@Pillowpants It's a story writer's job to at least have thought about stuff like that, even if they don't put it into the story, or even write it down.
You are right that there was no use in explaining it in the movie. I think Mario even questioned floating blocks at one point, but no explanation was given and he was just accepting it as part of this world in seconds. Which is very in-character for Mario too.
But it still helps in story-crafting if you at least have a concept for questions that could arise with viewers. E.g. if you define that Movie-Kamek raised Bowser since he was a kid like in the games, it heavily influences how their interactions are written, opposed to if Kamek is just a general in Bowser's army.
Bugs and Glitches with Incence and Raids, the two main ways for the premium content of ticket holders, poor shiny raids and a poor selection of Pokémon. It's even more annoying when you hear they earn a billion per year, but have less Q&A than a small indie-developer.
Last year you at least got several costumed Pokémon and 2020 you got Rotom which is still not available for everyone yet.
The gallarian weezing is on the side where the professor has his lab, which has a big industrial oven in there. So the weezing is likely a design the professor used from his homeland (he uses lots of english phrases in german at least).
@Savage_Joe The problem with SwSh was that the game was probably still planned for 3DS. Ishihara openly admitted he was conviced the switch would fail and dataminers found data referring to 3DS features.
Would also explain why Let's Go looks a lot better. That was probably properly planned as a Switch side-project, while SwSh had the 3DS pacrachute in mind.
Legends probably had a troubled production due to covid. And SwSh showed the graphical polish is secondary to sell more Pokémon merch.
@MegaVel91 The problem is less about the money and more about TPC wanting a new gen every 3 years (with remakes inbetween) and Masuda not wanting to increase his team size.
This worked in the 2D era, but both TPC and Masuda seem to ignore that the time going into assets has exponentionally grown since then. And it shows in the quality, as this is the only factor they can reduce.
@ThomastheDankEngine They all at least looked decent for their time. Gen 5 looked quite good even.
But it has been evident that the jump from 3DS to Switch was too much for Game Freak. They kept the same release schedule and team size since the 2D Days (3-4 years for a new gen), and it's showing that TPC completely underestimates the increase in ressources for a 3D game.
They either got to slow down (and release new 'mon through spin-offs if they really have to produce more designs for plushies) or GF has to accept the fact that they need bigger teams to keep up.
But still, PLA's graphics are so janky they constantly pull me out of immersion. Don't get me wrong, there's lots of stuff that looks really nice. But there's also so much stuff that looks loveless and unpolished despite this being a core product for the most expensive media franchise in the world. Like, more expensive than Mario, Harry Potter and the MCU COMBINED expensive.
@E_maniac Because this industry a large part are "temp" contracts, sometimes up to 80% or more. Barely anyone hires people permanently any more. I have worked for superviors who were 10 years with the same company, but only get renewed annually for a year. With only occasional breaks of 3 months, which were basically just a nice way of saying unpaid holidays.
You can't compare this to your usual Janitor job, smh
@HedgehogEngine Well, the truth is that said NDA policies exist and aren't uncommon (I had this on several projects), even if they are dumb. Of course they'd have a hard time to prove I ever show this off in negotiations... but then we're back at ignoring some policies and not ignoring others as we or each individual company sees fit.
And I don't see how we should accept these levels of "winging it" - as this article so nicely put it - as a "normal solution" rather than not accepting these weird policies in the first place and making sure they are leveled for everyone.
@E_maniac As others have mentioned, entertainment industries are usually contract based work. Rarely it's withinn control of the employee how long they work on a project.
They could have been booked on a different project in the same company because their expertise was needed on a troubling project. They could have been booked late into the production (and if they could have done it without their work as the credits suggest, why even book them that long then?). Or their specialist task was only needed for those 8 months of production (e.g. stuff like concept art), and their contract wasn't extended because their currently was no project demanding said task.
So I don't see why people should be "punished" for things that were beyond their control.
