Pretty much a travesty. My modded NES minis are among my favorite gaming possessions. Bummer they couldn't produce more to meet demand, but expected since they carry a relatively small profit margin. Ironically meeting demand may not be in Nintendo's best interest...
Awesome game, surprised to see no one mention Bangai-O because that's what I immediately thought of once GEM started to click. As much fun as I'm having it makes me a little despressed we'll never get a version of Bangai-O for Switch...
Anyway, I have some problems (mostly audio/visual) and wishes (such as a handful of short 1-2 min. levels and the ability to save and upload scores later, both for traveling, etc. purposes). However, GEM is an extremely addicting little game and definitely fulfills a sorely needed niche by giving us high score hounds a reason to drip sweat on our Switch.
@NintySnesMan No worries, glad we're all good. However, one thing I want to stress is that I would refrain from telling strangers online to grow up unless absolutely necessary...
"Sorry guys, gatorboi352 says your game is bottom of the barrel so we can't just go ahead and let you release that... Make a better game next time and you'll probably be OK, though!"
@NintySnesMan If you don't think your remark is worth a response, why make the remark? Totally OT, but this ingrained internet etiquette is why I wonder if we will ever be able to use this great service to actually advance communication and discord. There is no real virtue in posting erroneous statements online for any sake.
Anyway, the operative word was "if" — as in, "IF you don't like games, bricks offer a better value"... It's not an indictment. And I wasn't intentionally referring to you, specifically nor personally, but instead a hypothetical person who would be reading this review in that frame of mind. Effectively "you" in the general sense: "if (a person) doesn't like games, why (is that person) reading this?".
I obviously didn't come across clearly, but I wasn't making an accusation or assuming anything about you.
@NintySnesMan There's always one what? What's with the passive aggressive nonsense. I responded to your "bit of fun." Pardon me if I don't find it clever or enlightening when the same exact thing has been said about literally every LEGO game. And it's certainly true... LEGO bricks are better value if you don't like games, or if you prefer building to gaming. So what?
There's always someone out there who bothers to post a dumb quip then tell others to grow up when they bother to respond. Don't post if you don't like it.
@NintySnesMan I mean, if you don't like games... In USA retail $60 will get you like a 400-500 piece set. Might take you 3 or so hours (on the high end) to put together, if you like games LCU will give you 10x the playtime.
Then again, if you don't like games why are you on this site? So for most NLife readers I doubt buying LEGO bricks would be a better use of funds.
@Jeronan The framerate lowers in co-op, but it stays fairly solid (yet low). That said, its not as much of an issue as I expected and is quite playable/enjoyable if you prefer playing with someone.
It cannot be overstated how much of a boon the addition of co-op is to this game if you gave a kid or two to play with.
Thinking about it, my biggest complaint with LCU is still that they didn't leverage the cop/detective angle better.
The open world gameplay is fun and all, but I love the idea of a fun, cartoony game allowing kids to role play as a cop. If TT elevated the detective work and gave those kids opportunities to really use their brains to solve some tough cases then this would be the best LEGO game by far (which it pretty much already is) and a true classic.
Also, I'd prefer a little more danger to highlight how difficult/dangerous law enforcement actually is.
@BulkSlash I suspect you have an issue with your left Joycon. If possible, try playing with a pro controller and see if you still have an issue. If you don't have a pro con, try to find out if the signal is an issue by running in circles repeatedly. If the character stops running or straightens out for a moment while you continue to rotate the analog stick, then your Left Joycon has connection issues.
The solution is either to send it to Nintendo for a few days or open it up yourself and place a piece of foam along the bottom (lookup "Joycon desync foam fix"). I would recommend sending it if unsure.
It's OK. Needs a major gameplay overhaul. First step, lower HP on flak enemies. If they don't even manage that... Well, I doubt they can fix the maze levels eitherway.
@SKTTR The increased resolution on Switch (docked) makes a world of difference, going from a blurry jaggy mess on Wii U to a pleasantly crisp image. Also, I do prefer the lighting on this version. That said, there is some charm to the old look on Wii U that is lost here.
I have to point out that this version is much better (visuals, controller, performance, co-op, portability) than on Wii U and I actually think the overall review is on the harsh side.
To me its still the only LEGO I've enjoyed and my kids are absolutely in love with the co-op, which this review is wrong to dismiss. My kids liked the Wii U version, but playing together elevates it to one of their new favorites. (Watching them play, co-op performance is fine for this purpose. Better than similar Wii U LEGO games.)
If you have kids and a Switch I can't recommend this version enough. No gamepad and co-op support are game-changers (plus bonus portability).
Probably the best indie game there ever will be. I am ecstatic at the thought of owning it physical form, even if I only ever caress the sweet case.
If my support of an "overpriced" game bothers you, than you can take solace that you will never succumb to a similar weakness for owning one of your favorite games and instead choose to chide those who do... Oh, good for you!
