake called “Let’s Steal From Books!” – YouTube, Gothic Therapy

Gothic Therapy’s MasterofTheTDS and Writing Raven deserve credit for bringing this talk to light, offering a raw and unfiltered critique that resonates with gamers skeptical of SBI’s influence. As the gaming industry grapples with evolving standards for creativity and intellectual property, this controversy underscores the risks of provocative rhetoric in a polarized landscape. The full video is available on YouTube for those seeking to judge the talk for themselves, but for many, it’s another strike against a company already under siege.


Fonte
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Quer dizer que os incompetentes contratados via DEI roubam as idéias de autores com mérito (muitos dos quais, ressalte-se, pessoas brancas), para injetar seu lixo ideológico? Parasitismo é apelido. :kclassic
 

Bloodstained

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A agenda segue a todo vapor

Vão conseguir imbecilizar e bestializar todo mundo


Que inferno
Já estão forçando a implementação da Identidade Digital, que é uma etapa obrigatória para a futura implementação do Sistema de Crédito Social. Se forem bem sucedidos, o livre-arbítrio será extinto e todo mundo estará submetido permanentemente a um cabresto ideológico, que recompensará os que se adequarem e punirá severamente quem não baixar a cabeça e dobrar o joelho. Esse sistema representa a última instância daquela fala infame de Larry Fink (CEO da Blackrock), sobre "forçar comportamentos".

Levando em conta a escalada autoritária observada nas últimas semanas, infelizmente não tenho mais esperanças de morrer antes que esse sistema seja implementado em plena capacidade. É apenas uma questão de tempo até que vivamos num futuro distópico , que fará 1984 parecer uma obra de fantasia infantil.
 

velhopilantra

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Já estão forçando a implementação da Identidade Digital, que é uma etapa obrigatória para a futura implementação do Sistema de Crédito Social. Se forem bem sucedidos, o livre-arbítrio será extinto e todo mundo estará submetido permanentemente a um cabresto ideológico, que recompensará os que se adequarem e punirá severamente quem não baixar a cabeça e dobrar o joelho. Esse sistema representa a última instância daquela fala infame de Larry Fink (CEO da Blackrock), sobre "forçar comportamentos".
Os crentes devem estar em êxtase em saber que finalmente o numero da besta será implementado, só resta saber se Jesus vai voltar.
 

darth vader x

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Eu tenho notado que recentemente esses sites de DEI detected e Sweet Baby inc. detected não têm se atualizado muito, o que estaria acontecendo? Os jogos lacradores não pararam de serem lançados.
 

All_Might

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Existem ferramentas desenvolvidas e em desenvolvimento para contrapor a censura e o Estado.

Mas, é muito mais cômodo para a população bovina, ficar dentro do cercadinho...


Redes sociais & plataformas descentralizadas


  • Mastodon — alternativa ao Twitter em rede federada (protocolos ActivityPub).
  • Pleroma / Misskey — servidores (Fediverse) similares ao Mastodon, mais leves e customizáveis.
  • Diaspora* — rede social descentralizada focada em privacidade.
  • Scuttlebutt (Manyverse) — rede social P2P que funciona até offline.
  • Nostr — protocolo de rede social censorship-resistant (clientes como Damus, Amethyst).
  • Minds — rede social com foco em liberdade de expressão e anúncios opcionais.
  • Odysee (rede LBRY) — vídeos descentralizados (alternativa ao YouTube).
  • PeerTube — hospedagem descentralizada de vídeos por instâncias independentes.
  • Element (Matrix) — mensageiro/rede social descentralizada, criptografada.



Ferramentas/Apps de comunicação antimonitoração


  • Tor Browser / Tor Network — navegação anônima e resistente a censura.
  • Signal — mensagens instantâneas com criptografia forte e código aberto.
  • Briar — mensagens P2P via Bluetooth/Wi-Fi sem depender da internet.
  • Session — mensageiro descentralizado usando a rede Oxen.
  • Threema — mensageiro suíço pago, com privacidade avançada.
  • Ricochet Refresh — chat p2p baseado em Tor, totalmente anônimo.



⛓️ Tecnologias e infraestruturas descentralizadas


  • IPFS (InterPlanetary File System) — sistema de armazenamento e compartilhamento de arquivos P2P antipersistência estatal.
  • Freenet — rede P2P focada em anonimato e publicação resistente à censura.
  • ZeroNet — sites P2P via Bitcoin + BitTorrent (sem servidor central).
  • Blockchain/DeFi — Ethereum, Solana, etc. são usados para apps imunes a censura. (Shitcoin é lixo)
  • Namecoin / ENS / Handshake — DNS descentralizados que driblam censura de domínios.
  • Snowflake / Psiphon / Lantern — ferramentas para furar bloqueios estatais.


    Bitcoin é…

    • Descentralizado — não tem governo, banco ou servidor central para ser fechado.
    • Imune à censura de transações — ninguém pode impedir você de enviar/receber.
    • Resistente a confisco — com sua chave privada, seu saldo é acessível de qualquer lugar do mundo, mesmo se confiscarem tudo físico.
    • Transnacional — funciona mesmo onde o Estado tenta proibir (ex: Nigéria, Turquia, Venezuela, China).
    • Open-source e verificável — qualquer um pode rodar um nó completo e validar a rede.

    ⚡ Ecossistema Bitcoin com foco em privacidade e anticensura:​

    • Carteiras anônimas: Wasabi Wallet, Samourai Wallet
    • Camadas secundárias para micropagamentos rápidos e quase impossíveis de bloquear: Lightning Network
    • Redes tipo Mesh e satélite para transmitir blocos sem internet tradicional: Blockstream Satellite, Meshnet, Locha
 

Bloodstained

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Mastercard Hit With X Community Note on Post Claiming Company is Not Censoring Gaming Content


Mastercard in its attempt to distance itself from the recent gaming censorship controversy found itself hit with a damning X community note.

In a bid to quell mounting outrage over alleged involvement in the mass removal of adult-themed games from platforms like Steam and Itch.io, Mastercard issued a public statement on August 1, 2025, emphatically denying any role in censoring or restricting content.

