13

So Girls Band Cry basically did the literal exact same ending that Jellyfish tried to do, except it actually involved all the cast instead of just being one of them getting to have a small personal win while the rest sit around watching from the sidelines like blob-no-thoughts, and was also paced for that to actually work as the climax.

The first seven episodes of Jellyfish were better, hands down, but the last five were like an entirely different show (in fact, I'd say the tail end of Jellyfish was literally just the tail end of Girls Band Cry but worse because it didn't fit the characters or story trajectory at all and also wasn't executed well), with the one exception of episode 11 and how it dealt with Watase's gender. In contrast, the first half of Girls Band Cry wasn't great: the characters were abrasive and annoying and all the narrative drama was just Nina or Momoka getting mad and then storming off because of it, over and over, but it admittedly did manage to turn it around in the last five or so episodes and give it all some semblance of a coherent story arc.

Also tell me I'm not the only person who didn't realize until episode 10 that Tomo and Rupa were a couple? They never say anything about it that I caught, but it's pretty clear in retrospect that the two women who live together, spend every waking moment together, and who have a categorically different sort of relationship than they do with anyone else are together, at least after seeing these scenes from ep10 and ep11:

Unfortunately the Nina/Momoka pairing people were meming over never happened, though it's not particularly surprising since they just didn't have any particular chemistry past the first episode or so. In fact, looping back to the "Jellyfish turned into a worse version of GBC in the end" point, the heel-face turn Jellyfish did with Mahiru and Kano basically turned them into Nina and Momoka: friends, but held at arms length.

The last point to mention is the art: third act narrative problems aside, Jellyfish was a stylish and gorgeously animated show with vibrant static-but-lively backgrounds; Girls Band Cry had a fair bit of style to it and was probably the least bad looking CGI anime I've ever seen, but the CGI still just looks bad most of the time and the added motion from animated background action dilutes the shot and distracts from the actual focus of any given scene. I've come to strongly believe in the value of a static background as an economy of motion and focus thing, and a crowd of janky moving repeated-model extras wiggling in the background absolutely brings down the scene in a way that a static panel of out-of-focus background characters doesn't - so it should be no surprise that the best looking shots in GBC are the ones without a ton of background action or jarring movement that the CGI exacerbates.

[-] KobaCumTribute@hexbear.net 30 points 2 days ago

Someone showed him an industry ad video for the sort of big sensor array things they install in some border checkpoints and he couldn't comprehend any of it apart from seeing a big thing moving and hearing someone claim it helps find hidden drug compartments.

[-] KobaCumTribute@hexbear.net 4 points 2 days ago

How does this work? Where am I getting the initial funding? Who am I? Who authorised this? What is this madness?

In the second campaign, the backstory is that you're basically supposed to be an eastern european country that was colonized by a western power that built some infrastructure to aid in resource extraction, except you revolted against them, gained autonomy, and established a socialist state of sorts, with your objective being to attain autarky and modernize the scattered villages throughout the country.

So there at least, I'd guess the $2,000,000 balance is from seizing the US-backed dictator's wealth, and the 10,000,000 rubles you start with were either the result of selling captured western equipment to the Soviets or a sort of hands-off foreign aid grant from alternate timeline more-liberal-brained Khrushchev.

Well, the workers aren't going to go wageless/salariless regardless of whether or not they are working on the project, and I don't think that there even were contract workers in the USSR.

This made me think of two things, one related to the game and one not. The first is that nothing domestically involves currency that you deal with, all the money is foreign currency used for trade; that means that your internal economy is running purely off some kind of labor voucher system and abstracting away both the wages workers earn and what they spend on goods and services as an overall balanced and isolated system.

The second is that AFAIK starting under Khrushchev (IIRC) there was a tacit acceptance of a so-called "second economy" in the USSR, which involved comparatively small scale private exchange for crops grown in personal plots, craft goods, and contract services like repairwork that existed outside the centrally planned institutions.