By the way, it was previously announced this port will have Curly co-op and additional new content over a month ago. Bless Nicalis.
@NEStalgia Well, yes you are accurate in the general sense. However in videogame parlance DoF refer to the effect, little more. There are other factors that contribute to an effective depth of field like you mention, such as draw distance and level of detail. But we don't generally refer to your actual depth of vision as DoF in games as it is in a virtual sense there is no real depth. This is why the effect is applied and generally it is understood to be referring to the specific technique rather than in general terms, so as to differentiate from the various technical factors conspiring to achieve the sightlines in a videogame sense.
Obviously we are sort of arguing semantics, so I'll at least attempt to signify the strength of the effect rather than relying on a quantitative term to be more clear. Thanks.
@Steel76 @Gauchorino Glad to help! Pretty disappointing to see this rushed article exclusively focused on load times in an unpatched version of the game. Moreover, two writers for the site storm in to instigate a "lazy port" narrative in the first two posts with little analysis or background. Amateur.
I will say I am still worried about co-op performance, even if I'm dubious about how much of a benefit it is to LCU. Would be nice if there was at least an option for local co-op across two Switches.
@NEStalgia Depth of Field refers to an effect which blurs the surrounding scenery to differentiate from near and far objects as well as to theoretically improve the appearance of distant objects by softening sharp edges and aliasing. Considering that many games have no Depth of Field effect, I do not see it as inappropriate to refer to a weaker effect as less. The effect intends to mimic a camera lense, but we are not viewing games through a lenses, so the effect is not there by default.
OK, seems there was some overreaction here. Turns out the load times are quite a bit better than the Wii U version, especially off internal memory. More so, the game runs at 1080p with what appears to be similar performance as on Wii U (30 fps with some dips). The DOF appears to be lessened, but some (like me) prefer less blur which sort of ruins LOD.
So, it seems to be a reasonable port of an unoptimized source code. Pretty much what should have been expected. They were never going to completely overhaul the engine.
I'd rather we didn't use this site as an arbitrary echo-chamber of purposefully selected reviews. Real poor form.
Anyway, I feel bad for Playtonic as they seem to have delivered what a lot of people wanted, just that as many others apparently don't want this sort of homage/throwback. I mean, I'd be OK if it played exactly like SM64 or BK, but that's me.
The original release was one of the most notoriously unoptimized games in recent years. You have your head in the clouds if you thought WB was going to invest that heavily to clean up a quick port meant to pad out the spring schedule. It's the unfortunate reality.
@JaxonH That is essentially the definition of gimmick: "A feature intended to attract attention or business". And yes, practically anything these days could be qualified as a "gimmick."
Too often words get wrapped up in connotations which actually hinder the nuance of language. Considering many people trust social media posts more than actual journalism... I feel it is important to differentiate between meaning and perception, no offense intended. I get what you are saying and you do have a point.
Both versions run at 30fps. PS4 is sub 900p, Switch is sub 720p (docked). Switch has worse textures and is missing some water effects. PS4 has strong depth of field, but I'm not a fan of how blurry the distant objects are so I prefer the Switch version in that regard.
Solid result for the first quick UE4 port on Switch. Kudos to Sumo for putting their best foot forward. They deserve it for getting Snake Pass out on Switch alongside the other versions without compromising the game.
This is acceptable for a quick port, actually fairly promising for early UE4 support considering Sumo Digital's presumably cramped schedule (to maintain launch parity).
That said, the lack of time trials is unacceptable to me... I don't get it either — highscore-chasing modes gain real value on the the convenience a portable offers. Sincerely hope the mode is just a victim of a rushed timeline and will be patched in soon.
@Yorumi I get a far bettter connection speeds on my Switch compared to Wii U even using mobile hotspots, despite my system telling me I only have a one or two bar signal, it is not weak. Additionally, thus test fire was silky smooth, which is not often the case when I play Splatoon over the same signal. Something has improved whether you accept it or not.
Otherwise, you're talking a bunch of immature nonsense. We know nothing, not even price. I don't care what kind of service PSN or Xbox Live offer because I will not pay that price (especially considering the only online games I would play on those platforms are better with free online on PC). If the price is the same, you probably have a point, but if it is half or less?
Of course we all want Nintendo's online infrastructure to remain free, but those other platforms have set a new standard that the majority of people are apparently alright with. Let's just wait until we see the result before condemning the whole service as a scam.
@JpGamerGuy90 Well, Mario Kart 8 is now 1080p/60fps (docked) compared to 720p/"59.5"fps (Wii U)... That's quite a jump!
I wouldn't use currently Splatoon as an example for several reasons. First off, it's obviously a demo so it remains to be seen what improvement or optimization will take place between now and release. More importantly, Splatoon is the kind of game that requires identical performance between undocked and docked modes. If either has even a slight hitch that will affect the competitive viability of the corresponding mode.
