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What are some genuine critiques you have for Elden Ring?
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>>722339291
Too long, too anime, too safe, too open world. Oh and worst of all, a tranny fanbase.
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>>722339291
a lot of boring rewards for exploration
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>>722339381
>tranny fanbase.
You exposed 100% of the souls fanbase.
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>>722339291
The entirety of Liurnia
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Mindbroke too many discordtroons.
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>>722339291
The open-world sucks and is under-utilised. I especially hate there are no dynamic elements in the world at all.
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>>722339291
Torrent drops inputs
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>>722339291
Bosses have too many combos and not enough tells.
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>>722339381
Fippy Bippy
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>>722339291
All bosses are the same -- if you give every boss melee, ranged, AoE and some mobility (jump, teleport) -- then all of them feel the same. I can't tell the difference between Margit, Morgott and Godrick, for example, and I *did* beat the game two (2) times
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>>722339291
Same critiques that exist for all Souls games. Some bosses are overly unforgiving if you don't have the specific right build, sometimes it's tricky to figure out where to go next, side quests are incredibly vague and revealing all of the lore through item descriptions is lazy world building.
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>>722339291
The game leans too heavily into vertical progression systems. Getting more options is better than making numbers go up.
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>>722339291
It should be Elden RingS, plural. just look at the pic.
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Torrent is pitched as a big deal but he’s a glorified sprint button. No interactions. No story relevance. Boring mounted combat.

Legacy dungeons are too spaced out and too few. Open plan map is boring most of the time. Very very few “click” moments of terrain mastery outside of the DLC, and that one elevator from Astel to the moon altar.

Remembrance bosses are (((for the most part))) fine but generic ones literally detract value for being copy paste. Especially dragons. Fighting agheel felt magical. 3 dragons later it was a chore.

Skibidi fragments are a fucking insanely bad system. They’re passable in a first playthrough and mind numbing on subsequent ones. I have no earthly idea why beating bosses didn’t increase shadow strength, they already did that in Sekiro and it worked great.

The systems in place surrounding character progression and how they relate to combat feel like an overhaul mod of ds1 that couldn’t rewrite the source code. Its DNA is a survival adventure game but it’s dressed like smokin sexy action. Survival adventure logic says it’s perfectly reasonable to spend your rare materials on upgrading your stats and a favorite weapon you found, nursing it, keeping it strong alongside you for the journey. So titanite shards are perfectly fine, and go well with systems like durability and an inability to alter your build. Overtune it to LARP as an action game and now smithing stones are a retarded idea, especially since they completely ditched durability, and you can respec 15 times a playthrough, functionally infinite. There’s other examples, but I think that’s where a lot of the complaints come from. The exploration adventure game at the root of ER wasn’t built to support stylish action, and what it was built to support has been mostly abandoned.

