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

Bloodstained

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Sweet Baby Inc. Client Avalanche Studios Announces Office Closure And More Layoffs After Ending Development On 'Contraband'


Avalanche Studios, a client of Sweet Baby Inc., announced it is closing one of its offices and will be laying off more employees after it ended active development on Contraband.

In an update posted to the company’s website, Avalanche Studios announced it will close Liverpool studio and will be laying off people at the office as well as at its offices in Malmo and Stockholm.

The company stated, “In light of current challenges to our business and the industry, we have thoroughly reviewed how to best ensure Avalanche Studios Group’s long-term success. This review has led us to the difficult conclusion that we must make changes to our staffing and locations. As a result, we are proposing to close our Liverpool studio, and to initiate a collective consultation process, as required by UK law. This will impact all Avalanchers in Liverpool. The changes will also impact our other studio locations in Malmo and Stockholm, where we will reduce our workforce and restructure the teams to address our games’ needs.”

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This announcement comes in the wake of the company announcing in August that it was ending work on Contraband. It stated in a blog post at the time, “Over the past several years, Avalanche Studios Group and Xbox Game Studios Publishing have collaborated on Contraband. Active development has now stopped while we evaluate the project’s future. We’re thankful for the excitement we’ve seen from the community since we announced and will give an update on what’s next as soon as we can.”

Additionally, the company had announced it laid off 10% of its staff and shut down its offices in New York and Montreal back in June 2024. They said then, “ince its inception over two decades ago, Avalanche Studios Group has grown to encompass five locations worldwide: Stockholm, New York, Malmö, Liverpool, and Montreal. Today, we regretfully announce the closure of two of those locations: New York and Montreal. This means we’ll be parting ways with around 50 valued friends and colleagues, which represents roughly 9 percent of Avalanchers worldwide.”

The statement continued, “This is an exceptionally difficult decision, but we believe it’s necessary to ensure a stable and sustainable future for the company. Our focus is now on supporting all Avalanchers through this challenging time. We’re grateful for the invaluable contributions of those leaving and remain committed to creating incredible gaming experiences for our players.”

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The studio and the game were listed on Sweet Baby Inc.’s website as one its clients. Specifically, the company said it provided “sensitivity reading, character bios, and scriptwriting” for the game.

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The game was originally announced back in 2021 with Avalanche describing it as a “co-op smuggler’s paradise.” The company added that the game would put players in the “roles of smugglers exploring the fictional Southeast Asian world of 1970s Bayan.”

Game Director Omar Shakir said at the time, “Contraband is our most ambitious game yet and working closely together with Xbox Games Studios has been a great experience. We can’t wait to share more about the game and the world of Bayan.”

Xbox Game Studios GM of Publishing Pete Wyse added, “We are excited to partner with the talented team at Avalanche Studios for Contraband. Experiencing the emergent, open-world craziness of an Avalanche Studios game together with your friends is something we can’t wait to bring to players.”


Fonte
 

Bloodstained

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Development ends on Hyper Light Breaker as studio Heart Machine says it’s making layoffs

The Hyper Light Drifter prequel has had mixed reviews while in Early Access

The studio behind Hyper Light Breaker is ending development on the game and confirmed it will be laying off some staff.

Heart Machine, which previously released the critically acclaimed Hyper Light Drifter in 2016 and the Annapurna-published Solar Ash in 2021, released Hyper Light Breaker on Steam Early Access back in January.

The game is a prequel to Hyper Light Drifter, but rather than an overhead pixel art action adventure game it’s a third-person polygonal one (much like the difference between 2D and 3D Zelda games).

User reviews for the game have been mixed during its Early Access phase, with 67% of the 2,580 reviews it’s received to date being marked as Positive on Steam’s digital storefront.

Now the studio has confirmed the Game Developer that the Early Access period is ending for Hyper Light Breaker after around nine months, with development on the game coming to an end.

Heart Machine also stated that it will be laying off staff as a result of the game’s development ending, though it hasn’t confirmed exactly how many will be affected.



“As we wrap up our work on Hyper Light Breaker, we’ve had to make the difficult decision to part ways with a number of talented team members,” a statement reads. “This was not our ideal path, but rather the only one available given the circumstances,” reads a statement.

“While this path will include a conclusion on the project, it reflects broader forces beyond our control, including shifts in funding, corporate consolidation and the uncertain environment many small studios like us are navigating today.”

The studio laid off some of its staff last November, but said at the time that it hoped the “strong and timely” release of Hyper Light Breaker could “rekindle opportunities” for those who were let go.

Hyper Light Breaker was originally planned to hit Early Access in 2023, but a number of delays saw this being pushed back by two years.


Fonte
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Quantos estúdios terão que ser destruídos até que a indústria ocidental de games aprenda a lição? :kclassic

blood-drive-kill.gif
 

Astrus Maximus

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Development ends on Hyper Light Breaker as studio Heart Machine says it’s making layoffs

The Hyper Light Drifter prequel has had mixed reviews while in Early Access

The studio behind Hyper Light Breaker is ending development on the game and confirmed it will be laying off some staff.

Heart Machine, which previously released the critically acclaimed Hyper Light Drifter in 2016 and the Annapurna-published Solar Ash in 2021, released Hyper Light Breaker on Steam Early Access back in January.

The game is a prequel to Hyper Light Drifter, but rather than an overhead pixel art action adventure game it’s a third-person polygonal one (much like the difference between 2D and 3D Zelda games).

User reviews for the game have been mixed during its Early Access phase, with 67% of the 2,580 reviews it’s received to date being marked as Positive on Steam’s digital storefront.

Now the studio has confirmed the Game Developer that the Early Access period is ending for Hyper Light Breaker after around nine months, with development on the game coming to an end.

Heart Machine also stated that it will be laying off staff as a result of the game’s development ending, though it hasn’t confirmed exactly how many will be affected.



“As we wrap up our work on Hyper Light Breaker, we’ve had to make the difficult decision to part ways with a number of talented team members,” a statement reads. “This was not our ideal path, but rather the only one available given the circumstances,” reads a statement.

“While this path will include a conclusion on the project, it reflects broader forces beyond our control, including shifts in funding, corporate consolidation and the uncertain environment many small studios like us are navigating today.”

The studio laid off some of its staff last November, but said at the time that it hoped the “strong and timely” release of Hyper Light Breaker could “rekindle opportunities” for those who were let go.

Hyper Light Breaker was originally planned to hit Early Access in 2023, but a number of delays saw this being pushed back by two years.


