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

  • ⚙️ Performance issue identified and being addressed.
  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
Did he do that? It famously ruined his BotW play-through too.
The weapon deterioration with zero means to prevent & repair was a much bigger issue for me.
Also I'm less forgiving of sequels of games that are backtracking a lot on the franchise qualities, making them not-fun experiences, such as Ryza 1 as an Atelier game, Iron Rain as an EDF game and Super Robot Wars 30 as a SRW title god that game ended up being such a slog and certainly my biggest purchase regret. Whereas I have no problem with games that may start as 'okay-ish' because there is always room for improvement later on.

December should keep me busy (especially EDF 4.1), I may pre-order the Hokuto no Ken Fit Boxing too.
preorder.png preorder2.png
 
The weapon deterioration with zero means to prevent & repair was a much bigger issue for me.
Also I'm less forgiving of sequels of games that are backtracking a lot on the franchise qualities, making them not-fun experiences, such as Ryza 1 as an Atelier game, Iron Rain as an EDF game and Super Robot Wars 30 as a SRW title god that game ended up being such a slog and certainly my biggest purchase regret. Whereas I have no problem with games that may start as 'okay-ish' because there is always room for improvement later on.

December should keep me busy (especially EDF 4.1), I may pre-order the Hokuto no Ken Fit Boxing too.
View attachment 3939438View attachment 3939435
Well yeah SRW games have been a slog for a long ass time, the gameplay hasn't really improved upon in years mostly because the series is on auto pilot and it's about just shoving IPs in there. It's a series that's all style and zero substance. Even their original games are around the same quality as the main line titles, they just let the gameplay stagnate.
 
Well yeah SRW games have been a slog for a long ass time, the gameplay hasn't really improved upon in years mostly because the series is on auto pilot and it's about just shoving IPs in there. It's a series that's all style and zero substance. Even their original games are around the same quality as the main line titles, they just let the gameplay stagnate.
30's biggest contributor for its slog is the fact that, especially with all of the DLC installed, there's a massive content bloat of missions, thus making it probably the longest SRW to date, not to mention the relatively free-form structure you're given to tackle each mission, the plethora of side missions and simulator missions, and the repeatables made purely for grinding, which already sucked as an idea when they tried repeatables back with Operation Extend on the PSP.

Granted, I still enjoy 30 myself, but I definitely see where it's falling short, especially on a second playthrough now that everything's more or less out for the game. I also think the free update to raise the cap on levels and stats was a mistake, considering how hard 30 leans into level scaling.
 
30's biggest contributor for its slog is the fact that, especially with all of the DLC installed, there's a massive content bloat of missions, thus making it probably the longest SRW to date, not to mention the relatively free-form structure you're given to tackle each mission, the plethora of side missions and simulator missions, and the repeatables made purely for grinding, which already sucked as an idea when they tried repeatables back with Operation Extend on the PSP.

Granted, I still enjoy 30 myself, but I definitely see where it's falling short, especially on a second playthrough now that everything's more or less out for the game. I also think the free update to raise the cap on levels and stats was a mistake, considering how hard 30 leans into level scaling.
Honestly they should probably take a page from Disgaea of all things and speed up grinding with similar methods. The scenarios have been lazy and them just cut and pasting shit just makes you question the logic of the designers. Because it comes across as trying to fill a quota than trying to design an actual engaging SRPG.

I really have not touched the series in any major capacity since the DS was relevant because of how samey everything stayed.
 
100%ed OoT, MM, TP, SS, and Windwaker didn't really ruin those experiences though.

I mean if those seeds are 1:1 back in TOTK I will not buy it, awful collectables worse than the fucking bananas in DK64.
You fucking retard, after like 120 they do nothing, you don't need to get them. Doing them for the fun of the little challenges is fun on its own and going through with a guide takes away from the actual point of the game-exploring the wild.

If the seeds are back you can just as easily enjoy the game by going through without a guide and not trying to find all of them. As a matter of fact, thats probably a better way to have fun playing it regardless of what type of collectible they introduce.


