Hostility from developers and gaming media ruins the fun
- J-dawg
- Apr 4
- 19 min read
Updated: Apr 5
Editorial and Analysis [Easy Read edition]
By J-dawg
For over a decade, the gaming public has faced demonization from the press and industry. Gamers have endured repeated slights, some accepting it, others protesting. Many such exchanges fall under the broader 'Gamergate' phenomenon.

Established media sources often misrepresent Gamergate. Most coverage is irrelevant to mainstream gamers and their concerns. The core issue is simple: Gamers are dissatisfied with the industry's new status quo.
There is broad agreement on this fact. The reasons vary. Historically, gamers held differing opinions on companies, games, and industry figures. While preferences existed, gamers' passions centered on the games themselves.
Gamers played what suited their tastes and ignored what didn’t. Old-school gamers saw our interest as niche as compared to mainstream culture. When we love a game, we dedicate our time and effort to it—a commitment shared by all lifestyle gamers!

Some engage with the gaming community without sharing its passion, even working in the industry while disdaining its culture and seeking to change it for their own purposes.
Many share this view, despite skepticism. The Brotherhood supports the conclusion that Gamergate, despite its flaws, was founded on sound principles—chief among them, the pro-Gamergate insistence on journalistic ethics.
Professionalism is part of the issue, but the core reasons become clear when examining all factors. This article does not aim to fully explore Gamergate, as future releases will cover it in depth. As an organization, we view the trend as largely instigated by poor practices in gaming news media of the mid-2010s.
An ongoing problem

The issues that sparked the backlash remain unresolved. Interpretation shapes one's stance, as with many such disputes. While it's often said that no one holds a monopoly on truth, the press would have you believe otherwise.

These are not isolated incidents. The gaming public has repeatedly attempted outreach on empathetic, reciprocal, and even conciliatory terms. Each time, these gestures have been met with hostility and further abuse.
Disdainful opinions expressed by gaming press personalities are unfortunate. Gamers face scorn and derision for attempting to address the topic realistically. This behavior is, at the very least, highly inappropriate. The underlying issue, often concealed by abusive conduct, is the questionable integrity of gaming coverage. This is Ethics 101: Are you being directed to tell a story with bias? Are you being unduly influenced or bribed to cover it in a certain way?
Some confusion has been evident on these points

Much has been made of the inducements, incentives, and improper relationships influencing gaming press work in the mid-2010s. These core issues of the Gamergate controversy warrant a full examination. We aim to shed light on both known and unknown aspects of these matters in upcoming articles.
In this feature, we continue to explore further examples of the poor and despicable public treatment of gamers by the media, followed by developers.

Though now a historical footnote, Gawker Media was once a frequent source of scurrilous, scandal-driven headlines aimed at the gaming community.
As the Brotherhood, we view Gawker’s collapse as a chance for lessons to be learned—lessons the 'access media' refuses to acknowledge, then or now. They push consistent narratives, leaving gamers with a false choice: Comply or be smeared. Gamers reject this outright.

Kotaku, once part of the now-defunct Gawker Media, survived its parent company's bankruptcy. It continues the same style of coverage, often exaggerating or misleading readers through its headline stories.
Though often framed as victims of an online harassment campaign during Gamergate, many outspoken developers and media figures have consistently engaged in public provocation against gamers. We leave it to you to judge the following clips and headlines.
With thanks to Vara Dark for featuring this rant in her own presentation: Alyssa Mercante Former Senior Editor for Kotaku Nov '22 – Nov '24
Editorial note: The Brotherhood is not supportive of public violence or threats of the same, especially as issued from members of the "mainstream" media.
The clip followed light banter about modern gaming trends and was not triggered by any specific incident. Alyssa’s rant reflects mainstream Western game journalist sentiment, as shown by the reactions around her. Unfortunately, this belligerent attitude is common in gaming media, and the gaming community is all too familiar with such lectures.
An ongoing campaign of hostility Flashback to 2014–

It continued on in that manner—to some then, and to even more today—it appeared to be a decade-long concerted pressure campaign to reshape the gaming community into something else.

It seems as though the press resents young men simply for being consumers, perhaps for their tastes in art and entertainment. Are these the reporters we should trust for fair and meaningful coverage of topics we care about? Is their apparent sensitivity our burden to bear—one that should take precedence over our true interests: gaming, gaming culture, and its creations?
Are these the champions of their wares, and brands that industry truly wants to represent them to us?
Now, a few examples; one or two verified posts/articles, alongside possible parodies. Can you tell the two apart–?