Posted on X by the company’s official news account (@MastercardNews), the statement aimed to clarify “recent headlines on gaming content” amid a broader controversy sparked by advocacy groups and payment processor policies.

However, the post was swiftly appended with a damning Community Note—a crowdsourced fact-check feature on X—that highlighted direct contradictions from affected platforms and Mastercard’s past actions, complete with linked “receipts” that amplified the backlash.

Mastercard’s Attempt to Distance Itself

The controversy traces its roots to mid-July 2025, when Steam and Itch.io began purging or hiding thousands of adult-oriented titles, citing compliance with payment processor demands to avoid service disruptions. This followed an open letter from Australian anti-exploitation group Collective Shout, which urged processors like Mastercard, Visa, PayPal, and Stripe to halt support for platforms hosting games with specific themes.

Mastercard’s response came via a linked press release and an embedded image in their X post, stating: “Mastercard has not evaluated any game or required restrictions of any activity on game creator sites and platforms, contrary to media reports and allegations. Our payment network follows standards based on the rule of law. Put simply, we allow all lawful purchases on our network. At the same time, we require merchants to have appropriate controls to ensure Mastercard cards cannot be used for unlawful purchases, including illegal adult content.”

The statement positioned Mastercard as a neutral facilitator, emphasizing legal compliance over moral judgments. Yet, this narrative clashed with reports from the gaming platforms themselves, fueling accusations of gaslighting.



The post garnered over 8.6 million views, thousands of likes, and a torrent of critical replies from gamers, developers, and influencers, who flooded Mastercard’s customer service lines and launched petitions demanding transparency.

The Community Note: Bringing the Receipts

Within hours, X users contributed and upvoted a Community Note that appeared beneath the post, effectively undermining Mastercard’s claims.

The note reads:

“Both Steam and Itch have stated their removal of adult content came from pressure by payment processors, including Mastercard. Furthermore, Mastercard and other payment processors have a documented history of refusing service to Japanese retailers…”

Mastercard-Gaming-Censorship-Community-Note.png
A community note on an X post by Mastercard – X, @MastercardNews

This note, rated helpful by the X community, served as a concise rebuttal, linking to sources that provided evidence of Mastercard’s involvement in similar content restrictions. It confirmed a pattern of behavior, suggesting the company’s denial ignored both current events and historical precedents, and it brought receipts to back up these claims.

What the Links Revealed: Steam and Itch.io’s Statements on Pressure

The first link in the Mastercard Community Note directed to a July 29, 2025, article in The Guardian. The piece detailed how payment processors’ policies forced platforms to act, with direct quotes from Steam and Itch.io contradicting Mastercard’s hands-off portrayal.

Steam’s Response

On July 18th, Valve (Steam’s parent company) told PC Gamer that it was “retiring” several games to align with updated guidelines introduced on July 16th. These rules explicitly prohibited “content that may violate the rules and standards set forth by Steam’s payment processors.”

Dragon-Age-1-1280x382.png

A screenshot of Dragon Age: The Veilguard’s ranking on Steam DB’s Most Wishlisted Upcoming Games list. Screenshot taken on October 21, 2024 at 7:31 AM ET.

While Valve didn’t name Mastercard directly in the quote, the context tied the changes to processor demands, noting that without compliance, the entire platform risked losing payment capabilities. The impact was significant: hundreds of titles, primarily visual novels and adult-themed games, were removed, affecting indie developers who relied on Steam for distribution.

Itch.io’s Response

On July 23rd, Itch.io announced via its updates page that it was “deindexing” (hiding from search) all adult-oriented games—over 20,000 titles—while conducting a “comprehensive audit of content to ensure we can meet the requirements of our payment processors.”

The platform described the move as a response to “scrutiny” from these processors, which they linked to Collective Shout’s campaign. Itch.io emphasized the broad sweep, noting it affected not just mature content but also award-winning games exploring themes like identity, body image, and sexuality.

They added that they were “working to clarify new payment processing policies” and “seeking alternate payment partners for adult-rated content” to mitigate future restrictions. Again, while specific companies like Mastercard weren’t quoted verbatim, the article framed the pressure as coming from major processors, including those handling Visa and Mastercard transactions via intermediaries like Stripe.

The Guardian article highlighted the ripple effects. Developers faced sudden income loss, and critics argued this constituted “financial censorship” by corporations wielding outsized influence over digital economies.

The Historical Precedent: Mastercard’s Actions in Japan

The second link pointed to an article in Otaku USA Magazine discussing Mastercard and Visa’s refusal to service Japanese retailers over mature legal content. While direct access to that specific page yielded limited details, related reporting from The Asahi Shimbun in March 2025 provided a comprehensive account of similar incidents, illustrating a “documented history” as noted in the Community Note.

In 2024-2025, Visa and Mastercard suspended payments to several Japanese sites specializing in adult-oriented manga, illustrations, and fan-made works. Reasons cited included pressure from international human rights groups (e.g., a 2020 letter urging card companies to block certain sites) and a 2022 U.S. court ruling allowing Visa as a defendant in a lawsuit pertaining to such content.

Payment agencies framed it as protecting against “abundant” content, but affected parties argued it was legal in Japan. Visa stated it “restricts neither legal and free speech nor transactions containing expressions of legal and free speech,” while Mastercard declined to comment.

Critics like Kotaro Ogino of the Uguisu Ribbon Campaign noted a decade-long trend of suspensions, and legal experts like Yoko Shida warned of threats to free expression. This Japanese case mirrored the gaming controversy, showing Mastercard’s pattern of indirect enforcement through policies that force platforms to self-censor, even for legal content.

Broader Implications and Ongoing Backlash

The Community Note’s “receipts” amplified calls for accountability.

Indie developers and free speech advocates, including the Free Speech Coalition, decried the moves as setting a dangerous precedent for corporate control over creative expression. As of now, Mastercard has not issued a follow-up, but the Community Note highlights the tension between anti-exploitation efforts, brand protection, and digital freedoms in an increasingly interconnected global market.

This incident serves as a stark reminder: in the age of crowdsourced fact-checking, corporate denials can quickly unravel when confronted with evidence from the very platforms they influence.