Tangentially, that's making me think about the centralized state-run farm equipment depots in the game, and how one of Khrushchev's more notably hair-brained and disastrous reforms was privatizing that sort of thing so that farmers had to own and maintain their own tractors, which made maintaining them way more expensive and reduced overall agricultural efficiency since "idk lmao everyone do it for themselves" is much worse than having centralized depots staffed by mechanics whose whole thing is maintaining them and who have all the tools and materials on hand to do so in one place. Also that contemporaneous to that in China, farm machinery was rare and the rural communes weren't really communes yet, so the farmers who'd managed to get access to tractors and the like quickly turned around and became private contractors who'd go and use the tractors on other farmers' fields for compensation and within just a couple of years of that being the status quo it was already creating a problematic wealth inequality between farmers in general and the sort of contractor tractor-kulaks that had to be addressed by the state.

[-] KobaCumTribute@hexbear.net 5 points 2 days ago

From where?

A neighboring country, either Soviet or Western depending on the currency you use for this.

Firstly, why does your state not have construction workers?

Because you don't have local construction coordinating offices and vehicle depots yet, so you're relying on outside help.

Secondly, why can't you requisition the workers from the USSR or another planned economy?

You do, but they want compensation. It's kind of a gamification of... Actually, you know what? Given the time period it defaults to (starting in 1959), I'm just gonna blame Khrushchev. Maybe it's an alternate history where he was even more revisionist and did more Gorbachev level dipshittery with trying to liberalize the central planning.

A more realistic answer is that you're entirely independent and just maintain neutral terms with both the Soviets and the West, so even though you can freely trade with both neither is going to come in and build things for you or make any sort of demands of you. Which is ludicrously unrealistic considering you're sitting on huge deposits of oil, coal, metals, and uranium, but that's city builder logic for you.

Why can't you source it from your own state? Why are your options limited to either producing the resources within the city,

You're running an independent border republic roughly the size of something like Andorra, maybe a little bigger. Everything outside your borders is foreign, even the Soviets.

[-] KobaCumTribute@hexbear.net 10 points 2 days ago* (last edited 2 days ago)

When you buy buildings you are buying the resources, having them shipped in, and having foreign contract workers come in with that to actually build it for you using their equipment. It's just it abstracts this away for the sake of gameplay. It's like when buildings are purchasing and importing the goods they need, it's abstracting the actual delivery of them from outside.

It may be a game setting to enable a more complicated build option (so if you're still in the tutorial campaign this may be disabled, I'm not sure), but if you look down at the right corner where you have "finance with rubles" and "finance with dollars" boxes, there should be a third one to the right of them that uses local resources and labor. That doesn't cost money (directly, but if you're filling warehouses of material with the auto-import purchase option that will cost money) but requires construction offices staffed with transport and heavy construction vehicles, as well as busses to take workers to the site, and you need to be sourcing all of those things from somewhere.

[-] KobaCumTribute@hexbear.net 9 points 2 days ago* (last edited 2 days ago)

It's always neat when a word's etymology basically boils down to "so yeah it literally meant this other thing which it would intuitively mean, but that's been wiped out by a flowery idiomatic use of it to mean that same thing only allegorically instead of literally, to the point that no one even thinks about what the underlying literal meaning of it is anymore."

[-] KobaCumTribute@hexbear.net 2 points 2 days ago* (last edited 2 days ago)

like I need the villain speed 4% faster.

That's just NOED.

[-] KobaCumTribute@hexbear.net 4 points 2 days ago

IIRC it established two separate levels of the disease that's basically the same as the later ghoul/feral ghoul divide in Fallout. So there were vampire zombies that hunted people - including each other - and ones that had managed to stabilize the condition with medical treatment. He hunted them indiscriminately, and it was the latter group that managed to take him out with an organized military strike on his fortified compound.

[-] KobaCumTribute@hexbear.net 3 points 3 days ago

I don't know what the problem I was running into was then.

[-] KobaCumTribute@hexbear.net 4 points 3 days ago

I don't know what the deal is then, because that was the very first thing I tried: setting up a route between bus stops expecting them to work like in Cities: Skylines only to watch as empty busses just circled around between stations and never, or almost never, picked anyone up even when there were people waiting there. It wasn't until I learned you could target individual buildings as stops that busses started filling up.

[-] KobaCumTribute@hexbear.net 4 points 3 days ago

No, "If a citizen is unable to find a building that they're looking for in walking range, they will instead walk to a nearby public transport station where they wait to be picked up by a vehicle, and willingly disembark at the first station that has their desired building in range"

I have not been able to get that to work. If the route just goes through stations no one ever boards and it just cycles empty busses indefinitely even with full stations. It's only when I start pointing the bus at specific buildings that they start filling up and working as expected.