If you can believe it I really like Elden Ring.
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>>722339291
>Some areas on the map should have been way bigger (the Mage village was like, 12 houses total)
>Snowfield is kind of ass to go through initially, but gets better when you get out of the snow haze
>Spells are absurdly unbalanced where a lot of borderline useless
>No covenants
>Some side dungeons felt lackluster
That's about it. Any other criticism is shitter cope.
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>>722339291
open world sucks ass
nobody that played the game can deny that the best areas are the traditionally designed areas like stormveil, raya lucaria etc.
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>>722339291
why do you care? i've already said them many times, now you do your research on the archives if you care enough
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>>722341605
>Some side dungeons felt lackluster
Dungeons themselves were okay to good but the formula of each zone having a mine, a tower, 2 ruins, 2 erdtrees, yada yada yada got boring.
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>>722339291
too many fillers, travel isn't fun, no tension, diluted challenge, cater to the lowest commoners
>boss one: backflip, muti phases, long string with a bait, opening's within a delayed attack, one shot combo
>boss two: backflip, muti phases, long string with a bait, opening's within a delayed attack, one shot combo
>boss three: backflip, muti phases, long string with a bait, opening's within a delayed attack, one shot combo
>boss four: backflip, muti phases, long string with a bait, opening's within a delayed attack, one shot combo
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>>722339291
It doesn't really try to stop you from autistic completionism on your first play through, which will leave you burned out after you're 100+ hours in and just hitting the half way point. The autistic completionism should absolutely happen after you've gotten farther and have the ability to steamroll side content, but you have no one but yourself to tell you this. Not really a negative, but it's something I think you can design for without hobbling what's good about Elden Ring.
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>>722339291
The open world is full of bad, timewasting, repetitive Ubisoft-tier content.
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>>722339291
Input delay.
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>>722342145
I think it’s a negative. There’s such a thing as too much of a good thing, and the side content in ER is okay at best. Repeat encounters rob once unique moments of their magic. The feeling of battling through Ainsel river, the under city and the lake of rot to fight astel, only to trip over a copy paste of him in some rando cave later significantly impacted my first playthrough opinions of the game.
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>>722339291
Too many repeated bosses.
Too many repeated dungeons.
Open world did not go well with Souls formula.
Spirit ashes is a stupid mechanic.
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>>722342509
Neall/O'Niell for me.
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>>722339291
Biggest proponent of what open world slop to its maximum degree is, very similar to AC Valhalla
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too big too hard
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>>722339291
no worthy rewards for anything, yeah its cool how many weapons and shit you get but its nothing but window dressing because 90% of the shit you pick up with ANY character you made you cant use on that character.
The whole stat requirement retardation turns rewards into piles of unusable shit.
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>>722339291
>because of how strict stats/itemization are 99% of dungeon loot is completely pointless to try to get, you just look up your build and do side content based on that
>every single boss relying on the same crutch gimmicks (delayed attacks, hitboxes of attacks clearly being larger than the actual displayed model or stretching to fit the larger hitboxes, 40 hit "is it my turn to play yet?" combos) gets very old after awhile
>players don't have enough tools/mobility to really make fighting these bosses without finding some kind of cheese (usually high poise dmg jump+r1 spam) enjoyable, the bosses are designed for DMC and you're still stuck with the same shitty dark souls movement
>world is too big, too empty, never changes, never justifies the scale
>Torrent is worse than Epona from OoT sometimes
>too much open world not enough hand crafted content, legacy dungeons are the best part of the game
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>>722339291
its not fun going from point A to B to gear your character up when doing a new run, the pvp is sweaty and not enough fun builds to play against. Bosses do too many combos, which I wouldnt mind IF I could attack in the middle of their attacks, I dont like the idea of taking turns, you have these animations for multiple attacks with your weapons yet its never utilized on bosses unless they are stunned. Its mostly safe to poke a boss once or twice or just jump attack, anything more risks being punished for it, which is really boring.

I love difficult games and overcoming challenges, but it is kinda frustrating with how this game feels restricted.
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>>722343689
>Bosses do too many combos, which I wouldnt mind IF I could attack in the middle of their attacks, I dont like the idea of taking turns, you have these animations for multiple attacks with your weapons yet its never utilized on bosses unless they are stunned. Its mostly safe to poke a boss once or twice or just jump attack, anything more risks being punished for it, which is really boring.
every boss fight is basically just this
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>>722339291
Kinda falls apart by the end, like all FS games.
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>>722339571
>two more weeks until the biggest flop in gaming history
lmao, /v/ermins really can't help catching L's
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Is it better to go dex or occult for a claw build?
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>>722339291
the platforming segments were harder than all the bosses combined
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>>722343802
Pretty much, it is nice you can overcome this in some earlier parts of the game, like dragon maw being one of the best exchanging attacks in the game.

