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

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Damn, the Daisy simping in this thread is insane.
We have yet to summon Memoryman3, call down.

Also left out are Bowser Jr. and Diddy Kong. Fans are justifying the lack of characters by pointing out that characters are customizable. Still doesn’t seem like there is enough there to justify this in my opinion.

Man, fuck Strikers. How about putting Daisy in a mainline game for once?! Best Mario Princess gets stuck in Sport/Party Game Purgatory while less-based space bitch Rosalina gets the 4th spot in 3D World. Fuck that shit.
Rosalina was the secret 5th character as I believe you are forgetting Toad, but I agree. I am surprised that Daisy wasn’t added to 3D World’s port.
 
I'm not sure why Nintendo always includes Toad, is he really that popular? I think they included two damn toads in one of their New Super Maro Bros. games, probably due to laziness. At least one of those spots could've went to a more interesting side character like Daisy or Yoshi, but they ignore their side characters a lot.
 
I'm not sure why Nintendo always includes Toad, is he really that popular?
He's the least offensive character who conveniently doubles as an extra for the good guys as opposed to including someone who had an established backstory.
At least one of those spots could've went to a more interesting side character like Daisy or Yoshi,
But that would require some VA work and it'll attract the tomboy simps or the furries.
 
I'm not sure why Nintendo always includes Toad, is he really that popular? I think they included two damn toads in one of their New Super Maro Bros. games, probably due to laziness. At least one of those spots could've went to a more interesting side character like Daisy or Yoshi, but they ignore their side characters a lot.
Probably the same reason Paper Mario has devolved into generic Toads galore, Toad is a safe and inoffensive side character to portray.

For Nintendo's logic, why use interesting and unique characters when Toad can serve that same function and be recolored.

I had hoped that Super Mario Odyssey was a sign that more unique characters were on the table, but Origami King proved that wrong.
 
For Nintendo's logic, why use interesting and unique characters when Toad can serve that same function and be recolored.
Then I guess Nintendo is content with mediocrity because thats all their games are forever cursed with if they continue down this path.

People remeber shit like SMRPG, M&LSS, and PMTTYD because they had FUN likeable characters that made the game more interesting. Only time a fucking toad was interesting was in Super Mario 2 because "oh shit, this little bastard is strong and can hold his own" even if he was just a sprite-swap of a japanese game. Now-a-days it's like "oh we're playing NSMB? Oh wait, I have to be toad? FFFFFFFFFUCK!!!". Doesn't help that they always make him a coward outside of Captain Toad.
 
Also left out are Bowser Jr. and Diddy Kong. Fans are justifying the lack of characters by pointing out that characters are customizable. Still doesn’t seem like there is enough there to justify this in my opinion.
A lot of recent Nintendo sports titles just lack meaningful content on launch. Lack of characters, lack of courses, lack of unlockable content. Its so bad, I find myself agreeing with this Tom's Guide article:
https://www.tomsguide.com/opinion/nintendo-switch-sports-has-me-worried-about-future-nintendo-games

I think Nintendo have gotten complacent and have entered a "Ship it now, we'll add content later" mindset, which isn't as bad as the more common "Ship it now, fix it later" mindset the industry has, but isn't much better either.
 
Then I guess Nintendo is content with mediocrity because thats all their games are forever cursed with if they continue down this path.

People remeber shit like SMRPG, M&LSS, and PMTTYD because they had FUN likeable characters that made the game more interesting. Only time a fucking toad was interesting was in Super Mario 2 because "oh shit, this little bastard is strong and can hold his own" even if he was just a sprite-swap of a japanese game. Now-a-days it's like "oh we're playing NSMB? Oh wait, I have to be toad? FFFFFFFFFUCK!!!". Doesn't help that they always make him a coward outside of Captain Toad.
The RPGs have definitely been the greatest casualties of "toad". As much as I want a SMRPG2, part of me knows it'd all be toads. And probably a fucking action game too, why not.
 
