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

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You see, there's this thing in game theory called "dominant strategy". If you're given an optimum means of taking out enemies in a game, you're always going to use it. Sure you could do all of those things @LightDragonman1 pointed out, but why do that when a slash with a powerful sword could do the job easier (and quicker)?
Isn't that why weapon durability exists in the game? At least early to mid game you kinda have to get creative because your weapons will start breaking if you just use them willy nilly. At least that's the way I understand the combat in BOTW.
 
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I finished Fire Emblem Engage yesterday (on Hard/Classic) and very much enjoyed it (with the sole exception of the final boss being a chore to beat due of the shield gimmick). While we're still in the first trimester of this year, it's a strong contender to be a GOTY 2023 on Switch for me.
 
Because more often than not, the straightforward approach is often less effective than finding more creative methods.

(Potentially autistic post incoming)

Sniping them from afar, using elemental based weapons such as fire ones on the snow-based enemies, using magnesis to hurl metal objects at them, also using magnesis on metal objects in thunderstorms to hit them with lightning, using electric arrows on pools of water that the enemies are in, literally bring a Cucco to battle, using stealth to sneak up on them, freezing them and then using a Korok leaf to blow them off cliffs, flinging heavy pieces of the environment with via using Stasis on them and building kinetic energy, using perfectly timed parries, flipping the Guardians over with Cryonis, using bombs to knock enemies into bodies of water, using the boomerangs as a makeshift shield via sprinting after aiming them as high as you can, and twirling spear weapons while on horseback.

I'll stop before I go too much into it, and some strategies are indeed more effective than others. But these are just a few that players are encouraged to find. Even now, players are finding new ones.
There's also burning fields, actually using the boomerangs as boomerangs, bombing them, knocking them off platforms (which actually does get regular use when clearing bases,) arrows, the guardian powers, etc. Now then, other Zelda game enjoyer, why don't you go about listing all the ways Link can kill enemies in your game. Oh wait, its just sword, arrow and bomb isn't it. Wow, what a clearly superior system...
 
@Dammit Mandrake!


Level-5 will apparently be sharing more information about Professor Layton and the New World of Steam, announcing a new Megaton Musashi, detailing the other new entries Inazuma Eleven: Victory Road and Fantasy Life i: The Girl Who Steals Time, and also unveiling its new RPG project DECAPOLICE. You'll be able to tune in via the official Level-5 YouTube channel and there'll be English subtitles available. It's also highlighted by Gematsu how this is seemingly the "first confirmation" of an English title for Inazuma Eleven: Victory Road (known previously as Inazuma Eleven: Victory Road of Heroes).
 
Because more often than not, the straightforward approach is often less effective than finding more creative methods.
Granted I didn't play a ton of it, but there were a few times I could drop rocks or something on enemies, and it was cool, but it's not like I couldn't have handled them in direct combat. They crippled weapons to nudge you into doing that but I'd rather just kill them and get it over with. And the real problem is that's why much of the stuff you find is just more weapons, it's a vicious cycle of their own creation. They could have just got rid if durability and made more worthwhile stuff to find.
 
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I finished Fire Emblem Engage yesterday (on Hard/Classic) and very much enjoyed it (with the sole exception of the final boss being a chore to beat due of the shield gimmick). While we're still in the first trimester of this year, it's a strong contender to be a GOTY 2023 on Switch for me.
Does it have gay marriage or other Current Year trends like the last few games? I can tolerate waifushit.
 
If a straightforward option works, how is it "on the player" for not going out of their way to do things more creatively?
Exactly. Creativity is fostered by difficulty. Difficult problems require creative solutions. Combat isn't all that trying unless your equipment is under leveled for the area, which can be solved by just getting better equipment. People will always go for the simplest solution; it's human nature to seek the path of least resistance. To experiment is also human nature, but people are only going to experiment in at certain times and in certain situations. Simple solutions are the go to in most situations. Its not on the players for simply going for the simple solution that Nintendo provided. Its on Nintendo for not figuring out creative ways to encourage the more fanciful solutions, make them necessary or simply make them the simple solution instead. Even if the simple solution isn't that engaging, if it works, people will default to it.

