Video Game Review: Raiders! Forsaken Earth

It’s been a really long time since I did a proper video game review (holy shit, 7 years!?), but I’ve been trying to get back into writing more regularly. A few years ago, I saw a post on Reddit about a developer’s upcoming strategy game which would let you play as a Mad Max/Fallout-style raider pillaging the wasteland. I was fascinated by this premise and instantly wishlisted the game, Raiders! Forsaken Earth, although it wasn’t until this year that I finally got the urge and free time to purchase and play the game.

In a broad sense, Raiders! is a strategy game with lite management and RPG elements, not too dissimilar to the XCOM franchise. You play as a player-created raider who has just taken the mantle of leadership and need to bring your band of scumbags from a ragtag group of thieves, to the uncontested rulers of the wasteland. This plays out in classic fashion – raiding caravans, dodging lawmen coming after you, and eventually building up your strength enough that you can extort entire towns to avoid your wrath. The management elements come into play as you have to build-up your base, manage your ever-expanding groups of raiders, and make sure there are enough resources available to survive and craft everything you need to survive. Meanwhile, the wasteland will react to your attacks with ever-increasing levels of offensive and defensive presence.

That’s a fairly rudimentary overview of the game, but it’s emblematic of Raiders! core gameplay – it’s a tried-and-tested formula and the game executes it well. There’s always some new little goal pushing you forwards, and I found myself on multiple occasions getting that “one more turn” compulsion, and then suddenly 30 more minutes would pass as I raided another settlement and made sure all my lowlifes were equipped with the best items. It’s not as deep as, say, a Paradox Interactive game, but I think it strikes a good balance between strategy and breezy fun.

That said, Raiders! is unmistakably an indie game and its flaws are readily apparent. The most obvious of these is that the game has basically no animation at all. World events are told via a static image and text box, the world map is navigated with a bunch of static PNGs being moved around the screen, and don’t even get me started on combat – you’re lucky if you get a 2 frame “animation” whenever someone does an action (honestly, the most “impressive” animation in the whole game is that you can see spent shell casings ejected out when you fire a gun, but that’s because they can just apply the same small JPG every time and rotate it a few times). While not exactly a major detriment to the core gameplay, it does leave Raiders! with a very unimpressive presentation. On the one hand, it captures the sort of vibes you’d get from the first two Fallout games, but it’s so dated that it’s likely enough to turn some people off the game entirely.

I mean… just look at it. If not for the resolution, you could mistake this for a 90s game.

Beyond the presentation issues, the game’s combat is fairly rudimentary. You get 2 rows per side, up to 4 ranged fighters, and up to 4 melee fighters per row, with melee having to fight adjacent enemies, and ranged being able to shoot anyone they want to. As fighters are defeated, units in reserve will move in to take their place, if any are available. Any fighter has about a dozen options available to them per turn, but most of these don’t matter – you can do heavy attacks (at the cost of accuracy), give an enemy a status condition, heal yourself, regain stamina, break armour, insult an enemy’s mother, etc. However, you rarely need to do anything other than just make a standard attack. The XCOM comparison earlier wasn’t just for show – accuracy is a major issue for your raiders, especially in the early game when they might have 20-30% hit rates, and +10 damage for -10% accuracy is not worth it unless you will literally die otherwise. Likewise, who needs status effects when you can just spec your raiders to be able to one-shot everyone you come across? This also makes a lot of the game’s optional level-up perks kinda useless, because about half of them are activated abilities, and then the good half are all passive bonuses. All of this is even more important because you can cheese this game’s AI pretty reliably – if you hit an enemy and get them around 50% HP, they will usually waste a turn healing. Meanwhile, if you kill an enemy, their replacement usually won’t be able to attack, so you can just cycle through enemies without getting a scratch if you have spec’d your band well enough. All this means that, once you get your band together, combat becomes fairly tedious and trivial outside of all but the most overwhelming battles, and it only gets easier when you get access to WMDs and artillery strikes. Thankfully, the game does have an auto-battle option, so you can speed through caravan raids into the late-game when you know that you will definitely win.

