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Salnax

Salnax

United States

Joined:
Sun 10th June, 2012

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Salnax

#1

Salnax commented on Review: Pokémon Rumble World (3DS eShop):

I've played for over 5 hours so far and have neither spent any real money nor felt required to do so. At a couple of points, I was unable to use any balloons, but after going back to a Challenge or two for more Diamonds, I was able to proceed as usual with tangible rewards. And although sometimes a battle will not be particularly rewarding, even releasing unwanted Pokemon will reward the player with in-game currency.

I'm not sure if this is "F2P done right," but it is much closer to the positive end of the spectrum than the negative. Some of those balloons will take more time to get than preferable, but even a 100 Diamond balloon is not that hard to get when you can get 5 Diamonds for turning the game on once a day and another regular supply via Spotpass in addition to the various challenges that give over 10 each.

I'm putting this under the same category of "Nintendo did a decent F2P thing" as Steel Diver and Rusty's Real Deal Baseball. I don't necessarily look forward to more games in this model, but they won't necessarily be wrecks either.

Salnax

#4

Salnax commented on You'd Better Get a Bigger Micro-SDHC Card for ...:

That's it? I was expecting this to be the first 3DS game to require a card bigger than 4 GB. Compared to the orignal, which was apparently 6 GB or so, 3.6 GB is not much.

Just looking at some recent Nintendo games, 3 to 4 GB is not too much for an extensive open-world RPG. For reference, Bravely Default, Metal Gear Solid 3D, Super Mario Galaxy Resident Evil: Revelations, and Pikmin 3 were all in this range.

Fire Emblem: Awakening, Super Mario 3D World, Kid Icarus: Uprising, Wind Waker HD, Monster Hunter 4 Ultimate, NSMBU, Pokemon X/Y, Shin Megami Tensei 4, Twilight Princess, and Theatrhythm: Curtain Call are all less than half the size of this 3DSmake.

Salnax

#5

Salnax commented on Dragon Ball Z: Extreme Budoten is Fighting Its...:

@Caryslan Tien is pretty awesome, especially in his debut at Goku's second Tournament. His "Antagonist becomes Good Guy" arc was probably the best in the series (I lost count of these by the Cell Saga), and he had a really great dynamic with Roshi at that point and in the King Piccolo arc. I really liked how Roshi was think forward even at this comedic point in the series, helping Tien reform himself and become part of a larger legacy.

I guess I like Yamcha because I started with Dragon Ball, so I was introduced to Yamcha as a Badass Bandit who rivaled Goku as a fighter but could still be the butt of jokes. By the time Yamcha started becoming less impressive (that bit with the Fortune Teller), I was already fond of his style and personality. Not to mention that despite being way out of his league, Yamcha kept on helping however he could, even directly helping to beat Super Cell.

I would have liked it if Dragon Ball split into two series at some point, with DBZ having larger scale fights starring Goku, Vegeta, Piccolo, etc, while another smaller series could tell smaller stories about less powerful characters in the early Dragon Ball style. That would have given the great characters who can't quite destroy worlds a place to shine. This probably would have killed Toriyama though, and I do like his artwork in Dragon Quest, so maybe this is for the best.

Salnax

#6

Salnax commented on Dragon Ball Z: Extreme Budoten is Fighting Its...:

Hmm... I'm not a huge fan of the DBZ fighting games (I would prefer they made more games based on the pre-Z era), but this looks like they're at least making a decent effort with the team battles and assists. To to mention that Arc System Works is not only skiller in the art of the 2D fighter (BlazBlue, Guilty Gear, Persona 4 Arena, etc) but also were the folks behind the Supersonic Warriors games back in 2004 and 2005, which were a mark above the typical GBA/DS fighters.

I might get this if reception is decent and the character roster is to my liking. I already like the universe and many of the characters of DBZ, so all they need to do is convince me that there is enough content of a decent quality to warrant a purchase.

If I get this, I will likely play as Yamcha whenever possible. I like Yamcha.