But if you were to say do a caster build and go into the DLC area, most bosses are just designed to slap you from any distance forcing you further into more of this taking turns kinda game design.
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>>722344250
it's disappointing for me especially because i avoided the other games due to the melee focus. i prefer playing mages and rogues to warriors. but the DLC just feels like some kind of b-team engaging in the worst excesses of fromsoft boss design to try to throw something "challenging" together but it just feels cheap and annoying most of the time. like the dragon-lion boss, you're basically fighting the game's dogshit camera more than you're fighting the boss itself.
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probably the worst fashion in all souls games. all armors looked like shit to me, i ended up wearing only the starting bandit set
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>>722339291
Side dungeons are too repetitive and inconsequential, they should be less self contained and lead to other areas and secrets.
The spirit ash system is a lazy way to make the game accessible to casuals, makes the game less enjoyable if you use it, and bloats the reward pool for actually skilled players who don't use the system.
The horse combat shouldn't have been so basic, there should have been more bosses explicitly designed to be fought with the horse like the basic dragons and the horse should have more moves and be easier to control.
>>722343689
>which I wouldnt mind IF I could attack in the middle of their attacks
You can if you know what you're doing. Just make a str build or a guard counter build and you can trade with the bosses as long as you do it right.
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>>722344494
same
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>>722339291
they keep using different palettes for every piece of gear meaning you can't mix and match reliably
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>>722344892
true true
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It feels as if a lot of the "side" content would be better served as one or two attributions rather than "spread" as broadly as they are. For example, every one of those elevator dungeons with Imps could be compressed into one MASSIVE dungeon full to the brim with all of the shit you want/need from them, call it the "Erdtree Mausoleum", make it clear that they're mostly for the sake of picking up goodies that relate to Spirit Ashes, a few bits of gear, maybe even have some kind of Chalice Dungeon-esque randomization to it, and let that be that. All of those little pockmarked caves are boring except for the single one that has the pools of water and the small jump puzzle and the crystal cave with the HUGE crystals, and would be better served as just a combination network of cavesyou can use to get from one place to another in alternate pathways. Hell even the numerous boss copies (I don't have a problem with any of them) would be better served if you gave each one of them a unique challenge or different means with which to engage with them. It would be cool to have to fight not-Mohg and not-Morgott together to get some crazy reward, or take phantom Godfrey pair him with some phantom soldiers, reduced health bars everywhere, and that huge room maybe having a hidden summon sign to call on Gideon Oefnir. I just feel like the biggest gripe is that I often see two or more of the same thing, when you could very easily just slap a few things around and either make it all of those "same things" one time or make the subsequent re-runs unique and intimidating via new challenges.
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>>722339291
The base game makes the caves visible in the map.
It's a small detail sure, but it takes away from exploration and makes travelling be super boring, basically put a marker down and ride torrent in a straight line to said cave.
This happens with Marika churches too, once you acquire the map you know where all the upgrades are going to be.
Thankfully they fix this in SOTE, by not drawing the caves in the fucking map (hiding them bellow cliffs), and also by hiding the tree fragments in all kinds of places, not just in churches.
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the literal worst hub they have created so far, it's a depressing shitplace where only 2 NPCs are left standing at the end (or actually even 1 because the other gets his memory wiped out)
It has been 12 years and Majula is still undefeated
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>>722343689
>its not fun going from point A to B to gear your character up when doing a new run
why do that? thats not fun
just gear your character normally as you progress the game, with whatever build or rpleplaying option you have in mind
whats the point of mindlessly rushing for a gear checklist?
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>>722339291
input reading
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The reuse of bosses is really annoying. It's funny how people used to shit on dark souls 1 for making you fight the asylum demon three times when elden ring has maybe 15 fights with a goofy looking reskin of him. The minor dungeons only having a handful of themes makes them feel samey and boring by the lategame.
It's too big for the amount of unique content it has which sucks because they could have shrunk the size of it by half and it still would have been larger than any of the previous games.
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>>722345430
true, why didn't they force player to go there after intro death when ranni/torrent pick them up the first time
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>>722345854
There's 3 versions of it now the devs really like it for some reason.
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>>722339291
npc quests need work and item placement for treasure and item drops shouldn't be a shiney light but the actual item.
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>>722341589
Something along these lines. Elden Ring inherits (and discards) a lot of systems and mechanics from the previous games, but it doesn't have a cohesive design of its own.