The management aspects of the game can get pretty annoying as well. Maybe it’s just because I spec’d by leader to give XP bonuses galore, but my raiders were constantly leveling up, necessitating a trip into the Roster menu after every fight to assign stat bonuses, buy perks, update weapon loadouts, etc, which only gets worse as you get more and more raiders in your party. Eventually I just gave up and started auto-leveling my raiders, but you’re probably going to want to manually level everyone until you have at least 6-8 max level scoundrels spec’d out with high accuracy, high damage, and high crit-chance as your core so they can annihilate anyone you come across. As you start conquering settlements, you also have to babysit them to make sure they’re all fortified and defended, because if not, then they’ll get destroyed by regulators and need to be recaptured and re-stocked. There’s no way to order units to travel between places, so you have to recruit dirtbags from a city into your party, then walk all the way over to the place you want them to be in.

All of this is small beans though compared to this game’s real glaring issue. The fact that they’ve programmed this game where you buy/sell items either 1 at a time, or all of them at once, is INSANE. My raider band carries up to a maximum of 300 units each of water, meat, and beer. I usually keep these around 150 each, because I will quickly top these all up through regular raiding, and then sell off the excess for easy cash. Now, think about what that means – I am regularly having to click the “sell” button 450 times for an incredibly basic action. I legitimately don’t know how this managed to make it through playtesting and how it has not been patched out, because it’s absolutely moronic that this in the game.

I also ran into a pretty major issue in the late game during my playthrough. If you’ve captured all the major settlements, the suddenly caravans stop running… This is a game about raiding caravans in order to get money and resources. When that gets taken away from you, you suddenly become extremely limited on options that you need to actually finish the game. Luckily, I had enough strength left in my band that I was able to capture the remaining slaver and arms dealer settlements so I could get a ton of cash, but even then I had to wait 2 in-game days to generate enough income to be able to get over the threshold to declare myself governor.

Like I said, Raiders! is a game where its flaws are glaringly obvious… but goddamn, I don’t really care, because this game lets you do some awesome shit. I pretty much always play a good guy in games, but it’s nice to give in to the fantasy of playing the irredeemable, chaotic evil villains for once, and Raiders! delivers how you’d expect it to. For one thing, you can go full-hog as a cannibal if you want to – you can kill and eat your own raiders (or just eat them when they are killed in battle), demand captives from a town and then eat them, capture enemies and then eat them, butcher someone and then sell that meat to merchants… It’s despicable and hilarious in equal measure. You don’t even have to eat people either if you don’t want to – hostages can be ransomed for money, killed to send a message, or you can put a bag on their head and use them as a human shield in combat (…guess which option I used half the time). You can perform human sacrifices to your savage wasteland god for combat bonuses. You can unleash napalm and mustard gas attacks on settlements. You can burn down the remaining pockets of civilization for the sheer fun of it. You can recruit feral dogs and boars to fight alongside you. You can engage in polygamy and build up a harem of up to 3 spouses (and if you want more, just kill and eat one of the existing ones). You can build up your base will all sorts of services, including (naturally) a brothel, which your evil-as-fuck ass can keep in business with literal sex slaves.

The game also has some fun random events hidden in the world map off the beaten path. One of my best raiders was welcomed into the group after being found in the desert. Another time, I found a thunderdome and fought a guy there. Then there was the time we came across an old nuclear submarine and found a goddamn tactical nuke inside, which I promptly took to blast the shit out of a pesky settlement. Then there was the time I found a group of cultists and sold them a bunch of slaves to sacrifice, which was handy because I really needed the money at the time. Clearly, the game allows you to be a real son of a bitch, although the dated, text-based presentation might actually help to not make it feel as “grimdark” as it could otherwise – yeah, you’re doing a lot of fucked-up shit, but most of it is left to roleplay and your imagination. You can also play with a conscience if you want to, but that doesn’t feel like the spirit of this game to me: you can be the good guy in every other game, after all.