Fonte
================================================================================================


Quantos estúdios terão que ser destruídos até que a indústria ocidental de games aprenda a lição? :kclassic

blood-drive-kill.gif

Algumas vezes, é melhor parar, dar a volta e retornar lá atrás e pegar o caminho certo que continuar, por teimosia ou ignorância, a seguir pelo caminho do abismo.

Esse povo tem sido alertado há uns já 10 anos que estão no caminho errado e continuam, com todo o orgulho e ainda xingando cada um que os alerta.

Infelizmente já deixei (assim como tantos outros) de ter pena há tempos.
 

Bloodstained

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Kim Belair Finally Admits Sweet Baby Inc’s Real Role in AAA Gaming While Railing Against Critics — “We Did Nothing Wrong”


In a surprisingly candid new interview, Sweet Baby Inc. CEO Kim Belair has admitted her company played a much deeper role in crafting the narratives of major AAA video games than previously acknowledged—while also dismissing critics as being “against progress.”



The interview, analyzed by Writing Raven and MasterofTheTDS of Gothic Therapy and published in an article by Raven via DEI Detected, offered a rare, unfiltered look at how Sweet Baby Inc. operates within the gaming industry. What Belair revealed has sparked renewed debate about the studio’s influence, transparency, and ideology.

Behind the Curtain of Sweet Baby Inc.

For years, Sweet Baby Inc. has maintained that it functions as a narrative consultancy—a company that advises studios on “inclusive storytelling.” But in the August 2025 discussion, Belair described her team’s direct creative involvement in games like Marvel’s Spider-Man 2 and Alan Wake 2 as something that goes far beyond simple narrative consultation.

According to Belair, her staff worked on “the narrative beats and character work” for both projects, including key storylines involving Kraven and Harry Osborn (Side Note: Remember in that game when Harry tells Peter that he installed a “diverse board” at their new start up to “keep us on the right track?).



That admission alone contradicts Sweet Baby’s long-held claim that it only provides consultation, not hands-on development or authorship.

As Writing Raven noted in her coverage, Belair’s statements “quietly confirmed” what many gamers had suspected all along: that Sweet Baby Inc. is not merely offering input from the sidelines—it’s shaping the creative heart of modern AAA games.

“No One Has Reached Out”? A Dubious Claim

When pressed about backlash from players and journalists, Belair adopted a defensive tone.

“There are thousands of videos about us,” she said. “But of those people, no one has written to us to say, ‘Hey, can I just ask a couple questions about how this works?’”

This claim doesn’t hold up to scrutiny. Multiple creators, including Smash JT, have publicly documented attempts to contact Sweet Baby Inc. that were ignored.

This was highlighted during the Gothic Therapy livestream, with Raven calling it “a rewriting of public record.” The inconsistency reinforced a growing perception that Sweet Baby Inc. doesn’t want engagement—it wants compliance.

A “Battlefield” of Ideology

Belair went on to describe the creative process as a “battlefield,” encouraging developers to “fight for their baby”—her phrase for personal ideas, even when they conflict with a game’s established direction.

For critics, that remark perfectly encapsulated the issue: Sweet Baby Inc. consultants aren’t merely assisting—they’re embedding their personal and ideological perspectives into someone else’s project.

Sweet-Baby2.png

A screenshot from Sweet Baby Inc.’s website

Later in the discussion, Belair offered a sweeping defense of her company’s work:

“When people fight against wokeness, what they’re really doing is fighting against progressiveness—and in a way, fighting against themselves.”

The statement, equal parts defiant and dismissive, quickly made its way around social media—further fueling debate about the ideological slant of Kim Belair and Sweet Baby Inc. projects.

“We did nothing wrong,” Belair insisted. “We did our jobs the best we could.”

Avoiding the Real Catalyst

What Belair didn’t mention may be just as telling. She never once acknowledged the incident that sparked the backlash against her company: the conduct of former employee Chris Kindred, whose inflammatory social media posts and attempts to get Kabrutus Rambo kicked off Steam brought Sweet Baby Inc. into the public spotlight.

Sweet-Baby-Inc1-1.png

Sweet Baby Inc detected Steam Curator list

By leaving this out, Belair presented her company as a misunderstood victim rather than a participant in controversy. Writing Raven noted that this selective framing allowed her to control the narrative and deflect responsibility.

A Mask-Off Moment

To viewers of Gothic Therapy and readers of DEI Detected, the interview was a turning point—a “mask-off moment” for Sweet Baby Inc. After years of denial, its own CEO has admitted to a creative role in shaping the very games critics accused the company of influencing.

Belair’s remarks not only validate many of those concerns but also expose the contradictions and evasions that have defined Sweet Baby’s public messaging. Whether the gaming industry at large will acknowledge the extent of this influence remains to be seen. But for gamers who’ve followed the controversy since day one, Kim Belair just confirmed everything they already knew about Sweet Baby Inc.


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Bloodstained

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The Phantom Female Gamer: How a Manufactured Demographic and Financial Blackmail Destroyed Video Games


The numbers were a lie. The revolution was a scam. The “female gamer”—a demographic touted as the new, inclusive future of the industry—was never real. It was a phantom, a statistical ghost conjured by consultants and amplified by a captured press to provide moral cover for the systematic dismantling of our hobby. The deception unfolded in three fatal stages: the corruption of the product, the conquest of the production line, and finally, the financial lock-in that made the transformation permanent. This is the story of the Great Deception, the Trojan Horse that not only burned the citadel but also replaced its guardians and then charged admission to watch the smoldering ruins.

Phase One: The Corruption of the Content​

The groundwork was laid not in game design documents, but in corporate boardrooms and sociology departments. The first step was a cynical redefinition of the very term “gamer.” Suddenly, the term no longer described a dedicated enthusiast who sought mastery, challenge, and immersion in complex virtual worlds. It was flattened, diluted, and stretched to its breaking point to include anyone who ever tapped a candy-matching icon on a phone during a coffee break.

Farmville moms, Bejeweled addicts, and casual mobile distraction-seekers were all lumped into the same demographic bucket as the hardcore raiders grinding for epics and the tactical geniuses mastering real-time strategy. This was a deliberate, fraudulent conflation. By cooking the books and inflating the numbers, activists and their corporate allies could point to a spreadsheet and declare, “See? The audience has changed. Your old customers are obsolete. We must pivot.”

