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imhotep
Nov 16, 2009

REDBAR INTENSIFIES

Real hurthling! posted:

A talking cuff?!?

This reminded me of tim Rogers’ death stranding pre review where he says that your
Odradek buddy is a little too chatty. Which would be funny

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Sakurazuka
Jan 24, 2004

NANI?

What if the cuff had Tim Rodger's voice

Real hurthling!
Sep 11, 2001




Sakurazuka posted:

What if the cuff had Tim Rodger's voice

It would be way more fashionable

Cowman
Feb 14, 2006

Beware the Cow





Crows Turn Off posted:

Since when does the US not allow nudity? Even in TLOU2 there is nudity.

I was a bit reductive in what I said but what I meant was that violence is way more accepted than nudity in the US while the opposite seems to be true for the EU/Japan ratings.

You can cut someone's head off but showing a boob is a big no-no in the US.

Edit: I'm not saying it's straight up banned or anything like that, just that it's judged more harshly for a game to have nudity than for it to have violence in the US.

Casnorf
Jun 14, 2002

Never drive a car when you're a fish

Sakurazuka posted:

What if the cuff had Tim Rodger's voice

i would play this game

haveblue
Aug 15, 2005



Toilet Rascal
You can show boobs in US games, Wolfenstein The New Colossus did it and only got rated M. But a trip to pound town is also a trip to AO town, which probably explains how TLOU2 handled it

acksplode
May 17, 2004



haveblue posted:

You can show boobs in US games, Wolfenstein The New Colossus did it and only got rated M. But a trip to pound town is also a trip to AO town, which probably explains how TLOU2 handled it

That's the point though. Any titty in any context will get you an M rating, putting it alongside "intense violence, blood and gore", and that's where some retailers start restricting sales by age. Contrast with PEGI, where "erotic nudity" only gets you a PEGI 16, and nudity in a "non-sexual context" may be allowed at any rating.

veni veni veni
Jun 5, 2005


It feels like in the US you can trace all of that weirdness back to the introduction of PG-13 ratings.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

That’s just US_culture.txt.

A lot of parents would have zero problems with you showing their 12 year old kid an 80s action flick like Commando or Die Hard.

A lot of the same people would throw a poo poo fit if you put on Starship Troopers. Not because of the people getting ripped apart by aliens, complete with screams and gibs, but because of the shower scene.

This isn’t new. Just look at what gets movies their ratings. Violence is A-OK if it isn’t gory. People get shot in PG rated movies. Gory violence is PG13 territory. For violence to get you an R you need poo poo like torture.

But a brief flash of boob is automatic PG13 territory and any sort of actual sexual theme is hard R.

Crows Turn Off
Jan 7, 2008


haveblue posted:

You can show boobs in US games, Wolfenstein The New Colossus did it and only got rated M. But a trip to pound town is also a trip to AO town, which probably explains how TLOU2 handled it
Lots of games have boobs. Games even have dongs, like GTAV and The Order 1886.

I feel like really only network TV is still puritanical when it comes to nudity. Movies will get an R rating of course, but I don't think most people even care about the rating anymore.

Crows Turn Off fucked around with this message at 18:54 on Oct 28, 2022

Kilometers Davis
Jul 9, 2007

They begin again

Quantum of Phallus posted:

I finished Disco Elysium last night, what an incredible game. Truly one of the All-Timers. The writing and voice-direction are incredible. As soon as I finished it, I wanted to start it again.

:hfive: Beat it a few days ago!

I’m kinda torn on it in a certain way. The story, worldbuilding, voice acting, every bit of the writing, all of it is genuinely incredible. After like 5 hours in though I really didn’t enjoy the traversal and gameplay at all. It was hard to start the game sometimes because the actual act of playing it felt very boring and tedious to me.

This is purely a me thing but I also found it overly wordy at times when a more minimal approach would have been best. I would tell people who want to play it that if they’re feeling bogged down by WORDS that it’s okay to just move things forward without exhausting dialogue. You’re not going to miss too much, maybe.