@HedgehogEngine Because tech biz is different from gaming. In Tech, there's more jobs than programmers so they have an easy timefor leverage. Games and other entertainment industries is highly competitive and sadly has built an industry around said validation. I've met recruiters who said they don't even look at a person's portfolio if they have less than 10 AAA-credits on their sleeve.
That's especially bad on productions where you aren't allowed to use work samples on your portfolio because of NDA reasons. I have worked on productions where the credit is literally all I can show off, but the quality of my work is shown with smaller productions that have less complicated rights, and the credits of bigger games and the dates in my resume show recruiters I know how to work in bigger production environments (as in I know production software, mannerisms, etc.). If I didn't have the latter, my rates would be much, much lower, or not get projects of this scale at all despite having worked with the conditions these people look for, with the quality these people look for and having recommendation letters of my former employees that went out of their way to really make up for the fact I couldn't show said work off.
@HedgehogEngine It's cute to think that, but companies won't go through the effort if you don't complain about it. Credits as they are now are super subjective and thus don't have a value outside of employing negotiations.
Like... a guy could work on a character design for 3 months. That design is so good it lays the groundwork for the rest of tha game's design, even inspring levels, items, settings, etc.... Would it be okay to not credit them because the rest of the team worked 10 months longer than him, despite all of their work literally being based in his design?
Back in the days of Adventure, Atari didn't credit developers at all. It was company policy. It had the same reason it has today: People having less arguments to re-negotiate their contracts and less options to get poached by other companies.
This is how easter eggs were born, and would not have changed if people didn't talk about it.
Companies telling you your work is worth more than another person's because of some arbitrary numeric value is just a lie the higher-ups want you to believe so they great the illusion of fairness, thus making you ignore how their policy actually limits your options in improving your own working conditions.
It also totally skews the idea how many people and work hours are needed to work on a project if you leave out a good chunk of them, which only benefits companies in negotiating how it should be cheaper to produce their product.
@HedgehogEngine A production baby is a baby born during the time of the project. It's literally their sole contribution: Existing. The same goes for stuff like company pets.
I'm not shaming this. Of course not, it's cute! But it becomes strangely bizarre to think that a case could potentially happen where in a family, everyone but the mother or father gets credited because the "production baby" had them take paternity/maternity leave and thus brought them under 25% - while said parent worked longer than the baby was in the oven.
@HedgehogEngine The problem here is how it's super arbitrary to decide who is big enough to credit. The people who talked about MSs policy worked 8 months and 11 months on the project. Do you think that deserves less of a credit than the name of all the production babies on a different game?
@Tandy255 @Spiders @Davzilla There's games out there who have 30-minute credit rolls. It's also common to list production babies. Why should it be okay then to arbitrarily go and say "you just worked 11 months on this before your contract ended, it's not worth putting your name on a credit roll"?
And even if time was an issue, this is a game, not a movie in cinemas. You could still add credits as scrollable list in a menu that players can ignore, but the workers who actually care about this and need it for future applications have easily accesible proof.
@FantasiaWHT @Spiders There's go-to databases that collect that data for you. No need to play the whole game when you hire someone.
@sanderev @Varkster @FlameRunnerFast Just because "it is what it is" makes it a fair system. Using public momentum to make the public aware of the problem is the only thing they could do with an industry-wide problem.
If people just accepted "what is", we'd still have 60 hour work weeks as the standard for everyone.
@Varkster @DarkYoshi98 @BloodyMurder @Mother_brain_85 Because someone no longer works for a company doesn't mean they were fired in the gaming industry.
Creative Industris are a contract work business. Someone might be needed cinematics for 11 months, but there's no more cinematics to do after so the person is put on another project or the contract just ends.
If that imaginary guy worked on Dread, he wouldn't have been credited, despite doing good work for a good chunk of their life.
They probably won't get hired again though, as "whistleblowing" is usually frowned upon by companies.
@HedgehogEngine Would it be fair to not credit people like Masahiro Sakurai on Super Smash Bros. (hypothetically)? He's also not an employee of Nintendo, but a contractor.