The weapon deterioration with zero means to prevent & repair was a much bigger issue for me.
Any weapon you find is easily replaced with an identical one. Figure out where the lizalfos are and just camp them. I always had multiples of the best sword in the game hanging around.
 
You fucking retard, after like 120 they do nothing, you don't need to get them. Doing them for the fun of the little challenges is fun on its own and going through with a guide takes away from the actual point of the game-exploring the wild.

If the seeds are back you can just as easily enjoy the game by going through without a guide and not trying to find all of them. As a matter of fact, thats probably a better way to have fun playing it regardless of what type of collectible they introduce.
Well, you do get literal shit for collecting them all, so they do something. If they're back it's not a problem though, just as long as they're not the main motivation for exploration.
 
30's biggest contributor for its slog is the fact that, especially with all of the DLC installed, there's a massive content bloat of missions, thus making it probably the longest SRW to date, not to mention the relatively free-form structure you're given to tackle each mission, the plethora of side missions and simulator missions, and the repeatables made purely for grinding, which already sucked as an idea when they tried repeatables back with Operation Extend on the PSP.

Granted, I still enjoy 30 myself, but I definitely see where it's falling short, especially on a second playthrough now that everything's more or less out for the game. I also think the free update to raise the cap on levels and stats was a mistake, considering how hard 30 leans into level scaling.
You're describing the game to an obnoxious faggot who doesn't play videogames at all (or very barely), let alone SRW, thus does nothing but writing vague ramblings and wonky comparisons with other game franchises. He cannot keep up further on discussions but still need to pretend he played everything under the sun. If he actually did play, he would know the massive differences between any earlier SRW title, like the Z saga or A Portable, compared to 30. I still have Vietnam-tier memories of the last split route (Nadesico/Daitarn 3) in Portable A being hell incarnate and that game really crushed my balls in terms of difficulty.

The big issue with modern SRW (since the VXT trilogy), AND especially 30, is how there is almost zero strategy involved. Pretty much everything is stacked in your favor, terrain barely matters anymore, regeneration tiles are all but gone, most stages are just "kill everything" deals, the SP pools of your character self-regenerate each turn, you can activate their spirit skills on enemy turn, etc. 30 amplifies the problem to eleven with the ship upgrades. It feels like playing chess with twenty queens on your side against an opponent that owns twelve pawns, and one or two knights at best, all while you can punch your opponent in the face during his turn. 30 was absolutely miserable even on the higher difficulties and it was less about "how can I outwit my opponent" and more about "how many enemies can I trash with a single unit in one turn by spamming multi-action ExC, Zeal and the like". Hell, 30 even removed the SRW points that could have make anything remotely challenging.

Also giving 60+ units but only a mere few of them can be deployed per mission makes me miss the squad system in Z1.
The enemy variety from earlier games has been greatly reduced in modern SRW, for example, Z2 featured more Invaders from Getter Robo Armageddon (their black ground/flying forms and the controlled machines) than V/T/30 did. Or how you always get the same generic kaiju of Mazinger Z Infinity despite there were other models present in the movie even for a split second (Shin Mazinger Z in SRW V had less kaiju types present than in Z2). It's really an issue with 30 when the game gives you a lot of side/simulation missions to choose but you always get the same generic enemies to fight against. Hence the slog I described to have with 30, something I didn't have with the earlier games.

Not to mention the animation skirts in Z2 looked a lot more slick, carrying weight, with a lot of small details (like a ground unit aiming his gun upwards or doing a different animation when attacking an air unit, vice-versa) in spite of the much weaker PSP hardware. 30's animations feel flat in comparison and I remember some of Zeon units from Gundam Narrative being animated like a slideshow. What they did to Dancouga in 30's DLC compared to his iteration in Z2 (see embed webm below) is another example how downgraded the animations have lately been.
 
