Ready or Not will be censored on PC upon console release next month...

drotahorror

Member
figures. I'm sure things will be modded back in but still.


Console Rating Content Changes


Throughout this console port process we've done our utmost to only make changes when they are flagged as absolutely required by our first party partners, and any changes aim to remain faithful to the original tonality of the game, so there is no reason to be alarmed.

Our age rating as it stands for console is ESRB M-rating, PEGI 18, and USK 18 to give an idea. Still, there are other game content requirements that console platforms have in order to exist on their systems, and a portion of these changes will be visible on the PC version.

If a content change was just a texture swap, we were able to apply it to console only while keeping the PC version the same as before. However, if the change involved transforming an entire asset (like adding clothing to a character model) this was less feasible.

There are 2 main reasons that these limited asset changes may be visible on the PC version as well:

1) Maintaining multiple versions of the game with different assets and system mechanics increases the likelihood of bugs to occur in future updates, and subsequent challenges keeping the game updated across multiple versions. Think lighting or optimization issues, for example (or any number of unexpected bugs from maintaining different versions).

2) If the in-game assets were not the same it would make crossplay unusable; the game content must be equal or basically equal for multiplayer to work. Different versions of assets affects multiplayer replication, which is the ability for the server to understand what's happening in-game and host players in the same lobby/server.


Dismemberment (aka Gore)

Player-induced dismemberment still has a large presence in the game, but is a little more limited as to when it occurs: when alive enemies are shot they can undergo dismemberment, however once they are dead no further dismemberment occurs. Gore dismemberment effects are still gruesome to communicate the dismal reality of deadly force, yet somewhat less gratuitous or extreme. Ultimately, we consider this an okay compromise considering our gameplay design already dissuades use of lethal force anyway.

Some character art involving torture were tuned down slightly to be less over-the-top. For example, the tortured police informant on Narcos is still covered in fresh wounds and blood, but a bit less so.


Nudity

Some instances of explicit nudity for a handful of civilians and one suspect (Gerard's ghillie suit only scantily concealed himself) have been covered up a bit more.


Explicit Representations of Violence/Mistreatment against Children

Although we already make a substantial effort to present mistreatment against children in the game in a responsible way, we made slight thematic expansions of this philosophy in order to better meet certification standards. For example, the child on "Twisted Nerve" has had an animation change to sleeping, instead of the previously convulsive animation from before that had a violent appearance.


Conclusion

We are looking forward to our console launch and relieved to be fully finished with all of our console launch certification processes. We were fortunate enough as a team to pass our certification for the launch on our first submission. Certifying in such a manner is relatively rare in the industry, let alone for a team who has not went through this process together before, and we extend a massive thanks to our entire VOID team and all of our partners who helped make completing this process possible.
 
This is really disappointing, especially since it's such an important part of the game. The changes aren't major, but still a step in the wrong direction. I will continue to play it with friends tho, this game is really intense. The kind of intense you only find in RoN.

There are 2 main reasons that these limited asset changes may be visible on the PC version as well:

1) Maintaining multiple versions of the game with different assets and system mechanics increases the likelihood of bugs to occur in future updates, and subsequent challenges keeping the game updated across multiple versions. Think lighting or optimization issues, for example (or any number of unexpected bugs from maintaining different versions).

2) If the in-game assets were not the same it would make crossplay unusable; the game content must be equal or basically equal for multiplayer to work. Different versions of assets affects multiplayer replication, which is the ability for the server to understand what's happening in-game and host players in the same lobby/server.

Not my problem. You want to release it on consoles, go for it but don't impact consumers who already paid for the game.
 
devs need to stop catering to console platform holders.

just say you won't release it unless it can release uncensored, and if they say no, go public about it.
the backlash will make them let you keep it as is.

and it's not like the game needs the console sales. most devs sell the majority on PC now... the consoles are the ones that need games, not the other way around anymore.
 
I am out of the loop. What are they censoring exactly ? is this a remake of an old game, and people were expecting something and getting disappointed because it's getting censored?
 
just say you won't release it unless it can release uncensored, and if they say no, go public about it.
the backlash will make them let you keep it as is.

If they go on a public crusade they could possibly end up with a bigger backlash from the media, general public and governments.
 
If they go on a public crusade they could possibly end up with a bigger backlash from the media, general public and governments.

the game is uncensored on PC even in Germany... I don't think any meaningful government backlash would happen anywhere lol.

also, noone is talking about a crusade. just say the console version is on ice, because Sony and Microsoft want us to censor our game, and we said no... that's it.
the users will do the rest.

one of them would probably cave in, just so they have the potential of having a console exclusive by the virtue of letting it be uncensored, and then the other one might give in as well, as to not stand alone as the only platform that didn't allow it.
 
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They could have gradually changed all these - except the dead body dismemberment that folks would notice and inquire about it being potentially a bug if it no longer can occur (I don't care for it myself, I don't shoot bodies so never see it, seems like something you'd only see once when testing it and then forget) - and just chalked it up to slightly enhancing/polishing up this or that asset or animation, they kinda shot themselves in the foot being so transparent to the outrage prone masses.
 