And pivot they did. The “female gamer” trope became the ultimate cudgel. Any game that appealed to the traditional, and overwhelmingly male, core audience was now deemed “problematic,” “exclusionary,” or “dated.” Development priorities underwent a hostile takeover.

Gameplay, the Very Soul of the Medium, was the First Casualty​

Challenging mechanics were sanded down for “accessibility.” Deep, complex RPG systems were replaced with simplified, on-rails experiences lest they intimidate our new, hypothetical audience. The relentless pursuit of skill-based mastery was reframed as “toxic” and “gatekeeping.” Games were stripped of their teeth and fitted with rubber nibs.

The Narrative was Installed​

Compelling stories built on universal themes of heroism, sacrifice, and adventure were replaced with shallow, moralizing lectures. Protagonists were systematically swapped out for “strong female leads,” not as an organic creative choice, but as a mandatory quota. Romanceable characters became a checklist of pronouns, their personalities secondary to their ideological utility. The goal was no longer to tell a good story, but to teach an approved lesson.

The Critics Became the Commissars​

Outlets like Kotaku and Polygon abandoned their role as reviewers and reinvented themselves as enforcers for this new orthodoxy. They championed propagandists like Anita Sarkeesian—figureheads with no design experience or genuine love for the medium—as leading theorists. Their job was not to critique the quality of a game’s systems or design, but to score it on its compliance with Critical Social Justice dogma. Dissenting developers were shamed and blacklisted. Dissenting players were branded as -ists and -phobes.

Identity Obsessed Gamers Demand Representation​

This phantom demographic then morphed, as these things do, into ever more specific and demanding factions. The “female gamer” bled into the “LGBTQ+ gamer,” which bled into the “Black female gamer.” Each iteration was used to apply more pressure, to make more demands, to justify more creative vandalism. We reached the peak of absurdity when journalists seriously questioned why they “couldn’t see themselves” in games set in Viking Scandinavia or feudal Japan. The concept of artistic vision, historical authenticity, or thematic cohesion was sacrificed on the altar of inclusive representation.

But corrupting the content was only ever Step One. The content would always be judged by the remaining holdouts in the audience and the old guard within the studios. A more permanent solution was needed.

The Human Factor: Validation and Vulnerability​

The corporate and media blitz could not have succeeded without a profound vulnerability within gaming culture itself: the deep-seated desire of many nerdy men for social validation. For decades, the archetypal male gamer was a figure of social marginalization, often valuing logic, systems, and deep mastery over traditional social status. His hobby was his identity and his refuge.

The sudden, positive attention from women entering this space was an intoxicating validation he had rarely experienced. He was no longer a loser in his mother’s basement; he was a guide to a fascinating world for an appreciative audience. This desire for acceptance made him the perfect mark, willing to overlook the warning signs in exchange for social capital.

Four Stages of Cultural Capture​

This dynamic powered a predictable, recurring social cycle observed across multiple male-dominated hobbies, a pattern often termed the Four Stages of Cultural Capture:

  1. Infiltration: A niche, competency-based community gains visibility. New entrants arrive, motivated less by a passion for the craft and more by a desire for social capital, ideological conquest, or corporate careerism. The established community, operating on principles of goodwill and meritocracy, welcomes them.
  2. Grievance: The new entrants begin to critique the community’s core culture, framing its standards of mastery, its traditional aesthetics, and its direct communication as “exclusionary” or “toxic.” The language of psychology and social justice is weaponized to pathologize established norms.
  3. Institutionalization: The grievance gains traction with external institutions—media, corporate HR, ESG-driven investors. The newcomers leverage this power to seize control of community leadership, hiring practices, and creative direction. Competence is deprioritized in favor of identity and ideological compliance.
  4. Collapse: The original purists and highest-skill contributors are driven out. The hobby is sanitized of its original spirit to suit the newcomers’ preferences. The result is a decline in quality and vitality. The newcomers, having depleted the cultural capital they came to exploit, often move on, leaving a hollowed-out shell.

This was not about gender; it was about a pattern of entryism. The “cool gamer girl” trend was the velvet glove that hid the iron fist of this process. It made the ideological takeover seem like a fun, natural evolution. The men who welcomed them for validation were ultimately the first to be labeled “problematic” for defending the very hobby they loved. They traded the integrity of their world for a fleeting moment of social approval—a devil’s bargain from which the industry may never recover.

Phase Two: The Conquest of the Studio​

The movement quickly realized that to make the changes permanent, they needed to control not just what was made, but who was making it. The rhetoric smoothly pivoted from “We need to see ourselves in the games!” to “We need to be in the rooms where the games are made!”

This is where the real, lasting damage was inflicted. The focus shifted from fictional representation to employment representation. The playbook was laid out with startling honesty in pieces like LinkedIn’s 2017 celebration, How Blizzard Increased Its Number of Female Interns by 166%.

The article is a pristine artifact of the takeover. It celebrates not the finding of brilliant new talent, but the engineering of a specific gender outcome. The five tactics outlined are a manifesto for discriminatory hiring:

  1. “Asking the hard questions” was corporate-speak for initiating a struggle session. Recruiters were instructed to view traditional, skills-based recruiting pipelines as inherently flawed because they were “dominated by men.”
  2. “Seeking out women-led groups” explicitly advised bypassing standard computer science departments—the hubs of technical skill—in favor of explicitly gendered organizations. Candidates were pre-sorted by identity before their portfolios were ever seen.
  3. “Asking professors for female students” was a direct instruction for discrimination, encouraging recruiters to explicitly request candidates based on gender.
  4. “Enlisting female employees” turned the workplace into a political rally, tasking employees with evangelizing a gender revolution.
  5. “Tweaking employer branding” was the most revealing. To attract this new demographic, Blizzard admitted it had to de-emphasize its core product—making games—and instead highlight peripheral business roles. The message was clear: passion for games was optional; identity was mandatory.

This is how you institutionalize decline. You replace a culture of craft with a culture of grievance. You fill the halls with people hired not for a shared passion for building worlds, but for their membership in a preferred demographic. The intern who proudly returned to “mentor the younger ones” embodied the new ethos: her primary excitement wasn’t for the games, but for the gender composition of the cohort.

The metastasis spread to every support function. Localization teams became ideological filters, “correcting” scripts. QA testers were tasked with sensitivity readings instead of bug hunting. Marketing departments vetoed creative visions that might upset the activist press. The veteran developers—the men and women who actually built the industry—found themselves squeezed out, slandered as “old-fashioned,” and replaced. The goal was never inclusion; it was replacement.

