Alexandra Kitty

Intel Update: Please panic in an orderly fashion while I descontruct the narrative.

The Damage Report


Where reputations, lies, and PR campaigns get slabbed. Autopsies on media, crime, and power, no anesthetic.

Video Games, Gen X Filters, and the Truth about AI.

Impossible Mission is still the most honest title anyone ever gave a video game. As a Gen X kid on a C‑64, I loaded that cartridge with no manual, no walkthrough, no YouTube hints, just a disk, a joystick, and a lot of “AAAAAgggghhhh!” as the little black and white sprite plunged to its doom over and over again. My friends burned out. They decided the game was cursed and unplayable. I kept going, not because the game was fair, but because I was stubborn enough to brute‑force it. For my generation, that was what “being good with computers” meant: surviving hostile software until you somehow forced it to yield.

That game logic became the template for everything else. We were told that creative careers worked the same way: most people fall into the pit; a chosen few clear the impossible jump. Comics, bands, novels, scripts: every path was framed as an ordeal where suffering proved you were worthy. If you made it through the maze of rejections, unpaid internships, and gatekeepers, you didn’t just succeed; you earned a mythic status. Being “the one who beat the system” became a moral identity, not just a résumé line.

So when AI walked onto the screen, my cohort did not see a tool. They saw a cheating NPC that had spawned at level 99. They had spent decades playing Impossible Mission with a single life and no map, and suddenly a new entity appears that can produce acceptable prose, illustrations, and music without grinding through the old cartridge. Of course they hate it. AI doesn’t just threaten their job security; it threatens the story they tell themselves about why they deserve to be in the room. It turns their personal trauma campaign into optional content.

That is the emotional core of a lot of AI doomerism. If your identity is built on “I suffered and therefore I am legitimate,” then anything that lowers the difficulty setting looks like an attack on your humanity. You will invent any narrative to preserve the old ladder: the machine is stealing souls, the work is “fake,” the output is inherently corrupt. Underneath all the rhetoric about ethics and originality is a much pettier grievance: You changed the rules after I finally learned them.

Younger doomers often inherit this script without noticing. They are the “old souls” who were praised for being serious and world‑weary. Teachers and editors told them they were more mature than their peers, which is adult‑speak for “you agree with my generational anxieties.” They learned to identify upward, toward Gen X mentors and early‑millennial gatekeepers, instead of sideways with their own cohort. They absorbed a scaffolding that says: real art requires suffering, real writers hand‑craft every sentence, real musicians don’t use shortcuts, and technology is always a patch away from betrayal.

When AI shows up, they simply recycle the hand‑me‑down lines. Any use of tools becomes “cheating.” Any attempt to make the level less punishing is framed as cowardice or decadence. They have never actually lived in a world without digital shortcuts, but they cling to a nostalgic purity they themselves never experienced, because someone older told them that is what authenticity looks like. In that sense, Gen X doomerism is a cultural export: backward‑compatible paranoia masked as wisdom.

The myth relies on another convenient fiction: that pre‑AI creativity was pure, and AI is the first contamination. This is laughable. Pre‑AI culture was already industrially templated. Hollywood ran on three‑act structure and beat sheets. Publishing favored franchise bibles and house styles. Pop music ran through the same chord progressions. Journalism was throttled by style guides and SEO checklists. The people now clutching pearls about “machine‑generated sludge” had no problem with standardized tests, coverage notes, focus groups, and content farms. They were perfectly content with formula as long as the formulas were controlled by their own institutions.

What AI violates is not purity; it violates hierarchy. It hands certain capabilities to people who didn’t climb the sanctioned ladder. It lets someone who never paid their dues in the usual way get a passable draft, a mock‑up, a layout, a prototype. From a Gen X doomer’s perspective, that feels like someone hacked the arcade cabinet and started giving out infinite lives. The instinctive reaction is to shout that the high score is now meaningless, not because the game itself got worse, but because other people might finally get to play it on easier terms.

The reason I don’t share the panic is that I never stopped at beating the cartridges. I was also the girl who sat down and coded her own games, then signed up for every computer class she could find, including the first AI course my alma mater ever offered. That shift matters. A video game tests a narrow skill set; it can tell you whether you can time a jump or memorize a pattern, but beating a villain teaches you nothing about how hardware works, how software is built, or what new worlds you can create with it. Once you cross that line, from player to maker, from consumer to builder, the doomer narrative stops making sense. You stop obsessing over whether the boss is “fair” and start asking what you can do with the machine instead.

From that vantage point, AI isn’t the final boss; it’s a patch. It is a messy, imperfect update that exposes how much of what we called “talent,” “merit,” or “authenticity” was actually endurance inside a badly designed level. It doesn’t magically democratize everything, but it makes it harder to pretend that suffering was ever a reliable measure of worth. You can still choose to play on hard mode if you enjoy it. What you can’t do, in good faith, is insist that everyone else must suffer exactly as you did or be declared illegitimate.

Gen X AI doomers aren’t prophetic. They are nostalgic for a time when gatekeeping felt like justice because they happened to be on the winning side of it. They want the game to stay impossible so their victory never loses its shine. I would rather redesign the level.