Culture Wars General - KiA Diet Coke Edition

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Elden Ring doesn't need a quest log you faggots because it's quests are the most linear they've ever been.

The most complicated, and lengthier, quest chains are the shit we had in Morrowind.
Quite a few of them are complex with bad design choices thrown in like how to unlock the Lichdragon.

Like the quests could definetly have improvement to them. Have it mirror the logic behind the combat, instead of just one way of completing a quest there are multiple ways.
 
There's been many instances where in the Soulsborne games that having quicker access to more than 1 item or allowing an inventory wheel would have probably made things go smoother.
Try setting things in your pouch so you can just Hold "Event Action Button" aka "Y/Triangle" and a directional button to use the assigned item, in Elden Ring that is.
 
I can see where you're coming from, but I don't agree, for much the same reasons as what that above meme exemplifies. A creative pillar of Souls games is a certain sense of mystery and obtuseness, not a no-gamer-left-behind approach of 99% of Western studios. I'm not even saying either one is correct, but they start with different goals so it shouldn't be surprising that they arrive at different end-points.
That really clicked with me after an interview with Miyazaki. He mentioned the 1981 movie Excalibur as an influence for storytelling, something he watched while understanding very little english and with no subtitles because he liked fantasy.
Who rides through mists and what is the dragon? Why is the world falling into ruin and what does the cruel child with the golden mask have to do with it etc. He had to puzzle it out himself by trying to piece together the story primarily by visuals and with no knowledge of Arthurian lore.
Dark Souls 1 even did the Excalibur thing where there was always that green glimmering reflection on armor.

Great movie, really fun.
 
CDPR has banned Russian and Belarusian players from participating in GWENT Masters events to support Ukraine.

Following up on our previous official communication, we’re announcing the change in the eligibility criteria for participation in GWENT Masters. With this change Russian and Belarusian players will not be eligible to play in the official GWENT Masters events with prize money provided by CD PROJEKT RED (including online qualifiers leading to such events) effective immediately.
 
Quests are objective based, there should be a purpose to their inclusion to start other than EXP or you wind up with shit just being filler.
I don't think the Souls games simply reward XP: NPCs can unlock areas, award consumable and equipable items, facilitate crafting, provide stat upgrades, join you in boss fights, betray you, dispense general lore/worldbuilding tidbits, etc.

Quests should also play to the strengths of the game they're in and not be counter to what gameplay systems the main game uses or they will wind up annoying. Take the Racing questline in forbidden west, the game engine it's running on wasn't really made with racing specifically in mind. While Death Stranding used it for racing as well the results were still mixed because the courses were made from open world areas that were haphazardly boxed in. While it did give a proper reward, the whole structure was not something that was built upon from what the game established and went off into a whole different genre entirely.
Absolutely, and I typically skip any racing content in these types of games precisely for the reasons you mentioned. However, I'd argue that the quests -- or just optional content -- in Souls games plugs directly into its core mechanics: exploration and combat. There are no side quests where you dash through an obstacle course on a time limit or anything that introduces new and ill-suited gameplay.

Soulsborne games tend to have very poorly explained quests, quests with an involuntary failure state(such as NPCs dying through no fault of your own), or poorly done fetch quests or reputation grinds that require rare drops. They're not laid out in such a way where it signals to the player to finish them. Especially compared to how the easily laid out the main campaign is and the boss souls being a direct reward to be used to upgrade a spell or get you a better piece of gear. Most of the time NPCs just serve as hints as what to do or to signal where to go next(i.e. onion knight sitting outside the gate)
Yes, the quests are poorly explained, but so is most everything in the game. This cryptic nature is a major thematic pillar, and I don't think the main progression is straightforward either: there are always multiple areas open to explore, the narrative throughline is kept terse and cryptic, and there's tons of optional content. Explicitly spelling out the side-quests would feel derivative and out of place against this backdrop.