[-] KobaCumTribute@hexbear.net 10 points 3 days ago

people walk only a certain distance of i think 100 meteres

I think this depends on the type of path they have? Like they'll budget their route to walk for up to X amount of time to reach a location, and the distance is determined by how far they walk in that time? The furthest I'm seeing for "within walking distance" of some buildings is just over 450m with the full 100% walking speed paths along the whole route. Unless this is further modified by a game setting - I went into the campaign (not the tutorial one) with whatever settings it defaults to.

you get a bus depot, buy the busses, and then assign them all routes there.

Right, with the caveat that the routes themselves have to be pointed at buildings to drop people off at, not just other stops. If a bus isn't going directly to a potential workplace, school, or shop no one will board it and it took me entirely too long to figure that out.

Like bus stops (and I assume passenger rail platforms) aren't set up to shorten pathfinding to desired locations, they're a place of last resort that unfulfilled citizens go in the hopes that a bus that can take them to a desired location type shows up at some point.

And to answer my own question: they do seem to just teleport home when they finish a task, they don't gather to be brought back. That's another unintuitive thing coming from Cities: Skylines, that traffic isn't like a back and forth sort of thing for anything but the dedicated vehicles that go through specific routes. Maybe citizens with personal cars are different? Or maybe this a mechanic hidden behind one of the settings, idk.

27
submitted 3 days ago* (last edited 3 days ago) by KobaCumTribute@hexbear.net to c/games@hexbear.net

So I get that it's not like in Cities: Skylines where it's used for pathfinding by people traveling around and instead is like "people go stand at the sad and unfulfilled person station in the hopes that a carriage will arrive to take them somewhere they need to go," but what happens then? They have an "I would like to go do a job at the job factory" travel goal and an "I would like to go shopping" travel goal, but do they also have an "I would like to go home" goal or do they just teleport back home after doing a task?

Do I need to coordinate them returning home or just being delivered to places they want to work and shop?

Edit: for that matter, how does refueling work for trains and busses? Do they just autonomously seek out fuel stops when they need to, or do I need to micromanage that somehow? Scratch that, I just watched a bus go to a gas station unprompted, through I'm still unclear on whether trains will find a fueling station or if they need to be routed through one.

[-] KobaCumTribute@hexbear.net 38 points 5 days ago

Ah yes, three "experimental approaches": a grift, another grift, and the barest minimum dose of states actually maybe doing some fraction of the established and time-tested method of actually addressing the problem.

25

The animation and color palettes are gorgeous, the soundtrack is great, and the story is both cute and poignant, revolving around an amateur artist, disgraced former idol, said former idol's fangirl/stalker, and a failing vtuber starting a band but focusing mainly on their personal alienation and anxieties instead of the music/performance side of that. The four main characters are all pretty unambiguously queer too.

Cons: might be yuri bait, and the rare fanservice shots are weird and tonally out of place with the rest of the story. There's also five episodes left in the season so there's plenty of time left for it to milkshake duck and retroactively ruin the first half.

1

Like as of the latest book to be translated to english Akari and Menou's relationship has basically been (spoilers)Akari: *actively declares undying love and attraction towards Menou, constantly*

Menou: blob-no-thoughts

Akari: *actively conspires to die in the hopes of saving Menou's life, while burning her literal soul as fuel to keep a three month timeloop going for an unknown number of years in the hopes of finding an iteration where Menou lives* (corny as that sounds, the gradual reveal that that's what was happening was great)

Menou: blob-no-thoughts

Akari and Menou: *merge their literal souls together, becoming one singular being split between two bodies, in language that's explicitly romantic and euphemistic*

Menou: blob-no-thoughts "I made a friend."

Akari: *gets mind-wiped by the original Menou, Hakua, who is both the literal god of the world's main religion and so madly infatuated with Akari that she betrayed and murdered every other friend she ever had, waited a thousand years, and plotted to kill an entire world just in the hopes of being reunited with Akari*

Menou: blob-no-thoughts "I must kill god, alter the basic mechanical rules of this world, and save my friend. Then I will spend my life with her and hold her hand, as is normal for friends."

