Nintendo Switch (Currently Plagued) - Here we shit post about the new Nintendo console, The Switch

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That is literally all Minecraft is, and it's the most popular game in the world.
Minecraft has multiplayer, mods and the redstone autism to carry it, meanwhile fart of the wild has.....shitty screenshot simulators and golden poop




I still don't understand why they changed the formula when they knew everyone loved the JRPG style of it. Who to blame then...Iwata? Miyamoto?
Blame the current director Tanabe (aka the tingle guy) Miyamoto just told him to tone down the OC shit because it was getting out of hand, and instead the guy went full retard
 
Arranging colored blocks into complex shapes so that I could show other people what I made was an absolute blast when I was 9 and dove into a tub of Legos every day after school. I'm not knocking it. But that part of my brain died in the last few decades.


I never really enjoy open world games that much because I just see through the visual trappings to the underlying core play loops and mechanics like you describe here. They are all extremely repetitive, even the universally praised ones, like Elder Scrolls and Grand Theft Auto. For example, to me, Fallout: New Vegas was largely an experience of walking to quest markers, clicking through a dialog tree, then going to another marker and killing everything there. It was fun enough to finish, but by the time I finished the main quest, I was very, very, very ready for it to be done, while other people seem to never get enough of the game. I doubt I'll ever touch it again, despite there being a ton of side quests and DLC I never completed. I just don't feel any need to walk to more quest markers to kill the bad guys there.
I admittedly ultimately have the same problem with a lot of Open World.

With GTA in particular (and Minecraft) one problem I had was "what is even the point?" In Minecraft's case this is one reason I prefer Dragon Quest Builders--it makes you feel like your actions are having an impact on the larger world. Even in the free-create modes you still at the very least get little NPCs running to your latest finished project to cheer and praise you. Minecraft makes me feel like a god in a world that is trying to ignore me or is actively hostile (so... modern America).

Like, I see people saying they find the villagers in Minecraft and start building defenses for them. Why, though? They never acknowledge it. In their little pea-brains they probably think the walls were just always there. What would make the game better for me is if you could build a city out in the middle of nowhere and people would start migrating to it. Whenever I suggest this, people say "well you can spawn villagers in Creative Mode".... like, can people seriously not understand that that's not the same thing?

GTA has a similar issue but in the opposite direction. Sure, you can steal cars and cause havoc.... but your actions don't mean anything (except for, of course, the scripted story ones). Like imagine if you could cause so much property damage in the Liberty City equivalent of Wall Street that it destabilizes the economy and turns the place into a hellhole, or literally whittle the population down to just a handful of survivors and be exploring this eerie ghost town.

Admittedly, the game I'm suggesting probably isn't even possible with current technology and might never be possible. But in that case, might as well have a structured experience designed to tell a satisfying story. After all, I've watched Rocky dozens of times, but never even finished a GTA game.

..........................................

Honestly I'm not all that interested in the Prime announcement. It looked to me like it was only the first game, which I already have on the Cube... and honestly, Prime always felt kind of overrated to me.

It's similar to my issues with Resident Evil 4. A third of the way through the game you're literally having the exact same combat encounters over and over--either three space pirates or three chozo ghosts. They're not fun, they're just annoying bullet sponge enemies and they even spawn in rooms that used to have something better. And when its not those its an endless procession of "dodge when it dashes then hit the exposed backside" Zelda-esque enemies. That's really it.... Prime plays too much like a Zelda game.

Slow games with repetitive combat that wind up lasting so long that they keep going well past the point patience and goodwill has run out seems to be the recurring theme of 2000s era gaming. No wonder it was the era where retrogaming first gained a foothold.
 
In regards to Paper Mario, the writing is top tier in terms of humor. But after TTYD I feel they all just have given up.

I still don't understand why they changed the formula when they knew everyone loved the JRPG style of it. Who to blame then...Iwata? Miyamoto?

It is frustrating because I feel like they KNOW fans love the first two games in the series yet they refuse to expand on them in any way, shape, or form. Giving us Little Miss/Mr rejects in SPM wasn't terrible but from there to just have identical toads with different personalities is just lazy programing.
I’ll still defend SPM as being a great game with some flawed gameplay decisions. In terms of writing, characters, music, and even the relatively more simplistic visuals, it’s way more faithful to the first two games than the Sticker Star trilogy could ever hope to be. What annoys me most is that Origami King and its interviews were basically an open letter to fans saying “we know you like the first two games best, but we don’t so fuck you.”
It’s not even lazy programming, it’s just a bunch of work put toward the wrong things. Sticker Star is shit, Color Splash is shit with some sprinkles on top, and Origami King is is shit with all the toppings you can think of, meticulously crafted and organized by master artisans. Plenty of time, effort, and talent went into making the shit look as appealing as possible, but it doesn’t matter because the base is still shit.
You know, I almost respect the level of shamelessness a lot of these “spiritual successors” have nowadays. It’s like people know that Star Fox/Paper Mario/F-Zero are dead so they’re making their own legally-distinct fangames because it’s not like Nintendo will ever call them out or make a real one.
 