Phase Three: The Hidden Hand of ESG​

The question remains: why would publicly-traded companies so willingly sabotage their own products and alienate their core audience? The answer is not found in the newsroom or the development studio, but on Wall Street. The movement had a powerful, silent partner: the ESG (Environmental, Social, and Governance) framework.

While activists played the role of the yelling protestors outside the gate, asset management behemoths like BlackRock and State Street were the ones who quietly handed the company’s boardroom a simple, brutal choice: comply or be financially punished.

The “S” in ESG—Social—became the weapon. A company’s “social” score was heavily weighted on its diversity, equity, and inclusion (DEI) metrics. This was not a suggestion; it was a financial imperative.

  • A Poor ESG Score Meant: Restricted access to capital, higher borrowing costs, negative analyst reports, and pressure from institutional shareholders. For a publicly traded company like Activision Blizzard, this was an existential threat.
  • A Good ESG Score Meant: Praise from analysts, easier access to cheap investment, and insulation from activist shareholder proposals.

The “Phantom Female Gamer” demographic was the perfect public relations shield for this financial shakedown. Executives could go to their shareholders and say, “We’re not caving to fringe activists; we’re strategically pivoting to a new, larger market!” They could point to the fraudulent demographic data and claim they were simply being good capitalists.

In reality, they were surrendering their creative sovereignty to a new form of stakeholder capitalism, where the most important “stakeholders” were no longer the customers who bought the games, but the fund managers who rated their stock. They weren’t serving players; they were serving their ESG score.

This explains the speed and uniformity of the collapse across the entire industry. It wasn’t an organic shift in consumer taste. It was a coordinated financial pressure campaign that used ESG as a crowbar to pry open studios and force the ideology inside. The invisible hand of the market was replaced by the very visible fist of social credit, and it closed around the throat of the gaming industry.

Conclusion: The Corpse of a Kingdom, Ruled by Phantoms​

We are left surveying the corpse of a kingdom. The vibrant, creative, and unapologetic world of video games has been conquered, not by a rival entertainment form, but by a parasitic ideology enabled by financial blackmail.

It began with a lie: the invention of the “Phantom Female Gamer,” a statistical fiction designed to morally justify a hostile takeover. This lie was weaponized by a captured media corps that abandoned journalism for activism, shaming developers and players into submission. The product itself was corrupted: gameplay neutered, narratives subverted, and beloved franchises hollowed out to serve a political agenda.

But the conquest was not complete until the invaders seized the means of production. Under the banner of “representation,” they executed a demographic coup within the studio walls, replacing meritocracy with discriminatory quotas and veteran talent with ideological compliance. Finally, the hidden hand of ESG provided the financial motive, turning Wall Street into the unwitting enforcer of this cultural revolution, punishing studios that dared to serve their audience instead of a spreadsheet.

The result is an industry that has committed ritual suicide. It abandoned the players who built it to chase a phantom audience that never existed, and in the process, it lost the magic, the skill, and the soul that made it great. The citadel has fallen. The halls are now occupied by the very people who despise its original purpose.

The path forward is not for the faint of heart. It requires a deliberate and defiant secession. It means supporting independent studios that prioritize craft over compliance, and investors brave enough to value talent over ESG scores. It means remembering that a game’s value is measured in the depth of its systems and the strength of its art, never in the checkboxes of its creators or its characters.

The revolution was a scam. The king is dead. It is time to build a new kingdom, one where phantoms are not welcome, and games are once again made for gamers.


Fonte
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Bloodstained

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Sweet Baby Inc.’s DEI Overhaul


In a little over a year, Sweet Baby Inc. has completely overhauled its website to eliminate most of it’s pro-DEI verbiage.

When DEI Detected emerged in 2024, it was no secret that not only was Sweet Baby Inc. pushing diversity, equity, and inclusion narratives in video games, but they were bragging about it.

‘We’re part of an inclusive and knowledgeable community of diverse consultants, able to cover a wide range of cultural and sensitivity topics. Our approach leads with the creation of joy in marginalized players…’​


Today, most of SBI’s website is gutted. There are no tabs for “Projects,” “Approach,” or “Outreach” that were visible in 2024. In fact, they don’t even offer a newsletter anymore; but the internet never forgets. No matter what their team says, the company always put diversity at the forefront of its projects.

“Our mission is to tell better, more empathetic stories while diversifying and enriching the video games industry,” the front page used to say. “We aim to make games more engaging, more fun, more meaningful, and more inclusive, for everyone.”

SBI boasted that its process included providing a “multitude of perspectives” while bringing “diverse voices” on-board to “solve diverse problems.”

Other services included: “Cultural Consultation, Sensitivity And Inclusivity Reading, Risk and Opportunities Assessment, and more.”

Additionally, SBI said it could “assemble and lead” teams of “new and marginalized voices,” on top of promoting near-limitless resources for “new and marginalized talent” who have the potential to “change this industry if given the proper support.”

Included on their “Outreach” page, SBI positioned itself as being dedicated to fostering new talent in the gaming industry. Along with providing resources, the company said it can get the industry “where it needs to be” by developing “diverse talent,” and (hilariously) “transparent industry dialogue.”

The company also listed portfolio reviews, mentorships, and workshops, as being available to the right person. Under a small “Baby Q&A” section, one question was answered by a “narrative designer + inclusion editor.”

Screenshot-2025-10-21-153320.jpg

Sweet Baby Inc website in 2024. Via Web Archive

Terms like “diversity” and “representation” were rampant on the site, especially on the “Approach” page where an entire section was dedicated to “Representation.”

“We believe that representation is key to connecting players and audiences,” the website read. “We’re part of an inclusive and knowledgeable community of diverse consultants, able to cover a wide range of cultural and sensitivity topics. Our approach leads with the creation of joy in marginalized players, and seeks to be additive rather than strictly corrective.”

Any idea that SBI was never a key driver in DEI for huge franchises is not only absurd, but it’s insulting. Their former list of projects included everything from reads to complete development.

For major studio games like Alan Wake II, SBI said it worked on character arc, voices, and even provided a sensitivity reading. For God of War: Ragnarök, the company said it worked on narrative and character consultation, “with a focus on representation.”

For other games, SBI cited “narrative direction” and even “world-building,” implying a heavy hand in the production. This, in addition story consultation on franchises as big as Spider-Man 2.

Suicide Squad: Kill the Justice League — which was of course a massive failure — actually allowed SBI to do its “banter” and cut scenes. For one game called Lost Your Marbles, SBI said it did the “full game development.”