I want to scream. meow-knife-trans

Still a shame the anime never got picked up for another season.

1

Like as far as writing quality in general, art, characters, etc it's all quite good, but the whole "dungeon ecology" stuff being retconned away with "actually it's all eldritch horror wish magic so all that monster ecology stuff is fake bullshit that doesn't matter" kind of sucked as a core plot point, as was downgrading the dungeon lord from "scary ancient mage who knew how to make such a big and complex dungeon" to "just some dumbass who didn't understand the most basic things, and it was all just eldritch horror wish magic doing the heavy lifting." Making a core point of the wish magic "greed and cruelty are harmless and normal, but wanting to improve the material conditions of others? That's a serious moral hazard that feeds a world eating demon!" is some peak liberal bullshit, too.

Also I hate the narrative device of "this arc has reached it's climax and finished and we've wound it all down now, time to move on to the next-PSYCH lmao I take it back it's not done I'm undoing it now it's still on we're still doing the thing that just finished lol" because it's lazy and ruins tension and pacing compared to just finding some better way to segue into a new arc. Especially since it doesn't even really do much of anything with the retcon, and it was practically just an excuse to get rid of the timer they had and replace it with a different one they didn't know about.

Apart from those things it was all good enough, though.

1
submitted 3 months ago* (last edited 3 months ago) by KobaCumTribute@hexbear.net to c/anime@hexbear.net

Like the way its structured to start with is the extremely tight view that drives home that all these other characters have their own lives and existence but you only ever the few bits when Frieren's around and then they're gone, while the pacing keeps up this constant feeling of time slipping inexorably away and being lost forever. It hits hard and is structured perfectly for those themes.

Then it hits a point where the story shatters into a bunch of separate threads and grinds to a complete halt in the way that stories that split into a bunch of threads inevitably do. It loses the tight focus and the feeling of "yes, these characters have their own existence but you only interact that during the moments you're actually there" sort of thing in favor of just showing you a blow by blow of everything that's going on with them, and instead of time slipping away no matter how hard you hold onto it it instead stands completely still.

It stops being unique and impactful and starts being "that annoying thing from BNHA where they spend like half an entire season going into excruciating detail about some little training exercise with mild competitive elements that every single member of a huge cast is participating in" instead.

25

I know you have to soak them overnight to rehydrate them and leach out poisonous shit, but is there more to it than that? Can this go along with seasoning them or does the water need to be as clean as possible to make them safe to eat?

1

Here's one begging the mods to curtail all the AI generated slop in the AI slop generation sub.

Another post asking how to filter out all the low effort memes, and another providing a link to hide them.

The meme in question is also some vaguely racist riff on the weird facebook spam pictures, focused on an african child making things out of garbage.

It's just really funny the bitter fighting that's happening between "don't ruin this useful informational sub with the literal fruits of its efforts" wojak-nooo people and the soypoint-1 "lol lmao slop machine go brrrr" soypoint-2 trolls.

1

They're holes in the water you throw money into.

1

Like I don't even have any ethical qualms about it, I just have crippling social anxiety that stops me from doing the sort of networking and bullshitting a crypto scam requires.

19
submitted 3 months ago* (last edited 3 months ago) by KobaCumTribute@hexbear.net to c/libre@hexbear.net

I've spent weeks searching for an answer and trying different fixes, but at best I've reduced the frequency of it happening and even that I'm dubious of, since it seems so random.

  • journalctl has absolutely nothing at all from when it happens, except one time where it managed to log that the kernel lost contact with the GPU in the seconds before the system went down - after undervolting and underclocking the GPU that message hasn't happened since.

  • there's no crash log from it either.

  • memtest declared there were no problems with the RAM.

  • I've been watching sysinfo and corectrl like a hawk and CPU, RAM, and VRAM usage is all well within normal levels when it happens, temperatures are low across the board.

  • the same system has been 100% stable and completely fine running under heavier load for hours at a time in windows.

  • I've followed AMD's instructions for making sure the GPU drivers are what they should be for this, and the kernel is a version that's supposed to be correct and stable for those drivers as well.

  • specific compatibility settings that other people found to fix literally this exact problem may have, at most, reduced the frequency of the crashes but again, they're so erratic it's almost impossible to determine cause and effect here.

