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Days Gone director blames "woke reviewers" for poor sales and reception
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<blockquote data-quote="Chary" data-source="post: 10019160" data-attributes="member: 315373"><p style="text-align: center">[ATTACH=full]342020[/ATTACH]</p><p></p><p>After claiming that game piracy was leading to "money out of [his] pocket" and that gamers shouldn't complain about games not getting sequels if they don't buy them at launch for full price, the director of Days Gone has gone on to make another amusing statement. In a response to a fan who was "blown away" by how much he enjoyed Days Gone and confused why it wasn't universally praised, the game's writer and director John Garvin claimed that there were three reasons why the game didn't do well, commercially or critically.</p><p></p><p></p><p></p><p>He blamed reviewers for either not actually playing his game, or on reviewers for being too woke to understand the story of Days Gone, which consisted of a guy trying to reunite with his wife after a zombie apocalypse. In GBAtemp's own, <a href="https://gbatemp.net/review/days-gone.1023/" target="_blank">possibly woke opinion, after not playing the game at all</a>, we found it to have a tired, generic take on a genre that had already been done to death, and that, "Days Gone sits at the cusp between good and bad. It exists as a wholly mediocre game, relying so much on its inspiration that it never feels unique. When compared to Sony's recent first-party successes in the form of Spider-Man and God of War, it only makes Days Gone that much blander".</p><p></p><p>According to Sony, the game managed to sell 8 million copies total, following its PC port, which led to somewhat of a small cult following, though the game remains at a middling 71 Metacritic score. Days Gone was never greenlit for a sequel, and Garvin left Sony to work for Crystal Dynamics, and is currently assisting in the development of an "NFT-themed game".</p><p></p><p>[tweet]https://twitter.com/shaun_vids/status/1600504393861926912[/tweet]</p><p></p><p>He deleted his Tweet and privated his account after gamers and reviewers criticized him for his comment, though the <a href="https://web.archive.org/web/20221207153428/https://twitter.com/John_Garvin/status/1600353225840144385" target="_blank">remark is archived, here</a>.</p></blockquote><p></p>
[QUOTE="Chary, post: 10019160, member: 315373"] [CENTER][ATTACH type="full" alt="dsadsadasdasd.png"]342020[/ATTACH][/CENTER] After claiming that game piracy was leading to "money out of [his] pocket" and that gamers shouldn't complain about games not getting sequels if they don't buy them at launch for full price, the director of Days Gone has gone on to make another amusing statement. In a response to a fan who was "blown away" by how much he enjoyed Days Gone and confused why it wasn't universally praised, the game's writer and director John Garvin claimed that there were three reasons why the game didn't do well, commercially or critically. He blamed reviewers for either not actually playing his game, or on reviewers for being too woke to understand the story of Days Gone, which consisted of a guy trying to reunite with his wife after a zombie apocalypse. In GBAtemp's own, [URL='https://gbatemp.net/review/days-gone.1023/']possibly woke opinion, after not playing the game at all[/URL], we found it to have a tired, generic take on a genre that had already been done to death, and that, "Days Gone sits at the cusp between good and bad. It exists as a wholly mediocre game, relying so much on its inspiration that it never feels unique. When compared to Sony's recent first-party successes in the form of Spider-Man and God of War, it only makes Days Gone that much blander". According to Sony, the game managed to sell 8 million copies total, following its PC port, which led to somewhat of a small cult following, though the game remains at a middling 71 Metacritic score. Days Gone was never greenlit for a sequel, and Garvin left Sony to work for Crystal Dynamics, and is currently assisting in the development of an "NFT-themed game". [tweet]https://twitter.com/shaun_vids/status/1600504393861926912[/tweet] He deleted his Tweet and privated his account after gamers and reviewers criticized him for his comment, though the [URL='https://web.archive.org/web/20221207153428/https://twitter.com/John_Garvin/status/1600353225840144385']remark is archived, here[/URL]. [/QUOTE]
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BakerMan
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lmao
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BakerMan
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anyways, we need to re-normalize physical media
if i didn't want my games to be permanent, then i'd rent them
+1
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BigOnYa
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Agreed, that why I try to buy all my games on disc, Xbox anyways. Switch games (which I pirate tbh) don't matter much, I stay offline 24/7 anyways.
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I don't pirate them, I
Use Them
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cearp
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@BakerMan
- you can still "own" digital media, arguably easier and better than physical since you can make copies and backups, as much as you like.
The issue is DRM
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cearp
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You can buy drm free games / music / ebooks, and if you keep backups of your data (like documents and family photos etc), then you shouldn't lose the game. but with a disk, your toddler could put it in the toaster and there goes your $60
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still, I agree physical media is nice to have. just pointing out the issue is drm
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i like physical media because it actually feels like you own it. thats why i plan on burning music to cds
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It's nice to not have to have a lot of physical things though, saves space
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Nor clothes
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, Physical media is a great source for archiving your data, none of that cloud storage shiz.
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[squeezes
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guys, should i change my pfp to one of these or keep it the same?
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