There could be an argument made that some side quests are too obtuse and players should never be expected to figure out their prerequisites, but it never gets as bad as Final Fantasy XII's notorious Zodiac Spear where the player can't open a non-descript treasure chest in order to get the game's best weapon from that same chest later on. There's nothing in the Souls games that fights like that against its core mechanics. In other words, the non straightforward nature of the side quests isn't there to sell strategy guides. Instead, it reinforces and magnifies its core design pillar.

And there's at least one other element to keep in mind here: the messages and ghosts of other players. These community-planted hints help (and occasionally hinder) the process of piecing together info to figure out the world and its content.

The quests in Soulsborne games are not usually the types of things that benefit the gameplay. It's not a roguelike or roguelite where if you fuck up you can wait for the next run in a few minutes to try again since these games are usually a few hours long. You can't save at will and the game will always save over immediately if you screw a step up. The more involved quests require you to talk to an NPC, follow to to Location A then to B while keeping them alive. In execution they tend to come off as very annoying or tedious, especially since the NPCs don't respawn and you can't retread back to an earlier step and try again.
The escort missions are few and far between, and the NPCs can take a lot of damage. There are also mitigating factors that nicely slide into the core gameplay, such as healing spells or area-of-effect buffs on weapons. And if things go sideways, there are no walking-dead scenarios; killed NPCs drop their vital items, and accidental attacks can be alleviated by paying for reputation-restoration. With that said, I can see how a lack of clear instructions and some instances where you only get one shot at something can be frustrating, but that's only if you approach it from a completionist point of view.

If you pay attention while exploring, seek out and consdier the various hints, and prepare for what you anticipate, then you have a good shot of completing any given task. The quest you mentioned earlier in Bloodborne is one I completed before the boss, and I'm sure many other players did as well. And if despite all that you fail, then you live with the consequences and move on.

It's not always the fairest, just like being randomly invaded by a phantom that waits for you to be close to dangerous enemies to attack, but it's part of the journey. Attempting to 100% the game on your first try can severely increase the frustration factor, and I don't think that approach was ever intended. Build-limitations, the lack of checkpoints, and no ability to save-scum are all there to ensure that the stakes are high by not giving easy do-overs. True roguelikes can be even more punishing by flat out ending your run with one mistake, and the Souls series have an additional mitigating factor: finishing the game presents you with a New Game+ mode. It revamps the experience with tougher enemies, bigger rewards, some occasional new content, and another chance to tell a story with a different character.

Signifying a quest has begun and finishing it should also be in a similar vein to how the game gives feedback to when you die or you have defeated a boss. It makes your success more concrete and that what you didn't wasn't some developer afterthought.
I think this is a relatively minor nitpick. Aside from the bosses getting special treatment as they are extreme difficulty spikes that cap off exploration and present large new rewards, I don't think the quests need the type of billboarding you suggest. Quests rewards are usually pretty clearly signaled via NPC dialogue and the rewards you get, so I don't see a vital reason to do more (unless you're achievement hunting and want to make sure you've completed everything, I suppose, but that doesn't gel with the game's overall vibe).

The quest structure that does work for them is to go to Location X kill enemy and open up new area or a path. That's how the main campaign works and the side activities should not really deviate that much from it, heavily involved NPC interaction really isn't something the game is set up for. Exploration is a major part of the series and players who explore more should be rewarded properly compared to players who make a B line to the exit.
Exploration in Souls games tends to be very iterative, and I think it works incredibly well with its quests. Grinding for resources to purchase new gear or level up, looking for rare drops, discovering new paths and areas, etc. all encourage multiple runs through one location and multiple interactions with any of its NPCs. And when those runs end, players tend to regroup and upgrade in the hubs with the highest concentration of NCPs. This makes it very natural to converse with NPCs to see what's changed, what new quests/items/lore are available, and it's done in an organic way that doesn't rely on quest markers or compass arrows.

That's what makes it so immersive for so many people.
 