I think Nintendo have gotten complacent and have entered a "Ship it now, we'll add content later" mindset, which isn't as bad as the more common "Ship it now, fix it later" mindset the industry has, but isn't much better either.
This has happened multiple times throughout their history. Gamecube, wii, and especially the wii-u.

Mario kart 8's original battle mode was beyond lazy. Like it's baffling how they allowed it to pass testing. The courses didn't even flow properly for a battle mode.
 
This has happened multiple times throughout their history. Gamecube, wii, and especially the wii-u.

Mario kart 8's original battle mode was beyond lazy. Like it's baffling how they allowed it to pass testing. The courses didn't even flow properly for a battle mode.
Some GameCube games sure, but to use Mario Kart as another example, I think Double Dash is the peak of the series.
 
Some GameCube games sure, but to use Mario Kart as another example, I think Double Dash is the peak of the series.
Many at this point just consider Double Dash a side experiment since the 2 man carting never offered any real benefit and has not returned since.
 
Many at this point just consider Double Dash a side experiment since the 2 man carting never offered any real benefit and has not returned since.
You don't consider holding two items to be a benefit, or having character specific unique items to differentiate them? Aside from a sheer mechanics perspective, it was just plain fun to play cooperatively with someone else on one kart, and they should've evolved the concept rather than drop it.

They actually brought the two item thing back in MK8D, iirc. They must have thought it was a good and popular enough idea. Maybe cooperative play will return next.
 
You don't consider holding two items to be a benefit, or having character specific unique items to differentiate them? Aside from a sheer mechanics perspective, it was just plain fun to play cooperatively with someone else on one kart, and they should've evolved the concept rather than drop it.

They actually brought the two item thing back in MK8D, iirc. They must have thought it was a good and popular enough idea. Maybe cooperative play will return next.
But that's my point stuff like two items didn't need a whole second character and could be accomplished with just one.

There wasn't that much of a difference between playing solo with 2 characters and how mario kart is normally played. I mean if they wanted to make 2 characters worthwhile it should have come down to course design and specific character strengths. For an area with a lot of turns it would benefit to have a driver who's better at handling and for straight ways it would be better to have a driver with a higher top speed in theory. But the differences in performance didn't really amount to much.
 
But that's my point stuff like two items didn't need a whole second character and could be accomplished with just one.

There wasn't that much of a difference between playing solo with 2 characters and how mario kart is normally played.
Sure, two items didn't strictly require a second character, but the option took nothing away and added an optional fun factor. They're just too lazy to add that back in.

The difference wasn't too big, yeah, which is why I said they should have evolved the concept. Example, let the rear player catch certain incoming items like shells, and let both players time their item usage to combine them (so shell + fireball = fire shell).
 
Sure, two items didn't strictly require a second character, but the option took nothing away and added an optional fun factor. They're just too lazy to add that back in.

The difference wasn't too big, yeah, which is why I said they should have evolved the concept. Example, let the rear player catch certain incoming items like shells, and let both players time their item usage to combine them (so shell + fireball = fire shell).
Well the far bigger issue I took with was that the vehicles handling didn't drastically change. Since it's required that you have two characters despite playing solo or co-op the courses should have reflected this better by having sections or opening shortcuts that were dependent on having a specific driver weight class at the wheel if you wanted optimal speed.

Like if we're talking about ideal co-op vehicle driving, the gold standard is still the warthog from halo. The secondary driver in Double Dash didn't really have that much of a job like being a gunner or something. Any and all weapons were dependent on the mystery boxes and that's if you didn't get something shitty, the mario vehicles never have a general generic weapon like an infinite machine gun equivalent that you can spray other racers with to try and slow them down in between box weapons.
 
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Who remembers that time I reviewed Ass Creed 3 and gave it a 1 out of 2? Well guess what Metroid Dread is also getting? Thats right, its a review!

For reference I played the game on normal difficulty and got most of the way through the game. This was the first Metroid I've played but I am familiar with the series, having seen lots of Super Metroid runs and seen my brother play the first two Prime games, plus of course the cultural seep. I was excited to play this game due to the extreme hype, and despite being a generally shit player was able to tough it out through most of the fights.