>I have no earthly idea why beating bosses didn’t increase shadow strength
Because the blessing level is a stupid idea regardless of what you demand of the player in order to increase it. Dark Souls 2 used the idea for exactly one optional boss that had a proper narrative AND gameplay reward tied to it. And then did it better in the Ivory King DLC where instead of collecting stat boosts you collect a team of NPC knights which is way cooler and more intuitive than arbitrarily tweaking a stat.
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>>722339291
>delayed attacks waiting 3 hours
its just lame and artificially boring and difficult
>get gud
did, memorized it all
bunch of terrible boss fights still
only malekith and first radahn are "fun"
>everyone makes spin to win attacks even the small enemies
also lame and difficult

name me some really funny bosses to fight
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>>722339882
Margit and Morgott are the same character but I agree, ER has some of the laziest game design in From’s games.
>>
test
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Game really could have used some COVENENTS.
And bonfire ascetics, I mean grace ascetics.
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>>722345764
It's that an Elden Ring specific complaint? Because it exists in most souls games.
>>722346808
Tip, when a boss does those ridiculously delayed attacks that's usually your time to heal/reset.
Saying this because a lot of people complain about never ending combos, while also complaining about delayed attacks (the boss giving you a breather).
I wont argue that it visually looks ridiculous though.
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>>722339291
Next DLC they should get rid of all the repeat bosses and put new ones. This is the only problem with the game.
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>>722347902
Would that change anything? The bosses are mechanically the same, the only thing that differs is the size of the hitboxes.
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>>722339291
The difficulty is solely on the boss fights, exploration and enemy encounters are almost never feel tense or interesting. There is no novelty mechanics like in previous games (World tendency, Scarabs, Bonfire aesthetic) what is there mostly works but doesn't really add any mystique to the world (Previous entries' mechanics lost their novelty over time but served their purpose to great degree when the games came out). Soundtrack, although arguibly more consistent and polished, is a lot less unique. Lore is convoluted and nowhere near as interesting of mysterious as DeS or DS, there is a lot of questions, yes, but no real reason to want them answered. The game is a lot more arcadey and "flashy" which undermines the worldbuilding and stakes, more akin to a traditional action game than an adventure one which is the opposite of the what the original souls games did. I still like the game, beat it twice. Got filtered several times and tried, tried and tried until i suceeded but that design is too overbearing in Elden Ring, the bosses lose any interesting aspects they initially had when you know their whole repertoire and how to overcome it. It's a very different game to the originals and worse for it in my opinion. Regardless, I could see people liking it more than it's predecessors even if it's only because they're tasteless plebs.
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>>722339882
Nigga two of those are the same fuckin person, and the other one has a dragon arm... you never played this shit.
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>>722339291
Casualized invasion
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>>722339571
What games do these lot buy? GOY?
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>>722339291
Waste time exploring and finding out where to go next
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>>722339291
2 main issues for me:
Most of the bosses in the game are not intended to be properly enjoyed by the player. Even without op builds a usual noob friendly game progression allows you to simply outspam most of them thanks to having superior damage/hp numbers ignoring their movesets (almost) completely. This issue is especially bad with bosses that have harder attack patterns, like red wolf for example. But thankfully it can be fixed by mods like Reforged.
Having no plot, even a generic and dumb one, heavily affects immersion in a very negative way, makes you feel like you are not inside some fantasy world but more like inside an arena where locations are merely paths that connect bosses. It was completely retarded to make a game without it, especially now, that it's a part of an established goyslop series, not some kind of ambitious niche project like demon/dark souls 1 that could at least benefit from this "forgive me zanzibart" bullshit.
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>>722346520
Their problem was the DLC is enough content to require a level scale, but structuring the DLC with the assumption that you’re going in with a finished character whose damage stats are soft capped. There’s no narrative justification but mechanically the idea of an alternative, DLC only damage buff in relation to zone completion is clunky, but sound. I just think making players run around picking them up off the ground EVERY playthrough is unjustifiable, instead of tying them to fixed gameplay moments like boss fights.
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>>722349305
>properly enjoyed
Nah I'm fine with pumping the shit out of my DPS to bypass yet another 1v1 combo string rollfest. Where are all the novel ideas? The fucking DLC dungeons have combo string rollspam minibosses instead of mobs, Fromsoft is devolving.
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the lore is gibberish which isn't a problem but the hours long video essays trying to interpret are
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>>722350324
>pumping the shit out of my DPS to bypass
I have nothing against op builds that can trivialize fights but are still enjoyable to some people thanks to this "I hacked the game" feeling. But I specifically mentioned the default noob progression that doesn't require you to learn the game at all, just have an iq above 60 to occasionally upgrade your flask, weapon and put level points into your class specific attributes.
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>>722339291
It uses directx12. My fossil could never run it. And it could run DS3 no problems.

