Brianna Wu / John Flynt - Original Thread

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

  • I am of no opinion towards either.

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

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

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

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

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

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

    Votes: 9 0.7%

  • Total voters
    1,211
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Then you're both fools.

[MEDIA=twitter]646030776769900544[/MEDIA]
https://archive.is/bc9vt
vr3tiidzvh2xb4tgisvv.png
 
Hmmm....to my way of thinking, the best way to phrase the sort of question Wu needs to be asked is to put oneself firmly in a GethMindset....

"Brianna Wu: After all you've done by way of advancing the feminist cause, it seems problematic (natch!) that circumstances have conspired against your advancing the cause of the transgender community to any equivalent extent. Your retroactive defensive posture is completely understandable when one considers all the harassment you've suffered, but amongst your allies and supporters as you are today, couldn't you enlighten us with a few of your unique sentiments, specifically concerning how the experience of being an socially disenfranchised transgender liberal impacted the creation of that progressive masterwork, that opus of equality, that Citizen Kane of social justice, Revolution 60? We're all dying to know!"

(But less sarcastic and more sincere-like!)
Personally I think just asking why isn't anyone in her game a POC would be best when there isn't really any story or thematic reason (like there actually was in Witcher 3 that everyone chimped out over) for them to be white.

There is absolutely no defence for it just look at the arguements people use when they want superheroes (why is it always superheroes?…… oh yeah they're man/woymenchildren) to be black you just keep asking "well why can't they happen to be black?" over and over and it makes the person look like they chose for the character NOT to be black so are racist.
 
Why does her head look swollen up on the left, one of her pupils is blown out, and her forehead is totally disproportionate to her hairdo?

[MEDIA=twitter]646029412744474625[/MEDIA]
https://archive.is/6BiAI

I love this screenshot. It makes me happy.

For a moment, throw aside all your criticisms of Brianna Wu's magnum opus: The character models, the environments being too flashy, the schizophrenic tone, the over-reliance on particles and overlay effects (tricks that fell out of favor in the 1990s), the audio stuttering, the myriad issues with the story and endings, et al - and instead look at this screenshot Wu lovingly provided us.

What's different about it? What do you see that's different?

Because I see exactly one thing:

iCcTdAJ.png

New Holiday. That's literally it.

This is so heartening. When Wu announced the edit of Revolution 60, she did so saying she intended to dramatically improve the actual engine. The single most common complaint our dear Wu got regarding Revolution 60 on her forum was that the game didn't have even one iota that lives down the street from a clue on how to use shader options. She even had her supporters offering to do that shit for her, given that she programmed this thing in Unreal, and she still chimped out, and months later, this is the result. This... Masterpiece.

One thing I disagree with other Kiwis on is that the graphic design (not the actual graphics themselves - simply their design) is all right in Revolution 60 (can you say it looks like anything you've ever seen before?). The thing is, even with this one bit of praise, Wu's technical ineptitude is on full display when we add in shit like the complete lack of trailing effects, the framerate that fluctuates constantly, and of course, those fucking overlays.

This game came out in 2014. Seeing a game from this age use tricks that were obsolescent in 1995 sends an unmistakable message, and that message is that Giant SpaceKat has no idea how to fucking program a game. I don't have to say anything. I don't need to micro-analyze anything. In just looking at some of Revolution 60's handling of graphical issues, I can tell that Wu did a slipshod job that she paid way too much for. So can anyone with a functioning sense of causality.

For the uninitiated, Overlays, sometimes called Sprite Overlays, are a graphical trick that was common in the early 90s. They've gone by other names, include Sprite Effects and like four other things, but I'm going to call them what I was taught in tech school here due to simplicity, and because the description fits.

