Comments 677

Re: Eiji Aonuma Rules Out The Option to Play as a Female Link in The Legend of Zelda: Breath of the Wild

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I'm totally in favor of having more playable female characters in games, but considering that Zelda games are basically just a retelling of the same story over and over again, just in a different time, I really don't think it's necessary or best to change the character roles just for the sake of meeting some societal requirement for gender equality. I think it's great for the industry to make an effort to produce more games with strong female leads, but I think the cause would be better served if they did so by creating new games with their own bespoke female characters, rather than just shoehorning them into existing franchises that already have established male characters that everyone already knows that franchise revolves around, simply so they can get good marks on their political-correctness report card.

Re: E3 2016: Full Title Of Wii U And NX Legend Of Zelda Revealed

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@rjejr I mean in the grand scheme of things, people will have more than this one trailer to inform their opinions by. They'll have the entire E3's worth of live streams, more trailers in the future, countless game reviews, and ultimately, hopefully some actual experience PLAYING the game, since that's the whole point. If you form the entirety of your opinion around one small trailer, then you should feel shame. Tense, neverending, burning shame.

Re: E3 2016: Full Title Of Wii U And NX Legend Of Zelda Revealed

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@GoldenGamer88 If I had to guess, I'd say the hunting is optional and probably relates to some kind of new crafting system. That said, if you have an issue with killing a deer in a video game, then how is that any different from killing anything else in a game? That's kind of the point in most games. I just hope you don't get too sad every time you crush a goomba in Mario.

Re: Feature: Tom Happ on Axiom Verge Coming to Its 'Home Turf' on Wii U

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@TomJ I mean I'm a web dev who dabbles in game development, and it still surprises me when a project asphyxiates under its own weight. There's no good reason for it. It really does just come down to lack of focus and bad management in the case of something like Mighty No. 9.

Also, I'm not saying that I'm surprised that an indie made a game all by himself. I'm saying I'm surprised that whole teams with millions of dollars can't do what one person can do in his free time.

Re: Feature: Tom Happ on Axiom Verge Coming to Its 'Home Turf' on Wii U

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What I can't believe is that one guy made this game all by himself, and yet a game like Mighty No. 9 has taken almsot as long with significantly more funding and development support. Not that the two are related, but I just think the point should be made that a flashy successful kickstarter campaign and all the support in the world are worthless if at the end of the day your project lacks a clear and decisive creative vision and wise time management.

Re: Leaked Legend of Zelda Image Shows Link Scaling New Heights

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@Royalblues Some do, some don't. Not sure if you know this, but not everyone plays or "pays attention to" every developer in existence. But considering that more than 70-million people have bought Nintendo's current-gen systems, with several times that amount in software sales for those systems, then that's one big sizeable "they" that most certainly doesn't "ignore" Nintendo.

Re: E3 2016: Nintendo E3 Zelda Badge Appears to Suggest Male and Female Link

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I don't have strong feelings one way or the other, so if they have gender choice I wouldn't complain. But having said that, this is just the same artwork we've already seen, with the same semi-androgynous probably-male Link that we've seen in the footage that's been released so far. Maybe Nintendo is hinting at something by having the two images in the lanyard like that, but if they are, then they've apparently been hiding the gender choice in plain sight all along.

Re: Leaked Legend of Zelda Image Shows Link Scaling New Heights

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@Balladeer What would count in your mind as "the natural source" for this type of information? This is a Nintendo-focused news site, reporting on Nintendo-related information. Also, is a picture of Link climbing up a cliff really a spoiler to you? Because if it is, then your spoiler-radar is way too sensitive, and like someone else already said, you should probably just avoid sites like this one.

Re: Review: Donkey Kong Country 3: Dixie Kong's Double Trouble! (New 3DS / SNES)

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@Moon I suppose it depends on your gaming tastes, but if you like platformers in general then you should definitely be able to get some enjoyment out of any of the DKC games, not excluding this one. It's not exactly essential that you play the first two before you play this one, but my personal favorite is the second one, so I would probably recommend that one over #3 if you're only going to buy one of the DKC games. But the whole series is pretty great, so if you feel like springing for all three it would be money well spent, in my opinion.

Re: ​Rumour: Nintendo UK Hints at More Mario Kart 8 DLC

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@Adamario @CharlieSmile Yeah I don't think so. That track isn't even in Mario Kart 8 so why would they arbitrarily reference it if the whole thing is just an advertisement for Mario Kart 8, a game that they haven't actively advertised since it came out two years ago? That makes less sense than the "dlc" reading. And if it is just a MK8 ad, it's a pretty sorry attempt at an ad.