Salnax

#9

Salnax commented on Poll: Which is the Best Mario Kart Game?:

Short Version:

MK8>MKDS>MK7>MKDD>MK64>SMK>MKWii>MK: Super Circuit

Long Version:

Super Mario Kart was not bad, but has been surpassed in most aspects long ago. Multiplayer was limited to two players, courses recycled themes, and 2.5D graphics simply don't convey the races as well as 3D entries do. Plus, I don't like this game's Choco Mountain tracks and despise the Lightning even more than the Blue Shell. That said, the game's battle mode was very good.

MK64 was where things got rolling IMO. The mostly 3D graphics made the game easier to play, and the game's visuals and music gave all the courses a more unique feel, as did the longer courses. 4 player multiplayer was a really good idea. Plus, the new sliding and item box mechanics were great. The new fake item box and blue shell were fairly good additions for keeping races interesting, especially since the blue shell worked differently back then. That said, I feel that some people overrate MK64, at least when comparing it to more recent games. I dislike the N64 versions of Toad's Turnpike, Yoshi Valley, and Rainbow Road, and other than Kalimari Desert, none of the other tracks are among the best in the series.

Super Circuit is probably my least favorite, but is not necessarily the worst in the series. To its credit, it had a LOT of courses to race on, it had "Download Play" for multiplayer years before that was even a named feature, and Quick Run mode ought to return. My main beef with the game is that it is probably the worst in the series in terms of multiplayer, simply because of the required Link Cable and lack of online play. Though single player content is perfectly fine by the standards of GBA racing games, it alone doesn't make up for it. Plus, I feel that Super Circuit's graphics, though prettier than the original's, don't work well for a high paced racing game on a tiny screen.

Double Dash was a mixed bag. On one hand, it made huge jumps from prior entries in some ways. The character roster was more than doubled, by far the most dramatic jump in franchise history. The combinations of two characters per kart and a choice of karts made preparing for a race far deeper than in prior entries. Having both competitive and coop play was great for having groups all play at once. Battle Mode was still pretty good. And in general, I feel this game had better tracks than MK64, though I'm still not sure how I feel about Baby Park. All that said, I have things to complain about. The Blue Shell became overpowered, Character-specific items might have been better as regular, though possibly rare, normal items. Last, note that this game was the one that introduced unpopular characters as racers. Say what you want about MK8's roster, but acknowledge that DD was the game that included two ordinary koops, two ordinary Toad people, and the dreaded Baby characters.

Mario Kart DS was the best Mario Kart game to date. I personally divide the series's history in half: before the DS game and after its release. It had online play that surpassed that of any racers on the GameCube, though obvious improvements were still possible. Its 12/13 character roster was the second largest in series history, and was a great selection (though I think ROB should have been download-only instead of Shy Guy). It introduced Retro Courses, which has increased the number of courses per game ever since and has generally resulted in older courses becoming either being faithfully remastered or renovated into something better. It had wireless play for up to eight people, only one cartridge and no cables required. For a single player, the new Mission Mode was a great idea that should have been reused in future handheld entries. As for the courses themselves, Waluigi Pinball and Airship Fortress as two of my favorites in the series. Unfortunately, this game also marked the beginning of a decline for Battle Mode. Online play was a mess in retrospect, and the Retro courses chosen were not necessarily the most interesting picks. Also, although Mario Kart Wii was more chaotic, this game's addition of the Bullet Bill and Blooper items was a turning point in the series being too chaotic for people who wanted to compete.

Mario Kart Wii is possibly my second least favorite in the series, which is a shame because it did so many things I liked, both back in the day and in retrospect. Adding bikes to the mix helped give players more ways to play the game. Drifting based on angles made the nuances of the game more accessible while remaining intact. Tricks that grant speed boosts both added depth and helped add extra Mario-flavor to the game. Online play was also improved, though it was still a bit behind the curve compared to online play on PC's and contemporary consoles. Courses were also solid, featuring both great new courses like Mushroom Gorge and Coconut Mall and new versions of fun Retro tracks, with even originally plain tracks gaining flavor and character. The problem was, Mario Kart Wii was often more frustrating than fun. The Wiimote controls were accessible, but are generally less precise than other control mechanisms after your first few races in the Mario Kart series. This is made worse by the items, which included many new and returning powerful specimens, and were more common than ever thanks to the 12-player races. And although 25 characters is a great number, the selection was a bit odd. Miis and Rosalina were welcome, but the other new drivers were a pair of baby princesses and... Funky Kong. Paratroopa, Petey Piranha, and Shy Guy had already appeared in prior games and were all better choices. Plus, local multiplayer could have been better.

