Culture Wars General - KiA Diet Coke Edition

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I'm more shocked Valve didn't put out a statement like literally everyone else of note. Maybe those obscure Steam groups with all the 1488 Hitler Pepe memes the media likes to bring up as proof alt-right Internet Nazis are trying to recruit your kid really are sponsored by Valve.
Valve doesn't even think that Black Mesa matters.

The thing I don't like is that the supposed STEAM DEATH Backup plan has never been tested. It's just a hypothetical scenario where valve could provide you a back up for the games that they claim they would start to work on if ever such a thing happened. It hasn't even been run on a test network/test environment.

So say a Retarded Woman gets to be the head of valve and decides to start removing shit they deem problematic. They still have the ability to touch your library.
 
I think internet communities were a mistake. We'd all be better off if we were not in contact with one another. No culture war. At all.
 
I think internet communities were a mistake. We'd all be better off if we were not in contact with one another. No culture war. At all.
If that was possible, we'd never have to deal with people that either scream like 6 year olds screaming the various slurs they have and calling each other gay or the people that say "we need to deal with toxic video game culture in game chats" when one could just block or mute. Plus the internet communities did bring us all the spergs we see from reddit groups like r/the_donald and r/breadtube to fandoms such as the furries and bronies.
 
I think internet communities were a mistake. We'd all be better off if we were not in contact with one another. No culture war. At all.
Eh, then they'd be doing this shit in private and we'd still have this garbage on the industry side. We'd just have no voice to meme with.
 
Discord posted a notification to all users linking to this post.
It was fun while it lasted.

TLDR: The usual "[brand] supports [current hot button topic]" type post, but there was one thing of note.

As a platform used by hundreds of millions of people around the world, we have a responsibility to use our reach to help those who use their voices to advocate for change and support civic engagement and social justice.
Starting next week, we’ll begin to use our in-product screens and our blog to raise awareness of anti-racist causes and encourage you to take concrete action, such as calling on local officials to advocate for police reform.
I can imagine a return to the old MSN days where people would download custom patches to get rid of nag screens and add additional features.
 
Discord posted a notification to all users linking to this post.
It was fun while it lasted.

TLDR: The usual "[brand] supports [current hot button topic]" type post, but there was one thing of note.


I can imagine a return to the old MSN days where people would download custom patches to get rid of nag screens and add additional features.
In other words like typical corporations they're using a controversy for free PR but won't do shit themselves. * except nag and piss off their users for a week thus making them care even less *

Why do these woke dumbasses keep falling for this shit?

Also this screaming in your face activism is exactly what led to Gen Xers not giving a shit about politics.

It's like these people want Zoomers and Gen A to be based shitlords.
 
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If that was possible, we'd never have to deal with people that either scream like 6 year olds screaming the various slurs they have and calling each other gay or the people that say "we need to deal with toxic video game culture in game chats" when one could just block or mute.

And then you could punch them in the face when they started that shit and they'd learn their lesson pretty quickly.
 
I can imagine a return to the old MSN days where people would download custom patches to get rid of nag screens and add additional features.
Funny you mention that, since Ripcord exists to allow you to access all of the inter-user cancer of Discord with about 80% less modfaggotry from the company proper. It's not 100% because, well, you're still using Discord.
 
Funny you mention that, since Ripcord exists to allow you to access all of the inter-user cancer of Discord with about 80% less modfaggotry from the company proper. It's not 100% because, well, you're still using Discord.

It also isn't shitty Electron garbage. It is the only real option if you have no choice but to use Discord at some point and don't want to get sodomized by Tencent Chinese malware.
 