Why should Sakurai be treated different than any other contractor who did major contributiuons to a game?
@VoidofLight Pokémon Go had 232 Million Players in 2016.
While they lost a lot after people realized it lacked features (like any free online game when it starts), it constantly had 150+ Million Players since 2018, with 166M in 2020. A mere drop of 30% is quite good, considering the game runs for 5+ years now. Wouldn't call that a fad dying out.
People also spent a lot more since 2020 (probably because the pandemic restricts movement so "hooked" players spend more to keep the pace).
@Pat_trick Probably because the Switch sells. Also as far as I've heard (and I didn't look too much into it tbf), the Nexomon sequel is the only "serious" competitor in the Indie-"Pokémon-like" genre. (At least as serious as an indie-game can be).
I think just as with Shantae and other Indie-Game series, they just want to make the whole series available on systems the sequels sold well.
@Link41x Because Pokémon is getting lazier and lazier these days.
We need serious competition so GF puts in effort again. The original Necomon probably isn't (haven't looked too much into it tbf), but I heard good stuff about the sequels.
@YoungLink64 "And there is a cheap LAN adapter already available, why buy a 60 dock?"
As people mentioned above, this isn't targeted towards people who want to "upgrade".
Just as with the first model, this is primarily an option for customers that want a second dock. E.g. people who play Switch regularly with friends or family, but don't want to drag it to their place all the time.
@russell-marlow Arcade games had checkpoints, actually. Some like F-Zero AX even had saves, but it wasn't really convenient.
Also I see your worries about challenge getting lost. But on the other hand: Why should people who paid 60-70 bucks for a game put up with game designs that were designed to be frustrating and encourage you to put more quarters into the machine? Especially those with physical difficulties who actually benefit greatly from these kind of add-ons?
I think the way to go is either adding options that helps those gamers that those who want a challenge can remove.
Super Meat Boy instantly revives you. Nobody in their right mind would call this game a piece of cake. Donkey Kong Country Returns offers a Super Guide. It's still one of the most challenging Nintendo platformers in existence. Adding a "non-perma-death" option in Fire Emblem might have saved the franchise.
I don't think making games more accesible is a problem, as long as those who want the challenge still have the option to not use these options. Taking away the "turn off xp share" option in SwSh for example is how it should NOT be done.
Game Over Screen also feel more and more like a relict of the arcade past these days: It doesn't make that much of a difference to experienced players if they have to repeat 15 seconds or 2 minutes of gameplay, and for beginning players it will probably make them end the game in frustration. So just like with mario odyssey, I don't really miss that being gone.
I think the developers actually know they'd need another year for polish, but just like with Sword and Shield, they need ressources elsewhere because anime/cards/merch need more monsters they can base their desiigns on.
So they release games early because it doesn't matter. People will buy it anyways and they'd lose more money if they had to delay releases for their partners.
Comments 980
Re: Fitness Boxing Feat. Hatsune Miku DLC Revealed
@SillyG They announced it before the western physical release, but the game has been out for a while in Asian countries.
Re: Nintendo Discontinuing 'X' Integration On Switch Next Month
I wish they'd integrate different platforms to post directly to, like instagram.
Having Facebook as the only option is awful.
Re: When Does 3DS And Wii U Online Shut Down? Nintendo eShop & Online Play Closure Guide
@Paddle1 Wii U hadn't enough online games, so they had to sneak in an offline-mutliplayer only game, looool
Re: Review: Pokémon Trading Card Game - A Cracking Adaptation That Still Holds Up
So how does the infrared feature work in this version?
Re: Random: Mario Movie Director Explains How Blocks Can Float In The Mushroom Kingdom
@Pillowpants It's something they shared after being asked. It's just banther that develops in a conversation.
Re: Random: Mario Movie Director Explains How Blocks Can Float In The Mushroom Kingdom
@Pillowpants It's a story writer's job to at least have thought about stuff like that, even if they don't put it into the story, or even write it down.
