Exactly. It's a question of delivery; You can tell a joke with the filthiest, most reprehensible punchline and it can still be funny, so long as you set it up correctly, and deliver it perfectly. If you do it right, you can justify why the punchline ends like it does with the brilliant setup. It's why when Louis C.K. or Chris Rock get onstage and tell a joke, it plays hilariously, and when your boorish office manager tells the same joke, his dumb ass gets reported to H.R. - David Brent doesn't have that delivery, and he doesn't understand the "Why" of his joke.
People are angry at Crystal Dynamics because it doesn't seem like they understand WHY they chose attempted rape as the motivation for Lara Croft's transformation into Lara Croft. There are multiple paths they could have taken to explain how the woman in this game ostensibly becomes the woman we're all a little more familiar with: A robbery gone wrong, the murder of a beloved colleague, an injustice beyond her control that she played a part in, or yeah - an attempted sexual assault that pushes her to kill in self-defense. Lots of options there, all with their positives and negatives. So why did they go with the sexual assault option? Based on their own statements, they went with that one so as to give the (presumptively) male player a reason to want to protect her.
That's not a particularly good reason to choose that option. Their set-up is too weak to justify their "punchline" if you will. And when they got called on it, and its inherent sexism, their response was to take the advice of PR flacks who advised that they try to redefine the act they specifically inserted into their game, as opposed to just owning their shit. And I think they did that primarily because the alternative is to admit they didn't think very much about the decision before or after they made it.
Cutting it out at this point isn't cowardly, especially if they can replace the scene with something that makes better sense from a character/thematic standpoint.
People keep pointing out that films do this all the time, and that's kind of the double edged sword that Steven Boone was getting at (and getting smashed for) in both his initial and follow up article (
http://www.capitalnewyork.com/artic...eo-games-should-aim-higher-michael-bay-movies) - if games are going to go after movie-like aesthetics more and more, they open themselves up to movie-like critical analysis, and while a lot of movies
do employ rape as a storytelling device, some of those movies justify that inclusion better than the others do. If games are going to wade into that area of storytelling sophistication, they have to actually remember the "sophistication" part. Crystal Dynamics is catching shit because they didn't think their setup through, and they don't have any good reason for that.