Last edited:
The weapon deterioration with zero means to prevent & repair was a much bigger issue for me.
That is also my biggest issue with the game and why I don't really want to get into it.
Any weapon you find is easily replaced with an identical one.
That's the problem. It takes all the fun out of gaining new weapons because you know that every weapon you get, no matter how cool, will eventually break. It also makes battles a slog, since there is no real reason to engage with them and they are actively a detriment to you since all you do is lose equipment by fighting. Better to just avoid as much combat as you can (which is bad in an Action Adventure game, where combat is literally half the game - as indicated by the name "action adventure"). The weapon's degradation system was completely unnecessary; it was Zelda's equivalent of cutting off your hand to spite your face. Weapon's degradation systems are pointless in almost every game that has them, if it isn't a simulator, but for Zelda it was especially egregious, as you had no way to repair your weapons or even track the damage.
 
Well, you do get literal shit for collecting them all, so they do something. If they're back it's not a problem though, just as long as they're not the main motivation for exploration.
That's pretty much my main gripe for them, they were basically filler to justify the open world.

Honestly the monster medals were more fun to collect despite the lack of variety for monsters.

You fucking retard, after like 120 they do nothing, you don't need to get them. Doing them for the fun of the little challenges is fun on its own and going through with a guide takes away from the actual point of the game-exploring the wild.

If the seeds are back you can just as easily enjoy the game by going through without a guide and not trying to find all of them. As a matter of fact, thats probably a better way to have fun playing it regardless of what type of collectible they introduce.
They were just a badly design collectable, which coming from Nintendo is rather out of character for them. While the Koroks were used as means to expand their inventory, they were not a currency like the Rupees and were closer in nature to the Golden Skulltulas. Prior to them I would have said the worst Zelda item series to collect was the Windwaker gallery, but the HD version fixed the issues I had with the original game with regards to that.

If you broke down all 900 to sets of 10 and made those 10 be confined to a small landmark like a glade where you have to go around and find them and knowing that they would be confined to the visible boundaries of said small area and with only needing to disocver 90 locations it would have reduced the tedium, that would have made it more manageable. The inclusion of the Korok mask in the DLC to act as a detector makes me think they realized just how badly the koroks were implemented throughout the game.

That and many of the challenges also required arrows which were a rather scarce resource so I almost never used arrows for combat, because if you came across a puzzle like a Korok seed or an Apple Tree, you were shit out of luck as far as acquiring more items or upgrades since arrows were required to solve a puzzle. There were many design choices that made me scratch my head especially since this was a Nintendo title and they pioneered many of these concepts, they seemed very unrefined or not really thought out.
 
Last edited:
You're describing the game to an obnoxious faggot who doesn't play videogames at all (or very barely), let alone SRW, thus does nothing but writing vague ramblings and wonky comparisons with other game franchises. He cannot keep up further on discussions but still need to pretend he played everything under the sun. If he actually did play, he would know the massive differences between any earlier SRW title, like the Z saga or A Portable, compared to 30. I still have Vietnam-tier memories of the last split route (Nadesico/Daitarn 3) in Portable A being hell incarnate and that game really crushed my balls in terms of difficulty.

The big issue with modern SRW (since the VXT trilogy), AND especially 30, is how there is almost zero strategy involved. Pretty much everything is stacked in your favor, terrain barely matters anymore, regeneration tiles are all but gone, most stages are just "kill everything" deals, the SP pools of your character self-regenerate each turn, you can activate their spirit skills on enemy turn, etc. 30 amplifies the problem to eleven with the ship upgrades. It feels like playing chess with twenty queens on your side against an opponent that owns twelve pawns, and one or two knights at best, all while you can punch your opponent in the face during his turn. 30 was absolutely miserable even on the higher difficulties and it was less about "how can I outwit my opponent" and more about "how many enemies can I trash with a single unit in one turn by spamming multi-action ExC, Zeal and the like". Hell, 30 even removed the SRW points that could have make anything remotely challenging.

Also giving 60+ units but only a mere few of them can be deployed per mission makes me miss the squad system in Z1.
The enemy variety from earlier games has been greatly reduced in modern SRW, for example, Z2 featured more Invaders from Getter Robo Armageddon (their black ground/flying forms and the controlled machines) than V/T/30 did. Or how you always get the same generic kaiju of Mazinger Z Infinity despite there were other models present in the movie even for a split second (Shin Mazinger Z in SRW V had less kaiju types present than in Z2). It's really an issue with 30 when the game gives you a lot of side/simulation missions to choose but you always get the same generic enemies to fight against. Hence the slog I described to have with 30, something I didn't have with the earlier games.