You are right that there was no use in explaining it in the movie. I think Mario even questioned floating blocks at one point, but no explanation was given and he was just accepting it as part of this world in seconds. Which is very in-character for Mario too.
But it still helps in story-crafting if you at least have a concept for questions that could arise with viewers. E.g. if you define that Movie-Kamek raised Bowser since he was a kid like in the games, it heavily influences how their interactions are written, opposed to if Kamek is just a general in Bowser's army.
It also prevents deus-ex-machinas
Re: Talking Point: The Super Mario Bros. Movie - What Are Your Favourite Moments?
My Top 3:
1. When Luigi was brave (you know when)
2. Blue Shell
3. When that one Shy guy was just mean to Spike
Re: Best 3DS And Wii U DLC You Should Get Before The eShops Close Forever
@WillSilva98 It got fixed on wednesday!
Same for Pokémon mystery Dungeon, btw!
Re: Countdown: 3DS eShop Spotlight - Severed
@Ade117 Good to know!
Re: Countdown: 3DS eShop Spotlight - Nintendo Pocket Football Club
Unfortunately, the DLC is already gone for this...
Re: Mini Review: Wonder Boy Anniversary Collection - A Great But Gouging, Exploitative Package
I didn't realize the other colleciton was already out, lol.
So the only "bad" thing about this one is how this is now a complete package?
Re: Random: Turns Out You Can Make The GameCube's Game Boy Player A Lot Better
So I see Jon still somehow rites news for Nintendolife ;D
Re: Physical Edition Of Bayonetta On Switch Unexpectedly Delayed (EU + UK)
I didn't even expect them to release it at this point, which is why I preordered it from japan.
Poor Job, NoE. Would have gladly ordered this from MNS if we had any prior notice...
Re: Capcom Offering Monster Hunter Rise: Sunbreak Demo 'Item Pack' Bonus
Can you claim this if you only have Rise, but not sunbreak?
Re: Pokémon GO's Revenue Smashes Past $6 Billion
GoFets this year was still pretty dissatisfying.
Bugs and Glitches with Incence and Raids, the two main ways for the premium content of ticket holders, poor shiny raids and a poor selection of Pokémon. It's even more annoying when you hear they earn a billion per year, but have less Q&A than a small indie-developer.
Last year you at least got several costumed Pokémon and 2020 you got Rotom which is still not available for everyone yet.
Re: Pokémon GO's Revenue Smashes Past $6 Billion
@Axecon Every GoFest Mythical in the last 6 years was made available for everyone after 2 months.
GoFest Players only get early access even, as you don't get a second. Just extra candy.
Re: 30 Things You Might Have Missed In Pokémon Legends: Arceus
The gallarian weezing is on the side where the professor has his lab, which has a big industrial oven in there. So the weezing is likely a design the professor used from his homeland (he uses lots of english phrases in german at least).
Re: Soapbox: Pokémon Legends: Arceus Raises The Question - How Much Do Janky Graphics Matter?
@Dingelhopper Pikachu probably killed their entire family, lol.
Made the same mistake. Not interested in fostering someon's hate boner.
Re: Soapbox: Pokémon Legends: Arceus Raises The Question - How Much Do Janky Graphics Matter?
@Savage_Joe The problem with SwSh was that the game was probably still planned for 3DS. Ishihara openly admitted he was conviced the switch would fail and dataminers found data referring to 3DS features.
Would also explain why Let's Go looks a lot better. That was probably properly planned as a Switch side-project, while SwSh had the 3DS pacrachute in mind.
Legends probably had a troubled production due to covid. And SwSh showed the graphical polish is secondary to sell more Pokémon merch.
Re: Soapbox: Pokémon Legends: Arceus Raises The Question - How Much Do Janky Graphics Matter?
@MegaVel91 The problem is less about the money and more about TPC wanting a new gen every 3 years (with remakes inbetween) and Masuda not wanting to increase his team size.