While I have harped on the game’s presentation, I will give it some major props for the way that it portrays your raiders and their equipment. Every raider has a randomized appearance and name, and you’ll rarely see raiders with the same face (although I did see names repeating every once in a while). Probably around 95% of the weapons, armour, and items you can equip on your raiders will be reflected on their character model (and, conversely, you can prioritize attacking enemy fighters based on the equipment you see on them). The equipment is all classic raider items – hockey masks, riot helmets, nail baseball bats, rusty guns, shields made of manhole covers and stop signs, spiky armour, dusty jackets, etc. Considering the low production value, I was pretty surprised by this, as it no doubt took quite a bit of work to make this all happen, but I’m so glad they put in the effort.

As you play and level these guys (and gals) up, you grow attached to them as they bring you victories. Like I said, you can marry up to 3 of them. You can also promote up to 2 of them to higher positions of command in your band – this can potentially cause them to get too big for their britches and challenge your for control, although this never happened to me in my game; my officers were all ride-or-die. All of this helps to build affection for your regular group of raiders, which is important because, again, this game is like XCOM – no matter how good you are, eventually a lucky crit is going to happen, one of your favourites is going to die, and it is going to hurt. The game keeps track of your fallen brethren (and whether you ate them), and I had a few memorable losses in my playthrough. Poor Blackburn, he was my best marksman early on, and my first spouse and officer. He died at the end of our first big settlement raid, and it was a devastating loss. Then there was Shockmaster, a regulator who was hunting our band down, but when he was defeated in battle, he defected and became a scumbag himself. In one particularly devastating battle when I was outnumbered and outgunned by another band of regulators, I lost Shockmaster and Snaggle, 2 of my 3 best remaining marksmen at the time. If you’ve ever played XCOM, you know exactly what sort of feels this game gives you and just how ripe it is for roleplay.

I’d also be remiss if I didn’t go through some of the hilarious names your raiders can have in this game. Like… there’s literally a dude named “Cock” in my band. I didn’t name him that, that’s just what the game called him. In addition to being appropriate for the “raider fantasy”, it also encourages more roleplay: like, I imagine that all these nicknames were made up by the other raiders during initiation and then stuck from there, so you start wondering how they got some of these names. Some highlights from my playthrough include: Hooligan, Shifty, White Legs, Sniffer, Wrists, Smutty, Rotten, Night Hate, Worms, Maggot, Dank, Pisser, Gonorrhea.

I put about a dozen hours into my playthrough of Raiders! Forsaken Earth. For me, that’s a solid amount of time to sink into a game. I don’t have time, or interest, in games that are dozens of hours long, so this was fantastic. However, I can see Raiders! being one of those games you could sink and much, or as little, time into as you want. The game has procedurally-generated maps and lots of customizable difficulty options, so you could easily have several more playthroughs to challenge yourself more, maybe try handling your band differently, or just replay on a different map – the choice is yours, really. Again, like XCOM in that regard, or like the 90s strategy/management games I used to play all the time, like Age of Empires II or Rollercoaster Tycoon, where it’s a different experience each time.

Raiders! Forsaken Earth has some really rough edges, but its core pillars are rock solid. Honestly, I’d love to see a sequel with more quality of life improvements (let me type how many items I want to sell, PLEASE), more weapons/armour/equipment, more random events, more rival raiders, larger maps, goddamn car chases… I think there’s still a lot of untapped potential here that could make for a real homerun if given the chance.

6/10

Female Space Marines and the Wokehammer Agenda

Hide your 3D printer and grab your Imperial Infantryman’s Uplifting Primer, the wokes are coming for Warhammer 40,000! Or so you’d believe if you’re unfortunate enough to be a 40k fan on social media these days. The discourse going on right now is absolutely exhausting and I’m at the point where I just want to get all my thoughts out in one place (and preferably in a place that doesn’t have a 280 character limit). So what is all this hubbub about? Simply put, people are arguing about whether female Space Marines should be a thing… but, of course, it’s really about a lot more than that. Let’s get into it, shall we?