Best👏🏼 Review 👏🏼 EVER 👏🏼 of Animal Crossing. Read it and learn, you capitalist hegemonic haters. Any review that quotes "esteemed writer Saladin Ahmed" in its first sentence is of course going to be worth a read. And be damn sure to respect her, err, THEIR they/them pronouns.

acnh.PNG


Animal Crossing: New Horizons
Produced by Hisashi Nogami
Developed by Nintendo for the Nintendo Switch system
March 20, 2020

Welcome to Animal Crossing: New Horizons, a game where, as esteemed writer Saladin Ahmed tweeted, “you can do fantastical things like visit friends and afford housing” (bit.ly/3cIo2cL). Over weeks unfolding in pandemic-scarred March and April, a wide swathe of homebound folk turned to Twitter to share their progress in the candy-hued life simulator game. In between grim reports of rising death counts and economic collapse, social media was inundated with brightly-colored captures of players’ cartoon avatars, contentedly building an idyllic life on an island populated with talking animals—decorating homes, planting elaborate gardens, fishing, and catching bugs. Despite the childlike nature of the game, the soft and hopeful aesthetic found broad appeal in times of hardship. AC:NH broke sales records, selling close to two million copies at launch in Japan alone; it has been the most commercially successful instalment of the nearly two-decade-old Animal Crossing franchise to date.

The game opens with you buying an island getaway package. Upon arrival on a beautiful but deserted island with two other new residents, you receive a tent, a plot of land, and sizable debt from its apparent owner, a raccoon-dog named Tom Nook. As the game plays out in real time over the following weeks, you slowly turn the island into a little town, expanding from a tent to a house, to a house with more rooms and then multiple floors, while building shops and amenities and inviting more talking-animal residents to live with you. Your island schedule fills quickly with chores: chopping wood, harvesting fruit, crafting tools and furniture. There’s enough to occupy hours at a pop, and the gorgeous environment makes it easy. Grass crunches underfoot depending on what shoes you’re wearing, and the ocean’s transparency changes according to the time of the day. The island’s museum—a combined insectarium, aquarium, and natural history museum—is a meditative, almost transcendental experience. There is an abundance of charm in the clever details of the clothes you can wear and the furniture you can build or buy.

Much has been said of AC:NH’s online gameplay. With the right Internet connection, players can visit one anothers’ islands in real time to admire their setup and wardrobe, shop at their stores, and trade resources native to each island. It was easily the best part of the game for me. When I was building a writing den, for example, I visited friends to find the right kind of desks and wallpaper, and sent another friend raw material to build me a bookshelf, which they had the recipe for. It was much-needed social bonding at a time where people were kept apart by pandemic.

And yet, for all its chill ethos and cute aesthetic, the core of Animal Crossing’s gameplay is transactional. Every item you put in your pockets, from iron nuggets to trash to live fish to furniture, can be sold for a price at the island’s shop. And while many of the basic in-game items can be crafted, many more, especially the fancier furniture and much of the game’s wardrobe, cannot. They have to be bought or gifted. Moving in new villagers costs money, building new bridges and ramps costs money. There’s the ever-present mortgage: The game pushes you towards increasingly exorbitant expansions to your home, which you will of course accept, because you need more space for the stuff you have accumulated. Your home and (to a certain extent) your island are ranked on the number of items you have placed in and on them, respectively, so the more things you acquire and put on display, the better a score the game gives you.

All this means you are heavily driven to accumulate capital to progress in the game. To do so, you are obliged to harvest natural resources from the land around you: fruit, fish, bugs, wood, stones, iron ore. Soon you start measuring everything you pick up by their monetary value: Why waste time catching low-value bugs which take up inventory space, when the right kind of butterfly will net you four times as much for the same effort? Then, you are strongly encouraged to take trips to procedurally generated nearby islands simply full of things free to catch, dig up, or shake out of trees. These Mystery Island Tours are often greatly profitable; some of them spawn valuable species of fish and bugs that are hard to find back home. As I carved holes into the wild landscape of one such island, I caught myself thinking: “There’s no need to fill this up, I’m never coming back here.” It’s the wet dream of the colonialist: endless pristine land belonging to no-one which you can turn to handsome profit.