Sniping them from afar, using elemental based weapons such as fire ones on the snow-based enemies, using magnesis to hurl metal objects at them, also using magnesis on metal objects in thunderstorms to hit them with lightning, using electric arrows on pools of water that the enemies are in, literally bring a Cucco to battle, using stealth to sneak up on them, freezing them and then using a Korok leaf to blow them off cliffs, flinging heavy pieces of the environment with via using Stasis on them and building kinetic energy, using perfectly timed parries, flipping the Guardians over with Cryonis, using bombs to knock enemies into bodies of water, using the boomerangs as a makeshift shield via sprinting after aiming them as high as you can, and twirling spear weapons while on horseback.
Most of those aren't any less simple or perfunctory than dropping a log on a bokoblin's head. Mostly its just remembering how physics works and using common sense. In any case, most of that is unnecassary in most situations. There are no enemies that require you to stealth them, or use lightning like that, or use magnetics. Simply using your sword and shield will work 100% of the time, so players will default to that, and only use something else if they bother to think of it, an opportunity just so happens to present itself, or they are specifically trying to experiment.

Switch probably isn’t even powerful enough to emulate Gamecube if the LibRetro Dolphin core is any indication.
Power isn't the issue. The bigger issue would be that the Switch controllers' triggers aren't analog, but digital, while the Gamecube's controllers were. They could make the Gamecube controller a requirement for Gamecube games to compensate.

Isn't that why weapon durability exists in the game? At least early to mid game you kinda have to get creative because your weapons will start breaking if you just use them willy nilly. At least that's the way I understand the combat in BOTW.
Weapon durability ceases to be an issue after the early game, as you will have so many weapons on you after a certain point that you will never be in danger of running out unless you run into an enemy your equipment isn't leveled for and you waste it all trying to destroy it. And even then, you just retreat and go get better weapons.
 
There's also burning fields, actually using the boomerangs as boomerangs, bombing them, knocking them off platforms (which actually does get regular use when clearing bases,) arrows, the guardian powers, etc. Now then, other Zelda game enjoyer, why don't you go about listing all the ways Link can kill enemies in your game. Oh wait, its just sword, arrow and bomb isn't it. Wow, what a clearly superior system...
You do realize you can also do that in all other zelda games right retard?
Theres even more variety in the old games because you can use dungeon items or sword techniques, something that isnt avaliable in shit of the wild
 
You do realize you can also do that in all other zelda games right retard?
Theres even more variety in the old games because you can use dungeon items or sword techniques, something that isnt avaliable in shit of the wild
I like how he included bombing as a pro for BotW like it's exclusive to BotW, then includes it for what other Zeldas can do lol. And in WW I knocked enemies off platforms plenty.
 
I like how he included bombing as a pro for BotW like it's exclusive to BotW, then includes it for what other Zeldas can do lol. And in WW I knocked enemies off platforms plenty.
The point was that BotW has more things to do in combat, not that there isn't overlap.
 
The point was that BotW has more things to do in combat, not that there isn't overlap.
Well I hope so, it has that at the expense of dungeons, pacing, and story. Not a good trade considering I don't find that way of playing fun, so I'm stuck using brittle weapons, and they factored that in so half the shit you find is just more weapons...
 