As a note, you don’t necessarily need to know anything about 40k to get through this – I’ll try to keep it understandable, but I’m going to have to nerd out just due to the nature of this discourse, as some of the arguments are nonsense if you don’t know the finer details of the lore.

So What Is This Discourse All About?

In Warhammer 40,000, the main, iconic faction are the Space Marines: genetically altered and enhanced super-soldiers who are amongst the most elite warriors in the galaxy. In the lore of the universe, Space Marines are recruited exclusively from young males. It has been this way for about 30 years now and through several editions of the game.

In recent years, there is a growing (albeit, still minority) desire amongst some fans to relax this bit of the lore and allow Space Marines to also be women. There are several arguments in favour of this, which I’ll get to later, but recently this discourse has come to a boiling point again as it has become a rallying point for reactionaries to bring the culture war to 40k. This is also drawing in a lot of people who have never cared about 40k one way or another, but view it as a battleground to push back against “the regressive left”, or as fertile ground for them to grift people through rage and engagement.

That’s the basics. It’s becoming pretty clear to me that Games Workshop are, inevitably, going to need to formally address this at some point or another. So, as a result, we’re left with the question: “Should there be female Space Marines? Why, or why not?” With that question in mind, let’s look into what I consider the legitimate arguments against, and for, female Space Marines:

Arguments Against Female Space Marines

  • Monastic Elements – Traditionally, Space Marines have had a monastic theme to the faction’s identity. Most chapters straight-up are based out of strongholds called fortress-monasteries, and a lot of chapters have similar levels of religious reverence that you might expect out of monks. You could argue that allowing women in the Space Marines would dilute this aspect of the army… and, y’know what, that would be fair if that was the reasoning given. That said, these monastic elements are already very diluted compared to where they were in 2nd and 3rd edition, and different chapters have different traditions, so it doesn’t even apply neatly across the faction.
  • Fascism/Traditionalism – One could make the argument that the fascist society of the Imperium could be the reason why Space Marines are all male, even if there might be the ability to recruit women. Perhaps The Emperor decreed this, or when he recruited only men to be in the original legions, the chapters have kept this going out of tradition. This could also be a legitimate excuse to keep Space Marines male as far as I’m concerned – it honestly would help reinforce the themes of the setting in ways that are far more interesting and intentional than what we currently have by just handwaving “Marines have to be male, because reasons”. This is a bit shaky though, because, again, Space Marine chapters have incredibly diverse traditions, and the Imperium at large doesn’t seem to have this male/female division in the rest of its military forces (outside of the Sororitas, but that’s because having an all-female army was a loophole for the church to have its own standing army).
  • Artistic Intent – If Games Workshop came out and said “Nah, Space Marines are all male, because that’s what we want and we don’t intend to change it”… then, man, how do you even argue with that? I mean, there will no doubt continue to be arguments (and you can certainly argue about an artistic choice you disagree with), but that’d be pretty clear-cut.