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Bloodstained

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Payment Processor Video Game Censorship Crackdown Could Extent to GTA, Saints Row, & More


Could the ongoing video game censorship crackdown extent to action-oriented games like Grand Theft Auto or Saints Row?

In a rapidly escalating controversy shaking the digital gaming landscape, payment processors like Visa, Mastercard, PayPal, and Stripe are exerting immense pressure on major platforms to delist adult-oriented games.

What began as targeted removals of explicit titles on storefronts like Steam and Itch.io has now spilled over to smaller, retro-focused sites such as Zoom Platform. Alarmingly, this purge is raising fears that even mainstream action games—long criticized for violence, sexual themes, and mature content—could be next on the chopping block.

Titles like Grand Theft Auto, Duke Nukem, and Saints Row have been explicitly flagged as “at risk” during discussions between platforms and processors. This development signals a potential slippery slope toward wider censorship, where artistic freedom in gaming hangs in the balance.

As of August 2025, the campaign spearheaded by the Australian advocacy group Collective Shout has gained traction, forcing platforms to navigate a minefield of compliance demands while trying to preserve user access to diverse content. With over 17,000 games reportedly affected on Itch.io alone, the industry is grappling with what many see as an overreach that could redefine what’s acceptable in video games.

The Origins of the Pressure: Collective Shout’s Campaign

The push to sanitize digital storefronts traces back to Collective Shout, a charity organization founded in 2010 that campaigns against the objectification of women and children in media. The group has a history of targeting mature video games, notably contributing to the 2014 removal of Grand Theft Auto V from Australian retailers like Target and Kmart due to its depictions of women.

In recent months, Collective Shout escalated its efforts by directly lobbying payment processors rather than the platforms themselves. According to a statement from the group, they approached these financial gatekeepers after months of ignored complaints to Steam.

“We approached payment processors because Steam did not respond,” Collective Shout explained in a public post, claiming responsibility for the subsequent delistings on both Steam and Itch.io. This strategy leverages the processors’ influence, as platforms rely on them for transactions—without compliant payment options, sales grind to a halt.

The group’s tactics have drawn criticism for being overly broad and ideologically driven. Critics argue that while protecting vulnerable groups is important, blanket bans risk stifling creative expression. Collective Shout’s involvement has been likened to historical moral panics over video games, echoing debates from the 1990s about titles like Mortal Kombat and Doom.

Impact on Major Platforms: Steam and Itch.io Under Fire

Steam, Valve’s dominant PC gaming storefront, was among the first to feel the heat. In July 2025, reports emerged of games being quietly delisted or de-indexed—meaning they’re hidden from search results and harder to find.

Itch.io, a popular indie platform known for its open policies, followed suit, confirming the removal or de-indexing of certain content in response to processor demands. A staggering 17,000 titles were affected on Itch.io, prompting the platform to actively seek alternative payment processors that are more tolerant of adult-oriented games.

Zoom Platform’s Defiant Stance and the “At-Risk” Games

Smaller platforms aren’t immune. Zoom Platform, a DRM-free store specializing in retro and cult classic games, recently disclosed similar pressures from an unnamed “fellow member of the industry” via their payment processors.

In a statement, Zoom affirmed its commitment to artistic freedom. “We have no plans to remove any titles, and will do absolutely everything in our power to prevent such de-listings,” they said.

To circumvent scrutiny on individual transactions, Zoom is implementing a wallet system where users preload funds, alongside enhanced two-factor authentication for security.

The platform, founded by industry veteran Bernie Stolar (known for launching the PlayStation and Dreamcast in North America), hosts a eclectic library including edutainment, oddities, and yes, adult-oriented games. It’s notably the only legal digital source for original Duke Nukem side-scrollers.

During negotiations with PayPal and Stripe, representatives revealed that games like Grand Theft Auto, Duke Nukem, and Saints Row were cited as potentially problematic.

These titles, while not explicitly adult-oriented, feature satirical brutality, innuendo, and mature humor that have drawn ire from advocacy groups for decades. The Grand Theft Auto series, for instance, has faced bans and lawsuits over its depictions of crime and sexuality, while Duke Nukem is infamous for its crude protagonist and so-called objectification themes.

Broader Implications: Are Action Games Next to Be Censored?


The concern that action games might be the next to be censored appears well-founded amid this controversy. Developers of the viral co-op game Chained Together (formerly known as Peak) echoed this sentiment.

“It’d be foolish to assume that any game is safe,” they said.

The fear is that once explicit adult games are purged, the net will widen to include any title with edgy content—violence, satire, or even mild innuendo. This isn’t without precedent. Collective Shout’s past successes, like pulling GTA V from shelves, demonstrate their persistence. Industry watchers warn of a “slippery slope,” where payment processors become de facto censors, bypassing platform policies.

Organizations like the UK Interactive Entertainment (UKIE) have addressed the issue, calling for clearer guidelines on video game censorship to protect legal content. Meanwhile, some platforms like GOG have pushed back by offering mature games for free temporarily, emphasizing that “if a game is legal and responsibly made, players should be able to enjoy it.”

Conclusion: A Crossroads for Gaming Freedom

As the dust settles on this latest video game censorship wave, the industry stands at a crossroads.

Platforms like Zoom are innovating to protect their catalogs, but the threat to beloved action franchises looms large. If Grand Theft Auto, Duke Nukem, and Saints Row fall victim, it could signal the end of an era for unfiltered gaming experiences.

Ultimately, the battle pits artistic liberty against moral advocacy, with payment processors holding the reins. For now, developers and players alike are watching closely, hoping that reason—and not restriction—prevails.


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Para quem acha que não há problema na censura ilegal que está sendo aplicada por empresas de cartão de crédito a jogos adultos, saibam que pode ser apenas uma questão de tempo até que ela seja escalada para jogos de horror, jogos com violência, jogos satíricos e, em última instância, jogos que possuam qualquer coisa que essas empresas julguem como "problemática".