This means that the developers need to nail down that consistent performance before pushing the engine or optimizing for either mode. Especially to prepare for a demo such as this. The result could be that the game will see much improvement between now and release or that docked mode could be held back to provide cohesion. For example, assuming performance is equal, some would still argue that even 1080p resolution docked would be a significant advantage when aiming at long range targets over a lower resolution in portable mode.
Finally, Splatoon is a deceptively complex game well-adapted to the Wii U. So, despite Switch being substantially more powerful in almost every metric, there could be any number of significant bottlenecks in porting the engine that prevent from pushing farther due to the primary need for locked 60fps.
Oh, I should mention that my family played all 6 rounds on mobile hotspots without any significant ag or disconnects. Extremely smooth experience there. In addition, Splatoon 2 uses about half as much data as the original, which was one of the more data-hungry games I've seen.
After putting over 1000 hours into the first Splatoon, my primary fears were significant alterations and a lack of charm. I can say that the fear of dramatic alterations was mostly unfounded as the test fire impressed upon me a smooth progression with many practical improvements (partially due to the switch, such as more controller options). That said, I am a little concerned about the charm element... The first game was developed by people who had never played anything like it before and as such were learning about the possibilities while we were. That lead to a collection of peculiar maps and weapons with real identity even at the cost of balance.
So, for instance, it's easy to see why the new specials iterate on the old in a way that improves balance, but even as someone who despises the invincibles (Bubbler and Kraken) there was a certain charm to them. They may have broke the game by encouraging an extreme dink and dunk strategy, but they did give more players more options to be successful while also balancing out the campers and scrummers to some extent.
Also, I'm pretty sure they chose two of most basic maps for this test fire, but still these two lack an identity that each of the maps in the first game had, for better or worse. These new maps feel designed to appease the masses who preferred Walleye Warehouse, Blackbellt Skatepark, Anho-V Games, Urchin Underpass, etc... Without much of the distinctiveness of those maps. Even the surrounding landscape is less memorable and/or useful for orientation. It's possible these new maps are designed in a way that befits all modes, but I liked how some of the original naps made odd bedfellows with certain ranked modes.
I could include other examples, like the excellent music, which sounds great (even studio quality) but doesn't quite invoke the intense bouyancy of the Splatoon OST. Though really the end result remains to be seen and the game is going to be insanely fun and polished anyway...
However, I will always miss that first magical summer of Splatoon.
Best version of an excellent game, no doubt a top ten must-play indie game.
Though one problem I have with the pointer controls is the free scrolling. When you point to the sides the screen scrolls, which can be unintentionally squirrelly at times. It would be preferable if a button-press enabled scrolling, or if the analog stick scrolled. Our "fix" is to enable two players and use the 2nd controller to play and the 1st to control the screen. Not exactly elegant...
The point of the test fire was to indoctrinate people who haven't played, while reassuring people who have. This not-a-sequel nonsense is baffling. Of course they are going to pick the most basic maps and weapons so people of all skill-levels can come to grips. Moreover, if they change the mechanics, the formula, too much then prior fans would riot (like me-I live in fear of any blaster changes).
I suppose it's too much to expect rationality. Sometimes I guess people just want to have an opinion.
Played for over an hour, strictly Splat Charger, got an easy 5+ splats a match with Splat Bombs alone, please bring back a Luna + Splat Bomb kit...
Anyway, happy to report essentially no lag over a mobile hotspot and the data usage appears to be approximately half that of the original, if not more: ~120mb for an hour playtime, which is far more acceptable than the 200-250 in the first game. Hopefully the ranked modes will maintain a relatively lean data requirement.
@Guspaz Well, I guess I mispoke, my bad. The act of ripping a Wii U disc is technically illegal, which is the only way to "legally" emulate a Wii U game through CEMU.
@RickRau5 Not true. To emulate a Wii U game you must bypass it's DRM encryption, which is illegal in the US. Therefore, Emulating Wii U games is illegal here and possibly in other countries as well.
Shows how in a pure business sense, it really was a mistake to release the Wii U version alongside the Switch version, if at all. Nintendo needs every incentive to push people to buy a Switch and it certainly doesn't help that the best reviewed game in years is about to become one of the most pirated, which wouldn't be possible with the Switch version at this point.
@Damo I can agree that 2nd Squad has more variety and better level design compared to the somewhat rote content of ST; however, what I can't do is look past the persistent slowdown in co-op.
You could say Saurus really botched it with those graphics, chasing a modern look. Given that game is so unattractive and performs so poorly its a shame. Diminishing multiplayer (sacrificing, to be blunt) in a game of this sort is a hard bargain...
No, no, no. I will not accept 2nd Squad as superior with it's ugly art style, horrendous slowdown, and (most of all) unplayable co-op. Everyone I know considers Shock Troopers a classic and 2nd Squad a letdown...
Anyway, this is a fantastic choice for anyone looking to bust out their switch for tabletop (or TV, obviously) co-op. Pretty much everyone loves mowing down baddies in Shock Troopers, so if you have company chances are you have a recruit.