Of the four highlighted posts, two are known or suspected parodies, while two are confirmed journalist or developer statements.¹ Can you tell them apart? Increasingly, the difference is hard to discern. What remains clear is the persistent negativity and hostility toward gamers—especially certain subsets.
We find this unacceptable! We reject coverage and statements of this type as harmful and disingenuous at worst – misguided at best!
Gamer feedback
Attempts were made as far back as 2014 to address this kind of behavior. Notably, one of Gamergate's most outspoken voices, John Bain, also known as TotalBiscuit, wrote this pointed YouTube comment:

John's views evolved somewhat over the course of Gamergate but he remained steadfast in his principle commitment to journalistic ethics. He never wavered in his belief that gamers deserve the same types of basic dignity and respect afford to other groups and cultures in contemporary media; that the conflict of Gamergate was essentially a destructive one to culture and industry alike!
His considerate takes and sturdy voice are missed in the present-day scene! Rest in Peace, John!
John Bain

Cultural and market implications
Not long ago, Frosk, a host on the revived G4 TV under Comcast, delivered this scathing reprimand to her audience:
Frosk, host on G4
Though seemingly intended to address misconceptions about diversity in gaming or rebuke poor behavior, Frosk's diatribe instead polarized and alienated G4 TV’s largely male audience. By late 2022, the revived network—relaunched just a year prior—was shut down. While multiple factors were cited, there is broad agreement that Frosk's January outburst played a key role in shaping the brand’s fate.
G4 originally aired as a gaming culture-centric & technology TV show in the early 2000's.
The audience was around three-quarters male in both runs.
Monopolies often stifle creativity. G4's relaunch as a cable-only offering in the streaming era—where most gamers now reside, alongside the digital distribution of games—was a real misstep. Therefore, another key factor in its failure may have been the parent company's reluctance to adapt to modern digital trends.
Media hostility; monopoly intransigence
By using G4 as a trial balloon to prop up their utility-based distribution model, Comcast underestimated and undersold its potential audience. They took a brand with an established following—one that had aged up with increased purchasing power—and failed spectacularly to meet gamers where they are. This failure is worth closer examination:
They treated G4 as a traditional TV show, assuming they would reach most of their audience through cable—a completely unrealistic goal. While the target demographic may still have had cable service, gamers had largely moved away from it nearly a decade before the relaunch.²
Despite launching channels on YouTube, Twitch, and Pluto TV, engagement remained underwhelming. They seemingly overlooked partnerships with major streaming platforms—a critical misstep for TV-style programming. This approach not only restricted their existing audience but also failed to position G4 for future growth.

Figures reflected that G4’s digital presence was not particularly robust in terms of viewership. For example, the G4TV YouTube channel had around 143,000 subscribers at its peak, with most videos only getting a few thousand views. Their Twitch channel had roughly 60,000 followers, with average concurrent viewership often below 2,000. Compared to major gaming content creators and e-sports channels, G4’s presence was modest at best, failing to build a sustainable digital audience.³
They doubled down by letting production costs spiral. With large budgets, expensive sets, celebrity guests, and elaborate shows featuring heavy theming, props, and large staffs, G4 overextended itself. One such event was a charity fundraiser Jdawg tuned in for—which brings us to an anecdote:
During that show, chat revealed mixed reactions to G4's limited viewing options when the host listed the available platforms. Several commenters noted the vast potential audience for, say, a live-cast D&D game on Netflix—home of Stranger Things. To our dismay, these suggestions were dismissed, and Jdawg’s very own comment was censored!
Jdawg pointed out that cable was the past, you see
It was then that Jdawg realized he had just posted his comment over his own Comcast cable connection, while using YouTube—a streaming platform hosting a show produced by the very same cable conglomerate he had criticized. To him, it felt like censorship—unfair and possibly a violation of some kind!
As Jdawg reflected on the situation, thoughts of anti-trust, common carrier regulation, and civil rights crossed his mind. He found it troubling that censorship occurred during a charity fundraiser—something felt off about silencing feedback in such a context. Not only was he a direct customer, but also a participant providing feedback—and donor.
It dawned on me then that censoring my input could be reinforcing an outdated business model, one that leverages monopoly power to exploit unrelated media properties tidily owned by the same provider—a potential conflict of interest. This realization led me to file a complaint with the FCC about the situation afterward.
We now return you to our regularly scheduled programming

