Comments 1,409

Re: The Sloshing Machine Returns To Splatoon 2 Tonight

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@meleebrawler I agree, but why do they have to jam the button for such a relatively slow rate of fire? Like you say it's a mix of Sloshers and Blasters, but as a Blaster main I don't feel that, it's really just a slightly different Slosher. Seems unnecessary to force S Machine users to jam away when they are locked into a rate similar to a Rapid Blaster...

EDIT: I mean it would be a quality of life improvement more than anything, but I don't see why not. We should think of the controllers...!

Re: The Sloshing Machine Returns To Splatoon 2 Tonight

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Sting Ray is ace in Tower Control, free tower sweep.

Anyway, I've always been annoyed that the Sloshing Machine isn't automatic... It just seem obvious (machine) and a practical way to differentiate from the other Sloshers. I know it has different properties, but it's not really enough to carve out a clear niche. It still requires two hits to splat, even with direct hits (makes the Tri-sloshers' side shots doing the same seem crazy... Tri-sloshers should be a three hit splat, no doubt.)

Re: Hardware Review: Hori's Switch Horipad Is The Controller You Never Knew You Needed

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@Megal0maniac Now that you ask I can't recall where I first heard that, just around the net... It might just be the pro controller that adds lag thru wire though (turning on wired pro connection). I do recall noticing it when I first tested, that said I haven't checked in awhile or with a different controller (such as comparing the Pokken controller to wireless pro). Haven't had much of a problem playing Namco Musuem though, so if present it's not a big hurdle.

Looking around online I'm finding conflicting opinions at this point, some say up to 5 frames of lag, some claim false... Obviously it needs to be tested more fully, but if present, It's really unfortunate.

Re: The Next Wave Of ACA Neo Geo Titles For Switch Is Confirmed

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Spinmaster will no doubt be one of the best games to break out for lunch break co-op. If you foresee any chance of roping a random person into this type of scenario, then you should have Spinmaster on your Switch. Nothing else to say other than just trust me.

Re: Dragon Quest XI: Echoes of an Elusive Age Heading to the West in 2018

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They better localize the 3DS version. I need it.

@SMEXIZELDAMAN Yes, in the best possible way. PS4 version is grand 3D version running on UE4. 3DS has both 3D in the style of the other 3DS DQ and classic pixel 2D, whichever you prefer. The 3DS version is like a classic JRPG with modern production values. It's a beautiful thing.

Re: Review: Namco Museum (Switch eShop)

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Did this review really gripe about the inclusion of Tank Force? Won't stand for this, it's one of the best reasons to own this collection. SkyKid and Rolling Thunder, too.

Pitch perfect Switch games if you ask me.

Re: Video: Is this $40 8Bitdo Controller Really a Switch Pro Controller Alternative?

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If you are buying an 8bitdo controller for the dpad, beware. They have known issues with their PCBs, so in many cases will not register diagnosis properly. I love their controllers, but they do not have better dpads than the Switch Pro.

Moreover, they are not a suitable replacement for a Switch Pro. These controllers make for good portable or extra controllers and are perfect for sidescollers, fighters, shmups, arcade games, etc... But unless you want a controller specifically for those purposes, I highly recommend saving for a Switch Pro or extra set of joycons.

I'd love to see a third party offer an worthy alternative, but it isn't likely considering the amount of features packed into these controllers and the proprietary nature of the joycons. I'm not sure when it will even be viable to bring a budget version to market.

Re: Preview: Going Solo in Splatoon 2's Single Player Hero Mode

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I've been wanting a simple race-style mode for quick, easy splitscreen. Each player has a narrow track to ink and swim with powerups to help ink, speed up, or protect themselves and weapons to disrupt and ink the other player's track. It would be a relatively easy inclusion that would focus on training movement while offering a bonus splitscreen mode.

EDIT: Otherwise it just doesn't seem feasible to shoehorn splitscreen into the modes already available considering the performance and visibility compromises. So any splitscreen likely relies on conjuring an equivalent mode.