One important tidbit: Censorship is on by default - make sure you turn on "Brutal Depictions" in Game Setting for the true, gory experience. Makes a huge difference and leads to a more enjoyable game because the censored version lacks impact and therefore satisfaction.
What Nintendo needs are top notch dev tools and API. If they got a deal on one of the top-performing mobile SOCs and put that savings towards the Switch dev environment, that is a wise move.
Moreover, there is no guarantee that any sort of customization would perform better for the Switch's purpose at a reasonable cost. Obviously better memory bandwidth or better/more CPU cores would be nice, but there are reasons that Nvidia designed the X1 as is. And Nintendo has to consider a careful balance of power draw, thermals, size/form, and performance rather than simply customizing for theoretical conditions.
The X1 is a very good chip that is severely hindered by the Android OS in devices such as the Shield TV and the Switch clocks only serve to lock the Switch's performance at a consistent level since mobile devices throttle heavily under load to maintain proper thermals. Given a game-oriented OS, more RAM, and the lack of throttling hindering game performance and logic, it's safe to say that the Switch is a much more effective use of the X1 and likely one of the most powerful portable gaming devices assembled.
@RedMageLanakyn That is not true, the Switch was always designed and planned to replace both the Wii U and 3DS. Nintendo cannot kill off the 3DS since it had one of its best holidays this past year and sold a lot of hardware. They will keep up token support for a year or two until third-parties move on. The same would be true of the Wii U if the market was there.
And unless I'm missing something your home console idea would be the essentially the same thing, same price yet lacking several main features in the current form. Why would that help? Actually it's pretty clear that would confuse many consumers like the Wii U did.
Arguing about whether the Switch is a handheld or console is like arguing whether a Smart Phone is a phone or a computer. Some day we will all look back and marvel at the rigidity of our caveman reasoning.
Love Factor 5 though, hope they get cracking on some real games.
Got my kick starter copy a week or two ago and couldn't be happier! Probably going to buy another for myself (for the actual coffee table) and my brother-in-law. I could not recommend it enough to anyone with an appreciation for the NES era, or the golden age of videogames.
@DanteSolablood Well, I hope no console ever has it as bad as the 360. Remember the Game Informer survey claiming that over 50% of 360s died within a year and Microsoft didn't bother to dispute the number? In reality, it was probably closer to 30%, but that's still an absurdly high number for any device, especially a console (usually around 5% or less).
Of course many of us either went through several RRODs or know someone who did and look at how successful the 360 was in the end. Launch issues do not define a console's legacy even in the most extreme.
Comments 1,409
Re: Nintendo Has Discontinued The NES Classic Edition in North America
Pretty much a travesty. My modded NES minis are among my favorite gaming possessions. Bummer they couldn't produce more to meet demand, but expected since they carry a relatively small profit margin. Ironically meeting demand may not be in Nintendo's best interest...
Re: Review: Graceful Explosion Machine (Switch eShop)
Awesome game, surprised to see no one mention Bangai-O because that's what I immediately thought of once GEM started to click. As much fun as I'm having it makes me a little despressed we'll never get a version of Bangai-O for Switch...
Anyway, I have some problems (mostly audio/visual) and wishes (such as a handful of short 1-2 min. levels and the ability to save and upload scores later, both for traveling, etc. purposes). However, GEM is an extremely addicting little game and definitely fulfills a sorely needed niche by giving us high score hounds a reason to drip sweat on our Switch.
Re: Review: LEGO City: Undercover (Switch)
@NintySnesMan No worries, glad we're all good. However, one thing I want to stress is that I would refrain from telling strangers online to grow up unless absolutely necessary...
Re: Payday 2 Announced For Nintendo Switch
"Sorry guys, gatorboi352 says your game is bottom of the barrel so we can't just go ahead and let you release that... Make a better game next time and you'll probably be OK, though!"
Re: Payday 2 Announced For Nintendo Switch
Please run well and have all the updates to the PC version. Could be great on a portable. Isn't the final update on PC due soon?
Re: Review: LEGO City: Undercover (Switch)
@NintySnesMan If you don't think your remark is worth a response, why make the remark? Totally OT, but this ingrained internet etiquette is why I wonder if we will ever be able to use this great service to actually advance communication and discord. There is no real virtue in posting erroneous statements online for any sake.
Anyway, the operative word was "if" — as in, "IF you don't like games, bricks offer a better value"... It's not an indictment. And I wasn't intentionally referring to you, specifically nor personally, but instead a hypothetical person who would be reading this review in that frame of mind. Effectively "you" in the general sense: "if (a person) doesn't like games, why (is that person) reading this?".
I obviously didn't come across clearly, but I wasn't making an accusation or assuming anything about you.
Re: Review: LEGO City: Undercover (Switch)
@NintySnesMan There's always one what? What's with the passive aggressive nonsense. I responded to your "bit of fun." Pardon me if I don't find it clever or enlightening when the same exact thing has been said about literally every LEGO game. And it's certainly true... LEGO bricks are better value if you don't like games, or if you prefer building to gaming. So what?