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@ForgedBlades sorry to bring up the bad news but Chaos;Head Noah was apparently censored in Japan, due of CERO being extra cancerous as of late when it comes to portrayals of gore and body mutilation

>「CERO倫理規定」の「別表3」にある
>【暴力表現】
>2.極端に残虐な印象を与える身体分離・欠損表現
B√はこれが引っかかったのでは?非実在青少女は箱越しで具体的な説明猫写が無かったからスルーされていたけど、久しぶりに改めてカオヘノアを審査してもらったらB√はアウトだったとか?
カオヘは今回オリジナル版と違い、肢体欠損などの残虐な描写にかなりの自主規制を入れているようだが、どうやら10年前にZでありながらもCERO審査を通ったゲームは、今の時代にリマスターをやると基準が変わったせいで発売できなくなることもありうるようだな…

Yes, the Switch release does have a Z rating (which is the equivalent of 18+ over there) which mean it should have been based on the Vita/Xbox360 version with the same rating, and not the previously censored & D-rated PS3/PSP one. But a few routes (including the B route) were reported to be gutted like it was the case on the PS3 and PSP.

Edit: This includes also changes in the script, with many lines altered or removed such as mentions of cannibalism (我が子の干からびた身体をむしゃむしゃしやと食べ始めた is gone in the Switch version in the pic on the right).
FMWOUDhaMAE4LUQ.jpg FMWOThhakAExmQ7.jpg

There is no comment yet from the western branch of Spike Chunsoft if they will be restored on the american/european switch release in compensation. But considering the english version includes japanese text support on the fly, I somehow doubt it.

But it really raises the question why a japanese 18+ rating remains to be a thing if "high impact violence" is now a no-no regardless, even in VNs. Games with that kind of rating already get the harsh treatment with the commercial and advertisement restrictions for over a decade now. No idea since when and why CERO has gotten strongly gay these days, but it seems to be a fairly recent development as the Tsukihime remake (released in fall 2021 with a Z rating) on consoles had gore illustrations.
 

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Mainly for M rated games from the West. A store can still distribute the CERO Z game but it becomes back of counter sale like cigarettes and certain things still isn't allowed even with a CERO Z rating like softcore sex and non obscured nudity.

Either way it's a death sentence for companies since there isn't an edgelord factor into buying game like over here where underage smoking, drinking and sex was celebrated as popular behavior even though some games talk about it but not directly depicted (Monark for example have a pair of twins who confessed they are not virgins)
 
I thought inserting your personal politics everywhere were only things shitlibs and trannies did?
Politics have no place in games...
Unless they're politics I agree with.

Alternatively politics in games are fine because all games are political...
Unless they're politics I disagree with, they should be censored and the creators cancelled.
 
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Mainly for M rated games from the West. A store can still distribute the CERO Z game but it becomes back of counter sale like cigarettes and certain things still isn't allowed even with a CERO Z rating like softcore sex and non obscured nudity.

Either way it's a death sentence for companies since there isn't an edgelord factor into buying game like over here where underage smoking, drinking and sex was celebrated as popular behavior even though some games talk about it but not directly depicted (Monark for example have a pair of twins who confessed they are not virgins)
Yes but it seems to now affect anime-looking games like the SciADV title from my post above, not just western games and Resident Evil anymore. I do wonder if Chaos;Child was affected as well since it features a neet eating his own fingers during his livestream or MC's little sister stuffed inside multiple little gift boxes by the killer

While I was able to buy a 18+ game off the japanese eshop on Switch (Shin Hayarigami 1+2 , a detective game which has people eyes gouged out, tongues cut and other types of gruesome and bloody injuries shown in text and illustrations) with a prepaid card, I guess their physicals still do require a credit card for payment. It's stupid from CERO to censor even more violent adult games just because a few kids in Japan might be able to play them through a specific loop and negligent parents.
 