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console peasant to PCMR:
friends-chandler.gif
 
Based on the thread title I was expecting some changes to the school shooting level but nope, just dismemberment that I didn't even know existed (you're supposed to be nonlethal) and a few other minor changes.

Not a big deal and their explanation is reasonable.
 
I am a console guy and I know next to nothing about this game.

I read through the first few headings. These are ass decisions.

The censorship itself is bad enough, but then to hamper PC players with the fallout from console makers and their horse shit? Bogus all around. I will pass.
 
In the end it might not affect much more than my principles, but there's still something fucked up about this directly affecting the PC version.

Makes me sorry I backed this game all the way back from when it was hardly functioning. Fuck crossplay then, never needed it anyway.

Is this Sony again..?
 
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It is, quite frankly, an outrage of the highest order that we – the esteemed PC Master Race, paragons of refinement and technological superiority – must suffer limitations and censorship simply to accommodate the crude, stunted capacities of console peasants. That a game, tailored for the discerning tastes and boundless potential of the PC elite, should be diluted to appease those who still fumble about with toy controllers is nothing short of sacrilege. Are we now to dim the chandeliers of our grand halls so the stable boys don't trip over their own feet? Preposterous!
 
With the many studio closures we hear about in recent years I sympathise.

A healthy revenue stream is needed, and if this is what it takes then perhaps that's the best move for business.

I would like to see examples before I get outraged by changes to a game I've never heard of, too.
 
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I think the thing that is such bull shit about how censorship in games can happen, is how inconstantly the rules are. I'm not familiar with this game, but any censoring of nudity should immediately be responded with "fuck you" from developers because you can literally customize what type of penis you have in Cyberpunk 2077.
 
The game has an adult rating and it still had to be censored. That's such a ridiculous overreach. Adults can make their own choices, we don't need to be protected like children.
 
I get it. More kids on consoles, making protection requirements (and possibilities due to locked ecosystem!) higher.

However, their argument for also applying this to PC frankly doesn't make sense.
Just have two sets of assets for the affected models - one model+textures for PC, one model+textures for consoles.
Are they trying to tell us that a script that does "if (platform == PC) include model_gooner.pak; else include model_kids.pak;" would be an issue?
Come on, man.
While I am a coder and know about game engine internals, I am certain that everyone else can also see how that sounds like a very lazy excuse.
 
I get it. More kids on consoles, making protection requirements (and possibilities due to locked ecosystem!) higher.

The kids on PC, on their parents' laptops, far outnumber the avg console generation sales, which is 120 - 150 million, and then the transition to the new gen console. Most of the console userbase are adults.

Compare that to PC, over a billion Steam accounts (while yes, many of them smurfs), and this was before even Covid, it's more now.

However, their argument for also applying this to PC frankly doesn't make sense.
Just have two sets of assets for the affected models - one model+textures for PC, one model+textures for consoles.
Are they trying to tell us that a script that does "if (platform == PC) include model_gooner.pak; else include model_kids.pak;" would be an issue?
Come on, man.
While I am a coder and know about game engine internals, I am certain that everyone else can also see how that sounds like a very lazy excuse.

"jUsT mAkE DiFFeReNt aSsEtS bRo!" is just a tone deaf argument, and the irony is you calling them lazy, when it's in fact you who's lazy (not them) who haven't read their announcement, are out here assuming a game's developer didn't think of this basic shit. If an online random internet poster can think of this, do you think the game's developer didn't?

Read the announcement. They literally posted why it isn't sustainable for them:

Console Rating Content Changes


Throughout this console port process we've done our utmost to only make changes when they are flagged as absolutely required by our first party partners, and any changes aim to remain faithful to the original tonality of the game, so there is no reason to be alarmed.

Our age rating as it stands for console is ESRB M-rating, PEGI 18, and USK 18 to give an idea. Still, there are other game content requirements that console platforms have in order to exist on their systems, and a portion of these changes will be visible on the PC version.

If a content change was just a texture swap, we were able to apply it to console only while keeping the PC version the same as before. However, if the change involved transforming an entire asset (like adding clothing to a character model) this was less feasible.

There are 2 main reasons that these limited asset changes may be visible on the PC version as well:

1) Maintaining multiple versions of the game with different assets and system mechanics increases the likelihood of bugs to occur in future updates, and subsequent challenges keeping the game updated across multiple versions. Think lighting or optimization issues, for example (or any number of unexpected bugs from maintaining different versions).

2) If the in-game assets were not the same it would make crossplay unusable; the game content must be equal or basically equal for multiplayer to work. Different versions of assets affects multiplayer replication, which is the ability for the server to understand what's happening in-game and host players in the same lobby/server.



Dismemberment (aka Gore)

Player-induced dismemberment still has a large presence in the game, but is a little more limited as to when it occurs: when alive enemies are shot they can undergo dismemberment, however once they are dead no further dismemberment occurs. Gore dismemberment effects are still gruesome to communicate the dismal reality of deadly force, yet somewhat less gratuitous or extreme. Ultimately, we consider this an okay compromise considering our gameplay design already dissuades use of lethal force anyway.

