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Vault Dweller

Commissar, Red Star Studio
Developer
Joined
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Messages
28,044
denizsi said:
Vault Dweller said:
There are two people in this 5-page thread bitching about the art direction of a kitchen screenshot. Two. Let's think about it for a moment.

Compelling argument. Just wait a moment while I visit ESF and make a thread about why Oblivion isn't a good game. I'm sure I'll be proven wrong by sheer numbers.

edit: Ok, I'm back. Oblivion is a fucking masterpiece. Fuck Arcanum and all that shit. Don't believe me? Oblivion sold millions whereas Arcanum sold.. how many exactly? Also, there were a lot of people who told me so. More than the entire Codex united.

Let's think about that for a moment.
Do let's.

First, the Codex isn't the ESF (at least I'd like to think so). It's a RPG news/discussion site that prides itself on being critical and intelligent. Unlike ESF which is a forum for the fans of Bethesda games. Thus, there is a difference between a majority of an intelligent and critical site agreeing that the visual of a new game are good and fans praising their favourite games blindly.

Second, we're not discussing the overall reaction. I'm not making references to the reaction elsewhere (like the ITS forums). We're discussing the reaction within the Codex and the reaction is overwhelmingly positive. Should Brian dismiss this reaction and start from scratch just because two people think that the art direction is hideously hideous? Won't it be, like, stupid?

Your comparison is flawed.
 
Joined
Jul 11, 2010
Messages
3,213
Location
Vostroya
Not a fan of zombie survival genre, but game looks pretty good.
As for complaints about art - I really don't get it. Art is quite nice, and anyway - if gameplay is shitty, then even nextgen gfx, moar bloom and all won't save it. So they should concentrate on it, rather than adding latest version shaders and some such.
 

hiver

Guest
I think people should just stop responding to Lesi and her alt account which will get those posts where they belong instead of creating a "discussion" thats lasting for pages.

then again its fun seeing how stupid people that think they are teh smartest can get.

then again, it gets old very fast.

Of fuck it, ask her how would she make the kitchen more artistic. That should be a laugh.
 

Ion Flux

Savant
Joined
Jul 13, 2005
Messages
1,301
Location
Up way, way past my bedtime.
Project: Eternity
Stainless Veteran said:
Not a fan of zombie survival genre, but game looks pretty good.
As for complaints about art - I really don't get it. Art is quite nice, and anyway - if gameplay is shitty, then even nextgen gfx, moar bloom and all won't save it. So they should concentrate on it, rather than adding latest version shaders and some such.

Their complaint is not so much about the technical aspects of the graphics, but the *art design*. I agree that the artistic aspects are a little spartan in the screenshots, but I think they look really excellent, especially compared to most indie games. Either way, if the gameplay is close to what Brian and Annie are describing, it will probably be a fun game. I'm not looking for something to hang on my wall.
 

denizsi

Arcane
Joined
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Messages
9,927
Location
bosphorus
Vault Dweller said:
denizsi said:
Vault Dweller said:
There are two people in this 5-page thread bitching about the art direction of a kitchen screenshot. Two. Let's think about it for a moment.

Compelling argument. Just wait a moment while I visit ESF and make a thread about why Oblivion isn't a good game. I'm sure I'll be proven wrong by sheer numbers.

edit: Ok, I'm back. Oblivion is a fucking masterpiece. Fuck Arcanum and all that shit. Don't believe me? Oblivion sold millions whereas Arcanum sold.. how many exactly? Also, there were a lot of people who told me so. More than the entire Codex united.

Let's think about that for a moment.
Do let's.

First, the Codex isn't the ESF (at least I'd like to think so). It's a RPG news/discussion site that prides itself on being critical and intelligent. Unlike ESF which is a forum for the fans of Bethesda games. Thus, there is a difference between a majority of an intelligent and critical site agreeing that the visual of a new game are good and fans praising their favourite games blindly.

Second, we're not discussing the overall reaction. I'm not making references to the reaction elsewhere (like the ITS forums). We're discussing the reaction within the Codex and the reaction is overwhelmingly positive. Should Brian dismiss this reaction and start from scratch just because two people think that the art direction is hideously hideous? Won't it be, like, stupid?