Also, it caused performance issues.
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There's no dragon on a bridge, every other souls game has one.
Most levels look like they were made in an assembly line.
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>>722339381
Ill add that the lore and overall worldbuinding feels less misterious and intriguing than previous Miyazaki games.
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>>722339590
These devs dont realize that open world should mean some degree of emergent and suprise. Part of the allure of the open world is finding out what it has in store for you and interacting with it. Elden Rings world is 99% static. Enemies are where they are, they dont scale, they dont upgrade, they dont fight you differently.

Therea apparently lots of different factions in Elden rings world, but you cant interact with them at all. Theres no covenants if i recall, theres no reputation. You'd think all the factions were made up by mindless soldiers. Its extremely lazy.

Exactly what purpose does Elden Rings open world serve other than padding? You could make it interconnected levels like Dark Souls and it would flow a thousand times better and you could still do every level and reveal.
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>>722339291
Boring, meaningless, time wasting, empty open-world slop. I used to love FromSoftware, but Elden Dogshit Ring made me hate FromSoftware. The best games FromSoftware has made are Sekiro and Armored Core VI.

FromSoftware needs to redeem themselves for me.
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>>722339291
exploration is boring and hardly ever rewarding

ironically elden ring is more fun when you're already familiar with the map and can play the game linear
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>>722339291
The game's generally pretty good at guiding you toward content in the open world while it's still level-appropriate, but it's pretty easy to miss Weeping Peninsula because you
>get teleported to Caelid early, which distracts you
>will likely level enough from Limgrave alone to enter Stormveil and progress to Liurnia
Also, some of the areas in the DLC are a conceptual blunder, like Forbidden Woods being an open world zone for absolutely no fucking reason. It would have been infinitely better without the actual woods; just shunt the spooky winter lantern enemies into the manse, but in, like, a courtyard or something. Hell, just make the manse bigger. The finger ruins are also a bit of a disappointment, even though I understand what they were going for.
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>>722345216
This is incorrect. Only mines are marked on the map like this because they are crucial for progression.
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>>722350751
It's a combination of factors. Dungeons are too short and easy so players go into bossfights with full flasks, L2s deal 2-4x normal damage in exchange for FP that every class starts with, there's no penalty to dying, most bosses don't hard counter any damage type and don't inflict any negative statuses, weapons get most of their damage from upgrade levels rather than from player stats, every boss attack is by design completely negated by a roll or a jump that isn't tied to any upgrade system, flask healing is instant...