Arguments For Female Space Marines

  • The Lore Changes All the Time – 40k’s lore isn’t the goddamn Bible. Games Workshop need to sell us new toys, and as a result it changes constantly. The past couple editions have seen some of the biggest lore changes in the history of the game. Just in the past few years, we’ve had the story move forward with the Fall of Cadia, the resurrection of primarchs Roboute Guilliman and Lion El’Jonson, and the introduction of Primaris Space Marines. These were monumental, narrative- and lore-changing events which have fundamentally altered the 40k universe and Space Marines as a faction. And then there’s the lore impacts every time a new faction gets added, or a faction gets fleshed out. Recently we got the League of Votann, a brand new faction which now, it turns out, have always been there actually. Before them, we got the T’au, and then we got the fleshing out of the Necrons, which fundamentally altered an existing faction’s lore (for the better, it must be said). In comparison to all of this, changing the lore to allow female Space Marines is miniscule. You could literally change a couple sentences in the lore section of the rulebook to make it work – either Cawl figured out a way to make female Space Marines work, or they’ve always been a thing, but we weren’t privy to it. If you wanted to make it something more elaborate (like one of the missing primarchs is involved somehow), then that could work too, but in my opinion this works best when it’s simple. People who go “But the lore!!!” as an excuse for why there shouldn’t be female Space Marines baffle me, because that is easily the weakest ground for them to stand on in this fight.
  • Gender Essentialism Excuse Makes No Sense – As it stands in the current lore, Space Marines are all male because “the gene-seed zygotes [which are used to turn someone into a Space Marine] are keyed to male hormones and genetic structure”. It’s basically just a hand-wave to explain why things are the way they are, and why they’ve been that way for 30 years. This is one of those anti-female Space Marine arguments that just gets more dated year after year, as discourse about gender and biology become more a part of the public conscious. Like I said in the lore section, it would be incredibly easy to just change this – it’s not like gene-seed is based in any real biology, so it’s not breaking the laws of reality or something for it to suddenly be able to be implanted in women too, whether that’s just retconning it, or having some new development make the process viable.
  • Space Marines Aren’t Inherently Male – This is my personal argument in this. Space Marines are all male, but there isn’t anything inherently male about them that would be lost by allowing there to be women in their ranks as well. About the only thing I can think of is that they all call each other “brother” a lot, but that’s more of a sign of respect and comradery. In terms of the faction’s identity, I’ve seen it argued that Space Marines are a male power fantasy, which holds some merit, but I don’t think it’s strong enough to extend to “therefore there should be no female Space Marines”. Space Marines are effectively sexless – they are pumped so full of modifications that they aren’t really human anymore, they’re sterilized and asexual, and most chapters have no personal connection to any normal humans. Given all this, what is lost by allowing Space Marines to recruit from women as well? They will end up the same weapons of war, not defined by their gender. It’s honestly so small a change that Games Workshop could get away with not even making new models to make this work (at most, they could sell a sprue of optional head swaps, so there’s even a financial incentive to consider).
  • They’re The Poster-Boy Faction – One common argument against female Space Marines is that people should just play one of the other factions which is mixed-gender instead. Maybe they should, because the other factions in 40k are all more interesting than the Space Marines (well, except for the Aeldari, because fuck elves), but Marines get the majority of the attention in the game and are likely going to be the first faction for most players. It doesn’t seem unreasonable to me to wish that the noob-friendly faction could have some more representation for women as it might subsequently draw more people in. From my understanding, this is pretty much the core argument for why people wanted female Space Marines in the first place.
  • Space Marines Are Meant to Be Personalized – Ever since the first Tactical Marine box was released, Space Marines have been meant to be highly customizable. The entire point of chapters and the various foundings is for you to be able to make up your own custom chapter and tell your own stories. The introduction of Primaris marines in 8th edition reinforced this, opening up the lore so that chapters that used to not have a “lore justification” for having additional foundings now could. Hell, the 40k universe has intentionally been designed as a playground you get to tell your own stories inside, rather than a grand narrative like something like Star Wars or Marvel. It’s an inherent aspect of the miniature hobby that you have full control over the painting, design, and customization of your minis, and that is represented fantastically through the Space Marines’ diverse array of traditions and options. In light of that, if people want female Space Marines in their chapter, it seems in-line with this philosophy to allow it as an option. Similarly, if people wanted their chapter to be all-male, then that would be fine too within that customization, but at least people would have the option this way.
  • There Used to be Female Space Marines – In 1987, Games Workshop sold two women in power armour with bolters and swords. Ever since, they’ve been a contentious aspect of the lore. Were they Space Marines (which were a thing at the time), or were they actually Sisters of Battle (which weren’t a concept yet)? Legend has it that they didn’t sell well, so Games Workshop phased women out of the Space Marines and made them all male to appeal more to the young boys who were their primary audience at the time. Supporting this theory, several armies also had female models get phased out of production, although the Space Marines were somewhat unique as this got extended to their lore as well, which would become more solidified and recognizable to the 41st millennium we know today by the time 2nd edition dropped in 1993. We could argue that female Space Marines are a call-back to the game’s history, although (to be fair) that was a time when 40k wasn’t even 40k.