I’ll still defend SPM as being a great game with some flawed gameplay decisions. In terms of writing, characters, music, and even the relatively more simplistic visuals, it’s way more faithful to the first two games than the Sticker Star trilogy could ever hope to be. What annoys me most is that Origami King and its interviews were basically an open letter to fans saying “we know you like the first two games best, but we don’t so fuck you.”
It’s not even lazy programming, it’s just a bunch of work put toward the wrong things. Sticker Star is shit, Color Splash is shit with some sprinkles on top, and Origami King is is shit with all the toppings you can think of, meticulously crafted and organized by master artisans. Plenty of time, effort, and talent went into making the shit look as appealing as possible, but it doesn’t matter because the base is still shit.

You know, I almost respect the level of shamelessness a lot of these “spiritual successors” have nowadays. It’s like people know that Star Fox/Paper Mario/F-Zero are dead so they’re making their own legally-distinct fangames because it’s not like Nintendo will ever call them out or make a real one.
I'm still bitter about the GameCube release of SPM being cancelled in favor of going Wii only. It was practically done and being Wii-exclusive added nothing. Once again, Zelda fans just don't know how good they have it compared to pretty much everyone else.
 
I'm still bitter about the GameCube release of SPM being cancelled in favor of going Wii only. It was practically done and being Wii-exclusive added nothing. Once again, Zelda fans just don't know how good they have it compared to pretty much everyone else.
True, but I’d imagine playing a 2D-heavy game like that with a Gamecube controller, where 90% of your movement is pressing left or right on a D-pad, would feel like using the Game Boy Player: functional, but not exactly comfortable.
 
You know, I almost respect the level of shamelessness a lot of these “spiritual successors” have nowadays. It’s like people know that Star Fox/Paper Mario/F-Zero are dead so they’re making their own legally-distinct fangames because it’s not like Nintendo will ever call them out or make a real one.
tbh I'm actually interested in trying FURRY Squad and ExZodiac and Angelian Trigger, whereas I skipped the last couple Star Foxes with a clear conscience and dropped Kid Icarus 3D after like two hours.

Surely we're due for another Wade Hixton by now...
 
True, but I’d imagine playing a 2D-heavy game like that with a Gamecube controller, where 90% of your movement is pressing left or right on a D-pad, would feel like using the Game Boy Player: functional, but not exactly comfortable.
You'd use the analog stick, just like every other 2D game released in the past twenty years.

edit:
Calandrino said:
Wade Hixton
Ohh... what is that? Its sounds good! I hope its chea..... oh. :(
 
True, but I’d imagine playing a 2D-heavy game like that with a Gamecube controller, where 90% of your movement is pressing left or right on a D-pad, would feel like using the Game Boy Player: functional, but not exactly comfortable.
It's really not confortable at all, especially if you don't have baby thumb/hands. Also it's not just 2D platformers either, fighting games, and dance games suffer from the small D-pad on the gamecube controller. Fortunately shit like this existed, so you can easily mitigate the issue if it really drives you crazy
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Oof, I had no idea. My Ninja Five-o stock is still going nuts too.

Well, if unlicensed Taiwanese Genesis games can get Switch ports, I'd like to think anything can happen: https://www.nintendo.com/store/products/qubyte-classics-thunderbolt-collection-by-piko-switch/
Piko is a company that actually specializes in buying and releasing incomplete 16 bit era games. They did Socks the Cat and the Super Noah's Ark 3D re-release too, among other things. Think they did the 40 Winks 64 release, too.
 
@LightDragonman1

Rolling logs into Moblins is barely scratching the surface of how you can deal with the enemies, as I've seen some incredible videos of players who've managed to pull of things rivalling the feats seen in action games like Devil May Cry. If you found the combat shallow, I hate to say it, but's all on you for not digging deeper and instead just running from each encounter (even though that too is a viable option I admit).
There are a lot of fun things you can do with the enemies in this game, especially if you are autistic enough to learn and master how the game's systems work, which I think is to Nintendo's credit. Its honestly doing things most other games don't even attempt, let alone accomplish, but the actual barebones combat system (such as the sword fighting), leaves much to be desired, and, lets face, most people aren't going to do more than drop trees on Moblin heads. For most people, running from encounter to encounter is the end all be all of their combat experience, and in that, the game is lackluster and perfunctory.