A única forma realmente efetiva de combater essas empresas, consiste na aprovação de legislações que as impeçam de agir de forma arbitrária e autoritária. Afinal, a função dessas empresas consiste em processar pagamentos feitos através de meios eletrônicos... e mais nada. Ninguém as nomeou como "polícia moral" em escala global. O problema é que são necessários anos até que a legislação destinada a contê-las seja aprovada. Até lá, o estrago pode ser tão grande que dificilmente será possível desfazê-lo.
 

ELTORO

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Pessoal aqui na pasta consoles estava dizendo que "a Collective Shout é de extrema direita"

"Extrema direita" né

Então me explica porque eles apoiam o seriado Cuties, que é basicamente woke (além de apologia a pedofilia) ?
 

T.Chico

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Pessoal aqui na pasta consoles estava dizendo que "a Collective Shout é de extrema direita"

"Extrema direita" né

Então me explica porque eles apoiam o seriado Cuties, que é basicamente woke (além de apologia a pedofilia) ?

Pasta console é cheio de passador de pano sonysta esquerdinha ou isentão, tem que virar o mundo de cabeça para baixo fumando muita maconha estragada para dizer que existe grupo feminista de direita:klol
Grupo feminista de direta:klolwtf:klolwtf:klolwtf
 

Bloodstained

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Pessoal aqui na pasta consoles estava dizendo que "a Collective Shout é de extrema direita"

"Extrema direita" né

Então me explica porque eles apoiam o seriado Cuties, que é basicamente woke (além de apologia a pedofilia) ?

Pasta console é cheio de passador de pano sonysta esquerdinha ou isentão, tem que virar o mundo de cabeça para baixo fumando muita maconha estragada para dizer que existe grupo feminista de direita:klol
Grupo feminista de direta:klolwtf:klolwtf:klolwtf
É por esses (e outros) motivos que estou postando a respeito do assunto neste tópico aqui, ao invés de postar naquela pasta. Não tenho paciência para quem não sabe porra nenhuma a respeito do que está falando ou, pior ainda, que até sabe, mas fica bancando o joão sem braço por motivos ideológicos. :kclassic

 

Monogo

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É por esses (e outros) motivos que estou postando a respeito do assunto neste tópico aqui, ao invés de postar naquela pasta. Não tenho paciência para quem não sabe porra nenhuma a respeito do que está falando ou, pior ainda, que até sabe, mas fica bancando o joão sem braço por motivos ideológicos. :kclassic


Tá tudo muito ocupado gozando com pau alheio com relatório fiscal da empresa amada.
 

Madrux

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***ÚLTIMAS NOTÍCIAS***
(Compartilhado comigo por e-mail de denúncia anônima)
@CollectiveShout
foi flagrado enviando e-mails rotulando qualquer um que ousasse questionar sua abordagem autoritária como "inimigo".
Isso não parece algo que uma "vítima" diria...



Seus "inimigos"... e são principalmente mulheres que os investigam e os expõem.

Implorando por dinheiro, mas ninguém realmente compra o que eles estão vendendo... e quanto mais deixarmos todo mundo saber que eles defendem gatinhas, menos grupos de "protetores de mulheres" vão querer ajudá-los.

Não é à toa que eles têm seguidores misândricos ferrenhos! Eles tentam pintar os homens como inimigos, quando, querida, sou eu, uma mulher, a sua principal responsável ;)



Quando uma mulher fala sobre eles e os desafia, eles os censuram.

Primeiro, me rotularam de homem, depois, quando isso não funcionou e eu disse a eles que estavam violando a lei da Austrália ao me nomearem incorretamente com a intenção de difamar, agora eles tentam ocultar meu nome e foto.

Sou eu. E eles atribuem TODA a violência que estão causando especificamente a mim, mostrando minha publicação primeiro.

Ela sabe, pelas suas ações de 2012, que não pode me ameaçar com um processo. Não só estou apenas fornecendo comentários, mas tudo o que eu disse é apoiado por provas.

NENHUMA ÚNICA AFIRMAÇÃO DELES É BANIDA QUANDO SE TRATA DO QUE ELES QUEREM.

Ninguém se importa que vocês sejam um pequeno "time de mulheres" - estranho como nenhum homem, nenhum marido, nenhum filho quer se envolver. Talvez tenha algo a ver com vocês atraindo misândricos radicais? Nenhum homem na vida de vocês quer ajudar?

Você nunca respondeu ou respondeu a perguntas ou "dissidências" de outras mulheres.

Você veio atrás de conteúdo legal por ignorância. Você queria proibir Detroit Become Human, um jogo premiado. Você quer proibir GTA. Você faz alegações ridículas de que jogos são vício em pornografia e violência para meninos. Você alega que crianças pequenas estão sendo anunciadas como jogos.

Ainda assim, 1 tweet de 2010 sobre noivas-crianças do Iêmen. 1.

Ainda assim, você defende a Exploração. Infantil. Fofa. Real. Você tem membros da equipe que a chamaram assim, mas depois mudaram de ideia porque tiveram que se alinhar com a querida líder... o que significa que vocês estão dispostos a usar essa palavra livremente.

Você rotula animes e ani do Grok como infantis. Você é uma piada.

Esconda meu rosto, mas isso não esconde a mensagem ou a prova. Todos saberão. Além disso, graças a uma ordem executiva, sua pequena influência na Visa e na Mastercard será revertida.

E farei tudo o que estiver ao meu alcance para trazer sua possível influência à tona.



É isso que o Collective Shout pensa sobre seus jogos. Sobre uma mídia que traz alegria, conexão e salva vidas. Sobre um espaço onde as pessoas encontram comunidade, criatividade e cura.

De acordo com o Collective Shout, os jogos são inerentemente misóginos, exploradores e abusivos. A postagem deles está CHEIA de generalizações e tantas mentiras que chega a ser repugnante.

~ "Muitos desses jogos envolvem misoginia..." Isso pinta toda a mídia dos jogos com a mesma tinta, ignorando a diversidade de gêneros, criadores e histórias. É como dizer "filmes promovem o crime" só porque alguns retratam gângsteres, ou "livros glorificam a violência" só porque mencionam guerra.