Finally, editorial control slipped to the level of Frosk's rant. While it may have felt justified or even necessary from a broad social perspective, it was inappropriate for network, cable, or streaming content. This misstep would ultimately cost them.
In the immediate aftermath, G4's 'Xplay' YouTube channel lost over 6,000 subscribers, dropping from around 498,000—a loss of over 1%. Viewership also plummeted. Before the incident, Xplay videos averaged about 40,000 views per episode; afterward, that average dropped to around 16,000 views.³
Things only got worse from there. The decline continued in both subscriber count and viewership, until by mid-year, lay-offs were being planned. By the end of 2023 G4 would shut down completely.
What can we learn from this?
For one, relying on conventional wisdom and the benevolence of big business aren't inherently wise plays. Scale, and available capital resources alone guarantee only the opportunity to find (or maintain) a market. Failure to keep an audience is a deal-breaker even for a monopolist! Furthermore, these examples showcase what are, in the opinion of many gamers, industry opinion-makers' standout offerings—scorn and judgment! Alongside the promotion of half-baked products! Gamers ought to, and do know! Are these things connected? ...
While these personalities are in the actual minority in the larger, global industry hosting many diverse types of gamers, markets, and gaming reporters, what they seem to have in common a desire to bash male gamers. In Mercante's case, it seems to us she was really just preaching to the choir. Gamers have been outsiders and accepting of all races, creeds, genders, orientations far longer than society as a whole. We are still that way, actually, moreso than average.
In spite of any rough edges we may have and our sometimes-coarse senses of humor... we were diverse before it was cool,
or as - 'Seen on TV.'

Some of us know better - don't believe everything you see on TV!!
Who are gamers, really?
We tend to be pretty chill. All types of people really. Many of us are men, or boys, yeah. Lots of us are White, Asian and Black but there are all races and ethnicities of gamers (obviously.) There are girl and women gamers. Hardly have to go into all this, since we know who we are. The media has problems with this. We typically do not.

We're not buying the bullshit. Literally, and figuratively.
Many of us have found our place in gaming—direct electronic entertainment without the need for an intermediary service provider, live performer, or gatekeeper. It offers a space for bemused detachment, where comfort stems from enjoyment. This is by design—gaming delivers the intended benefits of our purchases.
While many in the industry and press show anything from puzzled indifference to outright bitterness toward gamers. At times, it seems as if they resent the enjoyment we find in gaming—perhaps even jealous of the good time we have without them. Our preferences and criticisms may highlight a standard they struggle to meet as developers—if they can at all! The truth can sting, but gamers are not the ones afraid to speak it! In fact, our levels of so-called neuroticism and fragility, as tossed around by academics, the press, and industry figures, are actually lower than the population average. If you’re looking for high-strung, attention-seeking individuals (why would you?), they’re likely the ones spreading dramatic stories for self-gratification and profit!
Here’s the shock: Gamers? We just want to sit down and play games!
We know what some of you want us to be, what role you're looking for us to play...

We're just not interested! ...
The world is changing!