Unlike in the real world, however, there are no drawbacks to this colonialist, capitalist enterprise you run. The island remains perfect-hued and unsullied, the soundtrack stays warm and happy, the sun sets beautifully at seven. Nobody judges you; no animals were harmed in this crossing. The biggest fantasy in Animal Crossing, then, is not the abundance of cheap airfare or the relative affordability of a mortgage, but the idea that conspicuous and ever-expanding consumption comes at no cost to anyone. The waters are full of fish whose stocks are never depleted, the islands you plunder from are miraculously uninhabited, and this land—your land, which you have settled upon—is free for you to denude, shape and urbanize as you fancy. It is the dream pushed upon us by late-stage neo-imperialist capitalism, made flesh. The whimsy invoked in Ahmed’s tweet is a cotton-candy cloak around the insidious set of base assumptions we have been taught. Buy, frack, dig, sell. Make. Upscale. Bigger is better, more is the dream.

In the excellent NBC series The Good Place, the major argument that develops in later seasons is the impossibility of making morally good choices in a universe with corruption and exploitation baked into its bones—the system by which we judge humanity is broken, because society is broken. There is, after all, no ethical consumption under capitalism. Animal Crossing strips away that dilemma by presenting us a jingly, upbeat world in which we are allowed to fulfil all our desires to buy and own with no ill effects. Perhaps the game is alluring precisely because it offers an idealized mirror of the broken society we have little choice but to work within and around. It is a capitalist Narnia, glimpsed through a looking glass, full of gentle landscapes and bucolic pleasures, bolstered by the ethics of hard work and productivity. It may not be what we need in these times, but it’s clearly what we want.

Share
Spread the word!

+10 or -10 points for inclusion an allusion to The Good Place? And when did SJWs fixate on that series, anyways? Swear it was not that popular, but that I've seen more references to it than I can credit. 😕
 
Best👏🏼 Review 👏🏼 EVER 👏🏼 of Animal Crossing. Read it and learn, you capitalist hegemonic haters. Any review that quotes "esteemed writer Saladin Ahmed" in its first sentence is of course going to be worth a read. And be damn sure to respect her, err, THEIR they/them pronouns.



Animal Crossing: New Horizons
Produced by Hisashi Nogami
Developed by Nintendo for the Nintendo Switch system
March 20, 2020

Welcome to Animal Crossing: New Horizons, a game where, as esteemed writer Saladin Ahmed tweeted, “you can do fantastical things like visit friends and afford housing” (bit.ly/3cIo2cL). Over weeks unfolding in pandemic-scarred March and April, a wide swathe of homebound folk turned to Twitter to share their progress in the candy-hued life simulator game. In between grim reports of rising death counts and economic collapse, social media was inundated with brightly-colored captures of players’ cartoon avatars, contentedly building an idyllic life on an island populated with talking animals—decorating homes, planting elaborate gardens, fishing, and catching bugs. Despite the childlike nature of the game, the soft and hopeful aesthetic found broad appeal in times of hardship. AC:NH broke sales records, selling close to two million copies at launch in Japan alone; it has been the most commercially successful instalment of the nearly two-decade-old Animal Crossing franchise to date.

The game opens with you buying an island getaway package. Upon arrival on a beautiful but deserted island with two other new residents, you receive a tent, a plot of land, and sizable debt from its apparent owner, a raccoon-dog named Tom Nook. As the game plays out in real time over the following weeks, you slowly turn the island into a little town, expanding from a tent to a house, to a house with more rooms and then multiple floors, while building shops and amenities and inviting more talking-animal residents to live with you. Your island schedule fills quickly with chores: chopping wood, harvesting fruit, crafting tools and furniture. There’s enough to occupy hours at a pop, and the gorgeous environment makes it easy. Grass crunches underfoot depending on what shoes you’re wearing, and the ocean’s transparency changes according to the time of the day. The island’s museum—a combined insectarium, aquarium, and natural history museum—is a meditative, almost transcendental experience. There is an abundance of charm in the clever details of the clothes you can wear and the furniture you can build or buy.