~ "Personagens femininas são frequentemente retratadas como fracas..." 100% besteira. Os games produziram algumas das protagonistas femininas mais icônicas e empoderadas da mídia: Lara Croft, Eve, Tifa Lockhart, Aloy, Kasumi, Chun-Li, Bayonetta, Samus Aran, Ellie, Faith Connors e muitas outras. Essa afirmação apaga décadas de progresso e nuances.

~ "elas usam roupas reveladoras ou aparecem nuas..." design de personagens estilizado ≠ exploração. Muitos jogos permitem personalização, e personagens masculinos e femininos são sexualizados dependendo do gênero. Essa crítica ignora o contexto, a autonomia do jogador e a liberdade artística. E, a propósito, a sexualização não é inerentemente ruim. As pessoas se expressam por meio da moda, da estética e da fantasia o tempo todo. O empoderamento vem da escolha e da autoexpressão. Envergonhar isso é policiamento moral. Tentar apagar isso é apenas mais uma forma de controle. Sério?? É inveja. Você não pode reescrever a cultura só porque não se identifica com ela.

~ "Alguns jogos até incentivam a exploração e o abuso de mulheres para desbloquear recompensas..." Esta é uma acusação séria, sem nenhuma evidência confiável. Jogos tradicionais não recompensam o abuso. Fazer essa afirmação sem recibos é irresponsável. É imprudente, desonesto e francamente perigoso. Espalha medo, alimenta a censura e difama as pessoas que estão, na verdade, tornando os jogos melhores.

~ A postagem sugere que gostar de jogos te torna cúmplice da misoginia. Essa é uma visão hostil e desumanizadora. Ela faz os jogadores se sentirem culpados e apaga as mulheres que moldam o meio.

Você claramente não jogou os jogos que está condenando. Se tivesse jogado, saberia que eles são muito mais complexos do que a sua visão distorcida. Os jogos são uma das plataformas narrativas mais diversas do planeta; reduzi-los a "simuladores de abuso" é desonesto. É um insulto aos criadores e jogadores que construíram mundos inteiros de significado.

Você diz que luta pelas mulheres, mas apaga as vozes de mulheres que jogam, que criam e que escolhem se expressar livremente na ficção. Você não está protegendo ninguém. Você está promovendo censura disfarçada de ativismo. Ficção ≠ violência. Liberdade artística importa.

Minhas amigas e amigas desenvolvedoras viram a publicação. Ficaram todas enojadas. Elas também me ajudaram a escrever esses pontos, porque viveram isso, construíram isso e sabem o que os jogos realmente são. Sim, os jogos não são perfeitos, nenhuma mídia é. Mas é um espaço de inovação, expressão, resiliência e desafio. Publicações como essa não protegem as mulheres, elas as silenciam, atacam a cultura. E elas não buscam mudança, buscam controle.

Tudo isso vem do ciúme e da inveja de mulheres atraentes. É por isso que chamam mulheres gostosas com peitos de "pornificadas". Elas odeiam ver homens e mulheres se divertindo. É a mesma narrativa cansada do olhar masculino sendo transformada em arma novamente, não para proteger mulheres ou meninas, mas para envergonhar os homens e apagar a agência feminina.
 

ELTORO

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apenas faço duas perguntas:

já que essas consultorias woke estão ganhando um dinheiro bonito, quanto elas estão REINVESTINDO em programas para educação, tratamento de saúde e proteção de pessoas não-hetero, as quais, segundo os mesmos, não tem equidade?

Por que não ajudam os homossexuais que são perseguidos nos países islâmicos?

Acho que militância por militância fica um troço sem nexo.
Isso não é importante
O importante é impedir que você bata p*nh*ta para as gostosas dos jogos
p*nh*ta é crime e deve ser combatida
 

Bloodstained

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Take Us North Illegal Immigration Game Reportedly Has Connections to United Nations, Sweet Baby Inc., and Wings Interactive


The illegal border crossing simulator game Take Us North has been exposed for having connections to Sweet Baby Inc., Wings Interactive, and even the United Nations itself!

If you thought Microsoft funding a game glorifying coyotes and illegal border crossings was bad enough, buckle up. What has now come to light through the efforts of the YouTube channel Gothic Therapy and its hosts MasterOfTheTDS and Writing Raven is far worse.



Take Us North, the controversial survival-narrative game from Anima Interactive, isn’t just a fringe indie darling. It’s not even simply a “woke” project that slipped through the cracks of corporate funding. According to new revelations from Gothic Therapy, Take Us North is the product of a carefully constructed pipeline linking Microsoft, Wings Interactive, Sweet Baby Inc., and even the United Nations. This isn’t just gaming anymore. This is global.

The Surface Story

At first glance, Take Us North looks like an art-house indie project with a political slant. Players assume the role of a guía — effectively a coyote — guiding migrants illegally across the U.S.–Mexico border.

The studio, Anima Interactive, presents the game as a tool for empathy, claiming it draws from migrant stories and anthropological interviews. Microsoft promoted the project through its ID@Xbox Developer Acceleration Program, while mainstream outlets like Wired ran glowing features describing it as an “empathy machine.”

But peel back the PR gloss, and a darker truth emerges: this wasn’t an organic project climbing its way into the spotlight. It was handpicked, boosted, and protected.

Wings Interactive Crawls Back

Anyone who has followed recent industry controversies knows Wings Interactive. The shadowy funding group vanished from the public eye after Gothic Therapy’s scrutiny over its role in bankrolling obscure titles that pushed activist messaging while pulling in suspiciously high funding totals.

Wings-Diversity-Page-1280x643.png

The diversity page from Wings Interactive – YouTube, GothicTherapy

Well, Wings is back — and their fingerprints are all over Take Us North. According to Gothic Therapy, Wings co-founder Audrey Leprince personally promoted the project. Wings didn’t just nod at the game; they endorsed it and helped pipeline it into the indie festival circuit.

Remember: Wings doesn’t operate like a normal publisher. It functions as a grant body, distributing large sums — often up to half a million dollars — into games that rarely attract more than a few hundred players. Critics have long suspected that Wings functions less as a legitimate market investor and more as an ideological filter, funneling money into projects designed to push political narratives, regardless of commercial viability.