Very rarely is a DEI consultation company willing to admit to what it does; typically, when these types of consultations are brought up, the narrative-destroyers deny having any significant input and chalk up criticisms to generic forms of hate. This happens almost uniformly across the industry.

No matter how many times they use terms like “marginalized voices,” influence over DEI-injection and repulsive narratives/characters is consistently rejected, because they know *allegedly* that what they are doing is politically motivated.


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OUTKAST

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A equipe do Steam se pronunciou sobre o motivo pelo qual os jogos têm sido rejeitados ultimamente.

A resposta da equipe do Steam foi: "Imagens da parte traseira de uma mulher são de fato de natureza sexual, independentemente do que ela esteja vestindo".

Em resumo, mulheres vestindo roupas são suficientes para que seu jogo seja censurado e removido do Steam.

Isso não pega bem para a Valve "Steam".


G4wb9hXWYAAFEll





:kmaroto:kbeca
 

Bloodstained

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A equipe do Steam se pronunciou sobre o motivo pelo qual os jogos têm sido rejeitados ultimamente.

A resposta da equipe do Steam foi: "Imagens da parte traseira de uma mulher são de fato de natureza sexual, independentemente do que ela esteja vestindo".

Em resumo, mulheres vestindo roupas são suficientes para que seu jogo seja censurado e removido do Steam.

Isso não pega bem para a Valve "Steam".


G4wb9hXWYAAFEll





:kmaroto:kbeca

A seguir: desenvolvedores fazem jogos sem personagens do sexo feminino para escapar da censura fora de controle. :facepalm
 

Madrux

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A equipe do Steam se pronunciou sobre o motivo pelo qual os jogos têm sido rejeitados ultimamente.

A resposta da equipe do Steam foi: "Imagens da parte traseira de uma mulher são de fato de natureza sexual, independentemente do que ela esteja vestindo".

Em resumo, mulheres vestindo roupas são suficientes para que seu jogo seja censurado e removido do Steam.

Isso não pega bem para a Valve "Steam".


G4wb9hXWYAAFEll





:kmaroto:kbeca

E vocês esperavam o quê? É a mesma Valve que dobrou o joelho para uma empresa lixo militante chamada Collective Shout.

Cada vez mais exalto a GOG, que abraçou LoveR Kiss que a Steam removeu.
 

Bloodstained

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Marvel Reaffirms Long-Term Partnership With Sweet Baby-Aligned Insomniac Citing Shared “Values”


Marvel Games has officially confirmed that its collaboration with Insomniac Games isn’t ending anytime soon. In a new interview with Game Informer, Marvel Games General Manager Haluk Mentes said the company plans to continue working with the Spider-Man and Wolverine studio “for many years to come.”

This renewed commitment between Marvel and Insomniac follows a decade of partnership that’s produced some of PlayStation’s biggest modern hits — Marvel’s Spider-Man, Miles Morales, and Spider-Man 2 — with Marvel’s Wolverine now targeting a fall 2026 release.

“We have been working together for more than a decade and developed such a shorthand across multiple Marvel’s Spider-Man games that when the time finally came to bring Logan back in spectacular and visceral fashion, it was obvious to everyone on our team that Insomniac was the perfect choice,” Mentes told Game Informer.

“It was our shared culture and values that brought us together, and we’re so proud to continue collaborating for many years to come,”

That confirmation alone is major news. But for many fans, it raises a bigger question — what kind of “values” are Marvel and Insomniac planning to carry forward?

Sweet Baby Inc. and the Progressive Shadow Over Insomniac

Longtime PlayStation fans still remember when Sweet Baby Inc. publicly announced it was working with Insomniac on Spider-Man 2 and Wolverine back in 2021. The Montreal-based narrative consultancy firm markets itself as a champion of “inclusivity and storytelling equity.” Yet in recent years, its influence has become one of gaming’s most polarizing subjects.

For some players, Sweet Baby’s approach represents creative diversity. But for many others, it’s a sign that studios are injecting political ideology and virtue signaling into beloved franchises — often at the expense of story and gameplay.

Now, with Wolverine on the horizon, fans are wondering: are the same consultants steering the narrative?

Sweet Baby Inc.’s website has since been stripped down to a single landing page listing only select past projects. The company’s radio silence — coupled with a lack of clear credits from Sony or Insomniac — has only deepened speculation that SBI might still be quietly involved in Wolverine.



Earlier this year, the YouTube channel Gothic Therapy, which has become the source for Sweet Baby Inc. news, reported that Sony had canceled multiple projects allegedly due to SBI’s involvement — but their presence on Wolverine is rumored to persist. So that begs the question, is Marvel’s commitment to continuing with Insomniac actually Marvel continuing to work with Sweet Baby Inc.?

Marvel’s Balancing Act

The Insomniac Marvel partnership illustrates a tension that’s been growing industry-wide: creative freedom versus ideological branding.

Marvel and PlayStation both face pressure to prove that their storytelling isn’t being outsourced to activist consultants — especially as companies like Ubisoft, Naughty Dog, and even Square Enix have all been accused of prioritizing representation over resonance.

For Insomniac, the challenge is even steeper. The studio’s reputation was built on fun, kinetic gameplay and character-driven emotion. Fans fear that an overreliance on “narrative consulting” could transform those experiences into moral lectures.

The Bottom Line

Marvel’s confirmation that it will continue partnering with Insomniac “for many years to come” is exciting for some and cautionary for others. It reminds fans that ideological drift — real or perceived — can threaten even the most trusted studios.

Until Wolverine releases, players are left to wonder: will Insomniac’s next chapter deliver the grit and heart that made the first Spider-Man a hit, or another round of corporate-approved moralism?


Fonte
================================================================================================
tenor.gif
 

Astrus Maximus

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Marvel Reaffirms Long-Term Partnership With Sweet Baby-Aligned Insomniac Citing Shared “Values”


Marvel Games has officially confirmed that its collaboration with Insomniac Games isn’t ending anytime soon. In a new interview with Game Informer, Marvel Games General Manager Haluk Mentes said the company plans to continue working with the Spider-Man and Wolverine studio “for many years to come.”

This renewed commitment between Marvel and Insomniac follows a decade of partnership that’s produced some of PlayStation’s biggest modern hits — Marvel’s Spider-Man, Miles Morales, and Spider-Man 2 — with Marvel’s Wolverine now targeting a fall 2026 release.

