I certainly understood well how media lies ever since. You simply do not go back after being subject to it first-hand.
Depression Quest was a free game.
A minority of the voices there were criticisms being levelled against Kotaku and IGN across the whole affair, as well as the whole on-site review fiasco. However I tend to refer to that as "pre-gamergate" since this was out there before the Brianna Wu stuff iirc.
Also the responsibility to do good journalism lies with the journalist and their publication, not the game company (the game company cannot objectively cover their own game anyhow). That was a mistake the gamergaters made a lot, and further damaged their credibility.
There’s definitely room to blame both - just as it’s wrong to offer a bribe even if it’s not accepted - but I think it was quite telling how the mob just wasn’t interested in that. There’s probably an interesting story about power gradients and how large companies can manipulate reviews to their advantage by withholding access - similar to how the car review industry works - but it just wasn’t what people were there for.
I watched the whole thing happen, on social media - what do you mean "without checking"? I didn't come into this late like you say you did.
If you're implying the ethics violations was the centre focus, then that's not true at all once the focus shifted. Everything related to Brianna Wu and related parties was completely out of pocket from the gamergaters.
>Luckily, i checked.
How? You're asserting I'm stating a falsehood and that you confirmed its a falsehood, but you provide no citations or links. That's shoddy journalism. ;)
But their targets were also just ultimately, not worth it. They were mediocre people putting out mediocre product that would have gotten consigned to the dustbin of humanity had they been left alone.
It was just a bunch of mediocre shitheads not able to accept the reality that they were mediocre shitheads.
Not to mention, after a while, after finding out more about everything in general, the real irony is that just about every industry is overrun with nepotism and disclosure problems. Like what went on with regards to kickoff Gamergate was relatively tame compared to just the past month vis a vis FTX/Alameda.
We take for granted that "professional streamer" is now a thing. The content creator industry is a little less centralized, and that took pressure away.
The industry was legitimately overrun with nepotism and disclosure problems. They benefited from a toxic and obsessive audience for years. Then their audience turned on them (for a mix of legitimate and illegitimate reasons), but the industry players were the ones who held the microphone. They got to define the story as they saw it - and absolved themselves of any wrongdoing.
And now that toxic ball of highly-technical male youths have grown into a political entity that has too much time on their hands and distrusts media and victim narratives as a rule.