If you've seen this graphic before, you already know what it's about. If not, welcome to the 21st century! Feminism, along with other ideologies, has deeper roots in the 20th century. Some of us were there—we know it! For reasons beyond the scope of this article or organization, it seems that young men and women view the world very differently.
These cultural shifts among youth worldwide are more than just market changes; they're a genuine sociological phenomenon. While the effects on markets are clear, if these trends continue, they signal larger societal changes ahead.
You know what I find curious as a gamer, Gamergate 1 vet, Gamergate 2 participant? Notice the curves on that chart? Notice the timeline? What happened in the mid-2010's? Let's venture a guess...
Gamers, who are known for being a bit laid-back and picky, as a rule, out of the blue, for no reason, based on some unseen, unknown personal issues, en masse, just decided to up and notice there were women making their games! And just be mean to them suddenly!
That's the media story, anyway. Here's the real deal: Games started to deteriorate in quality. Decline in value. Diminish in artistic and mechanical depths and polish. Gamers noticed. We were a little cheesed about it, ok? But let's not get it twisted here:
What did we notice was happening at the same time? The studios public-facing figures and gaming press all started to a) Denounce gamers and b) Promote people who manifestly and patently-evidently didn't belong set among us; represent us, share values with us, play with us, care for us, look, think, or act like us—didn't want to, either! They instead wanted to demean and degrade us... and call it fairness, equality, toleration and a variety of other crap...
No reasonable person could possibly think that was going to go over well. It shouldn't! It isn't a humane expectation. No one is entitled to gamers' time, affection, acceptance, or attention. We're individual human beings with minds and feelings of our own. While we tend to be tolerant people, it would be very un-gamer-like of us not to have and show a sense of fair-play, independence, competitiveness, critical-thinking abilities, not to mention skepticism, problem-solving skills, pride, and ingenuity.
Things we've noticed some people feel rather threatened by, truth be told! Some people can't even understand that after 10+ years of being told we were 'dead' and monsters, basically, that some of us would, naturally, humanly, be a little bit cynical and bitter from the experience! Fortunately for those spewing such invective, gamers tend to be one more thing: Patient.

Does the truth hurt? We know modern developers rarely solicit feedback from general gaming audiences, which do veer White & Black male-heavy statistically [US] and too, that their A/B polling often favors their preferred outcome–with first-hand experience speaking! Ultimately these are commercial products. Someone is supposed to buy them! Gamers have brought our enthusiasm many a time only to be shut-down, lectured, spoken down to, gaslit or had our expectations "subverted" (to use a Hollywood term.) We're just tired of it. Take it at face-value as written here. You'll be doing yourself a disservice leaving with any other takeaway - but we're not done!
Games industry layoffs by year: 2022 - 2024

Does this call for a course correction? We believe that's advisable!
For many consumers, the byword has been provided directly from developers and the gaming press themselves: "If you don't like it, don't buy it!"
Novel as it was hearing this refrain in the naughts or mid-2010's – as if we needed to be to told, curious thought that that is – many gamers, both within our membership, and well beyond it took this advice. If not immediately, over time. Many did what it is they asked—sit them out and keep our wallets closed! 34,631 - a good estimate for the number of games industry jobs lost over the last three years. 2025 is on track to approach or match last year's losses - the highest on record for the industry. What is the root cause of the bloodletting? Corrections post COVID-reality are suggested by some. Rampant 'Wokeness' by others, with gamers rejecting anything hinting of progressive themes inserted into games. The reality likely is somewhere in between. The decline in quality, real and perceived, is a definite factor. This - our - organization is raised as testament to; demands we feel are being unfulfilled, and dreams unmet by mainstream releases. Also in contemporary gaming culture, there is a sense of loss and longing for a sometimes missing shared sense of community...and all-out fun, now eluding our grasp.
The enthusiasm gap
The mere shift to digital distribution, changes in the wider world or broader cultures do not fully explain the change. It is not for lack of games to play, either. There are, after all, no shortage of games on the market today. Incredible AA and indie titles that tantalize the imagination and send the spirit soaring–alongside lifetimes worth of backlogs of princely products that all require our attention!

Many believe that the Feminism issue, especially given these trends, seems less relevant today, especially when considering the early success of the industry in large part thanks to prominent female figures! Some think it's been used as a wedge to discourage gamers from just enjoying games for what they are.
This brings to mind the classic Catch-22. By reducing all issues in gaming to corporate-level social reformist agendas, the narrowing of perspectives allowed has gradually, but surely, impacted the market. Almost certainly, this has led to a negative trend, one we believe is self-perpetuating.
The old saying "damned if you do, damned if you don't" comes to mind when viewing these trends. While the issues are clear, the Brotherhood doesn't take a stance on Feminism as a worldview. What concerns us more is this: Will we still be able to find video games that satisfy us?
We of the Brotherhood believe that is THE question!
"We cannot solve our problems with the same thinking we used when we created them."
- Albert Einstein
Cavalier pronouncements Momentary pleasures with lasting consequences
Today, we highlight a recent example of behavior we can't accept. Despite our desire to enjoy quality products that agreeable dispositions should (ought to) ensure, we find these often fail to yield the kinds and qualities of goods we want. Moreover, they are unsettling to our sensibilities as people. This, we cannot abide:

A little over a month ago as of the time of this publication [March 2025], Zoe Quinn, a female developer noted for her strident, extremely public role in Gamergate 1, outspoken Feminist, and critic of claimed misogyny in gaming, posted the above comment in reply to a post originally made by Shannon Loftis, a noted, prominent industry-leading female developer.
The red, underlined text is Shannon's own reply to Zoe's - the original post in question:

This rhetoric didn’t emerge in a vacuum. The Game Developers' Conference (GDC), held annually in San Francisco, has long showcased similar views. Over the years, we’ve seen that topics like these—and conclusions like Shannon’s—are not outliers. Rather, they reflect a prevailing mindset actively promoted at such conferences, establishing itself as both the standard and the norm.

A topic which will be further addressed in future articles. To return to our subject,
Our initial response:

Were that the only issue here, that preface responding to Shannon's implication would be enough. That does not address the truly problematic language Shannon used that we highlighted above, however.
Before we can address that, some background on who Shannon is replying to is in order: That would be Zoe Quinn, who is best known for her own, far more accomplished career in promoting Feminist perspectives in gaming. While at this time Ms.Loftis is head of a pro-Feminist charity that promotes 'Women in Gaming,' Zoe is also noted for writing for, at latest, the 2021 game Solar Ash, and long before that, releasing the now-infamous Depression Quest game.

It is also noteworthy that only a few years ago, in 2019, Quinn levelled allegations of abuse against ex-boyfriend Alec Holowka. Alec took his own life not long after the revelations of abuse were made by Quinn. These allegations stretched all the way back to 2012, and although Alec had long suffered from mental health issues, we feel it important to point out it was a sad, unnecessary, and premature end to the life of a truly talented developer! A tragedy!
RIP Alec

In view of this exchange, we felt it only decent to ask Ms.Loftis to kindly revise or remove her remark containing the hurtful insinuations-

A few days later, we repeated our request, not having received a reply up to that point:

As of the date of this publication, 22nd March, 2025, the comment remains up with no further comment from Loftis.
This is unacceptable. We steadfastly call for the removal of the inflammatory remark. In spite of the bigoted and unfortunate nature of the comment, the Brotherhood asks that restraint be shown responding to Ms.Loftis. Harassment is against our policies.
Shannon's statement cannot be examined in vacuum. It followed —
The DICE Awards
On February 13th, 2025, the DICE Awards aired. A prestigious industry ceremony held in recognition of outstanding artistic and technical achievements in game design, its purpose is principally to raise awareness of these accomplishments and offer awards to those meriting it. In this show, an offensive, partisan political diatribe followed the announcement of one of the nominees. It is difficult to find a more public display of institutional biases. The host issuing the remarks was none other than Greg Miller, CEO of the 'Kinda Funny' web comedy site. Audience reactions were mixed, but largely supportive. Greg has his own very significant history of public flirtations with Feminism. So much so, that it led to his falling out with his co-founder of the site in 2017 over a tongue-in-cheek quip. Colin Moriarty, journalist and humorist who was his one-time close friend and colleague of Greg's, departed from the company after tweeting a joke–during the "A Day Without a Woman" hashtag-protest trend.
That day, Colin tweeted:
"Ah. Peace and quiet. # ADayWithoutAWoman"
Prior to this Greg and Colin worked together at IGN and were close friends, with Colin supporting Greg through personal challenges like his Hodgkin lymphoma diagnosis in 2012. Apparently this tweet was too much for Greg, though, who sided with some who deemed the joke to be misogynistic. Greg publicly distanced himself and Kinda Funny from Colin’s views, with Colin resigning not long after.

It seems what we have here, then, is a situation in which there a single standard, against many gamers and those associated with gaming media: "Funny for she/we, but not for thee." It couples nicely with the broad, prevailing sentiment at the senior-leadership level across much of the gaming industry as summed by the renowned Neil Druckmann –"We don't use the word "fun.""
As entertainment enthusiasts, and lifestyle appreciators of the artform that is video games, we can only express that we could not help but notice that this is true!
Colin later stated, then tweeting beside his now-wife that "not all people are humorless sacks of shit. LOL." To this, Colin, we say that is also true. We enjoy fun, and funny jokes, joking conduct in its variety of forms. Including masculine forms; 'Locker room,' 'bar room,' 'gamer,' 'hood,' 'schoolyard,' 'barnyard,' 'barracks,' and other more traditional types; deadpan, gallows, Schadenfreude... We like real, funny shit! That's almost across the board as gamers. In recent years, gamers have grown more fragile and sensitive, curiously, coinciding with this broad, blatant push to feminize gaming. Is there a connection? We'll let you decide... tell you one thing though, Colin! Jdawg finds your joke funny!

