Some people do find that important tho. I think that it was worth given the cost. It barely impacted the final product (would be just as buggy on release as it was).
In games fluff like that is a few days of work of a single person. While in movies casting diverse instead of professional/adequate for the role changes everything.
Additionally in movies screen time is limited, so spending time on forced inclusivity usually takes away from plot.
Moreso that they went trans=genitals, which isn’t actually trans representation so much as it is fetishizaton. Did they even talk to a trans person during the making of the game or did they just go to Pornhub? If they had a non-binary pronoun option that is actually a good thing though.
In the 2nd area there’s a somewhat graphic sex scene between an Orc and an Ogress. I haven’t gotten too far though, as I’m waiting for the full release.
I mean your character’s nude body is modelled the whole time; there are modded clothing sets that allow them to walk around practically or literally nude. Maybe it’s for that, though since that’s a super niche case I’d imagine they have their own plans
Skullgirls’ engine, a.k.a. the Z-Engine, was primarily made by a certain Mike Zaimont, who ended up being not only a chronic sexual harasser, but also an exploitative boss to his employees. So much so, that the development of Skullgirls was eventually moved out of Zaimont’s company, Lab Zero Games, into a new company formed by his former employees, Future Club Games. The only problem being that Future Club still uses the Z-Engine, apparently because reimplementing the entire game in a different engine is economically unfeasible (unlike, apparently, going through all of the artwork of the game with a fine comb to make it less Nazi and less sexualized). Same goes for another game to which Lab Zero licensed the engine to, Them’s Fighting Herds (a.k.a. the offbrand MLP fighter).
reimplementing the entire game in a new engine is economically unfeasible
This is equivalent to literally making the game from scratch and changing some art assets is no where near as complex and time-consuming as that would be.
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