The power curve in ER is what it is, the player doesn't hit diminishing returns until very late into the game where enemies for some reason have a double modifier on their attack power, which is either a mistake that never got patched or From being extra cheeky.
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>>722339291
The open world doesn't feel real because there's no lived in settlements. There are camps that just have eneimes you fight, and there's a bunch of shacks with a single NPC.
Marketing GRRM as the game's writer also didn't help, because that created an expectation of a more story-focused game, which in turn created an expectation of a better quest system that isn't just chasing Myrmidon randomly around the map for a couple of dialogue lines, which, again, created an expectation of a game that would have at least some form of settlements in the world instead of a single static hub where NPCs come and go to brood.
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> Enemy/boss AI is absolute dogshit and easily broken by central mechanics like weapon arts and spirit summons
> Open world is not very well developed, doesn't really resemble a natural environment or a place people lived. Lack of interactivity, dynamism and traversal and environmental challenges makes you feel detached from the landscapes.
> Compared to Sekiro or Bloodborne it's way too unlikely you come across a boss at just the right level to get a satisfying challenge instead of a walkover.
> Classic Souls style legacy dungeons are the highlight but already start dropping off after Stormveil
> From reusing the exact same story beats every fucking game is getting old now (woooow, is that an abandoned version of the hub area? Now I'm fighting the grouchy old man from the hub near the end of the game, So epic!)
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>>722339291
the crafting system is fully realized ONLY when utilized by players that have cheated the game
allow me to explain
>rare materials only spawn ONCE per playthrough
>usually in quantities less than 50
>not guaranteed to collect all of them unless you are really really fucking trying to do so
>this puts a very steep limitation on powerful items that are only available through crafting
HOWEVER this is completely circumvented by
>using cheat engine to give yourself 99/999 of everything in the fucking game
>if you dont use cheat engine, you can just leech off some faggot who DID use cheat engine who will come by and load your inventory for free
>or you can manipulate your save file to eventually max out material lists
>after which you are free to spam as many broken items as you want such as rot pots and sleep items
>ordinary players cant do this and are completely at the mercy of those who do
Fuck fromshit for doing this garbage and shame on the brainless mutants that perpetuated this nonsense ever since demon souls.
i would carry on with how fromshit gutted the entire multiplayer experience and was entirely outclassed by a fucking game mod that went on to destroy the pc playerbase
elden ring was a swan song and nightreign was a corpse parade
>>
I know this is kinda the point, but some of the bosses can be so brutally unforgiving that you either have to use one of only a few very broken builds which is no fun if you like build variety, or you have to fight the same boss over and over again for like 3 days until you autistically memorize his exact attack patterns and timing (which I get it, can be fun sometimes, I experienced the satisfaction of learning the exact timing and moveset of the Godskin Apostle, it felt like a dance at the end where you have this back and forth going on between you and the game, feels satisfying to finally get it but just takes for fucking ever)

NPC quests make no sense. I never have any idea what's going on at any given time. But again yeah I know that's not the point of these games, you're meant to feel alone in a post apocalyptic world.
>>
Should have had some Oblivion tier level scaling. You have real fun going straight to the castle, only to get too overleveled, and other sections became a chore.
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Spirit summons break the game and you have to be aware of that on your first play through to not spoil the experience
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>>722339291
weapons upgraded with the supposedly more common upgrade stones actually being harder to upgrade than the supposed rarer ones. across multiple playthrough by the time i reach the floating island end game area, i always have like 3 somber weapons maxed out but can barely scrap by a single maxed out normal weapon.
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>>722339291
Half of the content the game has is copy pasted in evergaols, mines or tombs
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>>722339291
70% of it is the best game I've ever played. The remaining 30% is just a copy of the first 70%. The person who had the brilliant idea to just recycle a bunch of content should be shot. Even if you're gonna do it to to generic enemies, DON'T DO IT TO FUCKING BOSSES. Seriously, fighting against mogh, margit and even astell again retroactively ruined their previous fights. Who fucking thought it was a good idea to have like 7 unique boss fights in a game with 100 bosses. And this doesn't apply to just bosses, but mausoleums and various other things as well.



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