Not to mention the animation skirts in Z2 looked a lot more slick, carrying weight, with a lot of small details (like a ground unit aiming his gun upwards or doing a different animation when attacking an air unit, vice-versa) in spite of the much weaker PSP hardware. 30's animations feel flat in comparison and I remember some of Zeon units from Gundam Narrative being animated like a slideshow. What they did to Dancouga in 30's DLC compared to his iteration in Z2 (see embed webm below) is another example how downgraded the animations have lately been.
2022-03-28 20-10-39.webm
Trust me, I'm aware of most of what you've stated. I just wanted to talk more about the issues 30 has since I was given an excuse to talk about them.

I would like to think that part of the "no strategy" design is somewhat intended just to pander to mecha fanwank/people who just enjoy seeing favorite mech(s) waylay everything on the map, but, honestly, it's hard to parse what exactly they were going for once you start reaching endgame and even post vanilla endgame where EVERY enemy suddenly turns into a damage sponge with high accuracy and decent damage, so much so that you're constantly playing the "abuse spirits" game to get around everything, every turn of combat. And then this becomes triply applicable to post-endgame bosses at that, all the way up to the true final boss of the game. They're not actually any harder as enemies, mind you, but they do all become incredibly tedious to fight, which is where I start hating the prospect of fighting them.

I was also stupid enough to attempt all of the simulator missions before even more got added with the final bits of DLC, and, let me tell you. Nothing will suck your enthusiasm and enjoyment of the game bone dry than finishing every single wave clear and boss gauntlet mission. Even if you set your units to autobattle the wave clear missions, it can often take up to an hour or longer of continuous gameplay just to complete them, and you will indubitably feel every precious minute of your life slipping away as you do it, automatically or not. With the boss battle gauntlets, my earlier complaints just increase tenfold in relevancy, not to mention you're often forced to deal with a lot of the boss units' bullshit mechanics, like permanent high accuracy, evasion, and defense once their HP drops below a certain amount.

It's also questionable to me that they didn't re-implement squads or at least Z3's partner system, considering the sheer plethora of playable units in the game and not to mention how so many of them almost seem built for teamups (everyone in the Mazinger squad, Gridman/Gridknight, most everyone from GaoGaiGar versus Betterman up until they all basically together to pilot Final GaoGaiGar, J-Decker, the Rabbits, Rayearth would've probably worked better with squads, Knights & Magic's crew, and then this only gets exacerbated with the DLC what with the Sakura Wars crew, Kyosuke and Excellen, Voltes V and Combattler V, Ultraman, and I guess IBO to some extent, plus the notion of being able to team up Devolution's Getter team with Armageddon's Getter team).

Animations... They are what they are. I'm not happy about the fact that we're getting weaker and/or constantly recycled animations between games, but it's starting to seem like this is going to be the trend going forward. Just like with the fact that almost every single song going forward either follows Z2's instrumentation style or is just straight up reused for the umpteenth billionth time from Z2. Makes me glad I shelled out for the premium BGM package, especially in Betterman's case. I hear the instrumentals in that theme is basically just audio diarrhea because they tried to mimic the "growling" vocals of the actual song to absolutely no success. Better to have the actual, vocal version of the song playing instead.
 
That and many of the challenges also required arrows which were a rather scarce resource
The regular ones were kind of abundant around the river that leads to Zora's Domain.

But with me, the only ones that were worth using was the explosive ones; which didn't really happened that often because the game was already kind of easy.
 
But with me, the only ones that were worth using was the explosive ones; which didn't really happened that often because the game was already kind of easy.
Yea, hoping BoTW2 is more challenging. (and hope I can pirate it) Somewhere between BoTW and Elden Ring would be perfect.
 
Back
Top Bottom