Say you're a programmer in the mid-90s, and you're making a video game. Likely, you're making an FPS, because the damned things are a bold new world and just starting to come in vogue. You want to make a cool graphic effect - a fountain of fire, a lightning bolt, or a laser beam, but the graphic tech at the time just isn't up to snuff. Alternately, you want to put some collectibles or useful props around, but the game will lower in performance for every object you add. Particle effects will make the computers of the time hang if you use them too much, and more efficient engines like Quake 2's and Unreal Tournament's are still a bit off, and if you're not one of the big fish in the pond (as Id was with Quake at the time, which was bleeding edge at release), you're not getting away with using actual effects. You want some kind of trick to use to make the game look nice, to have your effect work, and to simply have it functional, without costing an arm, leg, and testicle for resources.

How do you get the effect?

KGlXohn.jpg

Nintendo Nightmare, a (surprisingly good, if insane) fan-game created by one 16-year-old kid, makes heavy use of Overlays.

By using an Overlay. Sprites are cheap, effective, and use practically no space, so you use one of these and try to integrate it into your game environment as well as you can.

Overlays are essentially taking a sprite - stationary or animated - and using them to indicate what would otherwise be a particle effect or polygonal effect, if not a flat-out character model. These became a go-to way to save space in video games, especially ones with limited RAM usage. Almost every game, for a very short period, used Overlays to save on particle effects or graphic detailing whilst not looking like complete shit. Half-Life is probably the most clearly-visible PC game that used them - Overlays were used for electrical effects, sparks, and explosions, just to name a few.

qZr5ESI.jpg

Barry in Resident Evil, firing a Flamethrower. Both the fire and the impact of said fire are done with Overlays.

Overlays were quick to fall out of favor - by 1998, they were all but gone from the PC world. Because of how technology at the time adapted, this was an era wherein every 2 years, you had a new graphics card that was 2-3 times stronger than the previous one and less prone to explode if looked at funny. Overlays really never looked that good on PC, and when 3D effects became the norm on that platform, nobody fucking looked back.

But on other platforms, they stuck around for years. Specifically, consoles.

Overlays were a different beast here. Whereas an overlay on PC almost always looked like shit, Consoles could use them differently, and, with some moxie, in a way that made them look decent. Consoles at the time weren't simply incrementally shittier PCs; they had different hardware and were better or worse at certain tasks, shading options, and transparency effects. Because of this, Overlays were constantly used, and often not as noticed. The Nintendo 64 used Overlays so often that you can find them in practically every title, from Mario 64 to Ocarina of Time and Star Fox 64. Resident Evil and Resident Evil 2 used overlays for the flamethrower's fire, and for explosions in general. Practically every title from this era on console used overlays to some degree or another.

But they were, essentially, gone by 2001 with the advance of technology and efficient ways to handle particle and shading effects.

This screenshot is proof positive that Brianna Wu has learned abso-fucking-lutely nothing, and is proof positive that Revolution 60's Steam Release is going to come with an onrushing of salt so intense you can probably see it from space.

It's going to be fucking amazing.
 
[MEDIA=twitter]646109305431830528[/MEDIA]"I DON'T UNDERSTAND HOW APPLE CAN MAEK CAR. CAR IS DANGEROUS
https://archive.is/aXY68

Yes brianna, that sounds hard. They'd better be a little more careful than when they make ipods then right? How can someone be a "software engineer".. .and well I don't even know what her point is.

I agree that I would not buy an apple car because they tend to just dress up shitty products and if I want that I can just put a touch screen console and a body kit on an escort and paint the fucker silver.
 
Somehow in my editing, I surgically excised like three parargraphs from my review of Rev60's plot.

I put them back in from scratch.

[MEDIA=twitter]646141801485705216[/MEDIA]
https://archive.is/ISI7Z

This asshole, the same sick fuck who sent pics of his child to a pedophile, responded:

[MEDIA=twitter]646142205208363008[/MEDIA]
Is John shitting me?

[MEDIA=twitter]646144587392806912[/MEDIA]
https://archive.is/9fZtG

You wouldn't know him, Wu. He only has about 12 times your follower count.
 
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