Much has been said of AC:NH’s online gameplay. With the right Internet connection, players can visit one anothers’ islands in real time to admire their setup and wardrobe, shop at their stores, and trade resources native to each island. It was easily the best part of the game for me. When I was building a writing den, for example, I visited friends to find the right kind of desks and wallpaper, and sent another friend raw material to build me a bookshelf, which they had the recipe for. It was much-needed social bonding at a time where people were kept apart by pandemic.

And yet, for all its chill ethos and cute aesthetic, the core of Animal Crossing’s gameplay is transactional. Every item you put in your pockets, from iron nuggets to trash to live fish to furniture, can be sold for a price at the island’s shop. And while many of the basic in-game items can be crafted, many more, especially the fancier furniture and much of the game’s wardrobe, cannot. They have to be bought or gifted. Moving in new villagers costs money, building new bridges and ramps costs money. There’s the ever-present mortgage: The game pushes you towards increasingly exorbitant expansions to your home, which you will of course accept, because you need more space for the stuff you have accumulated. Your home and (to a certain extent) your island are ranked on the number of items you have placed in and on them, respectively, so the more things you acquire and put on display, the better a score the game gives you.

All this means you are heavily driven to accumulate capital to progress in the game. To do so, you are obliged to harvest natural resources from the land around you: fruit, fish, bugs, wood, stones, iron ore. Soon you start measuring everything you pick up by their monetary value: Why waste time catching low-value bugs which take up inventory space, when the right kind of butterfly will net you four times as much for the same effort? Then, you are strongly encouraged to take trips to procedurally generated nearby islands simply full of things free to catch, dig up, or shake out of trees. These Mystery Island Tours are often greatly profitable; some of them spawn valuable species of fish and bugs that are hard to find back home. As I carved holes into the wild landscape of one such island, I caught myself thinking: “There’s no need to fill this up, I’m never coming back here.” It’s the wet dream of the colonialist: endless pristine land belonging to no-one which you can turn to handsome profit.

Unlike in the real world, however, there are no drawbacks to this colonialist, capitalist enterprise you run. The island remains perfect-hued and unsullied, the soundtrack stays warm and happy, the sun sets beautifully at seven. Nobody judges you; no animals were harmed in this crossing. The biggest fantasy in Animal Crossing, then, is not the abundance of cheap airfare or the relative affordability of a mortgage, but the idea that conspicuous and ever-expanding consumption comes at no cost to anyone. The waters are full of fish whose stocks are never depleted, the islands you plunder from are miraculously uninhabited, and this land—your land, which you have settled upon—is free for you to denude, shape and urbanize as you fancy. It is the dream pushed upon us by late-stage neo-imperialist capitalism, made flesh. The whimsy invoked in Ahmed’s tweet is a cotton-candy cloak around the insidious set of base assumptions we have been taught. Buy, frack, dig, sell. Make. Upscale. Bigger is better, more is the dream.

In the excellent NBC series The Good Place, the major argument that develops in later seasons is the impossibility of making morally good choices in a universe with corruption and exploitation baked into its bones—the system by which we judge humanity is broken, because society is broken. There is, after all, no ethical consumption under capitalism. Animal Crossing strips away that dilemma by presenting us a jingly, upbeat world in which we are allowed to fulfil all our desires to buy and own with no ill effects. Perhaps the game is alluring precisely because it offers an idealized mirror of the broken society we have little choice but to work within and around. It is a capitalist Narnia, glimpsed through a looking glass, full of gentle landscapes and bucolic pleasures, bolstered by the ethics of hard work and productivity. It may not be what we need in these times, but it’s clearly what we want.

Share
Spread the word!

+10 or -10 points for inclusion an allusion to The Good Place? And when did SJWs fixate on that series, anyways? Swear it was not that popular, but that I've seen more references to it than I can credit. 😕
I wish I could get payed money to huff my own ass as hard as Neon Yang does in this review.
 