There's always someone out there who bothers to post a dumb quip then tell others to grow up when they bother to respond. Don't post if you don't like it.
Re: Video: We've Found 66 References to Classic Zelda Games in Breath of the Wild
What about a Xenoblade X reference?
Re: Review: LEGO City: Undercover (Switch)
@NintySnesMan I mean, if you don't like games... In USA retail $60 will get you like a 400-500 piece set. Might take you 3 or so hours (on the high end) to put together, if you like games LCU will give you 10x the playtime.
Then again, if you don't like games why are you on this site? So for most NLife readers I doubt buying LEGO bricks would be a better use of funds.
Re: Review: LEGO City: Undercover (Switch)
@Jeronan The framerate lowers in co-op, but it stays fairly solid (yet low). That said, its not as much of an issue as I expected and is quite playable/enjoyable if you prefer playing with someone.
It cannot be overstated how much of a boon the addition of co-op is to this game if you gave a kid or two to play with.
Re: Review: LEGO City: Undercover (Switch)
Thinking about it, my biggest complaint with LCU is still that they didn't leverage the cop/detective angle better.
The open world gameplay is fun and all, but I love the idea of a fun, cartoony game allowing kids to role play as a cop. If TT elevated the detective work and gave those kids opportunities to really use their brains to solve some tough cases then this would be the best LEGO game by far (which it pretty much already is) and a true classic.
Also, I'd prefer a little more danger to highlight how difficult/dangerous law enforcement actually is.
Re: Review: LEGO City: Undercover (Switch)
@pamplemousse_mk None of my PS3 games are crossbuy with the PS4 versions.
Re: Review: LEGO City: Undercover (Switch)
@G-Boy Sure, can't blame you... But the 6/10 remaster is better in practically every way. The scores are not really relevant if you know the game.
Re: Review: LEGO City: Undercover (Switch)
@BulkSlash I suspect you have an issue with your left Joycon. If possible, try playing with a pro controller and see if you still have an issue. If you don't have a pro con, try to find out if the signal is an issue by running in circles repeatedly. If the character stops running or straightens out for a moment while you continue to rotate the analog stick, then your Left Joycon has connection issues.
The solution is either to send it to Nintendo for a few days or open it up yourself and place a piece of foam along the bottom (lookup "Joycon desync foam fix"). I would recommend sending it if unsure.
Re: Sine Mora EX Is On Its Way To The Nintendo Switch
It's OK. Needs a major gameplay overhaul. First step, lower HP on flak enemies. If they don't even manage that... Well, I doubt they can fix the maze levels eitherway.
Re: Review: LEGO City: Undercover (Switch)
@SKTTR The increased resolution on Switch (docked) makes a world of difference, going from a blurry jaggy mess on Wii U to a pleasantly crisp image. Also, I do prefer the lighting on this version. That said, there is some charm to the old look on Wii U that is lost here.
Re: Review: LEGO City: Undercover (Switch)
I have to point out that this version is much better (visuals, controller, performance, co-op, portability) than on Wii U and I actually think the overall review is on the harsh side.
To me its still the only LEGO I've enjoyed and my kids are absolutely in love with the co-op, which this review is wrong to dismiss. My kids liked the Wii U version, but playing together elevates it to one of their new favorites. (Watching them play, co-op performance is fine for this purpose. Better than similar Wii U LEGO games.)
If you have kids and a Switch I can't recommend this version enough. No gamepad and co-op support are game-changers (plus bonus portability).
Re: Video: The Top Five Nintendo Switch Co-Op Games So Far
Shock Troopers.
Re: Cave Story+ Launches on the Switch on 20th June
Probably the best indie game there ever will be. I am ecstatic at the thought of owning it physical form, even if I only ever caress the sweet case.
If my support of an "overpriced" game bothers you, than you can take solace that you will never succumb to a similar weakness for owning one of your favorite games and instead choose to chide those who do... Oh, good for you!
By the way, it was previously announced this port will have Curly co-op and additional new content over a month ago. Bless Nicalis.
Re: Lego City Undercover Still Has Ridiculous Load Times on Switch
@NEStalgia Well, yes you are accurate in the general sense. However in videogame parlance DoF refer to the effect, little more. There are other factors that contribute to an effective depth of field like you mention, such as draw distance and level of detail. But we don't generally refer to your actual depth of vision as DoF in games as it is in a virtual sense there is no real depth. This is why the effect is applied and generally it is understood to be referring to the specific technique rather than in general terms, so as to differentiate from the various technical factors conspiring to achieve the sightlines in a videogame sense.
Obviously we are sort of arguing semantics, so I'll at least attempt to signify the strength of the effect rather than relying on a quantitative term to be more clear. Thanks.