  • I've tried disabling the integrated graphics both in the BIOS and through settings, because that can apparently cause instability, but that hasn't helped.

I don't know what else to look at or try at this point.

1

So by now we probably all know about the concept of diegetic essentialism (tl;dr: treating a piece of media as if it were a whole and complete thing that exists in and of itself within itself when analyzing it, instead of only what the author actually shows), and we can see that it's both a real phenomenon that both fandoms and critics do a lot to the point that it's something that needs some level of criticism.

Now, as the essay itself says, diegetic essentialism is a part of how media is consumed and parsed, and I could describe it as a sort of object-permanence for fantasy where you have to assume and work with the fact that a story isn't and can't go over every bit of progression in detail and so you have to assume that things are happening in the background, the character is still there if the camera pans off them or they aren't mentioned by name for a paragraph or a page, etc. So its point is more that it should only be a part of the actual act of consuming media, and you shouldn't do that "remembering that stuff off screen is there and stuff is happening offscreen" thing when analyzing a work to try to divine exactly what "really" happened offscreen in the fictional story.

With the release of Starfield, it became apparent that this is an incomplete perspective. For anyone who is not familiar with that, Starfield presented a high-tech, "utopian" society of space-car-brained fascists of several flavors, none of whom know what a phone is, and where despite having functionally limitless resources everywhere you look 90% of the population are either unpersoned homeless people you're legally allowed to hunt for sport, or the footsoldiers of one petty warlord or another. The official, explicit author explanation of the setting is that it's cool and good, and that it's a hopeful and aspirational future. The horror is all whitewashed and toned down, and internal criticism of the nightmare dystopia it's created is extremely weak and soft.

Naturally, the fanboys do diegetic essentialism to imagine how it actually does work and is as nice as it claims to be, handwaving over all the fascism and slavery to unironically do the liberal thing that Vonnegut mocked in Player Piano about how even the poorest members of society have fancy consumer goods that make their lives better than those of kings (which in Starfield's case they're inventing from whole cloth, since there aren't fancy consumer goods and no one even has a phone). Now we could just say "this is vapid and horrible on its face" and leave it at that, but that makes for a weak criticism and forgoes a chance to pick apart the brainworms that went into its creation.

It is for that exact purpose that I synthesized Diegetic Materialism as the answer. Because sometimes one does have to engage in diegetic essentialism to analyze a work, but this should remain grounded in material analysis. That is, if one is treating a work as real inside itself one's focus should be on how its internal cause and effect flows, what the material underpinning of some facet of it is and has to be. Effectively applying worldbuilding and character building criticism to better understand both the author and the work itself - characters should have motivations and backgrounds, setting elements should have causes and histories, and in the absence of these what one can reasonable infer should make sense or at least not betray the author's brainworms.

For example, the UC in Starfield: it's literally just Heinlein's Starship Trooper fascists, uprooted and set down in a context where they make absolutely no fucking sense. It's a highly militarized, elitist society ruled by a military junta and massive corporations, which locks personhood and rights like "owning property" behind military or civil service (and in a step beyond even Heinlein, there isn't even voting for citizens, the state is simply a self-enclosed military and bureaucratic hierarchy). Despite this, there's neither a reason for any of it nor dissent, nor do they do any of the things that would be required to sustain that system. They're a clean, happy, cosmopolitan society that preaches tolerance and peace and has social welfare programs, while the non-citizen class either lives in rental units in peaceful slums out of sight and there's no need for brutal enforcement or peacekeeping, or they're outcasts you can legally hunt for sport and no one thinks there's anything weird about this.

It's nonsense, and it gets more nonsensical the more you look at it because there's no cause and effect: why are the happy, tolerant, very concerned about social welfare people locking personhood behind military service? Why is there no dissent to any of this? Where is the conflict between the corporations and social welfare programs? Where is all the violence and immiseration that this society would require to sustain its militant and corporate hierarchy? Its diegesis makes absolutely no material sense whatsoever. Hence why it was the inspiration for "diegetic materialism."

Tl;dr:

Thesis: being a dumb nerd who does diegetic essentialism to divine unwritten details about a work.

Antithesis: saying that's bad and you should stop.

Synthesis: employing diegetic essentialism as a tool to let you apply materialist analysis in criticism of a work.

view more: next ›

KobaCumTribute

joined 3 years ago