Granted I didn't play a ton of it, but there were a few times I could drop rocks or something on enemies, and it was cool, but it's not like I couldn't have handled them in direct combat. They crippled weapons to nudge you into doing that but I'd rather just kill them and get it over with.
Well hate to say it, but that's really not how the game is best played as, unless you really dig deep into the combat mechanics like the pros do. If you're not taking the time to experiment with other options, then of course you're not gonna be satisfied with what you have to work with.
And the real problem is that's why much of the stuff you find is just more weapons, it's a vicious cycle of their own creation. They could have just got rid if durability and made more worthwhile stuff to find.
I don't know, I found a lot more than just weapons, such as materials to upgrade my gear, cooking ingredients, new armor sets, crafting materials, and entire puzzles leading to the shrines. And even the better weapons can only really be found by exploring further into the game. Given that you said that you didn't play a ton of it, how far did you get into the game? Just curious.
Exactly. Creativity is fostered by difficulty. Difficult problems require creative solutions. Combat isn't all that trying unless your equipment is under leveled for the area, which can be solved by just getting better equipment. People will always go for the simplest solution; it's human nature to seek the path of least resistance. To experiment is also human nature, but people are only going to experiment in at certain times and in certain situations. Simple solutions are the go to in most situations. Its not on the players for simply going for the simple solution that Nintendo provided. Its on Nintendo for not figuring out creative ways to encourage the more fanciful solutions, make them necessary or simply make them the simple solution instead. Even if the simple solution isn't that engaging, if it works, people will default to it.
Hence why the whole weapon durability exists, like it or not. Alongside only the better gear and equipment only being found with much exploration, along with finding the resources to upgrade them. Or you could instead simply get creative with the tools on hand, and use those. It's all up to the player. Of course there is a default and simple option, but eventually, that too will stop working if you just rely on it, which in this case, is going in guns blazing on every approach. Heck, even when you have weapons that aren't anywhere close to breaking, the harder enemies like the Lynels will hand you your butt unless you are able to get creative with the combat.
In any case, most of that is unnecassary in most situations. There are no enemies that require you to stealth them, or use lightning like that, or use magnetics. Simply using your sword and shield will work 100% of the time, so players will default to that, and only use something else if they bother to think of it, an opportunity just so happens to present itself, or they are specifically trying to experiment.
Well once you start getting into the more dangerous enemy variants, and have to deal with things like the different climates and times of day, the default method of always just using your sword and shield isn't gonna cut it anymore, at least in my experience.
You do realize you can also do that in all other zelda games right retard?
Theres even more variety in the old games because you can use dungeon items or sword techniques, something that isnt avaliable in shit of the wild
From my experience of playing the older Zelda games, it was even easier to just default to the sword and shield in them than it was in BOTW. Heck, in many of the Zelda games, the dungeon items became much less useful once you cleared said level, with them being relegated to getting the occasional secret item here and there, whereas the abilities in BOTW I found useful all the way to the end.
I like how he included bombing as a pro for BotW like it's exclusive to BotW, then includes it for what other Zeldas can do lol. And in WW I knocked enemies off platforms plenty.
Of course it's not exclusive to BOTW. But it's much more emphasized and encouraged compared to in WW, at least in my experiences (for the record, I love WW, and it's tied with TP as my second favorite Zelda game).
Well I hope so, it has that at the expense of dungeons, pacing, and story. Not a good trade considering I don't find that way of playing fun, so I'm stuck using brittle weapons, and they factored that in so half the shit you find is just more weapons...
I don't know, I thought the pacing was good, given how you start with practically nothing and slowly work your way back up into becoming the hero of legend. Not to mention how I always found something worth discovering in the world, with nary a single empty moment. Sure the map has its barren areas, but I was still finding new things every time I booted up the game. And the story, while not the strongest in the series I admit, still had enough moments for me to get invested, especially once I was able to piece together the backstory of the characters and world, especially that of its incarnation of Princess Zelda.

Again, agree to disagree. You don't like the approach BOTW went for, and I respect that opinion. It's just that I heavily disagree for the reasons I bring up.
 
@LightDragonman1
Well hate to say it, but that's really not how the game is best played as, unless you really dig deep into the combat mechanics like the pros do.
My friend, do I ever have the perfect thread for you lol


I found a lot more than just weapons, such as materials to upgrade my gear, cooking ingredients, new armor sets, crafting materials, and entire puzzles leading to the shrines.
You can't count shrines as things to find. They're the inferior substitute for dungeons, not in the same category as the rest of that. My bias against crafting and cooking probably factors in here admittedly, I immediately dismissed all that shit.

In fact, I almost quit right at the start when I thought I had to cook to survive the cold, but figured I'd Google if there's another way, and luckily there was obtainable cold resistant equipment. What a sour way to start a fucking Zelda game. People think that's fun?!

Given that you said that you didn't play a ton of it, how far did you get into the game? Just curious.
It's difficult to say based on how open the structure seems and how long it's been. As for important items, I got a hang glider, some special bombs (I think they were infinite), maybe something that manipulated time, um... that might be all but it doesn't sound like enough. I had some form of fire... I did like 5-10 shrines before getting bored of those. The rest of this is a rant, feel free to ignore it lol

Everywhere I looked were seeds, swords, I think arrows and bombs, just such irrelevant, boring shit that would be fine in a regular Zelda game, but this one pulls out its big exploration dick and says suck but nothing comes out. Why explore this vast wasteland? It's dotted with the same few enemies, cool ruins at first glance containing nothing upon inspection, and more climbing to find a seed perched at the top. The best you can find is a shrine.

Mind you I played all night, like 6-8 hours, a real good session. It admittedly was fun at first but I quickly realized I found nothing important. Skyrim brings you to a village right off the bat, then a big city, and that's if you don't go fuck off on your own. There's more points of interest and life in Skyrim immediately than I ever found in BotW.

It really feels like Skyrim but with more interesting physics but cities and caves and NPCs stripped out, all life is gone. It feels like a beta.

