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Topic: Nintendo Switch 2

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NintendoByNature

@Bolt_Strike right? It’s really deep in terms of combat. Also love the detective sections as well. I kinda want to replay it actually.

NintendoByNature

Bolt_Strike

FishyS wrote:

  • 1. whenever someone says things like this I think of the Nintendo Life video where Alex talked about having legitimate difficulty with parts of this game 😆

I mean I never struggled with it at all aside from 100%ing a few of the minigames and bosses, but it's not just the lack of difficulty that makes it so mind-numbing and insulting. The game also lacks depth.

FishyS wrote:

  • 2. I don't think gender has anything to do with difficulty.

I agree and I'm not trying to disparage young girls here. What I'm saying is that it's NINTENDO that seems to equate gender and age with difficulty. They seem to be designing games that are targeting younger age groups or girls in a way that babies them, eliminating challenge and complexity from the experience. But as you mentioned with the example with the 3 year old girl beating 3D World, this is not necessary. Nintendo seems to have underestimated this audience.

But yeah, one of the other issues with Showtime is that there's just not much to it. You only control it with two buttons (a jump button and a context sensitive action) and there's not much to do other than complete the levels and collect generic collectibles. The game sorely needs more depth to really justify being a full priced experience. What they need to do in a sequel is add more mechanics and actions for Peach to do and add some better side content like optional challenge missions (unrelated, but I also feel like 4 player co-op adding Daisy, Rosalina, and Pauline as playable would be good too, in addition to theater, Showtime also feels vaguely magical girl coded and the magical girl genre is typically built on diverse casts), that's what Showtime is most lacking to take it from being a mediocre action/platformer to being a well-developed experience worthy of being a full priced experience.

FishyS wrote:

  • 3. Other games like Animal Crossing have literally zero difficulty but no one says that makes them non-good (well, no one worth taking seriously).

Well yeah, Animal Crossing's genre is the reason why they don't care about challenge, it's not a genre predicated on completing challenges, it's just a relaxing cozy experience where you design your own space. So poor comparison there.

Bolt_Strike

Switch Friend Code: SW-5621-4055-5722

kkslider5552000

Bolt_Strike wrote:

Showtime is an interesting game with the potential to have a good sequel, but the game as is is simply too simplistic and insulting to the intelligence of anyone that isn't a 5 year old girl really keeps it from being "good" in my eyes. I suspect @kkslider5552000 feels similarly and if so, that's not really a genre problem, it's a problem with them dumbing down the skill and complexity to appeal to young kids.

I think the issue is more that it apparently goes further than other games into not being all that compelling an experience for most adults, even as a lifetime Nintendo and more importantly Kirby fan (and also the one Starfy game we got), and that Goodfeel just doesn't seem to be putting out games I think I would feel justified paying a lot for after they got the closest to making a good Yoshi's Island follow up with incredible visuals and still ended up as a 7/10 and below their previous two games. (with Crafted World generally being considered below that as well) I bought the Goodfeel game on the Switch I felt I would most likely enjoy the most, especially since my opinion on a game's quality is rarely overly controversial. (though my opinion on Wooly World would be controversial to Nintendo fans but probably not critics)

Though there's a lot about the game that really makes me wish we lived in a world where renting games was still common.

FishyS wrote:

  • 2. I don't think gender has anything to do with difficulty.

I feel its likely that concerns about difficulty were talked about more than usual because they made a Princess Peach game, for small girls. If you think that sucks that would happen, I would probably agree. (with the only caveat being the potential that they have data that their more chill games have a higher than average female playerbase)

[Edited by kkslider5552000]

Non-binary, demiguy, making LPs, still alive

Megaman Legends 2 Let's Play!:
LeT's PlAy MEGAMAN LEGENDS 2 < Link to LP

Bolt_Strike

kkslider5552000 wrote:

I think the issue is more that it apparently goes further than other games into not being all that compelling an experience for most adults, even as a lifetime Nintendo and more importantly Kirby fan (and also the one Starfy game we got), and that Goodfeel just doesn't seem to be putting out games I think I would feel justified paying a lot for after they got the closest to making a good Yoshi's Island follow up with incredible visuals and still ended up as a 7/10 and below their previous two games. (with Crafted World generally being considered below that as well) I bought the Goodfeel game on the Switch I felt I would most likely enjoy the most, especially since my opinion on a game's quality is rarely overly controversial. (though my opinion on Wooly World would be controversial to Nintendo fans but probably not critics)

Well then I'm not sure what your issue is. What specifically is Good Feel doing that's making their games not enjoyable for adults or worth $60-$70? Is there any specific negative trait that their games have that other Nintendo games (and especially other 2D platformers) don't?