The Sweet Baby Connection

Wings’ connection to Sweet Baby Inc. is well-documented. Sweet Baby co-founder Kim Belair served on the board of Wings, directly linking the two. Sweet Baby, infamous for inserting identity politics into games like Spider-Man 2,Suicide Squad: Kill the Justice League,” and “God of War: Ragnarok” has been accused of turning gaming into a vehicle for ideological messaging.

Wings-SBI-1280x835.png

Wings confirms that Sweet Baby Inc. CEO Kim Belair is on its selection board – YouTube, Gothic Therapy

In other words: when you see Wings, you see Sweet Baby. The two organizations are partners in purpose, if not in name.

With Take Us North, the pipeline becomes clear. Sweet Baby alumni and allies build the framework, Wings handles funding and endorsements, and Microsoft provides corporate legitimacy. However, there’s no information stating that SBI worked directly on the narrative for Take Us North.

Enter Clever Endeavor

The story doesn’t end there. Gothic Therapy highlights another key player: Clever Endeavor Games, which also poured money into Take Us North. Conveniently, Clever Endeavor bankrolls Wings’ 2025 Elevate Program, the same program designed to push “marginalized voices” into the gaming spotlight.

So the funding flow looks like this:

  • Microsoft bankrolls Anima Interactive through ID@Xbox
  • Wings Interactive endorses and promotes the game
  • Clever Endeavor provides additional financial backing while sustaining Wings itself
That’s not indie. That’s institutional.

From Xbox to the United Nations

And here’s where it gets explosive. According to Gothic Therapy, Take Us North wasn’t just shown at gaming festivals or Microsoft’s indie showcases.

It was reportedly presented at the United Nations under the codename “The American Dream” just nine months ago.

Let that sink in. A video game that allows players to roleplay as coyotes smuggling migrants illegally across the U.S. border was put on stage at the very institution charged with upholding international law and promoting stability across nations.

This wasn’t a hidden indie experiment. It was celebrated on the global political stage.

Not a Game, But a Potential Pipeline

Here’s what makes this revelation so important: Take Us North isn’t just one controversial title. It’s the tip of the iceberg, a case study in how activist consultancies, grant organizations, and corporations coordinate to push ideological projects into the mainstream.

For many games, it could go something like this:

  • Wings serves as the funding and filtering body.
  • Sweet Baby Inc. provides narrative consultation and ideological alignment.
  • Microsoft legitimizes the project by putting it on Xbox platforms.

In the case of Take Us North, while there’s no information on SBI directly working on the narrative for the title, things went a step further when The United Nations offered global validation by hosting the project as cultural commentary.

The Public Doesn’t Buy It

Despite all this institutional backing, the actual audience has responded with resounding rejection. On the GameTrailers YouTube channel, the Take Us North trailer sits at just 3,800 views, with a humiliating dislike ratio of 433 dislikes to only 69 likes.

Anima Interactive’s own YouTube channel has a mere 61 subscribers. Without corporate and institutional boosters, this game would be invisible. Additionally, since being called out by prominent gaming influencers like Gothic Therapy, SmashJT, Asmongold, and Grummz, Anima Interactive has deactivated its X account.



And yet, through Microsoft, Wings, and the U.N., this game has been elevated to the world stage.

Why This Matters

This is bigger than gaming. Take Us North exposes how powerful corporations and institutions could be working behind the scenes hand-in-hand to promote political messages under the guise of entertainment.

At a time when communities across the U.S. are grappling with record-breaking illegal crossings, cartel violence, and humanitarian crises, we now have confirmation that global institutions are funding, protecting, and promoting a game that glorifies the very coyotes who exploit migrants in real life.

And when Elon Musk himself reacts — as he did this week, calling the project “Weird” — it signals that this controversy has broken containment. It’s no longer a niche gaming issue. It’s part of the global conversation about immigration, corporate activism, and propaganda.

The Bottom Line

Take Us North isn’t just misguided. It’s the clearest sign yet of a potential pipeline that stretches from activist consultants to multinational corporations to the United Nations itself.

This isn’t about “indie storytelling.” This is about power. And now that the truth is out, the industry and the public have every right to demand answers.


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Developer Of 'Relooted' Denied Entry Into United States To Promote Game


One of the developers of the upcoming Relooted game from Nyamakop was denied entry into the United States to promote the game at Summer Games Fest back in June.

The game whose synopsis states, “Reclaim real African artifacts from Western museums in this Africanfuturist heist game. Recruit crew members, plan escape routes, acquire the precious cargo, and bounce out of the joint as fast as you can,” showed off a trailer at Summer Games Fest, but did so without one of its developers there.



The anonymous developer informed Aftermath that he was denied entry into the United States and was unable to attend the event. He said, “I was definitely more prepared than the last time [I came to the US] and had even stronger motivations for travel and return. Because time was short and I did not want to cause any delays, I ensured to carry as many supporting documents as I could. However, that did not matter because I was quickly denied under 214(b) without any of my documents even being looked at.”

The U.S. Department of State notes that visas are denied under 214(b) because the person “did not sufficiently demonstrate to the consular officer that you qualify for the nonimmigrant visa category you applied for; and/or [the individual] did not overcome the presumption of immigrant intent, required by law, by sufficiently demonstrating that you have strong ties to your home country that will compel you to leave the United States at the end of your temporary stay. (H-1B and L visa applicants, along with their spouse and any minor children, are excluded from this requirement.)”

The developer went on to imply that he was not given a valid reason for the rejection, “I have no problem with being rejected if a valid reason is provided. It would at least make it easier to get refunded for travel insurance.”

He then insinuated that he was denied a visa due to his race, “At least three people before me in the queue were denied without having their documents looked at. In fact, as I left the consulate, someone else who had their visa approved with no issue, who had no travel history and did not provide concrete travel plans, asked me if I noticed what was happening inside. You can probably guess what the main difference between myself and this other applicant is.”