Re: Sonic Runners, SEGA's Mobile Release by the Sonic Team, is Getting Shut Down

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The core gameplay was good for a mobile game, but I ultimately stopped playing it because of the requirement to be constantly online, and because of all the reminders to buy stuff. In my opinion, the Rayman games are probably the best runners you'll find on mobile, and that's largely because they're simple, they don't require internet to be playable, and they don't stop the action to ask you to buy something between every level. They get out of the way and let you play. Like an actual video game.

Re: Video: Gear Up for Kirby: Planet Robobot With This Extended Overview Trailer

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@FragRed The appeal of Kirby is that it is a video game. People like video games, as evidenced by the very existence of this site. And while it is true that not everyone who likes video games likes every video game that exists, it is equally true that if there is a video game which exists, there's a good chance that it will appeal to at least several people who like video games. Hopefully that clears some things up for you.

Re: Nintendo Publishes Part Two of the Miyamoto and Hayashi Star Fox Zero Interview

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@Yorumi I don't care if it is or isn't a criticism of the game. Think whatever you want about it. It's just a game. Criticism is nothing more than opinion, and the opinions of others generally have no bearing on my own.

What baffles me in this case is your insistence that your opinions are irrefutable facts, but seemingly to your chagrin, they are not. Your personal sentiments don't magically become self-evident truths just because you keep following them up with statements like "this is a fact." You don't find the controls immersive? That's fine. Clearly there are other people who disagree, and their conclusions on the matter are no less valid than yours.

Re: Nintendo Publishes Part Two of the Miyamoto and Hayashi Star Fox Zero Interview

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@Yorumi If by "aircraft" you mean "jet" then that is true, but not entirely, as I outlined in the use of radar lock for missiles and gun target designator displayed on the HUD of a pilot. But again, an attack helicopter can be considered a "fighter aircraft". They don't usually engage in a lot of air-to-air dogfights, but neither do most jet fighter platforms these days. So I guess it's probably safe to say that the arwing in SF Zero behaves more like an attack helicopter than a fighter jet in terms of its weapon controls, which means that it's not entirely lacking in relation to some real-world fighter aircraft.

Personally, I don't put much stock in all that anyway, because Star Fox is an arcade-style shooter, not a flight combat simulator. Still, I think some semblance of real world air combat components have made their way in to Zero, whether on purpose or by accident, and I think they've made the game more immersive and enjoyable, but that's just me.

Re: Nintendo Publishes Part Two of the Miyamoto and Hayashi Star Fox Zero Interview

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@Yorumi "This continues to bother me. Name one single fighter aircraft that uses gyro controls like sf0 does. Name one fighter that has guns that move independent of the aircraft and is used for dogfighting. You can't."

It's true that fighter jets have fixed guns, but radar lock provides a moving reticle that guides the pilot through his HUD so he can fly his bullets onto a target, and missiles can be fired on a target completely independent of the aircraft's heading, which is basically the same as a charge shot in Star Fox. And while fighter JETS may have fixed guns, attack HELICOPTERS do not. For example, an AH-64 Apache pilot can "slave" the gun to his helmet mounted display so that the gun moves where the pilot looks, which is practically the same as Star Fox Zero's targeting system, only in Star Fox you move the gamepad with your hands instead of your head. Different control method, same effect.

Re: Feature: A Night at the Arcade

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@Kejomo I hate the card system in arcades. It's nice in theory, but the machines always seem broken and can never read the card until you've scanned it thirty times. I also think it intentionally leads to more impulsive spending because unlike a pocket full of coins, there's no tangible sense of your money dwindling away as you spend it. And I think those random amounts you spend on games at Dave and Buster's are also designed to make you keep buying more credits, because it's difficult to get the balance of a card down to absolute zero, so you keep adding credits because you can't spend just .13 credits, and it's a scam I tell ya! A scam!

Re: Feature: A Night at the Arcade

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I was born in 1984, so there were still a lot of arcades around when I was a kid. And even though we always had video games at home, I went to the arcade as frequently as possible. I just loved (and still do) being in a room full of like-minded people, and being in an environment where electronic lights and sounds drowned out the mundanity of the outside world. And even though arcades have nearly vanished, I'm lucky to live close to a Dave & Busters and a couple of smaller nickel arcades, so I can get my fix when I need it.

There's also an incredible retro arcade downtown (I live in the Portland, Oregon area) called Ground Kontrol. If anyone here ever visits Portland, go to Ground Kontrol. There's always a couple homeless guys hogging the Mrs. Pac-Man machines if you go during the day, but at night the place really sings.

Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development

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@Nicolai Yeah sure. But like I was saying, I don't think gamers should let an immediate lack of ease-of-use of the controls deter them from a game. If we did, none of us would ever have made it over the first pit in Super Mario Bros, because it was by no means a self-evident truth that we had to press over on a thing called a d-pad while also holding down a button to increase Mario's speed, all while remembering to hit the jump button at the right time. And all of that came after we all had to learn how to play games with nothing more than a joystick and a single action button. And the same learning process had to be repeated yet again with the advent of 3D games. I just don't believe that we should allow games to become static simply because we are all used to one particular control scheme.

Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development

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@Nicolai I don't think YOU know what the word "intuitive" means, because your definition of it is incorrect. "Intuition" is a word that relates to one's knowledge of facts and truth, even if there is no evidence or reason to support it. It stems from the Latin word for "contemplation." It's a philosophical term that really doesn't scale very well to a conversation about interacting with software, and the usage of the term in the context of video game control schemes is actually not very appropriate.

It's a dumb thing to get caught up on anyway. Nothing about video games comes naturally. You have to learn how to play them, and how to use different controllers, etc. But just because something requires learning doesn't mean it's bad. The essence of video games does not hinge on how quickly players can master a given interface. That's just a shallow mode of thinking.

Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development

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@Danrenfroe2016 I've read reviews from all the big publications, and several more from smaller ones as well. Most of the reviews I've read seem to share the opinion that the controls are difficult to learn, but they become easy after a certain point and open up some fun gameplay possibilities.

But like I've said in my earlier comments, you can turn the gyro controls off so that they only activate when you're shooting, and as long as you don't wave the gamepad around, the reticle goes wherever the ship is pointing. This essentially means that if you don't move the gamepad around, the controls are the same as Star Fox 64. Or you can just play the game in multiplayer mode but let the gamepad just sit idle while you play with a pro controller, and then motion aiming is taken completely out of the equation.

As for the portion of your comment relating to Nintendo and their quest for "innovation," that's a whole other very complicated conversation about game design philosophy that I really don't feel like getting to right now.

Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development

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@stipey Very well said. The Jim Sterling review represents a philosophy that I personally find damaging to games, because it demands that every game be dumbed down to the point where the controls take up as little mental energy as possible, as though the term "gameplay" should only translate to "cool stuff happening on screen," and a complex control scheme only serves as a hindrance to that end.

If every gamer wanted their games designed around, and every designer had to adhere to, the philosophy that every action on screen should be the result of only the simplest set of button-press commands possible, then we might as well get rid of triggers, shoulder buttons, and dual sticks, and go back to simple pads like that of the NES. Or better yet, just have one big button, and reduce every action in every game to a quick-time event.

There's already an entire category of games designed around the simplest controls possible, and it's called mobile gaming, which most "core" gamers like Sterling love to hate.

Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development

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@Radbot42 I get the part about not wanting to look back and forth at the two screens, but have you tried switching the cockpit to your tv when you want that view, as opposed to looking down at the gamepad? It takes a fraction of a second to hit a button, and it's not nearly as jarring as having to constantly be looking up and down and switching your focus between two screens.

Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development

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@MitchVogel I don't know if intuitive is really the right word, but I do think that some things can BECOME intuitive, or something along those lines, with extended use. For instance, driving a car. During the first few weeks or months of driving, it feels foreign and intimidating for a lot of people. After a while it becomes second nature, and you do it without really even having to think about how far or fast to turn the wheel, or how much pressure you should put on the various pedals, or when to use which pedal. It becomes intuitive, but only after you've committed the procedures of driving to memory, and after the actual physical movements of driving have developed into muscle memory.

I think the same can be said about this game. There's definitely a learning curve, but once you've reached a certain point on the curve, it just starts to click and feel more natural. At least in my opinion it does.

Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development

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@Danrenfroe2016 Really? EVERYONE is "pissed off" about it? Speak for yourself. It seems like most people either like it or are indifferent to it. As for me, I am one person who absolutely enjoyed this game more than the "traditional" older games. I've been obsessed with flight sims and air combat games my whole life, and this game was right up my alley specifically because the controls are more involved and require some semblance of actual skill.

Re: ​Shigeru Miyamoto and Yugo Hayashi Discuss Star Fox Zero's Development

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I honestly don't understand how people have issues with the controls. You can go through most of the game without ever having to use the motion controls. If you don't move the gamepad, the reticle will move in sync with the ship, effectively making it the same controls as Star Fox 64. And for the parts where motion controls are more useful, just hit 'select' and put the cockpit view on the tv. It's significantly easier that way, and it saves you from having to look back and forth at two different screens.

I don't know, maybe I just don't know what it's like to suffer from poor coordination.