That said, my belief is they should simply expand the test area into something more varied. Like having time trial type race tracks to test mobility gear and a shooting range a ridable tower and with moving targets.
Maybe even an assortment of bomb modes: curling bomb bowling, splat bomb basketball, and, uhh, suction bomb monkey target. So take all this and then simply allow these areas to be played in rounds for a high score mode perfect for couch multi.

This type of content would be ready-made for splitscreen play given the low intensity and narrowed focus. Anyway, I think this sort of approach would offer a lot of options and incentive for easy testing+ training.

Re: The ARMS Update Will Include a Mode That Allows Players to Become Hedlok

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Thinking about it a bit... I do think Rushs could use a nerd. As it now they are too versatile and free. If you have one, you can pretty much hop around goading the other player to attack you and then Rush canceling his attack into a nearly guaranteed Rush.

Either they need to reduce or remove the deflection from Rush cancel or make it easier to hit and disrupt someone in their Rush. I feel a Rush activation should be able to cancel other Rush attacks but not normal attacks because that encourages a game of footsie. Along these lines they also need to consider the formula to build Rush as it has become vogue to spam attacks to acquire Rush as quickly as possible. Another option is to have a health drain on Rush activation to further punish careless use.

Re: The ARMS Update Will Include a Mode That Allows Players to Become Hedlok

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Awesome stuff. I've long said I prefer buffing to nerfing.

Also, I think it'd be great if they give us a glimpse of the next character as the grand prix boss or something. They did say they have a specific number of additional fighters in their plans, which implies they have the concepts in mind, at least. This would be a great way to build interest for each update.

Re: Feature: Nintendo Life eShop Selects - June 2017

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@Rontanamo_Bay The game is designed by people. The levels are not purely randomly generated. Procedurally generated does not mean randomly generated.

Liking one thing does not devalue all others. GoNNER is a good game, worth trying. One of the best on the Switch Eshop, especially for fans of 2D action games.

You do understand many procedurally generated games are a string of individually designed segments, right?

Re: Feature: Nintendo Life eShop Selects - June 2017

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@Rontanamo_Bay @Drac_Mazoku Procedurely generated games can be almost entirely handcrafted. This doesn't equate to randomly designed at all. People design games like GoNNER, flat out. Saying otherwise is ignorant.

Like any element of game design, using procedurally generated features depends on relevance to the fundamental goals. A game like GoNNER does not attempt to be a platformer in the Cave Story sense, a meticulously crafted once in a lifetime experience. This kind of game is about combat and survival. Really, it is as much a shmup in spirit, using platformer mechanics as the vehicle. As such "randomly" sequencing the level segments and generating enemies is plenty appropriate.

GoNNER wants to be replayed, yet still surprising and stressing your skills. Your run may last 5 minutes or an hour, but each attempt will be unique rather than stale and tired. I don't think many people play this game and curse the procedural aspects, of all things. It sounds pretty weird to hear from people dismissing GoNNER out of hand.

Re: Feature: Nintendo Life eShop Selects - June 2017

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GoNNER is clearly the best here long term. Shantae has lost the plot for me and is utterly outclassed by Shovel Knight, Cave Story, and Wonder Boy. Those games will always be cherished on my Switch... Sadly Shantae has simply become second-rate, though I guess that has pretty much always held true.

While there was a time when my wife and kids enjoyed the series, with HGH and PC they lost all interest pretty quickly. We are heavy platformer players and run the whole gamut, but Shantae has fallen deep into the heap and is now irrelevant.

Re: Review: GoNNER (Switch eShop)

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@Filth_Element Nah. Lazy? Just nah.

I mean does calling someone lazy even mean anything to you? I don't even know if I should bother, but...

"Procedurally generated" is used as a general term and encompasses a wide range of random elements. It may mean each segment or level itself is handcrafted and the sequence is randomized. Or instead the layouts are set, but certain elements are random, such as enemy placement.

