- Joined
- Nov 29, 2020
Assuming it gets good reviews when it comes out, will this do?Bitches, when are we getting a non-shit starfox?
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Assuming it gets good reviews when it comes out, will this do?Bitches, when are we getting a non-shit starfox?
Minecraft has multiplayer, mods and the redstone autism to carry it, meanwhile fart of the wild has.....shitty screenshot simulators and golden poopThat is literally all Minecraft is, and it's the most popular game in the world.
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 retardI 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?
I don't want to pick it up unless the whole trilogy releases. I've never played them the first time around.I'm considering getting it but I feel like I can't justify the price point because I still play the original on my gamecube pretty often.
I admittedly ultimately have the same problem with a lot of Open World.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’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.”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.
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’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.
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.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.
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.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.
You'd use the analog stick, just like every other 2D game released in the past twenty years.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.
Ohh... what is that? Its sounds good! I hope its chea..... oh.Calandrino said:Wade Hixton
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 crazyTrue, 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.
Oof, I had no idea. My Ninja Five-o stock is still going nuts too.Ohh... what is that? Its sounds good! I hope its chea..... oh.![]()
TTYD was already dumbed down when you compare it to the mainstay JRPGs that they had. It's even easier than Pokemon, in an wayIwata wanted every game to be widely accessible and an RPG was considered inaccessible for their younger audience.
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.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/
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.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).
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.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.
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.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.
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.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.
Bloating the enemy's pool to heaven and making them do 2000 times the damage isn't difficulty retardThere is the Hero mode for more difficulty if you find it too easy
Is that what Master mode does? It doesn't say that here.Bloating the enemy's pool to heaven and making them do 2000 times the damage isn't difficulty retard
If a straightforward option works, how is it "on the player" for not going out of their way to do things more creatively?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.
the player is obligated to start doing shit to try and break the game, it fosters creativityIf a straightforward option works, how is it "on the player" for not going out of their way to do things more creatively?