Your comparison is flawed.

Let's.

First, LOL. It's numbers when you like and elitism when you don't. Groovy. I get the elitism attitude, obviously, but it's not an argument I'm afraid. Eventually, it's a big fish > small fish loop. Dissenters here are often marginalized and yet, the majority here forms another group of dissenters, in turn marginalized over there by people who also consider themselves intellectual and critical. As for "overall" critical and intellectual attitude here;

Vault Dweller said:
edgylogo.jpg

Indeed. Carry on.

Second, this is most obviously not a forum for focused development feedback test groups so while it would generally be wise of developers to take heeds to the opinions here, opinions here have obviously no bearing on developers and the developers are expected to know and decide for the best for themselves by themselves in the end, so why do you feel so strongly against dissenters who, at most, voice their wishful thinking, as if they constitute some hypothetical lobbying "threat" to have dramatic changes made, in a forum whose function is to make the former possible? Do you find opinions that you can't sympathize with so threatening and compelling to fight against?

Also, gotta love your usual injection of diversion; I haven't realized anybody suggesting to dismiss all the positive feedback, dump everything and start from scratch. Surely they are just a bunch of consoltards spoiled by Crysis (forgive the oxymoron, I'm trying to live up to your standards here) who only want the absolute best in cutting-edge photo-realism. IT'S US AGAINST THEM, BOYS; US AGAINST THEM!

Stainless Veteran said:
if gameplay is shitty, then even nextgen gfx, moar bloom and all won't save it. So they should concentrate on it, rather than adding latest version shaders and some such.

The problem is that nobody is suggesting anything like that and yet, everyone's overacting like someone is.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
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Messages
28,044
denizsi said:
First, LOL. It's numbers when you like and elitism when you don't. Groovy. I get the elitism attitude, obviously, but it's not an argument I'm afraid.
Don't be an idiot. It's not the numbers when I like. I'm pretty sure I have explained the difference clearly. If it wasn't enough, here is an alternative explanation.

I pointed out that the majority within group A (the Codex) likes the visuals. You're trying to claim that my argument is invalid because in the past the opinion of the majority of group B (the ESF) has been rejected [because groups A and B have different values].

The opinion of the majority of group A within group A is valid because the values are consistent. The opinion of the majority of group B within group A is irrelevant because the values are different.

Do you find opinions that you can't sympathize with so threatening and compelling to fight against?
You're reaching.

First, there is nothing to sympathize with. The opinions are of the "banal. shit. boring" variety - link. To put it plainly, they are stupid.

Zeig bitches about "the sterile environments that evoke memories of interior design software such as Sierra Home Architect" and complains that the "art assets look like they've been directly taken from one of those 3D model library DVDs."

How the fuck are common household and school items supposed to look like in a non-cartoonish game? I'd really like to know.

Lesi highlights these complaints and adds that everything is hideously hideous, without bothering to explain what exactly is wrong with the design. Are you implying that these opinions are valid criticism and that anyone can be threatened by them?

Usually when someone smugly says that everything is shit, especially when everyone else is ok with whatever's being discussed, he/she is either trolling or being edgy.

Mind you, I'm not saying that the design and the art direction is superb. In fact, I'd be grateful to anyone for educating me on the subject of art direction and explaining how the same environments could have been done better.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
How the fuck are common household and school items supposed to look like in a non-cartoonish game? I'd really like to know.

I don't think it's really about how they look but about their placement. At least they look fine to me.
The only things I found hideous are the "read" and "bison" posters/logos. Horrible, horrible abominations. Of course, it may be intentional (many real poster/logos are of that quality) but who knows.