I blame Roger Ebert. His overgeneralization about games not being art caused the journos as well as certain game devs to become determined to prove him wrong even if it meant wreck8ng the medium to do so
 
I blame Roger Ebert. His overgeneralization about games not being art caused the journos as well as certain game devs to become determined to prove him wrong even if it meant wreck8ng the medium to do so

I don't blame Ebert. I think it's embittered losers who think they're good enough for movies, but aren't, and aren't good enough for vidya, either, so they take out their anger at being relegated to a medium they consider inferior by punishing the people who pay their salaries, churning out shitty games that mostly consist of horrible cutscenes pushing their dumb political opinions.
 
+10 or -10 points for inclusion an allusion to The Good Place? And when did SJWs fixate on that series, anyways? Swear it was not that popular, but that I've seen more references to it than I can credit. 😕
It's because, like your reviewer says, it justifies their totalitarian worldview. Plus it talks about philosophy and is Very Smart and so they are smart for enjoying it.
 
I don't blame Ebert. I think it's embittered losers who think they're good enough for movies, but aren't, and aren't good enough for vidya, either, so they take out their anger at being relegated to a medium they consider inferior by punishing the people who pay their salaries, churning out shitty games that mostly consist of horrible cutscenes pushing their dumb political opinions.

You are absolutely right on the money with that one.

I don't blame Roger Ebert himself, since his comments on video gaming were a typical take among the Silent Generation and Baby Boomers back in the 90's and 2000's. He wasn't exactly alone in that sentiment back then, especially within his age group.

IIRC, the comments in question were in the context of why video game movies always sucked and keep in mind that the "video game movie curse" wasn't considered broken until Detective Pikachu and the Sonic movie, which are both very recent. Video game movies had always been bad, either bombing outright or making a profit at the box office but being hated by fans and critics alike (see the Resident Evil movies) with the only real exception pre-2019 being the gory Street Fighter II anime movie where Fei Long was voiced by Bryan Cranston.

However, Ebert's comments were more or less the spark that would eventually turn into the five-alarm trash fire of today.

Video games were legally declared as an artform in the United States by the Supreme Court over a decade ago but the issue was all those pseudo-intellectual punks and hipsters who wanted to become great artists and auteurs who saw vidya as a mere stepping stone to greater heights, and didn't realize how utterly untalented they were.

Unlike the anime voice actors who used that as a stepping stone to larger roles (see Laura Bailey and Troy Baker) the failed artist types who tried to worm their way into gaming were way out of their league and lacked any real understanding of what all makes a successful game.

The fact they often tend to have the snooty and oddly childish mindset of "Hating fun is what grown-ups do! Only stupid manbabies like having fun!" did not help matters, especially when paired with their preachy political messages shoehorned into everything they do.

Most of these hipsters, punks, and starving artists were often pretentious wannabe cinephiles and I'd say that many were film school dropouts.

Roger Ebert's memetically infamous take on video games not having artistic merit made these failures all butthurt and they wanted to go above and beyond to try and make games into boring pretentious arthouse indie garbage in the vain hopes of being seen as "true art" and getting noticed by some higher-up in the art world.
 
I don't blame Ebert. I think it's embittered losers who think they're good enough for movies, but aren't, and aren't good enough for vidya, either, so they take out their anger at being relegated to a medium they consider inferior by punishing the people who pay their salaries, churning out shitty games that mostly consist of horrible cutscenes pushing their dumb political opinions.
I read Eberts column. I can see why it irritated so many people but the fella ain't wrong. As I would say, and I think he'd agree, gamers do not even want art. A game with artistic merit will be turned into a trashy franchise or fandom if it has success. And if it has no success it won't matter. As a medium gaming is amazingly disposable and cutting edge games become antiquated crap at lightspeed. Sometimes before they've even finished.
 
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