It doesn't mean someone just hits a button and a game is made and shipped for them. This stuff requires a lot of work, usually even if the results are subpar. Regardless, GoNNER is pretty exceptional, addictive and endlessly replayable, so is there a point in calling out this developer for bringing an acclaimed project over to the Switch?

Point is, judging a developer and their work as lazy based upon a rigid reaction to a broadly used phrase is plain irresponsible silliness.

Re: Review: GoNNER (Switch eShop)

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@thesilverbrick I get your situation, but this is a game you pick up, say, before a round of Mario Kart, or after a Zelda session, or whenever you have a little free time. You only really need 15-30 minutes to attempt a run, chances are not great you will last much longer. This isn't the kind of game you beat once and shelf for good and unless you must beat it in proximity to purchasing it. Instead I would recommend giving yourself time to breath and cherish the struggle rather than constantly banging your head against the wall.

For me, I look forward to each doomed attempt. If it takes months, or even a year, to complete that first run, so be it. Each run adds value. To me the thrill comes from flying higher than you previously thought possible, and as your wings are singed, struggling to maintain flight.

If you treat it as a game simply to plow through without returning, some of the appeal and most of the utility is lost. That may yield 5 or so hours of intense gameplay, but you'd be missing out on the value proposition of having this game on your Switch.

Re: Review: GoNNER (Switch eShop)

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The difficulty is a wonderful boon for me. This is the kind of game I want to come back to on a weekly basis, even long after completing my first run. Being tough is essential in distilling that gaming investment into a short, satisfying white-knuckle rave of brutality and fatality.

Wouldn't have it any other way.

Re: Famitsu Readers Choose Super Mario Kart as the Best Racing Game of All Time

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@SLIGEACH_EIRE Definitely. I give the nod to 3 for the awesome Takedown mechanic. Both are great though, and I'm still bummed that 3 never made it to GCN, since that version of 2 was excellent, certainly better than the PS2 version. Unfortunately it didn't sell with even the extra crash missions, smoother visuals, and lack of disgusting flickering.

Re: Video: Performance Over Resolution - Digital Foundry Tackles Super Mario Odyssey

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@gatorboi352 Utter nonsense. Have you not noticed how the games that actually do support the PS4 Pro almost always require you to literally choose between a higher resolution or a higher/smoother framerate?

Then you want to compare fruits? Like in the sense that PS4s and XB1s are apples that you can only eat at home? Come on now. It's all a matter of how hardware is utilized and you I imagine you know that, so why pick this moment to fall on your sword? I don't get it.

Bottom line is Switch has Super Mario Odysessy and can run it in your lap. Those consoles don't, and can't.

Re: Nintendo Switch OS Version 3.0.0 Is Now Live

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Don't disrespect ARMS like this, Nintendo. The same week you release a new IP, new icons are FINALLY added to the Switch menu and... It's all Splatoon 2. Doesn't "Ka-boom-boom!" mean anything to you? Ain't right.

Appreciate the wired controller support, though!

Re: Minecraft's Cross-Platform Update Is Coming To Nintendo Switch This August

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@Aerona Sorry for the trouble, I admit I was wrong. Kudos on the long memory. And double thanks for reminding me of my error after all this time... I'm actually required to report all false statements I make on the internet to my dungeon master so as to receive my deserved lashings in proper ruthless fashion. Thank goodness for this BDSM lifestyle keeping me online-honest!

Seriously though, I am surprised, but I suppose to join unlimited worlds we will probably have to access save files on a server. That was always a possibility, but I was quite dubious on the Switch version even including dedicated servers... So, this is a great sign all around. Especially for other games including crossplay and servers.

I still expect a limit on local worlds though because I believe there will always be a limit to save file usage and access. Constantly reading and rewriting to the flash memory could be a disaster.

However they implement, I hope it works out.