The phasmid ending is seriously incredible. Man, that genuinely took my breath away. It felt so right. That part alone made up for any of my complaints as I played the game :D

WHY BONER NOW
Mar 6, 2016

Pillbug
In the beginning of callisto protocol you see a note handwritten in blood: CUT OFF THEIR WIENERS

veni veni veni
Jun 5, 2005


WHY BONER NOW posted:

In the beginning of callisto protocol you see a note handwritten in blood: CUT OFF THEIR WIENERS

Is Kinesis still in the game? Wanna launch some dongs.

Dewgy
Nov 10, 2005

~🚚special delivery~📦

Cyrano4747 posted:

That’s just US_culture.txt.

A lot of parents would have zero problems with you showing their 12 year old kid an 80s action flick like Commando or Die Hard.

A lot of the same people would throw a poo poo fit if you put on Starship Troopers. Not because of the people getting ripped apart by aliens, complete with screams and gibs, but because of the shower scene.

This isn’t new. Just look at what gets movies their ratings. Violence is A-OK if it isn’t gory. People get shot in PG rated movies. Gory violence is PG13 territory. For violence to get you an R you need poo poo like torture.

But a brief flash of boob is automatic PG13 territory and any sort of actual sexual theme is hard R.

I still think it’s kind of funny that a claw hammer to the groin, more than anything else in the game, is what got Manhunt 2 its original AO rating.

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



Quantum of Phallus posted:

I finished Disco Elysium last night, what an incredible game. Truly one of the All-Timers. The writing and voice-direction are incredible. As soon as I finished it, I wanted to start it again.

Always love hearing people appreciating Disco Elysium. :) I played it on release and have been waiting to forget enough of it that I'd appreciate another playthrough, but every time I think about it, it still seems so memorable.

Also thought the phasmid ending was absolutely wonderful, to the point that I can't believe it's not required to complete the game. Just a perfect emotional capstone to everything the game's been trying to do.

haveblue
Aug 15, 2005



Toilet Rascal
You can avoid that encounter? I thought you had to go to the island and do at least some variant of the arc there to roll credits

imhotep
Nov 16, 2009

REDBAR INTENSIFIES
yeah, and you can miss the dream on the island too which makes more sense since you have a choice there, but still those are pretty big parts of the game. you can also just not bother looking at the body and still complete the game, too.

Phenotype
Jul 24, 2007

You must defeat Sheng Long to stand a chance.



You have to go to the island, but I don't think that whole phasmid sequence happens unless you do all the quests for the old couple (not spoilering that -- do the quests for the old couple, everyone!)

I'm also of the mind that the quests for the raver kids are likewise crucial to the story.

Real hurthling!
Sep 11, 2001




I think you need to finish the spoiler quest to see the spoiler thing at the end of the game dont you? I always ran around doing it in my plays so idk what happens if you dont

BeanpolePeckerwood
May 4, 2004

I MAY LOOK LIKE SHIT BUT IM ALSO DUMB AS FUCK



veni veni veni posted:

Specifically, boobies that the internet did not find satisfactory.

lol

Real hurthling!
Sep 11, 2001




Neil druckman, your goods have gone bad!

bloodychill
May 8, 2004

And if the world
should end tonight,
I had a crazy, classic life
Exciting Lemon

veni veni veni posted:

Specifically, boobies that the internet did not find satisfactory.

If they’d made them underaged, the internet would’ve loved them.

I kid, they would’ve called Druckman a pedo jew and then jerked it to Japanese school girl underwear because that particular internet crowd is completely unhinged.

(USER WAS PUT ON PROBATION FOR THIS POST)

Real hurthling!
Sep 11, 2001




bloodychill posted:

If they’d made them underaged, the internet would’ve loved them.

I kid, they would’ve called Druckman a pedo jew and then jerked it to Japanese school girl underwear because that particular internet crowd is completely unhinged.