Those are the legitimate arguments, for and against, as far as I can see them… and it should be pretty obvious which way I lean on this. There are other arguments though, and I’d be neglectful not to go over those as well:

Other Arguments Against Female Space Marines

  • The Sororitas Are the Faction For Girls/Are All-Female – I alluded to this one earlier. The Adepta Sororitas (aka Sisters of Battle) are held up as the female version of Space Marines, but they’re not quite the same thing. While there is some overlap, they ultimately aren’t the same since they are not super-soldiers, are physically much weaker, have a far different aesthetic, theme, and playstyle, and do not have anywhere near the same recognition and exposure as Space Marines do. They’re also 100x more interesting that Space Marines, but that’s a completely different argument altogether… Oh, and there’s also the argument that Sororitas are all-female, so Space Marines should stay all-male. Put simply, in the tabletop game this isn’t accurate: the Sororitas have multiple male units and characters in their army (specifically: Priests, Missionaries, Crusaders, Arco-flagellants, and Penitent Engines; they also used to have several more in previous editions, but these have been sectioned off into the Inquisition supplemental codex or discontinued). You can theoretically make a whole Sororitas army with nothing but male models if you wanted to. I recently got into it with a guy on Twitter who said that these “don’t count” and even argued that Penitent Engines and Arco-flagellants don’t count as male because they are just drugged-up killing machines… first of all, they make sure that these heretics are still somewhat lucid so they can torture them more for their sins, and secondly, at that point do they even consider Space Marines to be male? There are people who will argue that the Adeptus Custodes to be a mixed-gender army because it has six Sisters of Silence units (one of which is a named character, one of which is a generic leader, one of which is literally just a generic transport tank, and three of of which are literally just the same models with different weapons options), but will also argue that the Adepta Sororitas are all female because it suits their argument (and if the Sororitas are not all female, then there is no all female faction in 40k). Ultimately though, this argument is entirely a distraction from the actual discussion about female Space Marines and not worth getting into all the pedantry required to wade through it. Keep the argument on the question of female Space Marines where it should be.
The absolute insanity of calling Slaanesh daemons female is really sending me. Most of the army are full-on hermaphrodites, they’re as non-binary as you can get.
  • Goes Against the Lore – I’ve already addressed this previously, but there certainly is the argument that the existence of female Space Marines goes against the lore. If you view the lore as something that can’t/shouldn’t be changed, then I’m probably not going to convince you, but it’s the shakiest ground you could hinge this argument on. The options available to outright change the lore, or to introduce new elements to make it work, make this incredibly weak and the people making it must be constantly pissed off whenever a new 40k product comes out.
  • Why Are You Injecting Politics Into My Escapism? – Guys, if you are legitimately entertaining this idea, you need to take a long, hard step back and re-evaluate this. You’re saying you can’t enjoy a piece of media anymore because there’s a woman in it? You’re saying that, because they wanted to appeal to a wider audience, you can’t enjoy your hobby anymore without thinking about politics? Does progressive society make you so miserable that you have to retreat into your hobby and try to shut people out? That’s just silly. This is the sort of argument that you can hold and scream to the heavens about, but it’s not going to convince anyone one way or another.
  • It’s Misogynist/Sexist! – LOL. That’s all I really need to say about this take. Basically, some people try to claim that forcing women to go through the initiation process is torturous and would be misogynist/sexist. It’s a transparently bullshit argument and clearly just an attempt to use “woke” words to make their ideological enemies look like hypocrites. Don’t even entertain this kind of idiocy.
  • Why Are You Injecting Your Fetishes Into My Hobby? – LOL. Do I even need to entertain the argument that people want female Space Marines because they want dommy muscle mommies? No one is seriously motivated by this idea.
  • The Wokes Will Destroy 40k! – Finally we get to the core of the latest round of discourse about female Space Marines. In the wake of Gamergate, outrage merchants and political strategists have found that nerds will work themselves into a frothing mess when they think that their properties are being threatened with change. The culture war has made engaging with nerd properties fucking exhausting for the past decade. Star Wars is probably the clearest example of this – the sequel trilogy didn’t ruin Star Wars. Wokeness didn’t ruin Star Wars. The toxicity which has invaded the fandom in the wake of The Last Jedi‘s divisive reaction is what has made this franchise exhausting to interact with. It’s turned into a narrative that woke Kathleen Kennedy and Rian Johnson are trying to destroy the brand, but Jon Favreau and Dave Filoni are there defending it for the real fans… but they are also responsible for The Mandolorian season 3, The Book of Boba Fett, all the shit parts of Obi-Wan, and forcing Filoni’s OCs into canon at every opportunity. Meanwhile, we’ve got Rogue One, which people complained had another (!) female lead before release, and Andor, which is probably the wokest Star Wars has ever been, is nearly universally acknowledged as the best Star Wars project since the originals… So maybe “wokeness” isn’t the issue, but rather that Disney is sucking the life out of the brand and mismanaging it. That’s a long tangent to go on about why the woke 40k argument is fucking bullshit, but it illustrates the point – they’ll point to all these other properties that “wokeness” ruined, but when you look into it, it’s almost invariably bullshit. Female Space Marines are viewed as the first step to wokeness ruining 40k, but I just can’t see it. The entire appeal of 40k is that it’s a fascist hellscape, and I don’t see a single person interested in this setting wanting that to change, including the vast majority of people who want female Space Marines. If you believe the slippery slope argument and that’s what’s motivating you to push back against female Space Marines, you’re a fucking rube. I had an argument years ago with someone who similarly believed that having wheelchair-bound mini-figs was representing the woke-ification of Lego. It was an absolutely mad argument at the time, and the intervening 8 years have shown how fucking stupid this kind of logic is.
I already wrote a ton of words above about Star Wars, but Halo? That was clearly shit showrunning and disrespect for the source material rather than shoving wokeness at you. World of Warcraft? From what I can see, looks like they’re pissed because Blizzard added some gay couples in an expansion, lol.