Re: Lego City Undercover Still Has Ridiculous Load Times on Switch
@Steel76 @Gauchorino Glad to help! Pretty disappointing to see this rushed article exclusively focused on load times in an unpatched version of the game. Moreover, two writers for the site storm in to instigate a "lazy port" narrative in the first two posts with little analysis or background. Amateur.
I will say I am still worried about co-op performance, even if I'm dubious about how much of a benefit it is to LCU. Would be nice if there was at least an option for local co-op across two Switches.
Re: Lego City Undercover Still Has Ridiculous Load Times on Switch
@NEStalgia Depth of Field refers to an effect which blurs the surrounding scenery to differentiate from near and far objects as well as to theoretically improve the appearance of distant objects by softening sharp edges and aliasing. Considering that many games have no Depth of Field effect, I do not see it as inappropriate to refer to a weaker effect as less. The effect intends to mimic a camera lense, but we are not viewing games through a lenses, so the effect is not there by default.
Re: Lego City Undercover Still Has Ridiculous Load Times on Switch
OK, seems there was some overreaction here. Turns out the load times are quite a bit better than the Wii U version, especially off internal memory. More so, the game runs at 1080p with what appears to be similar performance as on Wii U (30 fps with some dips). The DOF appears to be lessened, but some (like me) prefer less blur which sort of ruins LOD.
So, it seems to be a reasonable port of an unoptimized source code. Pretty much what should have been expected. They were never going to completely overhaul the engine.
Re: Round Up: Yooka-Laylee's Scores Are In, And Critics Appear Divided
I'd rather we didn't use this site as an arbitrary echo-chamber of purposefully selected reviews. Real poor form.
Anyway, I feel bad for Playtonic as they seem to have delivered what a lot of people wanted, just that as many others apparently don't want this sort of homage/throwback. I mean, I'd be OK if it played exactly like SM64 or BK, but that's me.
Re: Lego City Undercover Still Has Ridiculous Load Times on Switch
The original release was one of the most notoriously unoptimized games in recent years. You have your head in the clouds if you thought WB was going to invest that heavily to clean up a quick port meant to pad out the spring schedule. It's the unfortunate reality.
Re: Don't Worry, The Rumble in Snake Pass Will Be Fixed Soon
@JaxonH That is essentially the definition of gimmick: "A feature intended to attract attention or business". And yes, practically anything these days could be qualified as a "gimmick."
Too often words get wrapped up in connotations which actually hinder the nuance of language. Considering many people trust social media posts more than actual journalism... I feel it is important to differentiate between meaning and perception, no offense intended. I get what you are saying and you do have a point.
Re: Video: Here's How Switch Snake Pass Compares To The PlayStation 4 Version
The figures I'm seeing thrown around are 864p/30fps on PS4, 675p/30fps on Switch (docked).
Re: Video: Here's How Switch Snake Pass Compares To The PlayStation 4 Version
Both versions run at 30fps. PS4 is sub 900p, Switch is sub 720p (docked). Switch has worse textures and is missing some water effects. PS4 has strong depth of field, but I'm not a fan of how blurry the distant objects are so I prefer the Switch version in that regard.
Solid result for the first quick UE4 port on Switch. Kudos to Sumo for putting their best foot forward. They deserve it for getting Snake Pass out on Switch alongside the other versions without compromising the game.
Re: Super Meat Boy Forever Might Hop, Skip And Jump Onto Nintendo Switch
Poor Bobby Carrot...
Re: Video: How Well Does Snake Pass Run on Nintendo Switch?
This is acceptable for a quick port, actually fairly promising for early UE4 support considering Sumo Digital's presumably cramped schedule (to maintain launch parity).
That said, the lack of time trials is unacceptable to me... I don't get it either — highscore-chasing modes gain real value on the the convenience a portable offers. Sincerely hope the mode is just a victim of a rushed timeline and will be patched in soon.
Re: First Impressions: Splatoon 2 - What We Learned About Weapons, Visuals and Controls
@Yorumi I get a far bettter connection speeds on my Switch compared to Wii U even using mobile hotspots, despite my system telling me I only have a one or two bar signal, it is not weak. Additionally, thus test fire was silky smooth, which is not often the case when I play Splatoon over the same signal. Something has improved whether you accept it or not.
Otherwise, you're talking a bunch of immature nonsense. We know nothing, not even price. I don't care what kind of service PSN or Xbox Live offer because I will not pay that price (especially considering the only online games I would play on those platforms are better with free online on PC). If the price is the same, you probably have a point, but if it is half or less?
Of course we all want Nintendo's online infrastructure to remain free, but those other platforms have set a new standard that the majority of people are apparently alright with. Let's just wait until we see the result before condemning the whole service as a scam.
Re: First Impressions: Splatoon 2 - What We Learned About Weapons, Visuals and Controls
@JpGamerGuy90 Well, Mario Kart 8 is now 1080p/60fps (docked) compared to 720p/"59.5"fps (Wii U)... That's quite a jump!
