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Showing content with the highest reputation on 09/22/20 in all areas

  1. Yeah, the shit behind peoples backs is normal. It's mostly a coping mechanism as people don't really realize how much of a piece of shit they are, and then it's the quantity of pieces of shits a customer service employee has to deal with. Need to unload and vent, and this happens for every every profession where you deal with customers. Getting angry and talking shit to customers directly is inexcusable though. Make proper rules and when kids keep pestering on NSFW channels, warn and ban if the little shit doesn't get it though his skull. Then vent in private with coworkers
    2 points
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  3. midanlaw

    love deastination cgs

    does someone know where to fing this vn cgs, pm
    1 point
  4. Localization companies have a lot of constraints. The business requires co-operation with the Japanese side of things. No game can be released without the consent and involvement of the rights holders. The Japanese IP holder can't just sign on the dotted line and take easy royalty money. They have to do work. Legal work, chasing down VA contract clearance. Graphics work, uncensoring the artwork and finding original assets. Programming work, updating the game engine to handle incompatibilities with Western OS default settings and the fact that Western languages use characters that, in Japanese, nobody ever uses so you're free to use things like apostrophes and commas as game scripting commands. Witness Kara no Shoujo and Koihime initially releasing with no VA because they couldn't afford to pay the VA fees. Witness a certain game I know of not ever getting an editing pass to fix issues, even though company staff privately admitted to me they wanted to - because the Japanese side didn't want to give the localizer their script compiler, and didn't want to be bothered because they'd already provided one fix and seemed to feel 'why jerk us around fixing one thing at a time'? Witness Pulltop, releasing Princess Waltz under Jast USA (great game by the way) then deciding to start MoeNovel. Or Jast USA getting Steins;Gate but not being the ones to release it on Steam, or anything else by them. Navel pulled out of a partnership with MangaGamer to release Shuffle! on Steam all by themselves. The licensors have a lot of pull, and they absolutely will use it. And the truth is, VNs sell a truly pitiful number of copies in English. Koihime had no VA because they didn't think the game could sell two thousand copies. It eventually did, after close to two years. After they decided to cheat a bit and include the size of their hard copy print run in the 2K (assuming it would eventually sell through) because they didn't want to do a hard copy release of it with no voice. Things are somewhat better if your game can get on Steam, but after Steam opened the floodgates suddenly there's lots of games on Steam and so few nowadays get the eye-popping sales figures IMHHW or Nekopara did once upon a time. So even though sales are declining slowly but steadily in Japan, as mobile inexorably cannibalizes everything else people used to spend money on, they're still - even far removed from what they used to be at the peak, like they are nowadays - still far higher than they are in English. This makes it a tough sell for most companies.
    1 point
  5. Alright friends I'm sorry, I couldn't get into Ao Kana, I know, I know, blasphemy, it's one of the more favored high school slice of lifes out there, but I'm just waaay passed my SoL honey moon phase lol. Absolutely loved the artwork, and coupled with the flying thematics/settings I just know it would've been one of my tops alongside all the others I've red in the past. I can probably get back into it some other time, but after going through MuvLuv / Al Somnium Files / Chaos;Child / Utawarerumono this year I'm still hungry for some more plot heavy shenanigans rather than mindless eye candy moe droolzie fests. That being said, I did get another VN for my Switch in addition to Ao Kana: YU-NO. Now I didn't really read the synopsis for it, so when I was slogging through the prologue for a good 2-3 hours I was like uh oh, but then BAM it's a VN that involves timetravel/multiuniverse YEEE thank the VN gods! ~~ You are protagonist (first) Takuya Arima (last), an "acts obnoxious and perverted" high school boy who is kind of in a slump and slacking with his life and studies after his father, a fairly renowned researcher/historian, goes missing for a month and is eventually presumed dead. Takuya now lives with just his stepmother Ayumi, a very gentle and caring woman who's only about 10 years older than Takuya. Cuz she was a student of Takuya's dad and they fell in love. Whew. Takuya is an obnoxious loudmouth, and 50% of his dialogue with any female character is plagued with early 2000s perverted protagonist humor; hopefully he'll grow out of it in some semblance of character development come later. He even pervs out on his stepmother Ayumi at times lol, but at least he's mindful about that: Yo dw Takuya, I won't judge, you're only looking because I'm making you, because I'm the one who wants to stare Yada yada yada, Takuya eventually gets a package delivered to him. The sender? His father! And inside is the deus ex machina of deus ex machinas, your very own time machine device! Now YU-NO came out in 1996, so it's the OG time travel/multiverse VN and I'm going to just enjoy it for what it is instead of trying to compare it with Steins;gate / Zero Escape and whatnot. So far I dig the concept, you know how VNs have flow charts and save points? These are seamlessly implemented as a natural feature of Takuya's time travel device so he can set a jewel (checkpoint) and jump between them at will, though he only has a limited amounted of jewels (checkpoints) to place. Basically you using this limited saving or loading feature is him using his time machine device, pretty meta for a VN made in 1996. The only drawback so far is that it doesn't seem like Takuya himself is aware of any jumps you're doing early on in the story, though I'm assuming come late game it'll probably be heavily integrated with the plot. The VN narratively plays like a point and click adventure, where you are given breaks in between dialogue to move to your next destination or examine your surroundings. Pretty neat feature, though I've already developed the habit of holding skip and clicking everything in the map and then glancing through backlogs, because there is a LOT of fluff / boring descriptions: Yuck, too much stuff to examine. Doesn't help that you can literally leave the room and come right back and then all the things you just greyed out (indicating that it was read content) will be white again (unread content). ~~ Naturally I'm playing the remastered Nintendo Switch version of YU-NO. It comes with remastered tracks (though you can change the BGM to the OG 8-bit sounding ones at any time, always nice to have that feature) and modern moe graphics, which I always love so that's a plus. I saw some comments about diehard purist fans going 'Ohh the old artstyle was better, the new one is lifeless'/ Well i say y'all needa get your eyes checked and get with the times, I bet there are even OLDER purists who would think black and white pixelated pre-1970s artstyle trumps the old 2000s janky artstyle lol. Yes, I had Takuya stare at her butt. For the longest time ever. Sue me ~~ Pretty interested to see what kind of story this VN will do
    1 point
  6. Recoyale is our team(Waifu Trash Family) music composer. Hope everyone enjoy his work! On additional note, our visual novel(Girl's Frontline - Tomorrow, With You), already has it's first demo! Please look forward to the second demo too!
    1 point
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