The weapons I found very useful to find, especially once you've upgraded your inventory. Certain weapons work for better or worse in different situations (elemental types excel against their opposite, Guardian Weapons are better for the heavier enemies, etc), and by the end, I was so inundated with weapons thanks to me using the tools given to me that I was actually hoping that they'd break faster.
Weapon durability has a negative effect on the entire game. Since weapons are your most common reward for combat and such, having them constantly break on you saps any all actual sense of accomplishment you have. "Oh look, Sword #5,143, I better toss this onto the pile." At some point, you just stop giving a shit. And after a certain point in the game, you will be so powerful and the weapons you have so good, that you will actively start avoiding combat because you just won't get anything worthwhile out of it to offset the equipment you lose by choosing to engage with the combat system. The game is actively punishing you for engaging with one of its core mechanics, the "action" in action-adventure game. Its completely unnecessary. And it gets downright laughable once it turns out that the Master Sword, of all weapons, can break too, regardless of the fact that it will slowly regenerate.

While I do admit that not all of the shrines and towers are winners (the Test of Strength ones were repetitive I agree), neither did I get bored of finding them. Sometimes just getting to the shrine or tower was the puzzle in and off itself, and while the scenery in each shrine was samey, the freedom you were given in how you completed them made up for it. Again, like games such as Thief, System Shock, and Deus Ex, you're given all the tools needed to complete them, but the game takes a step back and leaves it up to you in terms of how you go about it. Should dungeons make a return, I'd much rather prefer they be more free-form like this, not overly scripted like several of the past Zelda titles. Same goes for the Divine Beasts with the journey just to enter them being memorable in my eyes.
Shrines would be mini-dungeons in any other game, including Zelda games. Here, they are the majority of the content, and most of it is just simple puzzles and combat arenas with the same enemies, over and over and over again. The fact that you can sequence break them is nice, as its Nintendo taking into account the game mechanics it invented, but it also works to their detriment, because you can downright trivialize most of the shrines by doing so, making them even more perfunctory. This is the downside of Nintendo's robust systems; you basically can make the game so easy for yourself without even trying, it basically saps all fun out of it. Towers are not even more than cursory challenges at best in most cases.

Again, I often compare it to the works of Looking Glass and Ion Storm Austin for a reason. Because it very much plays in the vein of an immersive sim. Even to this day, people are still finding new ways to play it, simply because the tools it gives you are that flexible.
As I said, I praise the game for its amazing systems, and how it uses those systems, but the systems alone aren't a replacement for engaging content. Thief games and Deus Ex were immersive, but they built very tight gameplay loops around that immersion. They worked that immersion into relatively tight well designed packages, while BOTW is a wide open sandbox that quickly bogs you down by separating the content and not putting anything truly meaty behind it.
 
There is the Hero mode for more difficulty if you find it too easy.

And I still have to disagree with you on the weapon durability. Maybe it's because I was using more unorthodox manners to take out the enemies though, and because I actually found the combat engaging to experiment with. Heck, I was actually throwing my weapons at the enemies by the end, since I had to clear room out for ones that I wanted that I discovered. And the action I found was not just in the swordplay, but in the other ways one could approach the combat.

If all a player does is drop trees on Moblins and swing their swords willy-nilly, of course they aren't going to find the combat as interesting, because that's not really how the game is designed to be played. It very much encourages the player to look for more creative solutions, and if they don't take advantage of them, well, that's on the player. It doesn't even require all that much brainpower to find those options, just some awareness of the tools you have and what they do. The rest comes from experimentation.

Yes, some solutions can break the puzzles and make them too easy, but honestly, that's what I find to be appealing. All you need is your creativity and problem-solving skills, and you can solve them in ways the developers never even intended. I like this much more than the ultra-scripted solutions found in other games, though I acknowledge that it isn't for everyone. But I found that it made each of the puzzles more interesting to solve, as I wasn't restrained in how I did them, which also made the shrines more appealing to complete. That said, I do agree that the combat encounter ones did get a bit repetitive.

I would also argue that the loop of exploration and creative solutions where indeed built around BOTW's immersion as well, like Thief and Deus Ex. Almost every element is designed to give you freedom in how you approach the tasks at hand. And heck, while their are a few restrictions, that's also true of those older titles.

I guess we'll have to agree to disagree. You think there's not enough meat on the game's bones, while I think there is plenty and then some. You think that the game doesn't encourage enough creativity, while I think the complete opposite.
 
If all a player does is drop trees on Moblins and swing their swords willy-nilly, of course they aren't going to find the combat as interesting, because that's not really how the game is designed to be played. It very much encourages the player to look for more creative solutions, and if they don't take advantage of them, well, that's on the player.
If a straightforward option works, how is it "on the player" for not going out of their way to do things more creatively?
 
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