I actually really disagree with the consensus on Crafted World, I actually think it showed potential to make Yoshi something more than it's ever been. Adding mechanics like 2.5D egg aiming and the ability to play levels backwards expands on the Yoshi formula significantly and furthering this can definitely make the game better than the likes of SNES Yoshi's Island or Woolly World even if Crafted World didn't take them as far as they can go.

kkslider5552000 wrote:

Though there's a lot about the game that really makes me wish we lived in a world where renting games was still common.

Don't jinx us, you know if renting games was still common, they'd be charging us an arm and a leg for the privilege. In fact already with the way some online games shut down, you could already consider them 10 year rentals that we pay full price for.

Bolt_Strike

Switch Friend Code: SW-5621-4055-5722

kkslider5552000

Bolt_Strike wrote:

Well then I'm not sure what your issue is. What specifically is Good Feel doing that's making their games not enjoyable for adults or worth $60-$70? Is there any specific negative trait that their games have that other Nintendo games (and especially other 2D platformers) don't?

I think that's a difficult question to answer, since I did like Wario Land: Shake It! a lot and that was mostly true of Epic Yarn as well (even if the extra missions quickly lost my interest after beating the main game). And Wooly World...seemingly has the vast majority of what it needs to be great. But I played it and I found exploring the levels as the game went on made the game drag and just feel underwhelming. I don't have some profound, 1 hour Youtube video essay on the exact reasons of why, but I found them lesser compared to their past games and DKC: Tropical Freeze and less overall fun than 2d indie platformers I played at the time like Shovel Knight's multiple campaigns or Guacamelee or Freedom Planet.

And so if the average person is less into Crafted World or Princess Peach Showtime, I just did not feel the risk of buying more 60 dollar games from them was worthwhile with those on offer, a smart move in hindsight with the Switch backlog I have. I got Bakeru, a game that I've heard better things about and seems more like I'd enjoy, that I'm fairly certain was cheaper, instead. Made all the sense in the world for me.

Non-binary, demiguy, making LPs, still alive

Megaman Legends 2 Let's Play!:
LeT's PlAy MEGAMAN LEGENDS 2 < Link to LP

metaphysician

Bolt_Strike wrote:

metaphysician wrote:

Don't tell J Random Video Game Consumer. They seem to hate being reminded that they can actually choose to not buy a game, if they don't find its price or features satisfactory. cough
( IMO, much of the state of the industry would be so much improved, if only more people were willing to just not buy stuff they don't like. )

QFT.

So many people seem to just mindlessly buy games based on brand recognition rather than any kind of legitimate research into if they think the game is fun. Pokemon is a good example of this, it always sells 10+ million despite the recent games being of questionable quality (and that's putting it mildly, IMO LGPE was an utter abomination of a game that I will never touch with a 10 ft pole and yet somehow people saw fit to buy it like any other Pokemon game, and there's been many other complaints from other fans over the likes of BDSP and SV yet that didn't affect sales at all). NSMB is another good one, it was evident to all that the sequels were lazy rehashes that felt more like DLC packs than actual new games yet those sold 10+ too (except for the original version of NSMBU, but that has more to do with the Wii U selling so abysmally than people actually having the sense not to buy it, especially when Deluxe on Switch went right back to cracking 10 million). There definitely seems to be a significant contingent of gamers that automatically buy anything Mario or Pokemon regardless of how good or bad they are for no other reason than recognizing Mario and Pikachu and thinking that alone makes it a quality game.

I'd argue this is all tangential. People buying things without doing any prior due diligence is certainly a problem, but its not the one I find obnoxious here. Instead, its the people who do do research beforehand, do find out the a given game has features or value proposition that they would hate. . . and then buying it anyway. I don't even think its about brand loyalty, since I've seen this behaviour show up from people talking about games not otherwise even attached to a brand of note. It instead seems to be about people who have an initial "I want that" response to some piece of marketing, and then are absolutely unwilling to actually override that initial response. Once they've felt the "I want that" emotional ping, they would rather spend a considerable amount of energy feeling hate about buying a game that they hate, versus showing the slightest bit of self-denial.

[Edited by metaphysician]

metaphysician

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