Either way, I'm pretty sure I can enjoy the game even without good art direction. Maybe more than games that only have art direction going for them (ie. The Witcher) :roll:
 

Silellak

Cipher
Joined
Aug 19, 2008
Messages
3,198
Location
Tucson, AZ
Tails said:
Good to see announcement, I hope there will be some demo around 2012 (there is one in plans, right?).

deuxhero said:
Well the Escapist members are predictablly acting like dumb fucks.

http://www.escapistmagazine.com/forums/ ... Apocalypse
hoping that by "turn based" they mean something like KOTOR?
For fuck sake...
I dunno, I thought these were worse:
Holy Fuckin' Shit this sounds awesome.... PLEASE port to XBox and make it multi-player!!!!!!
It's not going to be like in the screenshot is it? By which I mean isometric or long distance 3rd person, like old fallout games or diablo. That would suck.
I'm going to comfort myself by hoping they're just trolls and not actually that stupid.
 

Tails

Arbiter
Joined
Nov 25, 2007
Messages
1,674
Silellak said:
I dunno, I thought these were worse:
Holy Fuckin' Shit this sounds awesome.... PLEASE port to XBox and make it multi-player!!!!!!
It's not going to be like in the screenshot is it? By which I mean isometric or long distance 3rd person, like old fallout games or diablo. That would suck.
Indeed, but I was more disgusted with the one I quoted, mainly since I just don't get why many people (it's not the first time I read such statement) claim that KOTOR is TB. It's just so fucking wrong.
I'm going to comfort myself by hoping they're just trolls and not actually that stupid.
I seriously doubt it.
 
Joined
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Messages
1,876,731
Location
Glass Fields, Ruins of Old Iran
treave said:
Elhoim said:
The ones from the kitchen and library are from the school shelter, a place untouched by the zombie apocalypse.

And if this is the case then there really isn't anything to complain about, though honestly the internal screenshots appear sterile enough that I'm reminded of a Vault. Which could be good. It makes you feel that the place you're in is safe. Secure. There's no tension evoked, yet.

Makes it even better when suddenly zombies break in and eat everyone and you're out of time units or something.

I actually think blood splatters should be avoided whenever possible, or they'll soon be filtered out by the player, ruining the intended feeling of tension. Walking through screens and screens of blood < Walking through normal ambients thenentering a place with blood everywhere, like a mall, stadium or somewhere else with high concentration of people and difficult to escape in an emergency.

denizsi said:
Just because it's not a huge issue doesn't mean anyone should curb their voices about it and it just so happens that a butthurt wave of zerg Codexers can't take that anyone would find these sophisticated works of visual sterility to be less appealing because they have reached godhood of visual appreciation and can't tolerate low level scum.

The main problem is how it was presented. Instead of "looks fugly", "doesn't look good", "hate it"... we get some exaggerated bs about "zero aesthetic appeal", "doesn't have the faintest idea about how a kitchen should look like" (this doesn't even make sense) and "hideous, hideous art direction", which just screams "LOOK AT ME!".

Sillelak said:
"Holy Fuckin' Shit this sounds awesome.... PLEASE port to XBox and make it multi-player!!!!!!"

Can't blame him, I'm still butthurt over GTA IV's "Quarantine" event turning out to be a fucking viral achievement that gave players a new zombie skin for multiplayer, rather than a "Zombie apocalypse in Liberty City" mode
 

denizsi

Arcane
Joined
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Messages
9,927
Location
bosphorus
Vault Dweller said:
I pointed out that the majority within group A (the Codex) likes the visuals. You're trying to claim that my argument is invalid because in the past the opinion of the majority of group B (the ESF) has been rejected [because groups A and B have different values].

The opinion of the majority of group A within group A is valid because the values are consistent. The opinion of the majority of group B within group A is irrelevant because the values are different.

Which brings us to the binary "us against them" mentality which I find hilarious. The values are different indeed, but on completely different levels as not to be mutually exclusive or at least I think so.

You're reaching.

But of course I am; can't let it get too serious.

First, there is nothing to sympathize with. The opinions are of the "banal. shit. boring" variety - link. To put it plainly, they are stupid.

Another binary take. Anyway, art direction can mean a lot of things and saying it's hideous is indeed vague, but I guess I kinda see her point (or in my own conviction, think that some of the things she and I find problematic overlap). For instance, texture quality across these shots is noticeably inconsistent. Some look low res, some look high and detailed and together they look bad, not to mention bad choice of textures. Some examples are library walls, plants in the car shot, supposedly metallic surfaces in the kitchen and the fast-food joint.