Signing posts again

imhotep
Nov 16, 2009

REDBAR INTENSIFIES
I’m listening to an episode of this podcast with Troy Baker, Austin Wintory and the guy who made Thomas Was Alone and Troy said how Bethesda games intimidate him because the menu systems are really complex and he never knows how to use them and I was just thinking if there were any games I could think of that made me think ‘this is complicated’, and I was just wondering if Troy baker actually played that many games, but also it’s probably because I don’t really play too many like, super complex management sim type games or whatever. I do remember being intimidated by the general menu system in dark souls 3, partially because I hadn’t played many games with big inventories or stats aside from a few beginner friendly JRPGs like final fantasy 7 or Pokémon. And also I think I was also just put off by how different it was to Bloodborne, because the dark souls 3 menu shows you so many stat numbers and is just fundamentally different, so I was also just intimidated by the amount of new things and the different healing system which I didn’t know about before I started.

It might just be that complex menus are probably more of a design issue, or that games have just done them really well if anything and Troy baker is just dumb. but yeah I can’t really think of any menus that were actually confusing for more than like a minute, and the last time I can even remember that happening, that had more to do with me being unfamiliar with games in general.

Death Stranding always reminded me how complex menus can get though, and how well that one is designed. Especially going through the gigantic list of tutorials in the menu and seeing just how many mechanics and all the stuff that you can do in the game is kind of staggering when you look at it like that. But the way it uses little pop up menus for tools and equipping and de equipping weapons, or choosing what type of structure you want to build, or how to select your bb and choose to rock them, which you do by rocking the controller, is just very well designed and implemented.

imhotep fucked around with this message at 21:17 on Oct 28, 2022

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

The menus and general poo poo awful UI for the base management stuff in MGS V turned me off hard, and I'm the kind of guy who will happily wallow in insane paradox games.

It was UI and menu design like a microsoft product from the 90s, and I don't mean that in a flattering way.

Casnorf
Jun 14, 2002

Never drive a car when you're a fish
semiregular reminder that shoogaslim has claimed to be a ux designer

imhotep
Nov 16, 2009

REDBAR INTENSIFIES

Cyrano4747 posted:

The menus and general poo poo awful UI for the base management stuff in MGS V turned me off hard, and I'm the kind of guy who will happily wallow in insane paradox games.

It was UI and menu design like a microsoft product from the 90s, and I don't mean that in a flattering way.

MGSV in general is just over my head, the main reason being that for some reason I can’t actually understand stealth in games. But yeah I think overall it’s just kind of overwhelming and kind of ambiguous, and for whatever reason I felt like I was missing some context for almost everything. Which is weird because Death Stranding does a really good job of making an otherwise very confusing game easy to get into and play.

Oscar Wild
Apr 11, 2006

It's good to be a G

Starbucks already did this, its called a Venti

Escobarbarian
Jun 18, 2004


Grimey Drawer

Casnorf posted:

semiregular reminder that shoogaslim has claimed to be a ux designer

yeah……a sux designer!!!!

Haptical Sales Slut
Mar 15, 2010

Age 18 to 49

This time you balance jugs of water on your head in vr.

NECK HAPTICS CONFIRMED

JBP
Feb 16, 2017

You've got to know, to understand,
Baby, take me by my hand,
I'll lead you to the promised land.
The medium was bad though

BeanpolePeckerwood
May 4, 2004

I MAY LOOK LIKE SHIT BUT IM ALSO DUMB AS FUCK



Casnorf posted:

semiregular reminder that shoogaslim has claimed to be a ux designer

literally what the hell are you on about

Kilometers Davis
Jul 9, 2007

They begin again

I tried to detective out some context but this is norfing on a whole new level

RareAcumen
Dec 28, 2012




MGSV is a fun game to play but not the base menu part
shoogaslim is supposedly a UX designer and did not enjoy it
Having to do UX design as a job he probably has specifics to point out at being lackluster compared to people who sum up their distaste for something at 'anime' and refuse to point out a single example beyond that?