The company’s Creative Director Ben Myres also bemoaned his colleague being rejected and implied it was being done due to politics, “You've got some white South African asylum seekers in [the US] now, because apparently there's a white genocide going on. It's pretty messed up that people lying about being genocided can get a visa to come to your country, but actual people who have no interest in staying here – just coming for the event – can't get a visa. It's incredibly fucked up and unbelievable."


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Is Sweet Baby Inc. Involved With Insomniac’s Wolverine Game?


For years, questions have lingered over the influence of Montreal-based consultancy Sweet Baby Inc. (SBI) on major AAA games like the upcoming Marvel’s Wolverine from Insomniac Studios.

The consultancy firm, which bills itself as a narrative and inclusivity consultant, was once publicly tied to the Wolverine game, a title that was, at one time, a highly-anticipated Insomniac Games project for PlayStation 5. But were they still on board all through production?

As the game’s first trailer is set to drop any day now, one question haunts the gaming world. Is Sweet Baby Inc. still involved with Marvel’s Wolverine? Are Kim Belair’s fingerprints on Wolverine’s claws?

A Confirmed Starting Point

Back in September 2021, Sweet Baby Inc. themselves announced on X that they were “part of the teams bringing Spider-Man 2 and Wolverine to life with the amazing folks at Insomniac Games.” That post left little doubt that SBI was, at least initially, embedded with Insomniac during the early development of both superhero titles.



Of course, we know that SBI was involved heavily with Spider-Man 2, so much so that it’s one of the few games still featured on the paired down version of the company’s website.

But what about Sweet Baby Inc. and Wolverine?

Industry coverage, including outlets like The Shortcut, has since listed Marvel’s Wolverine among SBI’s projects. This provides at least one outside confirmation beyond SBI’s own social media. However, this information could be out of date.

Defenses From Inside Insomniac

In March 2024, PC Gamer reported that an Insomniac narrative designer working on Wolverine went out of their way to defend Sweet Baby Inc. and their role, noting that they’ve worked with them before. The developer explained that SBI provides research, ideas, and consultation, but emphasized that nothing makes it into the final game without approval from Insomniac’s core team.

That statement confirms at least past collaboration between Insomniac and SBI from someone actively working on Wolverine. What it does not clarify is whether Sweet Baby Inc. was still active on Wolverine throughout its development process. In fact, the need to publicly defend the company may suggest the opposite: that Insomniac is acutely aware of the backlash associated with SBI’s name and is reluctant to be transparent about their current role.

Why the Confusion?

The controversy exists partly because Sweet Baby Inc. has gone quiet. Their official website has been pared down to a single landing page, listing only past projects with no mention of ongoing work. That change has fueled speculation that SBI may be “hiding” current contracts to avoid fan backlash. The reality is that their name alone has become toxic in some corners of the gaming community, where news of their involvement can spark waves of outrage.

That change alone raised eyebrows, especially since their 2021 social media post confirmed involvement with Marvel’s Wolverine. The lack of clarity from Sony or Insomniac about the company’s present role leaves fans and analysts guessing.



In April 2025, Gothic Therapy reported—citing a verified insider—that Sony had canceled multiple projects specifically because of Sweet Baby Inc.’s involvement. According to the claim, these weren’t random scrapped titles but deliberate efforts to distance PlayStation from SBI.

If true, these reports would mean Wolverine could fall into one of two possibilities: either SBI was cut from the project as part of Sony’s broader strategy, or they’ve remained quietly involved but under tighter scrutiny.

Rumor vs. Reality

Neither Sony, Insomniac, nor SBI has directly addressed the matter in recent years. Until the studio reveals credits or issues a statement, all fans have to go on is a trail of past confirmations, recent silence, and persistent insider reports.

And that’s why the biggest question remains unanswered: is Sweet Baby Inc. still shaping the story of Marvel’s Wolverine, or have they been quietly shown the door?

Leadership Changes at Wolverine

It’s also worth noting that Marvel’s Wolverine has seen its share of internal leadership shifts unrelated to SBI. Stephen Totilo’s Game File confirmed in late 2024 that Insomniac had changed creative leads, bringing Marcus Smith and Mike Daly to the forefront.

These adjustments highlight the game’s turbulent production cycle — but again, they do not clarify Sweet Baby’s current role one way or the other.

Where Things Stand

So, what can be said with certainty about Sweet Baby Inc. and Wolverine?

  • Confirmed: Sweet Baby Inc. announced in 2021 that they were working on Marvel’s Wolverine, and at least one mainstream outlet still lists the project among SBI’s credits.
  • Defended: Insomniac narrative staff publicly vouched for Sweet Baby Inc. in 2024, acknowledging they worked with them while stressing that all final creative decisions rest with the core development team.
  • Unverified: Claims that Sony or Insomniac have cut ties with SBI remain rumor. No official statement has confirmed their removal.
  • Speculative: The removal of upcoming titles from Sweet Baby’s website leaves room for interpretation, but does not prove one way or the other whether they remain attached.

Final Thoughts

Right now, the evidence supports that Sweet Baby Inc. has been involved with Marvel’s Wolverine at least at some stage of development, which means traces of their fingerprints remain on the title in some way, shape, or form. What’s unclear — and unconfirmed by any official statement — is whether that relationship continues into the final stages of production.

So, did Sweet Baby Inc. work on Wolverine? All signs point to yes, given SBI’s own confirmation. But whether they were dropped from the project or not is still up in the air.

Given SBI’s notoriety and the backlash that often follows their name, Insomniac and Sony may be playing things quietly. Until the game ships or credits roll, the question of Sweet Baby’s current role will likely remain a flashpoint for fans and critics alike.


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Take Us North Illegal Immigration Game Reportedly Has Connections to United Nations, Sweet Baby Inc., and Wings Interactive


The illegal border crossing simulator game Take Us North has been exposed for having connections to Sweet Baby Inc., Wings Interactive, and even the United Nations itself!

If you thought Microsoft funding a game glorifying coyotes and illegal border crossings was bad enough, buckle up. What has now come to light through the efforts of the YouTube channel Gothic Therapy and its hosts MasterOfTheTDS and Writing Raven is far worse.