Level geometry is also inconsistent. Half the geometry in the fast-food joint, for instance, look like lifted from Quake 1. In the library, wall height makes the room look like a basement with low ceiling. Libraries tend to have a little higher ceilings but higher bookshelves ending right beneath the wall top gives it that impression. Ok, that it's so gives me that impression. It looks more like some ghetto building repurposed into a library and you know what, maybe it is, that would certainly explain the crumbling walls at the least. It shouldn't be a problem to make the walls a little higher or make 2-level walls where the "excess" top part disappears or becomes transparent depending on the camera position. Lots of games did that too. To me, such a thing would easily improve the "library" look of this room by several factors.

In the library again, the window bays, while not entirely unrealistic, look blunt and the simplicity of their geometry (and the weird selection of whatever that dark green thing is) is jarring with the furniture around, particularly the round tables and curved chairs, plus it makes them look like bunker holes. A simple window frame per bay (8 more polygons per one) with some lighting/tone adjustments could make it look more natural and fitting, which brings me to the other point, lighting.

Over all, lighting looks very amateurish to me and I tend to think that it's a huge problem (even though I can sympathize with it because I know getting the lighting right is a real pain and takes a lot of practice, especially so when working with lightmaps, but let's save the group hugs to post-release); lighting in 3D games is often a case of make or break. Let us look at the library again. What's with the spot-light shadows from weird angles? Especially libraries tend to use soft omni-directional lights, except for individual desks sometimes, which don't cast such dramatic shadows like in that screen and they don't look like cast from sun through a likely sun-roof either. There's also something not so very right about the tone of the brights and darks. It reminds me of spot-lots in an overstage.

Maybe I'm too selective with this stuff, I don't know. I'm a painter and such details aren't really "details" at all to me. They speak volumes about the composition and gives all kinds of ideas about what can not be seen in there, preferably the ones you want to. I'm also a mapper, designing custom levels since Quake 1 (not that that means "I'm good" or an "authority" but just that I have the experience to extrapolate from easier than people who haven't ever done anything of the sort). So I'd definitely agree that, despite the geometric detail on some of the other props, these environments do look slapped together hastily OR they look like they could have easily been done like that. Mind you, I didn't have to think long to "come up with" any of these. Half these things have crossed my mind the moment I saw the library screen months ago at ITS, for instance.

In the end, I assume half the things in the shots will be replaced or improved in time and these probably aren't 100% representative of the final product, but still, they are given out as screenshots and that's how I filter them in my mind with all their flaws. So yes, I can say that maybe the art direction isn't that good, which is ok but also ok to call it shit if that's how one perceives it, (though I don't; "shit" is just a whole different level of eye-sore).

As a side note, that kitchen does look weird. For a serious establishment, it looks inapt and for a half-assed one, it looks overkill but either way, it's missing a lot of other things, judging from what I've seen of kitchens (that includes having owned a restaurant at some point). But the fast-food kitchen looks spot on. :thumbsup:

Zeig bitches about "the sterile environments that evoke memories of interior design software such as Sierra Home Architect" and complains that the "art assets look like they've been directly taken from one of those 3D model library DVDs."

How the fuck are common household and school items supposed to look like in a non-cartoonish game? I'd really like to know.

They sure look like scenes from generic interior design software from late 90s with that sterile feeling in addition to a washed out union of colour tones. As for Zeig, he provided a few game examples too. I've only played L4D2 among those but I was too busy killing zombies or running for my life to notice the indoor details in the game. I haven't played the others.

Clockwork Knight said:
I actually think blood splatters should be avoided whenever possible, or they'll soon be filtered out by the player, ruining the intended feeling of tension. Walking through screens and screens of blood < Walking through normal ambients thenentering a place with blood everywhere, like a mall, stadium or somewhere else with high concentration of people and difficult to escape in an emergency.