MK7 felt like a small but sweet package. The basic gameplay changes, Kart Customization and aquatic and aerial sections, were great additions that added complexity and depth while making the series more zany and fantastic. Streetpass, Spotpass, and the 3D screen on the 3DS were all used very well, making the new hardware feel revolutionary. Online play, like MKDS before it, far exceeded that of its console predecessor, with Communities being a great inclusion. Coins came back, but felt more significant and helpful than ever before, especially since they unlocked kart pieces. The chaos of MKWii had been cut down to a manageable level, thanks to a selection of more moderated but still useful items. The main problem was that the game ultimately wasn't as expansive as it could have been. MKDS's Missions did not return, Versus mode is more limited than in DS or Wii, and although Time Trials were improved by the 3DS's functionality, they were not enough to fill the void. Even the roster of racers felt a bit constrained; the most important characters were present, and most new characters were not necessarily poor choices, but the lack of veterans like Waluigi, Diddy Kong, King Boo, Toadette, and even the Babies made the game feel like it had a smaller scale.

Mario Kart 8 took MK7's basic ideas, threw in the good stuff like Bikes that didn't carry over from MKWii to MK7, and many additions that were excellent. Antigravity was somewhat underwhelming in some ways, but made tracks more complex without making them hard to race through, as well as changing the dynamics between racers. 12-player races are much better than in MKWii, due to various little tweaks to keep the chaos manageable. Basic Wii U "gimmicks" like off-TV play and a constant flow of information on the Gamepad are helpful, and online play takes another major leap by including Miiverse integration. The roster is pretty good, including the best racers of the prior couple of games, though the quantity of Koopalings makes the absence of Diddy Kong and Birdo odd. Dry Bones is the only character I actually miss though, and having Shy Guy, Lakitu, and Waluigi makes up for it. Unlocking characters is a bit simple, but the randomized order makes unlocking them more thrilling, and the two factors combined prevent frustration. The abundance of unlockable parts, even compared to MK7, gives plenty to accomplish, as do the 62 stickers to collect. The current mix of items is excellent, keeping enough of MKWii's arsenal to create havoc, but also including new and old items like the Super Horn to reward strategy and defensive players. Courses themselves are very good, with Sunshine Airport, Electrodrome, and Shy Guy Falls being new favorites. And though the Retro courses aren't necessarily my favorite in the series, I feel that some of them, especially Toad's Turnpike and Yoshi Valley, have been more improved by their makeovers than any other Retro tracks. And though I may be weird for saying this, I don't mind the battle mode. It is not as good as it was prior to MKDS, but I feel the emphasis on racing along true tracks fits MK8's mechanics better than the more traditional Battle mode would, since it focuses on forward movement rather than a 2D equivalent of aerial dogfights.

Salnax

#11

Salnax commented on Expect Oddworld: New 'n' Tasty To Cost Around ...:

Considering how the original was a 12-hour game just to play through, and this is a TRUE HD remake (not some 720p remastering), this sounds fair. Pricier than I'd like, but fair. Plus, I expect at least a few collectables or extras to be thrown in, so you'll probably end up paying $2 for an hour the first time playing through. Considering how Super Mario Bros, a port from 1985, takes me two hours to beat (I don't use Warp pipes) and costs $5, that sounds about right.

Salnax

#21

Salnax commented on The Legend of Zelda: A Link Between Worlds Sha...:

It sounds like this is sort of testing the waters for changing the formula with Zelda Wii U. I hope this ends up being good, if only because the Zelda dungeon format has been a bit repetitive this past decade. High quality, but predictable.

Salnax

#23

Salnax commented on China Removes Game Console Ban:

I wonder if China would be more tolerant of the American Xbox or the Japanese PlayStation and Nintendo products. They don't have a historically good relationship with either country, and that may poison local attempts to expand.

Looking at this from another point of view, imagine a Chinese gaming console being brought to Japan and the West. Could that possibly be the next big thing in console gaming? A fourth competitor?

