Ardisan

Ardisan

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Comments 796

Re: Super Mario Sunshine Is Now 18 Years Old

Ardisan

I never got how people keep saying this games aged worse than 64. 64s controls, physics, hit detection, and camera is way more jank than Sunshine since its the first 3d platformer in existence, its gonna be worse by default just by the minimal knowledge of translating 2d platformers to 3d. Also just because 3 shines out of 120 were not designed well doesnt mean all 120 werent designed well. All levels arent Pachinko or Corono Mountain. All collectables arent vague blue coins, vague blue coins are way less common than the opposite. We talk about getting booted out every Star but nobody ever talks about Rainbow Cruise, missing jumps in the clock level because of the camera, or the arguably bland level design of levels like Dire Dire Docks (love the music tho).

When it comes to this game it always feels like people exaggerate its issues and devalue its accomplishments as the next evolution of 3D Mario in ita own right. I dont mean to generalize everyone but I feel like its because 64 has this defence of being the first 3d platformer and having this revolutionary status that criticism against it is either washed away and ignored.
Maybe its because we play these games tons and tons of times so anything janky gets adapted, this applies to all games, thats why the issues I said doesnt affect my enjoyment of this game, they are all muscle memory now. Im sure this is the case with the old games you love as well, im not saying im any different.

Sunshine is my favorite game in the series despite Odyssey still being objectively better in design due to the advancements in time, Sunshine made a major impact in my life and I wouldnt be playing Nintendo games without it.

Re: JRPG Love Letter Cris Tales Scores November Switch Release, Next-Gen Versions To Follow

Ardisan

@Quix
Oh I was worried I just confused somebody, good thing you already know what I am trying to say, haha!

Yeah I love the Vanillware games (Wish they were on Nintendo systems and PC though so more people know about them...). I'm planning on giving 13 Sentinels a shot when it comes out in the west.
The animation style bugged me, but like you It grew on me. Its also justified since its all beautifully painted, that would take a TON of effort if it wasn't tweened. George Kamitani's artwork is amazing.

Re: Talking Point: ARMS Turns 3 And Deserves More Love Than Ever

Ardisan

As a part of the FGC if you gave this game a chance you really notice the intricate design choices and mechanics hidden within the combat that reminds me of other FG's. For ARMS 2 they should make the game faster, singleplayer content too I guess. I dont really play singleplayer in fighting games except training mode.

Also I think its kinda messed up to discredit the positive things this game did and say this game doesnt deserve a anniversary. No matter if you liked it or not.

Re: JRPG Love Letter Cris Tales Scores November Switch Release, Next-Gen Versions To Follow

Ardisan

@Quix Sorry, I just have a dilemma when it comes to motion tweens overall. Majority of 2D animation i've seen that used them ALWAYS abuses them to the point where its in-between frames are entirely done by machines instead of using motion tween to assist in minor animation or where perfect movement is recommended, such as dense objects or a complement to your animation/art style. When its done on living creatures it always seems so unnatural since its so perfect, there is none of that charming imperfection that makes the animation stand out and feel alive. A show called Motorcity uses motion tweens effectively.

A new thing that's going on is interpolation at 60fps. When used with 2D animation, computed interpolation generates in-between frames by a computer algorithm to fill in the blanks to make a maybe 24fps animation become a 60fps animation in a attempt of smooth animation. I see potential in this tool for a new generation of animation but when this is used improperly it makes an animation completely lose pacing, let me try to give an example in text form: If I were to say a spooky ghost is trying to scare a character, normally there is a small reel back then they would instantly give off a loud expression that would be surprising due it its snappy pacing. If I were to interpolate this animation without bothering to do any modifications to keep the anticipation and snappy pacing intact the ghost will just smoothly do their action with all the suspense in the scare gone. You can see a visual example on youtube on cartoons (usually anime), or even pixel art and make your own judgement on that. Jojo used something like this in Golden Wind for the slow mo scenes and they seem to work pretty well.

TL;DR: I just don't like when people use motion tweens and the like that are used for inbetweening animation because its usually used as a crutch instead of a asset so I unfairly discount it due to the commonality of its miss use.

Re: Super Smash Bros. Ultimate Celebrates All Things 2000s In Its Next Event

Ardisan

@Yosher I thought I was only with that assessment.
For Ganon I feel that he is a completely offbeat version of his character. Not only does Ganon not fight primarily with kicks and fists, he doesnt exactly use this particular sword in Oot in human form. These swords are from Beast Ganon and he dual wields them. Ganon is a Dark magic user and the weapon of his choice is primarily a trident in Oot so I dont understand why they kept him this way for so long. His choke move is the only move I can see him doing.

For the Link clones it kinda bothers me that they didnt differentiate them even more (but that really is a problem with all the returning clones and ECHOs i feel).
Instead of Ylink being oot ylink, they could have made him majora ylink with at least some different b moves related to his masks and maybe give him a mirror shield that reflect projectiles instead of just blocking like the hylian.
With Toon Link they could have gave him a something from Wind Waker and Minish Cap, like Gust Jar or Skull Hammer. Nothing in his kit is from his game only.
Honestly i dont even need them to be drastically different I just want the links to represent more of the zelda series than just the basic boomerang, arrows, and bombs...

Re: This New Controller Designed For Smash Bros. Ultimate Is A Hit On Kickstarter

Ardisan

A lot of modern controllers dont have octagonal gates like the gamecube/n64/wii so its kinda annoying for fighting gamed and even Monkey ball to play and not get 100% accuracte directions. Sad this is canceled because no controller is bothering with this setup. If 8bitdo pro+ had it it would he the best controller of all time for me.

I dont like using the gamecube controller because I dont like how it feels compared to modern controllers and its inferior because of button layout isnt useful for many games and the loss of other buttons imo.