So, yeah, the game is very hard. Occasional general game world deaths occurred but they were nothing compared to the tough as nails boss fights, especially the first few when I was still learning the controls. Especially the laser aiming, which takes a little getting used to due to its finicky nature, a nature which becomes key as you get the hang of it and eventually are able to shoot anywhere any time. Lots of EMMI deaths too, but they weren't really scary or frustrating. They failed to make it feel like a horror game and you get to restart right outside their no-no doors so it wasn't a big deal compared to the hurdle of having to whittle a boss down again.

But was it fun? Heck yeah, with a lot of that being due to the good controls. Samus can do a lot of stuff but somehow the complicated button movements (hold down R and press Y while aiming with L-stick, etc) actually managed to feel intuitive, I found myself not having to say "now press X" and instead saying, "I can counter him" or "I can shoot there." The game world was also well realized and changes as you progess further in the story, opening or changing areas to allow you to re-experience areas you've already cleared. However, there is a downside there, as that took away from the ability to backtrack and explore. Over the course of the game you regularly find yourself sequestered on, well, train tracks with no way to backtrack for long periods of time, which isn't really the Metroid I was expecting. That also took away the feeling of earning an upgrade with your earned upgrades, as you also got restricted to newly powered up enemies. So for firepower upgrades I eventually found myself wondering what the point was.

I haven't overly spoiled myself but I did check out where I was when I finally had to nope out and it was about 80 percent of the way through boss-wise but with, I assume, most of the map opened. I would have liked to have got to the end but I just wasn't going to ever be able to dodge and spacejump a certain someone's attack more than once. I think thats enough to give an honest take on the game. I paid nearly full price for the game (Nintendo tax) and got between 15 and 20 hours of play out of it. Even though it isn't the amazing GOAT that certain people have pushed it as, it was still a fun time and I'd recommend it to anyone who wants a well-done, hard Metroid game. By my scale thats a 1 out of 2, good for people who want that type of game but not everyone. Join me in another month or so when I give you my opinions on Pokemon Legends Arceus, another game that is surely to be just as tough, featuring tight controls and a well designed, ever-changing game worl---hahaha well I'll probably like it anyway.
 
Well the far bigger issue I took with was that the vehicles handling didn't drastically change. Since it's required that you have two characters despite playing solo or co-op the courses should have reflected this better by having sections or opening shortcuts that were dependent on having a specific driver weight class at the wheel if you wanted optimal speed.

Like if we're talking about ideal co-op vehicle driving, the gold standard is still the warthog from halo. The secondary driver in Double Dash didn't really have that much of a job like being a gunner or something. Any and all weapons were dependent on the mystery boxes and that's if you didn't get something shitty, the mario vehicles never have a general generic weapon like an infinite machine gun equivalent that you can spray other racers with to try and slow them down in between box weapons.
You're just giving good ideas for the next Double Dash game lol.
 
Sure, two items didn't strictly require a second character, but the option took nothing away and added an optional fun factor. They're just too lazy to add that back in.

The difference wasn't too big, yeah, which is why I said they should have evolved the concept. Example, let the rear player catch certain incoming items like shells, and let both players time their item usage to combine them (so shell + fireball = fire shell).
The concept just has too many drawbacks for Nintendo to want to evolve at this point. The need for a large character roster pretty much killed the concept for any portable device prior to Switch. There is also the duo concept in which characters need a partner, and more diverse rosters make it hard to pair characters with a compliment. The unique items also create more work on developers that could probably go elsewhere.

The two characters would also affect kart design given you need a back for the second player, which who knows how that would work nowadays given you have to factor in 12 karts on a track, a glider, and the bikes/atvs. With all the new mechanics of Mario Kart since Double Dash, it might be impossible to go back while maintaining the current features. Given that Double Dash is a polarizing entry, I don't see a reason why Nintendo should.
 
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