I wouldn't use currently Splatoon as an example for several reasons. First off, it's obviously a demo so it remains to be seen what improvement or optimization will take place between now and release. More importantly, Splatoon is the kind of game that requires identical performance between undocked and docked modes. If either has even a slight hitch that will affect the competitive viability of the corresponding mode.
This means that the developers need to nail down that consistent performance before pushing the engine or optimizing for either mode. Especially to prepare for a demo such as this. The result could be that the game will see much improvement between now and release or that docked mode could be held back to provide cohesion. For example, assuming performance is equal, some would still argue that even 1080p resolution docked would be a significant advantage when aiming at long range targets over a lower resolution in portable mode.
Finally, Splatoon is a deceptively complex game well-adapted to the Wii U. So, despite Switch being substantially more powerful in almost every metric, there could be any number of significant bottlenecks in porting the engine that prevent from pushing farther due to the primary need for locked 60fps.
Re: First Impressions: Splatoon 2 - What We Learned About Weapons, Visuals and Controls
Oh, I should mention that my family played all 6 rounds on mobile hotspots without any significant ag or disconnects. Extremely smooth experience there. In addition, Splatoon 2 uses about half as much data as the original, which was one of the more data-hungry games I've seen.
Re: First Impressions: Splatoon 2 - What We Learned About Weapons, Visuals and Controls
After putting over 1000 hours into the first Splatoon, my primary fears were significant alterations and a lack of charm. I can say that the fear of dramatic alterations was mostly unfounded as the test fire impressed upon me a smooth progression with many practical improvements (partially due to the switch, such as more controller options). That said, I am a little concerned about the charm element... The first game was developed by people who had never played anything like it before and as such were learning about the possibilities while we were. That lead to a collection of peculiar maps and weapons with real identity even at the cost of balance.
So, for instance, it's easy to see why the new specials iterate on the old in a way that improves balance, but even as someone who despises the invincibles (Bubbler and Kraken) there was a certain charm to them. They may have broke the game by encouraging an extreme dink and dunk strategy, but they did give more players more options to be successful while also balancing out the campers and scrummers to some extent.
Also, I'm pretty sure they chose two of most basic maps for this test fire, but still these two lack an identity that each of the maps in the first game had, for better or worse. These new maps feel designed to appease the masses who preferred Walleye Warehouse, Blackbellt Skatepark, Anho-V Games, Urchin Underpass, etc... Without much of the distinctiveness of those maps. Even the surrounding landscape is less memorable and/or useful for orientation. It's possible these new maps are designed in a way that befits all modes, but I liked how some of the original naps made odd bedfellows with certain ranked modes.
I could include other examples, like the excellent music, which sounds great (even studio quality) but doesn't quite invoke the intense bouyancy of the Splatoon OST. Though really the end result remains to be seen and the game is going to be insanely fun and polished anyway...
However, I will always miss that first magical summer of Splatoon.
Re: Review: World of Goo (Switch eShop)
Best version of an excellent game, no doubt a top ten must-play indie game.
Though one problem I have with the pointer controls is the free scrolling. When you point to the sides the screen scrolls, which can be unintentionally squirrelly at times. It would be preferable if a button-press enabled scrolling, or if the analog stick scrolled. Our "fix" is to enable two players and use the 2nd controller to play and the 1st to control the screen. Not exactly elegant...
Re: Poll: What Did You Think of the Splatoon 2 Global Testfire on Nintendo Switch?
The point of the test fire was to indoctrinate people who haven't played, while reassuring people who have. This not-a-sequel nonsense is baffling. Of course they are going to pick the most basic maps and weapons so people of all skill-levels can come to grips. Moreover, if they change the mechanics, the formula, too much then prior fans would riot (like me-I live in fear of any blaster changes).
I suppose it's too much to expect rationality. Sometimes I guess people just want to have an opinion.
Re: Poll: What Did You Think of the Splatoon 2 Global Testfire on Nintendo Switch?
Splat Charger all day. Now give me a blaster.
Re: Reminder: The Splatoon 2 Global Testfire Starts Today, With Two Arenas Confirmed
Played for over an hour, strictly Splat Charger, got an easy 5+ splats a match with Splat Bombs alone, please bring back a Luna + Splat Bomb kit...
Anyway, happy to report essentially no lag over a mobile hotspot and the data usage appears to be approximately half that of the original, if not more: ~120mb for an hour playtime, which is far more acceptable than the 200-250 in the first game. Hopefully the ranked modes will maintain a relatively lean data requirement.
Re: Team Behind Wii U Emulator, CEMU, Makes Surprising Progress With Zelda: Breath of the Wild
@Guspaz Well, I guess I mispoke, my bad. The act of ripping a Wii U disc is technically illegal, which is the only way to "legally" emulate a Wii U game through CEMU.
Re: Team Behind Wii U Emulator, CEMU, Makes Surprising Progress With Zelda: Breath of the Wild
@RickRau5 Not true. To emulate a Wii U game you must bypass it's DRM encryption, which is illegal in the US. Therefore, Emulating Wii U games is illegal here and possibly in other countries as well.