I agree but since the game will span over some time and it will be progressively harder to find resources because other human groups will also be scavenging, some gore decals should eventually be obligatory.

Ideally, one would design all levels with all the gore decals in layers, preferably with two or maybe three layers (and when I say layers, I only mean object ID tags, ie. being done since Quake or DN3D) reflecting different intensities and being turned on/off depending on global game time and player exploration. Eg. player visits a mall hours into the game, it's fairly clean of human insides. 20 hours into the game and there are blood splatters or maybe parts and organs here and there. 50 hours into the game and it's a slaughter house.
 

Melcar

Arcane
Joined
Oct 20, 2008
Messages
36,561
Location
Merida, again
What I see on the screenshots looks fine. I agree that it looks fucking sterile and unimaginative, but it's not hideous.
While not a big zombie fan, I hope the game lives up to the hype. I want to play something good once in a while Bros.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
denizsi said:
Vault Dweller said:
I pointed out that the majority within group A (the Codex) likes the visuals. You're trying to claim that my argument is invalid because in the past the opinion of the majority of group B (the ESF) has been rejected [because groups A and B have different values].

The opinion of the majority of group A within group A is valid because the values are consistent. The opinion of the majority of group B within group A is irrelevant because the values are different.

Which brings us to the binary "us against them" mentality which I find hilarious. The values are different indeed, but on completely different levels as not to be mutually exclusive or at least I think so.
It's not us against them.

Different people like different things. Some people like non-linear RPGs with a flexible (and thus light) story, some people like story-driven games where you simply follow the story and all the twists and drama. Some people prefer TB, some people prefer RT. Some people just want to kill monsters and level up, some people prefer something more complex. Etc.

The ESF and the Codex have pretty much the opposite tastes in games, thus the ESF dominant opinion is irrelevant to the Codex and the Codex dominant opinion is irrelevant to the ESF. Simple as that.

Anyway, art direction can mean a lot of things and saying it's hideous is indeed vague, but I guess I kinda see her point ... For instance, texture quality across these shots is noticeably inconsistent. Some look low res, some look high and detailed and together they look bad, not to mention bad choice of textures. Some examples are library walls, plants in the car shot, supposedly metallic surfaces in the kitchen and the fast-food joint.
First, I don't think that the quality of textures is an art direction issue. Second, can you explain what's wrong with the library walls, plants, and metallic surfaces?

Level geometry is also inconsistent. Half the geometry in the fast-food joint, for instance, look like lifted from Quake 1
Meaning what exactly? Again, I'd like to learn. You're a lot more artistic than I am, so what's obvious to you isn't obvious to me.

In the library, wall height makes the room look like a basement with low ceiling. Libraries tend to have a little higher ceilings but higher bookshelves ending right beneath the wall top gives it that impression.
I don't see it but I'll take your word for it. As for the rest, you make a lot of good points and I'm sure that your feedback will be useful to Brian and Oscar.
 
Joined
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7,953
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Cuntington Manor
As a side note, that kitchen does look weird. For a serious establishment, it looks inapt and for a half-assed one, it looks overkill but either way, it's missing a lot of other things, judging from what I've seen of kitchens (that includes having owned a restaurant at some point). But the fast-food kitchen looks spot on.

This is your attempt to explain what is wrong with the kitchen? Let us see:

*It looks weird.

*It looks 'inapt' for a 'serious' establishment.

*It looks 'overkill' for a 'half assed' one.

*It is missing a lot of 'things'.

*(obligatory legitimacy comment regarding prior ownership of a restaurant).

*Fast food kitchen looks 'spot on'.

You didn't really say much in the end. Just some hazy, vague criticisms.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
Blackadder said:
As a side note, that kitchen does look weird. For a serious establishment, it looks inapt and for a half-assed one, it looks overkill but either way, it's missing a lot of other things, judging from what I've seen of kitchens (that includes having owned a restaurant at some point). But the fast-food kitchen looks spot on.

This is your attempt to explain what is wrong with the kitchen? Let us see:

*It looks weird.

*It looks 'inapt' for a 'serious' establishment.