“We have been working together for more than a decade and developed such a shorthand across multiple Marvel’s Spider-Man games that when the time finally came to bring Logan back in spectacular and visceral fashion, it was obvious to everyone on our team that Insomniac was the perfect choice,” Mentes told Game Informer.

“It was our shared culture and values that brought us together, and we’re so proud to continue collaborating for many years to come,”

That confirmation alone is major news. But for many fans, it raises a bigger question — what kind of “values” are Marvel and Insomniac planning to carry forward?

Sweet Baby Inc. and the Progressive Shadow Over Insomniac

Longtime PlayStation fans still remember when Sweet Baby Inc. publicly announced it was working with Insomniac on Spider-Man 2 and Wolverine back in 2021. The Montreal-based narrative consultancy firm markets itself as a champion of “inclusivity and storytelling equity.” Yet in recent years, its influence has become one of gaming’s most polarizing subjects.

For some players, Sweet Baby’s approach represents creative diversity. But for many others, it’s a sign that studios are injecting political ideology and virtue signaling into beloved franchises — often at the expense of story and gameplay.

Now, with Wolverine on the horizon, fans are wondering: are the same consultants steering the narrative?

Sweet Baby Inc.’s website has since been stripped down to a single landing page listing only select past projects. The company’s radio silence — coupled with a lack of clear credits from Sony or Insomniac — has only deepened speculation that SBI might still be quietly involved in Wolverine.



Earlier this year, the YouTube channel Gothic Therapy, which has become the source for Sweet Baby Inc. news, reported that Sony had canceled multiple projects allegedly due to SBI’s involvement — but their presence on Wolverine is rumored to persist. So that begs the question, is Marvel’s commitment to continuing with Insomniac actually Marvel continuing to work with Sweet Baby Inc.?

Marvel’s Balancing Act

The Insomniac Marvel partnership illustrates a tension that’s been growing industry-wide: creative freedom versus ideological branding.

Marvel and PlayStation both face pressure to prove that their storytelling isn’t being outsourced to activist consultants — especially as companies like Ubisoft, Naughty Dog, and even Square Enix have all been accused of prioritizing representation over resonance.

For Insomniac, the challenge is even steeper. The studio’s reputation was built on fun, kinetic gameplay and character-driven emotion. Fans fear that an overreliance on “narrative consulting” could transform those experiences into moral lectures.

The Bottom Line

Marvel’s confirmation that it will continue partnering with Insomniac “for many years to come” is exciting for some and cautionary for others. It reminds fans that ideological drift — real or perceived — can threaten even the most trusted studios.

Until Wolverine releases, players are left to wonder: will Insomniac’s next chapter deliver the grit and heart that made the first Spider-Man a hit, or another round of corporate-approved moralism?


Fonte
================================================================================================
tenor.gif

O trailer vai dizer um bocado se a Sweet Baby diminuiu o nível da lacração (vai ter, ninguém se engane) para “apenas” história ou se tudo vai lacrar e não lucrar.

Torço pelo último.
 

Bloodstained

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Numerous Woke Activists Laid Off Amid Square Enix Restructuring


A number of woke activists, who had found employment at Square Enix, are being laid off after the company announced a new restructuring plan where it aims to save over $19.4 million annually.

Square Enix announced this new restructuring initiative as part of its progress report on its medium-term business plan, “In the current fiscal year, a fundamental restructuring of the overseas publishing organization is being implemented with the aim of further strengthening global publishing capabilities and improving operational efficiency.”

The company added, “Implementation of structural reforms in overseas publishing organizations to further strengthen global publishing capabilities and improve operational efficiency.”

“Under the policy of shifting from quantity to quality, a selective and focused approach is being implemented,” the report continued. “As a result of reviewing development titles and development structures in overseas operations, a restructuring expense of 11.8 billion yen is expected to be recorded in the fiscal year ending March 2026.”

This restructuring process aims “to strengthen development capabilities from a Group-wide perspective and to optimize resource allocation for maximizing the value generated by IPs.”

Additionally, the company conducted a review of its development pipeline and determined “to close overseas development studios and shift toward consolidating development functions in Japan.”

Furthermore, it is also having its IP management become globally integrated after it was “previously overseen by overseas development studios.”

Finally, the company declared, “development support functions and personnel allocation, both in Japan and overseas, will be reviewed from the perspective of overall Group optimization.”

As part of this restructure a number of woke activists shared on social media that they have either resigned from the company or been laid off. The company’s Chief Publishing Officer and Head of the Western Branch of Square Enix John Heinecke announced his resignation. He wrote on LinkedIn, “Yesterday I announced to my team at Square Enix that I have decided to resign from my role as Chief Publishing Officer effective on November 21st.”

https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F98c388a6-8de3-4ba2-9c5d-1e59cdf5ab37_685x427.png

In another post he revealed over 180 employees were laid off as part of the restructure, “Yesterday, a significant number of Square Enix employees across our London and Los Angeles offices were informed that their roles were being eliminated. This will add over 180 extremely talented professionals to the already long list of those impacted industry-wide by a changing and challenging gaming market landscape.”

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Heinecke had previously responded to one individual who called for employees who had embraced woke ideology to be fired by writing, “Oh piss off.”

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Heinecke was not the only woke activist at Square to exit the company. As initially discovered by TheReunionVII. They include Global PR Manager for Life is Strange Izzy Jagan, who was at the company for 5.5 years and features a rainbow flag and black power fist in her X bio.

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Jagan also did an interview with Gayming Mag making it clear her goal entering the video game industry was to push DEI, “I was under no illusion that I couldn’t change it alone, but I knew I couldn’t be the only one who wanted to make a change – so I went into it with the goal to meet people in the industry who I shared common ground with to join forces

Additionally, an entry on the Square Enix Collective page notes, “Izzy’s love for video games has been lifelong, and her passion is doubled by the drive to bolster Diversity, Equity and Inclusion in all areas of the video games industry. Her goal being to play even a small part in making the industry accepting and welcoming to all.”

https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fad362401-c002-4021-b305-bf9ae84829ae_590x730.png

Sanda Chau, who is an Ambassador for the feminist activist group Women in Games, announced her job is at risk, “Hi everyone! Sadly my current role is at risk so I’m seeking new opportunities and would appreciate your support.”

https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F900c597f-a55c-40d8-8669-de45ab154c80_577x541.png

To be clear, Women In Games’ first sentence on its About Us page is, “We are activists.”