Some character art involving torture were tuned down slightly to be less over-the-top. For example, the tortured police informant on Narcos is still covered in fresh wounds and blood, but a bit less so.



Nudity

Some instances of explicit nudity for a handful of civilians and one suspect (Gerard's ghillie suit only scantily concealed himself) have been covered up a bit more.



Explicit Representations of Violence/Mistreatment against Children

Although we already make a substantial effort to present mistreatment against children in the game in a responsible way, we made slight thematic expansions of this philosophy in order to better meet certification standards. For example, the child on "Twisted Nerve" has had an animation change to sleeping, instead of the previously convulsive animation from before that had a violent appearance.



Conclusion

We are looking forward to our console launch and relieved to be fully finished with all of our console launch certification processes. We were fortunate enough as a team to pass our certification for the launch on our first submission. Certifying in such a manner is relatively rare in the industry, let alone for a team who has not went through this process together before, and we extend a massive thanks to our entire VOID team and all of our partners who helped make completing this process possible.

No Console maker is censoring their PC version or forcing them to have some sort of parity clause, not even Microsoft (which they're infamously known for), but you have to maintain separate assets (Git) and keep updating them, side by side with your PC version, which takes double the time and resource, to pass console cert. This is standard console procedure. There's nothing new here.

You can still have uncensored PC versions, but crossplay with those assets won't be allowed. It's upto the developer to choose, not Sony or MS.

Indie developers don't have the luxury to skip a huge potential revenue stream, like rockstar or activision. Not even most 3rd party devs do that these days, that's why you see PC ports from most devs today, which was once upon a time, an afterthought.

While I am a coder and know about game engine internals

So, you're an SDE, and are surprised about startups having to create and maintain separate forks in multiplatform development, being more time and resource consuming? I'm even more confused now.
 
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I get it. More kids on consoles, making protection requirements (and possibilities due to locked ecosystem!) higher.

However, their argument for also applying this to PC frankly doesn't make sense.
Just have two sets of assets for the affected models - one model+textures for PC, one model+textures for consoles.
Are they trying to tell us that a script that does "if (platform == PC) include model_gooner.pak; else include model_kids.pak;" would be an issue?
Come on, man.
While I am a coder and know about game engine internals, I am certain that everyone else can also see how that sounds like a very lazy excuse.

Textures they said are no issue.
Asset overhauls are.
Dismemberment obviously even more so.
Entire sequences of events would be borderline impossible for a small team.




Maintaining two separate versions of an asset, while said assets also have to appear simultaneously in a single game instance would be hard AF, literally not worth the effort.
They could and probably will end up implementing it but a fast solution is just load the one everyone sees.

Post death dismemberment would also be a weird one to get right.
PC players can dismember dead bodys console players cant.....and cant even see that the PC player is dismembering the body????

Changing entire sequences so they play out differently for different players who are in the same game instance gives me a headache just thinking about implementing.



They would effectively be maintain two separate builds of the game, while also making sure said builds of the game can play together and receive updates at the same time.......that dont break one thing or another.
Updates break shit when you only have one version of the game, imagine having two(three really) versions of the game with slightly different mechanics, needing to get updated while still be compatible with each other?????








As a coder this should be a nightmare for you to just think about, so for you to say its a lazy excuse is almost insulting not only to the devs but to yourself and your profession.
Do better.
 
So, you're an SDE, and are surprised about startups having to create and maintain separate forks in multiplatform development, being more time and resource consuming? I'm even more confused now.

They don't have to support a separate fork at all. Feature flags have been a thing for decades in all walks of software. Christ at last count just one of our 30 micro services have over 400 of the damn things. Some of them change massive fundamental features of said services. They are all accounted for in automated CI/CD. This is a lazy excuse.

Maintaining two asset pipelines for a select number of art assets is hardly a complex task.
 
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I don't get it. Isn't this a swat team breaching a hostage scenario game? What is there to censor?
One of the changes they mentioned is for a level where you enter a drug house. It's full of junkies and there's a children's room where a child is whimpering in bed, suffering from drug use or an OD. It's stuff like that which they had to change apparently.
 
They don't have to support a separate fork at all. Feature flags have been a thing for decades in all walks of software. Christ at last count just one of our 30 micro services have over 400 of the damn things. Some of them change massive fundamental features of said services. They are all accounted for in automated CI/CD. This is a lazy excuse.

Maintaining two asset pipelines for a select number of art assets is hardly a complex task.

We are seriously calling the devs of Ready or Not lazy?




 
In the end it might not affect much more than my principles, but there's still something fucked up about this directly affecting the PC version.

Makes me sorry I backed this game all the way back from when it was hardly functioning. Fuck crossplay then, never needed it anyway.

Is this Sony again..?
I wouldn't think so.
Sony wouldn't allow dismemberment alive, but not dead, if it was an issue it would be both, and even Sony 1st party have dismemberment, like Ghost of Tsushima.
Same with nudity, The order 1886 has male full frontal nudity (and other 3rd parties).
Because of the children thing and the dismemberment limitation to dead bodies, I think it has more to do with requirements for certain countries for console games (stupidly, those exist).
 
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