BioWare PANICS as Journalists REJECT Dragon Age Veilguard + Sweet Baby Unveils Woke Endgame
Summary
TLDRIn this video, the host critiques the launch of BioWare's 'Veil Guard,' arguing that claims of it being their most successful Steam release are misleading since it is their first original title released on the platform. The discussion also addresses the controversial influence of sensitivity training in game development, particularly from Sweet Baby Inc. and the Powell Group, highlighting concerns that such initiatives might alienate gamers rather than enhance inclusivity. The host's tone is a mix of humor and frustration, inviting viewers to reflect on the implications of these trends in the gaming industry.
Takeaways
- 😀 BioWare's 'Veil Guard' is their first game to launch day one on Steam, making it their most successful launch on the platform.
- 😀 Comparisons with previous BioWare titles like 'Mass Effect' and 'Anthem' are misleading, as those were not released day one on Steam.
- 😀 The speaker emphasizes the importance of accurate representation in discussions about 'Veil Guard's' performance.
- 😀 The discussion includes criticisms of the narrative around 'Veil Guard' being a major success, citing a lack of context in comparisons.
- 😀 There's frustration with how 'Sweet Baby, Inc.' is aligning with the Powell Group to introduce sensitivity training in game development.
- 😀 The speaker critiques the idea that sensitivity consulting enhances gaming experiences, arguing it may alienate traditional gamers.
- 😀 The partnership between 'Sweet Baby, Inc.' and the Powell Group is framed as an attempt to push a 'woke agenda' in the gaming industry.
- 😀 There's skepticism about the effectiveness of 'woke' initiatives in gaming, suggesting they might backfire.
- 😀 The speaker encourages viewers to challenge narratives surrounding diversity and inclusion in gaming, particularly if they feel misrepresented.
- 😀 The video concludes with a call for viewer feedback on the impact of inclusivity efforts in gaming.
Q & A
What is the main claim about Veil Guard's success on Steam?
-The claim is that Veil Guard is BioWare's biggest launch on Steam; however, the narrator argues this is misleading since it's the only new game BioWare has released day one on the platform.
How does the narrator differentiate Veil Guard from previous BioWare releases?
-The narrator points out that previous games like Anthem and Mass Effect were not launched on Steam at the same time as other platforms, making Veil Guard's launch unique in BioWare's history.
Why does the narrator believe comparing Inquisition's Steam release to Veil Guard is unfair?
-The narrator believes it's unfair because Inquisition was released in 2014 and only came to Steam in 2020, which is too long after its initial hype cycle to compare it to a current launch.
What is the narrator's stance on misinformation regarding Veil Guard's launch?
-The narrator aims to control misinformation by presenting facts and encourages viewers to correct those who misrepresent Veil Guard's success.
What themes are addressed in the dialogue about gender identity?
-The dialogue explores non-binary identity, discussing the complexity of gender and the importance of self-identification, emphasizing empathy and understanding.
What is the significance of Sweet Baby Inc.'s partnership with the Powell group?
-This partnership aims to promote sensitivity training and diversity in game development, which the narrator criticizes as a potential dilution of creative storytelling.
How does the narrator perceive the push for inclusivity in gaming narratives?
-The narrator is skeptical, suggesting that such efforts might alienate players who prefer traditional storytelling and might not resonate with the broader audience.
What reaction does the narrator anticipate from the gaming community regarding Sweet Baby Inc.'s agenda?
-The narrator predicts backlash and a rejection of games that push a perceived 'woke agenda,' arguing that this could backfire for companies involved.
What are the narrator's concluding thoughts on the future of gaming narratives?
-The narrator expresses doubt about the success of inclusivity initiatives in games, believing they will not work in favor of companies that aggressively push these agendas.
What call to action does the narrator make to the audience?
-The narrator encourages viewers to share their opinions in the comments about inclusivity in games and whether they support current trends or prefer traditional gaming narratives.
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