It's stupid from CERO to censor even more violent adult games just because a few kids in Japan might be able to play them through a specific loop and negligent parents.
Don't you think it could be because they want to crack down on certain content for reasons? I don't know shit about it but I suspect that there isn't a ratings board that can regulate manga and anime in the same way vidya can be regulated.
 
Don't you think it could be because they want to crack down on certain content for reasons? I don't know shit about it but I suspect that there isn't a ratings board that can regulate manga and anime in the same way vidya can be regulated.
What's the reason, though? They're afraid violent content will trigger the Samurai gene and then they'll be in a constant flux of civil wars again and again?
 
Don't you think it could be because they want to crack down on certain content for reasons? I don't know shit about it but I suspect that there isn't a ratings board that can regulate manga and anime in the same way vidya can be regulated.
There is a similar japanese rating board for movies (Eirin, born post-WWII, which also classifies media by All Ages, 12+, 15+ and 18+) and for television (BPO - "Broadcasting Ethics & Program Improvement Organization", created in 2003, with ratings able to go up to 20+) but their area of expertise aren't limited to just anime to be fair.

CERO is the rating japanese board for console videogames (mandatory, otherwise cannot be published by any of the console manufacturers) and adult PC games follow the same with EOCS (Ethics Organization of Computer Software) and CSA (Contents Soft Association)

For manga, there doesn't seem to be a general rating board but instead is handled by the japanese publishing house individually. Each regional prefecture can designate which book has "harmful enough contents" though (and the criteria can apparently differ between each region), meaning the affected book must be wrapped inside a plastic film and are prohibited for sale for anyone below 18.

If I were to put my personal two cents on the subject, I'd argue manga is the less restricted artistic/media form in Japan to portray violence and sexuality and I find it funny considering it's a format much easier to be exposed into and therefore much cheaper than videogames. Like CERO won't allow partial nudity anywhere below a C rating (15+ and even then that tend to be more a D/17+ kind of thing) while the Shonen Jump has mangas with plenty of partial/full nudity (the weekly/monthly magazine itself censors nipples but they're restored in the individual volumes of the serie)
 
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I think people are missing the fact that the overall trend of Japan has been for years now is that they want to just crack down on sex and violence in general because they don't want the country to attract negative attention from sex and violence or to be known for it. Lots of countries in asia have also been doing similar things most notably China.


Like this isn't anything new for them, they're going to scrutinize everything, including sending riot police to break down the door of questionable artists.

I mean there's not like there's a secret discord full of people pretending to be Japanese parents calling up companies and organizations just to complain to get content removed just to annoy the shut ins.
 
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I think people are missing the fact that the overall trend of Japan has been for years now is that they want to just crack down on sex and violence in general because they don't want the country to attract negative attention from sex and violence or to be known for it. Lots of countries in asia have also been doing similar things most notably China.


Like this isn't anything new for them, they're going to scrutinize everything, including sending riot police to break down the door of questionable artists.

I mean there's not like there's a secret discord full of people pretending to be Japanese parents calling up companies and organizations just to complain to get content removed just to annoy the shut ins.
This trend is why fanservice in anime nowadays is so censored compared to pre-2010 stuff and even blood and gore isn't as hardcore. Although some of that's because the biggest and baddest gorefests were cheesy R18 OVAs and that market no longer exists and stuff like the TV version of Fist of the North Star was always obviously censored.
 
This trend is why fanservice in anime nowadays is so censored compared to pre-2010 stuff and even blood and gore isn't as hardcore. Although some of that's because the biggest and baddest gorefests were cheesy R18 OVAs and that market no longer exists and stuff like the TV version of Fist of the North Star was always obviously censored.
Gore is still out there, but it's entirely dependent on what the established IP has already done. Like if they're adapting a series with ultra violence it's still mostly going to have that for specific global markets. But nobody wants a new untested IP that has ultra violence from the start.

Streaming services seem to have a bit more freedom currently. It's mirroring how people rushed to VHS just to push out content since rental franchises were looking for stuff, that's how we wound up with a lot of cheap horror films and B movies.
 
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