Salnax

#24

Salnax commented on SEGA: Sonic Titles Perform "Really, Really Wel...:

No surprise from the headline. Remember, five of the ten best-selling Sonic games of all time have been Olympic crossovers with the Mario crew. The best selling 2D Sonic since the Genesis was Rush for the DS. Secret Rings sold more than Sonic 06 for the 360 and PS3 combined, Colors on the Wii sold more than Generations on either system, Adventure 2 Battle for the GameCube sold more than either Dreamcast Sonic Adventure, and even the widely hated Black Knight sold nearly a million copies worldwide.

Salnax

#27

Salnax commented on Nintendo Expects To Sell 5 Million 3DS Console...:

According to VGChartz, a useful if occasionally incorrect website, Japan has already bought about 2.3 million 3DS's as of mid-August. That gives Nintendo 4 and a half months to sell the remaining 2.7 million. During that time, Japan will receive:

*Pokemon X/Y (Anywhere from 3 to 5 million sales in Japan 2013 alone)
*Monster Hunter 4 (2 to 4 million sales in the same time frame)
*Mario Party 3DS (1 to 1.5 million sales)
*Zelda: A Link Between Worlds (0.5 to 1 million sales)
*One Piece (Hundreds of Thousands of Copies)

In addition, games like Tomodachi Collection, Animal Crossing: New Leaf, Luigi's Mansion 2, Ace Attorney 5, Donkey Kong Country Returns 3D, Monster Hunter 3G, Mario & Luigi: Dream Team, Mario Kart 7, NSMB2, and SM3DL should each sell thousands of copies.

Now, at this point in time, the 3DS has a physical software to hardware ratio of about 3 to 1 in Japan. So, assuming that a lot of people already own 3DS's and are buying new games for it, let's say that every 4 or 5 sales of these big games sells 1 3DS.

Pokemon X/Y alone sells a bit under a million 3DS's, a third of the goal. Let's say 800,000.
Monster Hunter 4 sells over half a million. About 600,000.
Mario Party 3D sells a quarter million 3DS's.
Zelda sells 150,000 3DS's.
One Piece sells, I dunno, let's go with a conservative 50,000.
In total, that's about 2/3 of the way to the goal of 5 million from the current point based on those FIVE titles alone!

EVERY GAME IN THE 3DS LIBRARY EXCEPT THOSE FIVE would have to sell under a million units.

I think Nintendo will be fine.

Salnax

#28

Salnax commented on Review: Rayman Legends (Wii U):

If this came out in February, I'd have bought it in a heartbeat. Today... I'm still getting my money's worth from Pikmin 3, and Pokemon and Wind Waker HD both come out in a bit over a month. That's not to say I won't buy this, but the delay didn't exactly make it more likely.

On the plus side, I'm glad this game is as good as it is. Great non-Nintendo platformers are a bit hard to come by nowadays.

Salnax

#34

Salnax commented on Another 3DS System Update Goes Live:

@6ch6ris6 I honestly expected Miiverse to be ready in time for Animal Crossing's release. If I had to hazard a guess, I'd say they're now waiting for the next big game that can push it as a feature. Perhaps Pokemon X/Y? If so, prepare to wait until October for that particular update.

Salnax

#38

Salnax commented on Rest Easy, Injustice: Gods Among Us DLC Will B...:

If we can get some sort of bundle for $15 including at least four new characters and new skins, it would be worth the wait. Or even better, if all eight suspected characters are released by then, give us ALL the DLC for $25 or $30. That way, they'd still be making almost $100 per copy sold and still buy some good will from Wii U owners.

Salnax

#46

Salnax commented on Masahiro Sakurai: Stories in Video Games Can b...:

I can see his point. At least in KI:U, any player with at least basic skills could jump into the game and start playing, paying as much or little attention to the dialogue as they want. The story of KI:U was great, but when replaying it, it was nice to never be required to slow down for the plot to get ahead.

Salnax

#48

Salnax commented on ZombiU Writer Would Add More Melee Weapons If ...:

More melee weapons would be welcome, but would have to be handled carefully. They'd have to be as valuable as guns, and as difficult and rewarding to obtain. Perhaps there could be some assortment of selectable melee weapons with strengths and weaknesses? Or maybe you can only carry one at a time? Perhaps more advanced weapons like halberds are harder to use until your character levels up a bit.