That's what I'm guessing was the intent

bloodychill
May 8, 2004

And if the world
should end tonight,
I had a crazy, classic life
Exciting Lemon
Casnorf posts are basically this thread’s daily sudoku

Real hurthling!
Sep 11, 2001




I like the fish av tho

imhotep
Nov 16, 2009

REDBAR INTENSIFIES
No I think it’s literally that shoogaslim has mentioned that he does UI design stuff, which is interesting. I don’t know if Casnorf is saying that Shoogaslim ‘claims’ to be in a suspicious way, which is funny if for some reason he actually is suspicious.

Oxxidation
Jul 22, 2007
finished plague tale requiem. verdict: not great, not terrible

the puzzles and exploration are the same AA "drag this, collect this, craft that" as the previous but the combat felt like a step down despite your expanded tools. stealth became unviable fast on normal difficulty, because enemies are hawk-eyed and pretty much everything amicia can do to take them out generates noise somehow. even more annoyingly, the alchemical tools you can craft are near-exclusively meant to deal with the rats and can only shut down human enemies for brief periods (unless there are rats nearby to take advantage of them), so i found myself in several combat-heavy setpieces where i was loaded down with alchemy projectiles but next to no use for them. the "stealth" sequence in Chapter X especially had me spitting nails because i could barely take a step out of cover without getting spotted and they introduced a new enemy type that sets your cover on fire if they glimpse anything. like the last game, there's an upgrade you pretty much need to get if you want the endgame to be remotely tolerable - in the first game it was the dual-shot sling, in the second it's the reusable crossbow bolts.

visuals are as spectacular as the screenshots made it look. you would not believe how many rats this thing can hold. no matter how many rats you think it can hold, it's more rats than that

as for the plot (full game spoilers) it's a 20-hour shaggy dog story that gradually loses coherence as it focuses on being as unrelentingly cruel to the protagonists as possible. i like misery porn and Requiem is a fine example of it, but it doesn't have much to say under the torture of its characters - it sort of alludes to the destructive power of love in the last act, but not enough so that i'd consider it an overarching theme. every time amicia and hugo get a breather it's only so the plot can slam them down twice as hard an hour later. the worst contrivance is when their mother comes back for five minutes in the last act only to promptly get murdered in front of her kids. it gets dangerously close to farce

the first game was grim but still felt like a scrappy adventure for the most part, whereas this is more Spec Ops: The French. amicia's crusade to save hugo is borne half out of sisterly love and half out of vicious spite towards a world that wants him dead, which is a neat dynamic, but it means that she plainly doesn't give a poo poo about the thousands of casualties from her personal crusade. between games she's shifted from a long-suffering defender of her family to a PTSD-added wreck who drags her five-year old brother through atrocity after atrocity (despite his increasingly hysterical pleas for her to stop) until he becomes suicidal from the stress, and it's all for nothing - the siblings don't accomplish anything they set out to do by the time the game's over. every goal they set out toward either turns out to be a falsehood or derailed by another senseless act of violence from the people around them. and whereas the Inquisition from the first game was malicious from the start, most of the villainous characters in Requiem only end up that way as a direct result of the horror that hugo and amicia drag in their wake. amicia goes off the rails in the early game from a doctor plainly telling her that hugo's incurable, kills half of france looking for increasingly obscure ways to cure him, and finally ends up having to euthanize him before his super-plague literally turns off the sun. the only, really tarnished silver lining is that no one else had a better idea, since it's implied that the secret order of alchemists wanting to "treat" hugo were really just going to lock him in an oubliette and experiment on him until he plague-nuked france out of despair. the supporting cast is strong and the french VA was solid, but i can't imagine most people would be thrilled by a plot so desolate


conclusion: take a look if you're interested in a AA Feel Bad Simulator with some great vistas, emphasis on "Feel Bad"

