She ignores that a lot of the things she says also happen with men. For instance, again on hitman, she complains you have to kill a woman, where in the same part you need to kill over 20 men to get to that woman. This is also true for basically all her criticism of GTA.
Most men don't seem to mind males getting beat up as much as women mind females getting beat up. Matter of fact, many men are more bothered by females getting beat up than by men getting beat up. Mostly, this is our culture, but partly, this is because the way most women are portrayed being beat up is either A) sexualized B) as a helpless victim.
Men getting beat up is almost never sexualized, and while occasionally beaten as the helpless victim (usually portrayed as cowardism), most men getting beat up in movies and games are portrayed as strong for enduring the torture or beating, or brave for staring death in the face.
(When it comes to execution-style deaths of women, women do also get the brave look-death-in-the-eyes treatment, which is good - usually it's a cool moment. Thankfully we don't have many Madame du Barry executions! Since they are not common, a few wouldn't hurt, but if they were commonplace it wouldn't be good)
Heck, even women beating up someone else (of any gender) instead of getting the beaten, is usually portrayed sexually.
When women are portrayed as strong and getting beat up in a non-sexual way, it doesn't seem to bother anyone - but this portrayal is much less common - it's almost always sexualized for a strong female character or victimized and/or sexualized for a weak female character.
Personally, I played through "No Russian" without even realizing it was controversial. Many other gamers were bothered by it.
She has never produced any game and has no experience or knowledge to say anything about game development.
In one sense, it might be an example of "Those who can, do; those who can't, teach", but in the other sense, if someone gives their opinion, we ought to listen to it with an open mind, and then intelligently shift through it and accept whatever 5% of it might be valid criticism.
My rule of thumb is, "If a gamer tells you something is wrong with your game, listen! But if he tells you how to fix it, run."
I phrase it humorously, but to state it more accurately: If someone tells you they don't like something, they're giving you a fact. If they tell you how to fix it, you can listen to it and consider it, but they are giving you an inexperienced opinion (decades of playing games still equals zero experience in designing games). That doesn't mean we're experts either - but it means we need to separate the facts they are giving us ("I enjoy X, but hate Y") from their 'solutions' ("I think you ought to add Z and make Q more like W!").
Almost every person knows whether or not they like something, but most people don't know (until they experience it) what they will like, unless they are skilled in that field.
I'm not a musician. But I sure can tell you if I don't like a song I'm listening to, or if I do like a different song. But since I have zero actual composing experience, if I tell you you ought to add a stronger drum beat to your track, it's pure guesswork on my part that seems reasonable to me in my inexperience. I might be right, but it's your job as the composer to ask yourself, "Would a drumbeat actually help here? What is it that's actually missing (or unnecessarily present), and how can I fix that?".
This is where Anita seems to be. She says, "I don't like the portrayal of women in games." Tons of female gamers say, "It also makes me uncomfortable." (tons of other females say, "It doesn't bother me." - i.e. neutral to it one way or another).
Some males speak up and say, "You know what? I'm not too fond of it either.", other males say, "But I enjoy that!", and alot of other males say, "It doesn't bother me, but the fact that it bothers a significant portion of our audience is an important fact I need to consider as a designer or as a fellow gamer who enjoys gaming alongside females."
Her only game idea is out there for over a year, it is a clone of prince of persia with a female protagonist (which, btw, doesn't pass the Bechdel Test). Zero companies or indie developers have said a word about producing the actual game.
Anita's skill as a designer is completely irrelevant. It could be guesswork on her part, just like it is for most gamers ("I'd like x and y and z combined! Oh, whoops, combining those completely unbalance everything and ruin the gameplay.").
But her personal stated dislikes/likes are facts - unverifiable facts, but I'm not going to assume someone is lying when they say "I personally don't enjoy Justin Bieber's music".
When loads of others also speak up and say, "I share her dislike in this area.", then we as designers need to take notice of these facts, and decide for ourselves whether that should influence our designs, and we then decide for ourselves (using our experience) how that should influence them.
She has never said anything positive about any famous games. They are all terrible in her eyes, so what good can come out of her opinions?
When critically discussing a work, you focus on the flaws not the strengths. Recently I proof-read a novel by a friend, and had several hundred tiny criticisms about it - mostly grammar fixes and spelling issues, but also a number of small plot issues.
My job in critically reviewing my friend's work was not to lavish praise and flattery on the parts I liked, but to point out the parts I didn't like or that didn't make sense. My writer friend knew that and, in casual conversation, I talked about the parts I loved - but my criticism of the work was looking for mistakes; that's the whole point.
Someone reading my intended-for-the-writer criticism would get the wrong impression that I disliked the book. I loved the book - it's one of my favorite books of all time now, and I think when it gets published it'll be a hugely popular.
The point is, intended-for-writers criticisms is not the same as a balanced book review for people considering buying it.
Anita's intended-for-designers* game criticisms is not the same as a public game review. It's a different tool intended for different purposes.
*and non-designer gamers who like to participate in the discussion of the nature of the game industry, just like non-writer book clubs that arm-chair discuss books critically.
A blog post is not the same as a forum post is not the same as a blog comment is not the same as a tweet is not the same as an email is not the same as an IM is not the same as a text message is not the same as a phonecall. Different tools are used for different purposes.
Or a better example, a peer-reviewed geographical article in a scientific magazine serves a different purpose than a Nation Geographic article, and both share a different purpose than an article in a travel magazine - even if they are all talking about the exact same geographical location.
If she wrote game designer articles (which she may well have! The internet's the internet), her suggestions/solutions wouldn't be much more than mere guesswork - the same as any gamer trying to give game-design advice. But if she, or any gamer or non-gamer, say they don't like X, that's a fact, not opinion.
If she says, "All women hate the portrayal of females in games" that's a huge [citation needed!] statement.
But you and I, as intelligent people, don't need to too heavily bash her for exaggerating, and instead can use our brain to filter out the hyperbole from the facts: "Some women hate the portrayal of females in games.". We can then use that fact, as a starting point for research "How many women are for and against the current portrayals? How many men are for and against? How strongly do they feel about it? What other ways could females be portrayed? Are these other ways any more enjoyable? How many of these women are actually part of our existing fanbase, and how many would become part of that fanbase if we changed things? How many of our existing fanbase would cease to play our games if we changed them?"
(In this post, I'm speaking purely as designers trying to cater to our audiences, ignoring any societal or moral issues)
The fact that she got a load of money for her series and never finished it should give you some hints about her credibility.
That speaks ill of her credibility (more like, 'capability') in managing projects using other people's money. It has zero impact on me accepting her at her word when she says she doesn't like something, and when hundreds of others say they share the same dislike. It has zero bearing on her views and opinions.