Closing Thoughts

When it comes down to it, I have the same philosophy when there are calls to make a change in a media property: “is there a legitimate reason not to do this?” With female Space Marines, I see very few reasonable reasons not to introduce them into the game – the impact on the game and lore would be miniscule, while the upsides of making more people feel welcome and giving people more options for their armies is obviously a great thing. Games Workshop clearly agrees as well – just look at the Stormcast Eternals, the fantasy equivalent of Space Marines in Age of Sigmar, who are filled out with a cast of colourful men and women. It’s a different system of course, but it shows you that this is something they’re aware of and that they would do differently if they were to start fresh. If the idea of welcoming more people into the hobby is repulsive to you, then you are the problem.

Also, funnily enough, this whole discourse is reminding me of when I was a crusty gatekeeper in the 40k community. Around 12 years ago, bronies were infiltrating the 40k community. You couldn’t go on Dakka Dakka without seeing a brony avatar and there were several people converting up Space Marine pony armies. People fucking hated it, myself included. This was making a mockery of the game! Why can’t they just like 40k as it is? It completely goes against the tone of the setting!

…then, over time, we as a community got used to it. I stopped caring about all the bronies who were posting regularly, enjoying the hobby. I grew the fuck up. If people want to have fun their own way with their own army, why the fuck should we care? That’s one of the things that draws people to this universe, the ability to carve out your own little slice of it and go “pew, pew” as you fire a deathstrike missile at your opponent’s face. If some more representation would make it easier for others to share in that joy, then who are we to deny that?