*It looks 'overkill' for a 'half assed' one.

*It is missing a lot of 'things'.

*(obligatory legitimacy comment regarding prior ownership of a restaurant).

*Fast food kitchen looks 'spot on'.

You didn't really say much in the end. Just some hazy, vague criticisms.

Not vague at all for those with functional brains.

Inapt for serious establishment = google image search 1: restaurant kitchen, 2: dish room. Try to spot the differences. In the screenshot are lots of wasted space, production line standard dish counters which are space inefficient (those things are usually designed per contract because every building and every joint have different specs).

Overkill for half-assed one = the kind of small-time place that doesn't aim or have the capacity to serve nearl enough people to ever need that much space for a kitchen/dish room which is a problem because more space = higher rents. The setup in that room is too spacious.

Either way it is missing a lot of things = again, look at restaurant kitchen pics and try to spot the differences. The real ones are full of things used to cook food and lots of other things hanging from somewhere higher up so the vertical space is utilized.

(obligatory legitimacy comment regarding prior ownership of a restaurant) = sorry, completely my fault that it's true. I should have been considerate and think of the butthurt populations on teh internets, especially considering how it doesn't really take first hand experience to be able to spot those things at all but I am gabby like that. Let me compansate the offense by offering you a room at our lowest rate in our hotel should you happen to come to Istanbul some day. In the meantime, I can fill you in on the details of hotel business. I must admit with shame, though: I've never owned or run a library. Such a shame. I hear there's big fish in that line of business. Now how about you actually think for a moment and decide whether the arguments are ok or not the next time?

*Fast food kitchen looks 'spot on' = well, does it not? Never been to a fast-food joint? In many of them, you can see into the kitchen right through the front counters and the layout is often almost exactly like that.

Now I feel dumb for having explained all this. Why were you making fun of me again?
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Good post, all in all (the previous one). Can't say I agree with everything, but it's good to see a fundamented response.

About the kitchen, I agree it's not the best layout (though there are other parts not shown in the shot), but to make a better one I needed more space and it collided with other parts of the building, and also it would be too many polys spent in a room that is complete filler in the shelter, especially considering there are around 15 rooms in the first floor of the shelter (bathrooms, gym, cafeteria, offices, lab room, infirmary, etc).

I agree that as being the focus of a screenshot is pretty weak, but in the bigger picture of the shelter it does its job pretty well.

I'll see what I can do about the lighting. Any photoshop work by you would be interesting to see.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
Vault Dweller said:
Different people like different things...The ESF and the Codex have pretty much the opposite tastes in games, thus the ESF dominant opinion is irrelevant to the Codex and the Codex dominant opinion is irrelevant to the ESF. Simple as that.

Likewise, there can be disagreement over small things between people of a niche group

First, I don't think that the quality of textures is an art direction issue. Second, can you explain what's wrong with the library walls, plants, and metallic surfaces?

Art direction being providing a coherent unity between all the graphical elements, would it not include keeping a standard level of quality for textures? Library walls = crumbling ghetto walls, plants = hair? not to mention how they all face the camera with all 3 angles, metallic surfaces = more like corroded aliminium or cardboard.

Level geometry is also inconsistent. Half the geometry in the fast-food joint, for instance, look like lifted from Quake 1
Meaning what exactly? Again, I'd like to learn. You're a lot more artistic than I am, so what's obvious to you isn't obvious to me.

I hope you weren't trying to be subtle. It means, unreasonably blocky, ultra low poly. Compare the table and the seats in fast food place to the library equivalents.

Elhoim said:
I'll see what I can do about the lighting. Any photoshop work by you would be interesting to see.

Alas, I'm next to worthless with photoshop or the like. Tried several times and never got the hang of it.
 

Lesifoere

Liturgist
Joined
Oct 26, 2007
Messages
4,071
Not that I was trying to, but this thread's proven that all you need to troll the Codex and send many of its denizens into a froth is very, very little. Drog's alts have gotten it all wrong!

DoubleBear should, by the way, contact Prosper. I'm sure he can contribute excellent zombies.
 

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