It is Jdawg's opinion, then, that the idea that lifestyle entertainment consumers have nothing better to do, and no greater interest than to rise from their consoles and close their games on their computers in order to go seek out some women to hassle online is so facially ludicrous, it could have only been born in the mind of a self-obsessed person. If this person should so happen to be a woman, it only naturally makes sense that this narrative becomes, then, "This is happening because I am a woman," rather than, "this may have something to do with my choice of actions in this context."
Societies of all types, throughout the ages, have tended to embrace concepts of 'placedness' and endorse the happenstantial understanding of 'best & worst times,' respectively. It's not uniform across time or the globe, but it is really a quite readily observed, and observable concept. It is true for men, and also true for women.
Accessing us in our relaxation frame of mind, and approaching gamers with indignant, resentful, hostile and abusive attitudes is, in essence, very poor form. While we may be momentarily unprepared or unwilling to respond in kind, this treatment cannot go unnoticed. Or, at-length, unanswered. When it is answered, it is often done without much forethought, and lacking certain articulateness.
Our voices will be heard, and heard well
When even those finer efforts are made, those examples are oft ignored and discounted. Those who speak up are tarnished; painted with a broad-brush of unrelated, sensational and, possibly manufactured countersignaling issued through organs of world media. Why this is is anyone's guess - but it is a powerful disincentive to speak out contrary to the messaging it produces!
Gamers are familiar with pitched odds, long battles, and hopeless victory conditions, though. We know what it takes to persevere in spite of everything. We acknowledge this is true for some developers too–delivering a game is a quest of its own type. Mutual respect is really not too much to ask, we believe. That begins, we suggest, with a deference to an understanding of what gamer culture is, and who gamers are.
How you approach that question, we believe, reveals more about you, your interests, intentions, and affinities than does any amount of messaging around the subject of gaming, or gamers ourselves. The soapbox, satellite and pen all have their value, but so does the controller, the keyboard and the human mind itself.
"The press often claims to defend freedom;
gamers know better than most that subservience
is seldom rewarded!" - Jdawg As many of us have come to contemplate the course of events in the time since the movement known as 'Gamergate' first appeared, this has led some to reflect. Brianna Wu, who was one of the prominent voices in the original Gamergate – opposing it – recently had this to say regarding the phenomenon:

At least she is woman enough to admit it! One can only hope others will be brave enough to do the same!
It is a conclusion that seems apparent to almost all willing to look at the situation clearly, actually. It is not lost on gaming's most famous commentator, Asmongold:
To quote a meme phrase, "Is this what you want, gamers?" More to the point, though, perhaps–what it may be more pertinent to ask, instead is, "Is this what you want, games press and developers?" Almost everyone can agree that these trends are unhelpful, and to the extent it may help, it isn't helping gaming! And to tell you the truth... Most of us just want to play video games!
Caught between outsiders,

And the insiders...

Gamers are in a tough spot!—Highlighted in our article here: 'Grifters in the gaming space...'
J-Dawg is a die-hard gamer, devoted fan of traditional 2D animation, GBAMFS' founder, CEO and spokesman.
This is a simplified version of the original article, viewable here:https://www.gbamfs.org/post/antagonism-by-developers-and-the-gaming-press-ruins-all-our-good-time
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¹ In order, the confirmed posts and suspected parodies are: https://knowyourmeme.com/photos/842500-gamergate (Known parody) https://www.devinwilson.net/WP/2014/09/01/guideetoending/ (Verified article) https://www.thegamer.com/gamers-harassment-monkey-island-god-of-war-ragnarok-racism-sexism-stop/ (Verified Article)
https://x.com/GameJournoPros/status/610943361860694016 (Suspected parody)
³https://boundingintocomics.com/video-games/g4-sees-massive-loss-of-viewers-in-months-following-frosks-infamous-rant/ https://www.reddit.com/r/KotakuInAction/comments/s9jsir/g4_loses_thousands_of_subscribers_following_xplay/
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