Re: Team Behind Wii U Emulator, CEMU, Makes Surprising Progress With Zelda: Breath of the Wild
@Kriven That's like saying people who create reproductions of classic paintings are the only ones preserving the art form.
Re: Team Behind Wii U Emulator, CEMU, Makes Surprising Progress With Zelda: Breath of the Wild
Shows how in a pure business sense, it really was a mistake to release the Wii U version alongside the Switch version, if at all. Nintendo needs every incentive to push people to buy a Switch and it certainly doesn't help that the best reviewed game in years is about to become one of the most pirated, which wouldn't be possible with the Switch version at this point.
Re: Review: Shock Troopers (Switch eShop / Neo Geo)
@Damo I can agree that 2nd Squad has more variety and better level design compared to the somewhat rote content of ST; however, what I can't do is look past the persistent slowdown in co-op.
You could say Saurus really botched it with those graphics, chasing a modern look. Given that game is so unattractive and performs so poorly its a shame. Diminishing multiplayer (sacrificing, to be blunt) in a game of this sort is a hard bargain...
Re: Review: Shock Troopers (Switch eShop / Neo Geo)
No, no, no. I will not accept 2nd Squad as superior with it's ugly art style, horrendous slowdown, and (most of all) unplayable co-op. Everyone I know considers Shock Troopers a classic and 2nd Squad a letdown...
Anyway, this is a fantastic choice for anyone looking to bust out their switch for tabletop (or TV, obviously) co-op. Pretty much everyone loves mowing down baddies in Shock Troopers, so if you have company chances are you have a recruit.
One important tidbit: Censorship is on by default - make sure you turn on "Brutal Depictions" in Game Setting for the true, gory experience. Makes a huge difference and leads to a more enjoyable game because the censored version lacks impact and therefore satisfaction.
Re: Nintendo Switch Chip X-Ray Suggests The Console Is Running A Stock Nvidia Tegra X1
What Nintendo needs are top notch dev tools and API. If they got a deal on one of the top-performing mobile SOCs and put that savings towards the Switch dev environment, that is a wise move.
Moreover, there is no guarantee that any sort of customization would perform better for the Switch's purpose at a reasonable cost. Obviously better memory bandwidth or better/more CPU cores would be nice, but there are reasons that Nvidia designed the X1 as is. And Nintendo has to consider a careful balance of power draw, thermals, size/form, and performance rather than simply customizing for theoretical conditions.
The X1 is a very good chip that is severely hindered by the Android OS in devices such as the Shield TV and the Switch clocks only serve to lock the Switch's performance at a consistent level since mobile devices throttle heavily under load to maintain proper thermals. Given a game-oriented OS, more RAM, and the lack of throttling hindering game performance and logic, it's safe to say that the Switch is a much more effective use of the X1 and likely one of the most powerful portable gaming devices assembled.
Re: Star Wars: Rogue Squadron Studio Factor 5 Is Apparently Back From The Dead
@RedMageLanakyn That is not true, the Switch was always designed and planned to replace both the Wii U and 3DS. Nintendo cannot kill off the 3DS since it had one of its best holidays this past year and sold a lot of hardware. They will keep up token support for a year or two until third-parties move on. The same would be true of the Wii U if the market was there.
And unless I'm missing something your home console idea would be the essentially the same thing, same price yet lacking several main features in the current form. Why would that help? Actually it's pretty clear that would confuse many consumers like the Wii U did.
Re: Star Wars: Rogue Squadron Studio Factor 5 Is Apparently Back From The Dead
Can we get Super Turrican 2 again please? Too many people missed out on that before it was delisted from the Wii virtual console...
Re: Star Wars: Rogue Squadron Studio Factor 5 Is Apparently Back From The Dead
Arguing about whether the Switch is a handheld or console is like arguing whether a Smart Phone is a phone or a computer. Some day we will all look back and marvel at the rigidity of our caveman reasoning.
Love Factor 5 though, hope they get cracking on some real games.
Re: Book Review: The Unofficial NES/Famicom: A Visual Compendium
Got my kick starter copy a week or two ago and couldn't be happier! Probably going to buy another for myself (for the actual coffee table) and my brother-in-law. I could not recommend it enough to anyone with an appreciation for the NES era, or the golden age of videogames.
Re: HAMSTER Releases Updates for All Current ACA Neo Geo Titles on Nintendo Switch
@DanteSolablood Well, I hope no console ever has it as bad as the 360. Remember the Game Informer survey claiming that over 50% of 360s died within a year and Microsoft didn't bother to dispute the number? In reality, it was probably closer to 30%, but that's still an absurdly high number for any device, especially a console (usually around 5% or less).
Of course many of us either went through several RRODs or know someone who did and look at how successful the 360 was in the end. Launch issues do not define a console's legacy even in the most extreme.