The group adds, “s. We believe that getting more women into games and esports should be framed as a national, international and strategic priority, a business case for stronger teams, better insights, innovative new products. We believe in more people, more diversity and more perspectives.”

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Niralee Modha, a Marketing Manager, announced she was laid off as well, “Sadly, it’s my turn to say that I have been impacted as part of the latest restructure at Square Enix and my current role is at risk of redundancy, as are many of my talented colleagues. Even though this isn’t the ideal outcome, I’m hopeful that it will mark the beginning of a new and exciting chapter.”

https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F9c689639-29f5-432c-9c5b-fa391a3fd9a3_584x657.png

Back in 2021, Square Enix spotlighted her with a quote on X that read, “Being a person of colour and a woman in the industry I feel it’s important to represent my heritage and make my voice heard.”

https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F597ead95-580a-4852-832c-e34c0362d3ab_603x585.png

Global Brand Manager Anne-Lou Grosboi-Favreau announced she left the company. She was a LimitBreak Mentor in 2023 and 2024. LimitBreak describes itself as “the largest mentorship program for marginalised people working in the UK Games industry.”

Grosboi-Favreau shared on LinkedIn, “On the eve of my 5-year anniversary at Square Enix, I’m sad to announce I’ve left the External Studios team! I’ve met a lot of exceptional people and made some lifelong friends, so it’s been an emotional goodbye for me, but it was time to move on.”

https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1a0a632c-6c1d-4bc9-801e-8961e592576d_528x793.png

While a number of woke activists are getting laid off and leaving the company, Square Enix still lists Diversity, equity and inclusion as important to the company on its website. It reads, “The Square Enix Group believes in the importance of fostering diverse and inclusive workplaces - across the many rich facets of the human experience, including nationality, race, religion, thought and creed, age, gender, sexual orientation, and physical condition.”

“All of our locations work to increase representation, and promote diversity, equity, and inclusion across such areas as recruiting, training, teambuilding, and employee activities. We are encouraged by the progress we’ve seen through the years in the areas of diversity, equity, and inclusion, and continue to prioritize our work in this area,” it concludes.

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Additionally, the company says, “We also create opportunities for education, inspiration, and awareness of the rich backgrounds, cultures and contributions that make up our diverse world including our workforce. Our initiatives include multiplatform campaigns, cultural spotlights (including for African American History Month, Women’s History Month, Pride Month, and AAPI Heritage Month), and the work of our Pride and Women in Gaming employee resource groups.”


Fonte
 

Krion

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Olhem este absurdo do novo trailer do "Tides of Annihilation":ktrigger, os devs. do estúdio chinês "Eclipse Glow Games" realmente querem colocar personagens belas em seus games.
Por quê será, que não querem seguir o exemplo dos estúdios AAA ocidentais, e "embarangar" suas personagens.
:kpepethink



G6Rp56NaMAEEtt_


G6QQksIakAA6X_x


G6QQm9-acAEZtJk


G6QQnt-acAIw57o





 

Casual

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Primeira coisa que vejo num joguinho é: ao qual país o estúdio pertence; se for da zoropa ocidental ou américa do norte, eu simplesmente pulo para o próximo. Nem fodendo que vou dar minha grana pra esse bando. Por hora vem funcionando a mitigar lixo na indústria de entretenimento.
 

YSolaire

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Tão dizendo que as NPCs no remake de Gothic já não estão tão agradáveis como no original...



gothic-1-remake-steam-discussions-after-the-woke-body-type-v0-u09zh6vey03g1.jpg





Será?



list-of-changes-in-gothic-remake-fya-v0-l7iy2lh4e83g1.jpeg

O primeiro Gothic se passa num tipo de prisão e todas as mulheres do jogo são escravas que foram levadas para lá para "entreter" o lider do lugar. As roupas que elas usam no jogo original faz sentido com a historia do jogo.

É fanservice? É, mas é um que tem sentido. Elas estão lá para literalmente ser "eye candy", e fazerem favores sexuais para o líder do lugar.
 

Astrus Maximus

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Olhem este absurdo do novo trailer do "Tides of Annihilation":ktrigger, os devs. do estúdio chinês "Eclipse Glow Games" realmente querem colocar personagens belas em seus games.
Por quê será, que não querem seguir o exemplo dos estúdios AAA ocidentais, e "embarangar" suas personagens.
:kpepethink



G6Rp56NaMAEEtt_


G6QQksIakAA6X_x


G6QQm9-acAEZtJk


G6QQnt-acAIw57o






Infelizmente passei da época de jogos rápidos, mas adorei ver a jogabilidade.
 

Krion

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Bloodstained

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Sweet Baby Inc. Narrative Consultant Dismisses Critics as “Cis White Men” Opposed to Diversity


For more than a year, Sweet Baby Inc. has attempted to frame backlash from critics against the company as bad-faith outrage driven by prejudice rather than legitimate criticism of its role in game development. A recent podcast appearance has only reinforced that perception—this time, not through outside interpretation, but through the company’s own words and the company it keeps.

In a now widely circulated episode of the Gaming for the Culture podcast, Sweet Baby Inc. producer Maria Beck participated in a discussion that openly characterized critics of the company as “cis white men” opposed to diversity. While the phrasing was introduced by the podcast host, Beck repeatedly agreed with the framing and made no attempt to challenge or correct it.



The exchange was highlighted and analyzed by The Writing Raven at DEI Detected and further broken down line by line by the Gothic Therapy YouTube channel, which provided full context and direct transcript excerpts.

“Cis White Men” Framing Goes Unchallenged

Early in the discussion, the podcast host framed criticism of Sweet Baby Inc.’s work as coming from a specific demographic:

“White men, cis white men were not interested in the work that Sweet Baby Inc. put into for something that was already created.”

Rather than pushing back, Beck continued the conversation on that premise, repeatedly affirming the host’s interpretation and agreeing as the topic resurfaced throughout the episode. The framing reduced a wide range of consumer, developer, and industry criticism into a single identity-based explanation, with dissent dismissed as opposition to diversity rather than disagreement over creative influence.

This distinction matters. Beck may not have coined the phrase herself, but by agreeing with it—and by failing to dispute it—she endorsed the characterization.

Sweet Baby Inc. Admits It Creates Narratives

The podcast also produced something even more damaging to Sweet Baby Inc.’s long-standing public messaging: an explicit admission that the company does far more than simply “consult.”

When asked whether developers must come to Sweet Baby Inc. with a narrative outline already prepared, Beck gave a blunt answer.