I always found something worth discovering in the world, with nary a single empty moment.
This has to be hyperbole. The moment that sticks out most to me, I guess sort of a turning point in the game was climbing up high and finding a seed encased in ice that I couldn't get to. That's why I climbed up? A seed again? And I can't get it yet? They want me to come BACK here for a seed later? I didn't even want it the first time, and they want me to RETURN FOR IT LATER?

I'm not trying to shit on your experiences but how would your thought process go instead? Yay, a frozen seed I can't obtain? I cannot fathom another reaction to it, I just can't.
 
The moment that sticks out most to me, I guess sort of a turning point in the game was climbing up high and finding a seed encased in ice that I couldn't get to. That's why I climbed up? A seed again? And I can't get it yet? They want me to come BACK here for a seed later? I didn't even want it the first time, and they want me to RETURN FOR IT LATER?
Bro, why the fuck weren't you carrying any fire arrows?
 
Idk, I am pretty sure I had some sort of fire, maybe not arrows, but surprisingly it didn't melt it.
If you had a fire sword you could have melted it just by standing by it. Or lighting a fire.

Anyways, I think your opinions on game design are literally the opposite of mine and I hope noone ever takes them into consideration when designing future games.
 
Does it have gay marriage or other Current Year trends like the last few games? I can tolerate waifushit.
It's possible (but entirely optional - as it requires beating a late-game side map level to first obtain the Promise Ring) for the Divine Dragon main character to marry anyone, regardless of being either male or female. Although yuri/yaoi stuff in japanese media is nothing remotely new. There was a PS1 game available on the old japanese PSN store, called Elan Plus, which would let the player do the same thing for example.

Do bear in mind I've played the whole game in moonrunes. The sequences of love confession turned into mere friendship, at least for several characters, are amongst the things that english localizers changed in this game.

Female Ryuuru married Princess Ivy in my playthrough, because why not?

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The Divine Dragon Ryuuru accessioned to the throne as the Divine Queen Dragon. With her strong bonds to leaders and friends from every country, she guided a long-lasting peace in the continent of Eleos. Soon after the battle, her partner Ivy became the Queen of Irushion. She puts all efforts in restoring her country with the help of the Divine Dragon Queen. It is said that their intimate relationship was approved by the folks and became the root of the faith in the Divine Dragon (in Irushion).

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After Ivy openly expressed her love, she was seen smiling more often. The two of them cherished their time together more than anything else and were reluctant to be apart for even a moment. As a way to not lose the Promise Ring, Ivy would keep it inside a golden small box,which never leave her own chamber, but she always looked at the ring with feelings of happiness.

Gameplay-wise, there are no benefits for the MC to marry anyone, it's just there as a mere extra.
 

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If you had a fire sword you could have melted it just by standing by it. Or lighting a fire.

Anyways, I think your opinions on game design are literally the opposite of mine and I hope noone ever takes them into consideration when designing future games.
I definitely didn't have that then. Can you shoot fire? I know I was doing something fiery.

My idea on game design broadly is things should carry significance and be presented to the player at a decent rate. Zelda often struggled with the former to a degree, most notably with currency being worthless pretty early on and enemies becoming more like obstacles to avoid. However, significant events and discoveries were fed to you a steady clip to keep you interested.

In OoT you might find some arrows you don't care about but who gives a shit, you're on your way to another temple and want to figure out what Shiek is all about. In BotW those arrows are supposed to feel important, because you're exploring without much emphasis on story and that's your reward. They increased the scope of the exploration but didn't scale the rewards up with it.

Mario Odyssey suffered from this a bit too. Moons felt like trash littered about, like glorified coins. Areas were bigger than SM64 but exploring them actually felt less rewarding.
 
Odissey just puts me in a good mood. Like when a dog with a silly hat shows up, leads you to a moon to dig up then follows you a bit and if you throw the hat he catches it and plays fetch with you, i can't help but soyface at all the small details and how pretty the levels are, also loved the orchestal soundrack, its all very feelgood.
Odyssey is very good although in hindsight I enjoyed the Galaxy games more.

I am curious if the Bowser’s Fury type of gameplay will be in the next mainline Mario on the Switch. The formula has a lot of potential.
Mario Odyssey suffered from this a bit too. Moons felt like trash littered about, like glorified coins. Areas were bigger than SM64 but exploring them actually felt less rewarding.
I always assumed that to get all the moons you basically needed to explore every bit of every level. The good thing about Odyssey is you could just skate by with a bare minimum and you could even buy moons. So you had lots of different options on how to play the game. I was an autist and got all the moons in the game and bought more moons to get 999 of them. A couple moons were agonizing but the vast majority were attainable easily enough.
 
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