Take Us North, the controversial survival-narrative game from Anima Interactive, isn’t just a fringe indie darling. It’s not even simply a “woke” project that slipped through the cracks of corporate funding. According to new revelations from Gothic Therapy, Take Us North is the product of a carefully constructed pipeline linking Microsoft, Wings Interactive, Sweet Baby Inc., and even the United Nations. This isn’t just gaming anymore. This is global.

The Surface Story

At first glance, Take Us North looks like an art-house indie project with a political slant. Players assume the role of a guía — effectively a coyote — guiding migrants illegally across the U.S.–Mexico border.

The studio, Anima Interactive, presents the game as a tool for empathy, claiming it draws from migrant stories and anthropological interviews. Microsoft promoted the project through its ID@Xbox Developer Acceleration Program, while mainstream outlets like Wired ran glowing features describing it as an “empathy machine.”

But peel back the PR gloss, and a darker truth emerges: this wasn’t an organic project climbing its way into the spotlight. It was handpicked, boosted, and protected.

Wings Interactive Crawls Back

Anyone who has followed recent industry controversies knows Wings Interactive. The shadowy funding group vanished from the public eye after Gothic Therapy’s scrutiny over its role in bankrolling obscure titles that pushed activist messaging while pulling in suspiciously high funding totals.

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The diversity page from Wings Interactive – YouTube, GothicTherapy

Well, Wings is back — and their fingerprints are all over Take Us North. According to Gothic Therapy, Wings co-founder Audrey Leprince personally promoted the project. Wings didn’t just nod at the game; they endorsed it and helped pipeline it into the indie festival circuit.

Remember: Wings doesn’t operate like a normal publisher. It functions as a grant body, distributing large sums — often up to half a million dollars — into games that rarely attract more than a few hundred players. Critics have long suspected that Wings functions less as a legitimate market investor and more as an ideological filter, funneling money into projects designed to push political narratives, regardless of commercial viability.

The Sweet Baby Connection

Wings’ connection to Sweet Baby Inc. is well-documented. Sweet Baby co-founder Kim Belair served on the board of Wings, directly linking the two. Sweet Baby, infamous for inserting identity politics into games like Spider-Man 2,Suicide Squad: Kill the Justice League,” and “God of War: Ragnarok” has been accused of turning gaming into a vehicle for ideological messaging.

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Wings confirms that Sweet Baby Inc. CEO Kim Belair is on its selection board – YouTube, Gothic Therapy

In other words: when you see Wings, you see Sweet Baby. The two organizations are partners in purpose, if not in name.

With Take Us North, the pipeline becomes clear. Sweet Baby alumni and allies build the framework, Wings handles funding and endorsements, and Microsoft provides corporate legitimacy. However, there’s no information stating that SBI worked directly on the narrative for Take Us North.

Enter Clever Endeavor

The story doesn’t end there. Gothic Therapy highlights another key player: Clever Endeavor Games, which also poured money into Take Us North. Conveniently, Clever Endeavor bankrolls Wings’ 2025 Elevate Program, the same program designed to push “marginalized voices” into the gaming spotlight.

So the funding flow looks like this:

  • Microsoft bankrolls Anima Interactive through ID@Xbox
  • Wings Interactive endorses and promotes the game
  • Clever Endeavor provides additional financial backing while sustaining Wings itself
That’s not indie. That’s institutional.

From Xbox to the United Nations

And here’s where it gets explosive. According to Gothic Therapy, Take Us North wasn’t just shown at gaming festivals or Microsoft’s indie showcases.

It was reportedly presented at the United Nations under the codename “The American Dream” just nine months ago.

Let that sink in. A video game that allows players to roleplay as coyotes smuggling migrants illegally across the U.S. border was put on stage at the very institution charged with upholding international law and promoting stability across nations.

This wasn’t a hidden indie experiment. It was celebrated on the global political stage.

Not a Game, But a Potential Pipeline

Here’s what makes this revelation so important: Take Us North isn’t just one controversial title. It’s the tip of the iceberg, a case study in how activist consultancies, grant organizations, and corporations coordinate to push ideological projects into the mainstream.

For many games, it could go something like this:

  • Wings serves as the funding and filtering body.
  • Sweet Baby Inc. provides narrative consultation and ideological alignment.
  • Microsoft legitimizes the project by putting it on Xbox platforms.

In the case of Take Us North, while there’s no information on SBI directly working on the narrative for the title, things went a step further when The United Nations offered global validation by hosting the project as cultural commentary.

The Public Doesn’t Buy It

Despite all this institutional backing, the actual audience has responded with resounding rejection. On the GameTrailers YouTube channel, the Take Us North trailer sits at just 3,800 views, with a humiliating dislike ratio of 433 dislikes to only 69 likes.

Anima Interactive’s own YouTube channel has a mere 61 subscribers. Without corporate and institutional boosters, this game would be invisible. Additionally, since being called out by prominent gaming influencers like Gothic Therapy, SmashJT, Asmongold, and Grummz, Anima Interactive has deactivated its X account.



And yet, through Microsoft, Wings, and the U.N., this game has been elevated to the world stage.

Why This Matters

This is bigger than gaming. Take Us North exposes how powerful corporations and institutions could be working behind the scenes hand-in-hand to promote political messages under the guise of entertainment.

At a time when communities across the U.S. are grappling with record-breaking illegal crossings, cartel violence, and humanitarian crises, we now have confirmation that global institutions are funding, protecting, and promoting a game that glorifies the very coyotes who exploit migrants in real life.

And when Elon Musk himself reacts — as he did this week, calling the project “Weird” — it signals that this controversy has broken containment. It’s no longer a niche gaming issue. It’s part of the global conversation about immigration, corporate activism, and propaganda.

The Bottom Line

Take Us North isn’t just misguided. It’s the clearest sign yet of a potential pipeline that stretches from activist consultants to multinational corporations to the United Nations itself.

This isn’t about “indie storytelling.” This is about power. And now that the truth is out, the industry and the public have every right to demand answers.


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Antigamente se usava de alegorias para falar dos mais diversos assuntos e criticar, e ao mesmo tempo contar uma boa historia. Hoje se prefere não fazer nenhum deles.
 
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