“We create those things,” she said.

That statement directly contradicts years of public positioning that framed Sweet Baby Inc. as a limited advisory service offering feedback rather than authorship.

As Gothic Therapy notes in its breakdown, creating narrative outlines, character documents, and scripts from an initial concept places Sweet Baby Inc. in a foundational creative role—one far closer to development than consultation.

Deflection Instead of Accountability

When the conversation turned to backlash, Beck attributed criticism to “harassment” against her and her colleagues, including Sweet Baby Inc. co-founder and CEO Kim Belair. However, no acknowledgment was made of prior controversies that escalated tensions—most notably, attempts by Sweet Baby Inc.–associated figures to shut down third-party efforts cataloging the company’s involvement in games.

Ironically, Beck later expressed frustration that Sweet Baby Inc. does not maintain a public list of projects it has worked on, saying she wished such a record existed. That admission stands in stark contrast to the company’s past hostility toward independent tracking efforts designed to allow gamers to vote with their wallets.

A Pattern Becomes Clear

Taken together, the podcast appearance paints a consistent picture. Sweet Baby Inc. claims to be misunderstood, yet openly describes creating core narrative material. It insists criticism is driven by prejudice, yet declines to engage with the substance of that criticism. And when offered a friendly platform, it confirms—on the record—the very concerns players and developers have raised for years.

As The Writing Raven observed in original reporting, Sweet Baby Inc. did not need leaks or speculation to undermine its own messaging. It did so publicly, through its own representative, in its own words.

Transparency builds trust. Deflection erodes it. And this podcast made clear which approach Sweet Baby Inc. continues to choose.


Fonte
================================================================================================


A única "manobra evasiva" que possuem consiste em bancar as vítimas e, mesmo após todo esse tempo, por razões puramente ideológicas, a indústria ocidental de games continua se fazendo de otária, ao dar crédito (e rios de dinheiro) para esses putos. Em troca, a indústria recebe demissões e, muitas vezes, fechamento de estúdios... mas continua se recusando a aprender a lição, because muh ideology. :facepalm
 
Ultima Edição:

Xenoblade

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"Martin Emborg, diretor narrativo em 007: First Light, falou recentemente dessa missão, numa conversa na qual foi questionado se algumas das características das versões mais clássicas de Bond, como o agente mulherengo, por exemplo, vão estar presentes. Isto levou-o a responder que este Bond foi pensado para as audiências modernas.

“Sim, vais, mas, obviamente, como disseram no evento, o personagem Bond evoluiu. Portanto, ele evoluiu ao longo das décadas e, obviamente, vai refletir os valores modernos. Portanto, não será o teu Bond da velha guarda, algo que não se enquadra com a atualidade, certo? Ele é um tipo moderno,” respondeu Emborg."
 

Madrux

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"Martin Emborg, diretor narrativo em 007: First Light, falou recentemente dessa missão, numa conversa na qual foi questionado se algumas das características das versões mais clássicas de Bond, como o agente mulherengo, por exemplo, vão estar presentes. Isto levou-o a responder que este Bond foi pensado para as audiências modernas.

“Sim, vais, mas, obviamente, como disseram no evento, o personagem Bond evoluiu. Portanto, ele evoluiu ao longo das décadas e, obviamente, vai refletir os valores modernos. Portanto, não será o teu Bond da velha guarda, algo que não se enquadra com a atualidade, certo? Ele é um tipo moderno,” respondeu Emborg."

Isso vai dar certo sim, amiguinho... Confia.

Pelo visto ele não viu o que fizeram com Indiana Jones, certo?
 

OUTKAST

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A comunidade LGBTQ+ está tentando cancelar o RPG medieval Knight's Path.

Depois que os desenvolvedores introduziram uma opção de romance heterossexual com uma personagem feminina, um usuário perguntou sobre a representação LGBTQ+ e recebeu a resposta: "Nos importamos com a diversão, não com agendas modernas."

Desde então, críticos têm espalhado imagens manipuladas da Steam alegando, entre outras coisas, que o jogo foi feito com inteligência artificial.


G_WgPG2XwAAXk20

G_WgQqFWgAA3dS_


 

Bloodstained

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A comunidade LGBTQ+ está tentando cancelar o RPG medieval Knight's Path.

Depois que os desenvolvedores introduziram uma opção de romance heterossexual com uma personagem feminina, um usuário perguntou sobre a representação LGBTQ+ e recebeu a resposta: "Nos importamos com a diversão, não com agendas modernas."

Desde então, críticos têm espalhado imagens manipuladas da Steam alegando, entre outras coisas, que o jogo foi feito com inteligência artificial.


G_WgPG2XwAAXk20

G_WgQqFWgAA3dS_



R.adbc199a37fac324e2b4bb26b5609fe5

James Bond vai queimar a rosca
Jeme Bunda. :facepalm
 

Mestre Viril

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A comunidade LGBTQ+ está tentando cancelar o RPG medieval Knight's Path.

Depois que os desenvolvedores introduziram uma opção de romance heterossexual com uma personagem feminina, um usuário perguntou sobre a representação LGBTQ+ e recebeu a resposta: "Nos importamos com a diversão, não com agendas modernas."

Desde então, críticos têm espalhado imagens manipuladas da Steam alegando, entre outras coisas, que o jogo foi feito com inteligência artificial.


G_WgPG2XwAAXk20

G_WgQqFWgAA3dS_



Já coloquei na minha lista de desejos da Steam.

Also, no primeiro Fable, quando um NPC homem começava com graça pro meu lado e o coraçãozinho começava a aparecer em cima da cabeça dele, eu enchia ele de porrada.
 

Krion

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"Martin Emborg, diretor narrativo em 007: First Light, falou recentemente dessa missão, numa conversa na qual foi questionado se algumas das características das versões mais clássicas de Bond, como o agente mulherengo, por exemplo, vão estar presentes. Isto levou-o a responder que este Bond foi pensado para as audiências modernas.

“Sim, vais, mas, obviamente, como disseram no evento, o personagem Bond evoluiu. Portanto, ele evoluiu ao longo das décadas e, obviamente, vai refletir os valores modernos. Portanto, não será o teu Bond da velha guarda, algo que não se enquadra com a atualidade, certo? Ele é um tipo moderno,” respondeu Emborg."


pabllo-vtitar-em-esquete-do-porta-dos-fundos-1654878590932_v2_615x300.png



Vai ser um jogo baseado neste filme :coolface

20109900.jpg
 
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