Success and controversy often go hand in hand. Few cultural products illustrate this marriage better than the recent video game Black Myth: Wukong. Published last week for PC and PlayStation 5, this action title developed by the Chinese studio Game Science is breaking records with its million-dollar sales, and at the same time it is raising a controversy that questions its creators and highlights the difficulties due to What happens to feminist activism in China.
It all started a few days ago, when, coinciding with the launch, media and influencers began to publish their corresponding reviews and impressions after receiving the game in advance. At that time, it became public that some content creators – not the media – received a directive from the game’s editor not to include in their videos references to “politics, violence, nudity, feminist propaganda, fetishization and other content that They instigate negative discourse.” Topics related to “quarantine”, “Covid-19” or the “video game industry in China” were also restricted.
Some content creators have been told not to talk about “feminist propaganda” when commenting on the video game.
After this clause was made known – which, by the way, was not mandatory –, a great stir began on social networks about the alleged censorship and desire to control speech on the part of Game Science. A controversy that, as a good Streisand effect, revived a report published in 2023 by the American media IGN, which collected misogynistic comments from some responsible for the game and testimonies from female players about the macho and sexist treatment of women who are fans of video games in China. .
The revelation of these guidelines has caused a whirlwind in recent days in which, on the one hand, accusations against the studio for not retracting the statements of some of its managers and, on the other, the enormous success of a production that has become a source of pride in the Asian giant. And to say that it has devastated sales is an understatement. As announced by the company located in the city of Shenzen, just three days after its publication, the game had already sold 10 million units worldwide – the vast majority of which in its country of origin.
Black Myth: Wukong has sold more than ten million copies in three days
At this point, there will be those who wonder what is so special about this Black Myth: Wukong to generate so much fuss and the truth is that neither the game has anything to do with the controversy, nor as a work does it have anything that has not been seen until now. Now, from a production point of view it can be a before and after. Based on the classic 16th century Chinese novel Journey to the west –the same one that inspired the popular manga dragon ball–, the player controls Sun Wukong, the Monkey King, who must face various mythological enemies through settings from Chinese folklore. Specialized critics have highlighted its overwhelming visuals, its fluid combat system and the way it adapts this great story.
There will be those who consider it to be one of the best action games of the year and those who see it as just a good title; However, where it can really mark a turning point is in the type of project: it is not so common to see Chinese development companies tackling productions of this caliber. Traditionally, China has been a developer and consumer country of free mobile games, but the Game Science game rethinks this scenario and could have unforeseen consequences for the cultural industry with the highest turnover on the planet.
China has been a developer and consumer country of free mobile games, but the Game Science game makes this scenario rethink
That Black Myth: Wukong has become a source of pride in its native country is reflected in the fact that almost nine out of ten of its players on Steam, the largest computer gaming platform in the world, are Chinese users. This is a massive audience that until now was not used to buying games at full price, but has overwhelmingly embraced this local production. To the point that the Department of Culture and Tourism of Shanxi Province, an area represented in the game, is organizing tourist routes as a result of the game.
Industry analysts have been wondering for days if this change in trend in China will make Western productions focus – even more – on this market when developing their games. However, another debate is developing in parallel. The guideline sent to influencers not to mention feminism and other sensitive topics when talking about the game shows a tension between the video game industry in the Asian giant and the toxic culture that many Chinese gamers still have to endure when trying to enjoy video games in line. Sexist attitudes that take place in a country where, according to the consulting firm Niko Partners, women represent half of the gaming population.
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