Re: Microïds Confirms Six Games for the Nintendo Switch

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The Syberia trilogy will fill a nice void. They are solid modern adventure games and I can't wait to play through them back-to-back on Switch. Hopefully all three release in a similar timeframe.

Gear.Club could be a great fit, if they spruce it up and performance is ace. I'm certainly hopeful.

Finally, please be the Blacksad game the world deserves!

Re: Review: ARMS (Switch)

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@RedMageLanakyn Hey, you're a good person. There's nothing wrong with being caught off guard or taking offense to the way an opinion is worded. Doesn't matter what people say when they drive by or whatever, there is no point in discussing anything if we refuse to put value in our words as well as equally attempting to find it in others'.

Please don't think your opinion isn't welcome here, no matter how fringe.

Re: Review: ARMS (Switch)

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@RedMageLanakyn He's right, bud. The fact that you are reading a review makes any statement an implicit opinion, unless he says something like, "ARMs pushes as many polygons as any games you'll find on PS4/XB1."

I understand you read it as an effectively similar statement, but words woven into a sentence are a complex form of expression. Stubborningly reinforcing your inferences of an (honestly) innocuous statement with rigid interpretations does no one any favors.

Besides, the opinion that many people would think ARMS looks as good as they'd expect on even more powerful consoles is not exactly suspect. Maybe absurd to some, but so are many popular opinions.

Re: Review: ARMS (Switch)

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My philosophy on the motion vs traditional controls debate is that, with practice, motion players will be able to move and dodge every bit as effectively while always maintaing a higher degree of punching precision. Much of the motion control challenge comes from adapting your muscle memory and displine to properly control your arm and wrist movements compared with typical thumb and finger movements.

To that end, I worry that guarding may be the greatest issue with motion players since it is so easy to be overly aggressive and throw a punch or grab when you quickly attempt a guard. Other options, such as mapping guard to a button, would obviously go a long way... Though I suspect the developers didn't initially intend for guarding to become pervasive and probably instead buffed it as they saw necessary as new modes were added. Maybe this lead them to make the execution of a guard slightly difficult so as to discourage constant use and instead push players to dodge, jump, and punch more.

Anyway, I wonder if eventually punching precision becomes paramount, possibly as players become more evasive and defensive. It may be necessary to properly aim every shot to find and pick away at openings, like feinting with one arm to lead into the other, curving to strike just on the opponents peripherary. I'm not confident I can ever accurately control each distinct arm on a gamepad especially when curving punches to conceal strikes.

Maybe guarding will mitigate that more than I anticipate, but I don't personally want to evolve my gameplay around excessive guarding because it's just not as fun as mastering a blitzkrieg style.

Re: Review: ARMS (Switch)

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I adore this game and everything it stands for. Can't wait to spend all my free time sweating it up with the Ribbonista.

Re: Pokkén Tournament DX Confirmed For Nintendo Switch

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@roboshort Yeah, exactly. That is why I think it would be a shame to release a second version without proper, substantially improved modes. It's weird to have a pokemon fighting game that is literally just fighting pokemon. Such a waste.

That said, I believe the Switch itself will help solve the local multi problem, while 3v3 is a nice addition and they appear to be fleshing out online a little more... So that leaves the single player, which probably needs the most work as it is.

The sloppy, grindy, unfulfilling story mode should be entirely replaced, if you ask me. Ideally, they'd have an actually world map with gyms, villains, and regular opponents. Gyms would act as gateways with "boss" enemies, while villains could offer forced battles as you progress maybe with special conditions and regular opponents could be sprinkled around as optional battles with unique rewards (avatar gear or whatever, though costume accessories for the pokemon would be swell).

Just an idea to provide a example of how much more relevant and enticing a single player mode could be over what we got. Whatever they do, I'd hate to see the same exact bland modes ported over. Use the Pokémon brand!

This game should be Tekken in a Pokemon format, not Pokemon in a Tekken format, if that makes any sense.