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Male, 22, United States

Sat 9th Mar 2013

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Tainy commented on Video: Shigeru Miyamoto Outlines Online Sharin...:

@JaxonH Well, there actually is some reason to be concerned, especially with the Zelda series. Every game since Majora's Mask has alienated a large number of fans. The only arguable exception being Twilight Princess; though a small number of people like myself have been critical since playing it through for the first time, and that game has not lived as well in retrospect for many. Personally, I have disliked Skyward Sword, Spirit Tracks, and Phantom Hour Glass. And I was mildly disappointed by Twilight Princess. I haven't liked a Zelda game as much as A Link Between Worlds since the Wind Waker. That's a pretty long time. Because Nintendo changes so much in each Zelda game, they can no longer satisfy all their fans because so many want different things from a Zelda game now.



Tainy commented on Video: Shigeru Miyamoto Outlines Online Sharin...:

@bbliksteen8 I do think your interpretation is the most likely one. I don't mean to disprove it. What works in your interpretation's favor is he doesn't use the terms world and area to mean the same thing, meaning the area in the new game that is the size of the world in Twilight Princess is not necessarily the size of the new game's whole world. However, he does not say there are other areas. That is an assumption (though likely) on our part. It's still possible he could only mean something like 'while previous games had to have multiple areas to be large, this game can be that large with one area.'



Tainy commented on Video: Shigeru Miyamoto Outlines Online Sharin...:

You're mostly right, but your quote isn't exactly right. This is Bill Trinen's exact translation of Myamoto's words:

"So with Zelda games, what we've always done is we've always tried to make them a game where you enter this big world of Hyrule and there's a lot for you to explore and discover. But because of the hardware limitations, what we always had to do was segment off each area and piece those segments together in a way that made them feel like a big world.

But now with the hardware capabilities of Wii U, what we did was we first started by saying, 'well lets see what we can do if we take an entire world the size of the world from Twilight Princess, and just try to make that as one area on the game.'"

This wording is important because 1) it is a translation, and 2) it allows the possibility that he means the entire game is one non-segmented area the size of the world in Twilight Princess.



Tainy commented on Video: Episode One Of Zeldamotion's Link To Th...:

Wow. Pretty horrible on multiple fronts. Not that I was expecting better. Link is obviously going to have to speak in the translation to new mediums like this, but this isn't the answer to that problem.



Tainy commented on Talking Point: Is There A Future For The Wii U...:

I think a significant problem is the GamePad is far too large and bulky. They should have given FAR greater priority to keeping the GamePad a size comparable to a standard controller. It would be OK if it was a little bigger, but it's just rediculous in its current state. None of my friends ever want to use it because they think it's too big and uncomfortable.

However, I think far more needs to be done to improve the Wii U's prospects.



Tainy commented on Former Rockstar Producer Considers the Challen...:

Any intelligent person can see that consoles are in trouble, and it's not even because of the over-hyped mobile space. Console games have (thanks more to Microsoft and Sony than anyone else) become a high stakes business. The barrier of entry has only risen each generation. They (and the media) have set some unreasonable expectations in the minds of many consumers of what "next gen" is supposed to be all about. The cost and capacity to produce more advanced hardware gets better over time; but the cost to utilize that technology, unfortunately, has not, and sales have not increased fast enough to displace those costs for the entirety of the industry. This means developers can't afford to take many creative risks, even though they are ultimately necessary in the long run (you just can't sell the same thing forever). Unless they find a way to lower either the costs of development or the expectations of the consumer, they will eventually collapse their own business.

Nintendo seems to be one of the very few big video game companies that understands all of this. Their strategy with the DS, Wii, 3DS, and Wii U is clearly based on what would ultimately be a far more sustainable business strategy. They use new unique control inputs and game mechanics as selling points. Those things can be obtained far more cheaply. The problem they face is that they still have to fight against these other costly "next gen" expectations.

The industry also has another long term problem. There is eventually an end to this graphical and technological progression. When we have photorealistic graphics and ultra computers sitting cheaply in our houses decades from now, how can they possibly move up from that. The only thing they can do is focus on creative differentiation instead of simple upgrades to familiar experiences. And (long) before they even reach that point, the law of diminishing returns will kick in an foil their current strategy before it's even reached it's endgame.



Tainy commented on Pikmin 3 Aims to "Simply Go Deeper" Than Previ...:

@Haywired The map on the secondary screen is particularly useful in a game like Pikmin. I'm really looking forward to it.

And that's something I've been wondering as well, about the Nintendo Land exposure. Plus, all the Miiverse comments will undoubtedly serve as some pretty good advertising (the secret reason Nintendo likes the Wara Wara Plaza). Pikmin has a shot at becoming much bigger than previous entries. I hope so, but we will see.