Oxxidation fucked around with this message at 22:47 on Oct 28, 2022

Real hurthling!
Sep 11, 2001




Oxxidation posted:

finished plague tale requiem. verdict: not great, not terrible

the puzzles and exploration are the same AA "drag this, collect this, craft that" as the previous but the combat felt like a step down despite your expanded tools. stealth became unviable fast on normal difficulty, because enemies are hawk-eyed and pretty much everything amicia can do to take them out generates noise somehow. even more annoyingly, the alchemical tools you can craft are near-exclusively meant to deal with the rats and can only shut down human enemies for brief periods (unless there are rats nearby to take advantage of them), so i found myself in several combat-heavy setpieces where i was loaded down with alchemy projectiles but next to no use for them. the "stealth" sequence in Chapter X especially had me spitting nails because i could barely take a step out of cover without getting spotted and they introduced a new enemy type that sets your cover on fire if they glimpse anything. like the last game, there's an upgrade you pretty much need to get if you want the endgame to be remotely tolerable - in the first game it was the dual-shot sling, in the second it's the reusable crossbow bolts.

visuals are as spectacular as the screenshots made it look. you would not believe how many rats this thing can hold. no matter how many rats you think it can hold, it's more rats than that

as for the plot (full game spoilers) it's a 20-hour shaggy dog story that gradually loses coherence as it focuses on being as unrelentingly cruel to the protagonists as possible. i like misery porn and Requiem is a fine example of it, but it doesn't have much to say under the torture of its characters - it sort of alludes to the destructive power of love in the last act, but not enough so that i'd consider it an overarching theme. every time amicia and hugo get a breather it's only so the plot can slam them down twice as hard an hour later. the worst contrivance is when their mother comes back for five minutes in the last act only to promptly get murdered in front of her kids. it gets dangerously close to farce

the first game was grim but still felt like a scrappy adventure for the most part, whereas this is more Spec Ops: The French. amicia's crusade to save hugo is borne half out of sisterly love and half out of vicious spite towards a world that wants him dead, which is a neat dynamic, but it means that she plainly doesn't give a poo poo about the thousands of casualties from her personal crusade. between games she's shifted from a long-suffering defender of her family to a PTSD-added wreck who drags her five-year old brother through atrocity after atrocity (despite his increasingly hysterical pleas for her to stop) until he becomes suicidal from the stress, and it's all for nothing - the siblings don't accomplish anything they set out to do by the time the game's over. every goal they set out toward either turns out to be a falsehood or derailed by another senseless act of violence from the people around them. and whereas the Inquisition from the first game was malicious from the start, most of the villainous characters in Requiem only end up that way as a direct result of the horror that hugo and amicia drag in their wake. amicia goes off the rails in the early game from a doctor plainly telling her that hugo's incurable, kills half of france looking for increasingly obscure ways to cure him, and finally ends up having to euthanize him before his super-plague literally turns off the sun. the only, really tarnished silver lining is that no one else had a better idea, since it's implied that the secret order of alchemists wanting to "treat" hugo were really just going to lock him in an oubliette and experiment on him until he plague-nuked france out of despair. the supporting cast is strong and the french VA was solid, but i can't imagine most people would be thrilled by a plot so desolate


conclusion: take a look if you're interested in a AA Feel Bad Simulator with some great vistas, emphases on "Feel Bad"

Same. Its my biggest gaming dissapointment of the year. The final scene before credits is so :rolleyes:

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Casnorf
Jun 14, 2002

Never drive a car when you're a fish

imhotep posted:

No I think it’s literally that shoogaslim has mentioned that he does UI design stuff, which is interesting. I don’t know if Casnorf is saying that Shoogaslim ‘claims’ to be in a suspicious way, which is funny if for some reason he actually is suspicious.

"Claims" in this case because I have no external verification, not a value judgement on the statement itself. I'm not really asking, either -- you (general) don't have to give me your bonafides to back up whatever ridiculous claims you (general) make. Honestly, if it's true it might be sadder for all the rest of us. Ha! And I hadn't even really thought about whether he likes (x) game with (value) of UI; more just a semiregular reminder to consider context when assessing a given UX. The guys who are good at it are in a completely different tax bracket than us and for good reason. They also mostly don't work in games.

Cheez, that's a lot of loving words for a little giggle based on something someone said here once. It's worse than loving twitter; gotta defend against every loving bad faith reading of some light pokin'.

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