This worked in the 2D era, but both TPC and Masuda seem to ignore that the time going into assets has exponentionally grown since then. And it shows in the quality, as this is the only factor they can reduce.
Re: Soapbox: Pokémon Legends: Arceus Raises The Question - How Much Do Janky Graphics Matter?
@Dingelhopper Yeah, don't engulf with him. He's too much up his own S.
Re: Soapbox: Pokémon Legends: Arceus Raises The Question - How Much Do Janky Graphics Matter?
@ThomastheDankEngine They all at least looked decent for their time. Gen 5 looked quite good even.
But it has been evident that the jump from 3DS to Switch was too much for Game Freak. They kept the same release schedule and team size since the 2D Days (3-4 years for a new gen), and it's showing that TPC completely underestimates the increase in ressources for a 3D game.
They either got to slow down (and release new 'mon through spin-offs if they really have to produce more designs for plushies) or GF has to accept the fact that they need bigger teams to keep up.
Re: Soapbox: Pokémon Legends: Arceus Raises The Question - How Much Do Janky Graphics Matter?
@ThomastheDankEngine And yet, Harry Potter, the MCU or Mario aren't known to cheap out on the releases that are the source for all that merchandise.
Re: Soapbox: Pokémon Legends: Arceus Raises The Question - How Much Do Janky Graphics Matter?
Fun Gameplay is and should always be first.
But still, PLA's graphics are so janky they constantly pull me out of immersion. Don't get me wrong, there's lots of stuff that looks really nice. But there's also so much stuff that looks loveless and unpolished despite this being a core product for the most expensive media franchise in the world. Like, more expensive than Mario, Harry Potter and the MCU COMBINED expensive.
Re: Talking Point: The Metroid Dread Credits Debate Is Sadly Common
@E_maniac Because this industry a large part are "temp" contracts, sometimes up to 80% or more. Barely anyone hires people permanently any more. I have worked for superviors who were 10 years with the same company, but only get renewed annually for a year. With only occasional breaks of 3 months, which were basically just a nice way of saying unpaid holidays.
You can't compare this to your usual Janitor job, smh
Re: Talking Point: The Metroid Dread Credits Debate Is Sadly Common
@Azuris Big companies like that usually track every task that is done on a project with project management software.
If they wanted to, it wouldn't take more than a few clicks to get a print from that.
It's a political issue, not one of effort
Re: Talking Point: The Metroid Dread Credits Debate Is Sadly Common
@HedgehogEngine Well, the truth is that said NDA policies exist and aren't uncommon (I had this on several projects), even if they are dumb. Of course they'd have a hard time to prove I ever show this off in negotiations... but then we're back at ignoring some policies and not ignoring others as we or each individual company sees fit.
And I don't see how we should accept these levels of "winging it" - as this article so nicely put it - as a "normal solution" rather than not accepting these weird policies in the first place and making sure they are leveled for everyone.
Re: Talking Point: The Metroid Dread Credits Debate Is Sadly Common
@E_maniac As others have mentioned, entertainment industries are usually contract based work. Rarely it's withinn control of the employee how long they work on a project.
They could have been booked on a different project in the same company because their expertise was needed on a troubling project. They could have been booked late into the production (and if they could have done it without their work as the credits suggest, why even book them that long then?). Or their specialist task was only needed for those 8 months of production (e.g. stuff like concept art), and their contract wasn't extended because their currently was no project demanding said task.
So I don't see why people should be "punished" for things that were beyond their control.
Re: Talking Point: The Metroid Dread Credits Debate Is Sadly Common
@HedgehogEngine Because tech biz is different from gaming. In Tech, there's more jobs than programmers so they have an easy timefor leverage. Games and other entertainment industries is highly competitive and sadly has built an industry around said validation. I've met recruiters who said they don't even look at a person's portfolio if they have less than 10 AAA-credits on their sleeve.
That's especially bad on productions where you aren't allowed to use work samples on your portfolio because of NDA reasons. I have worked on productions where the credit is literally all I can show off, but the quality of my work is shown with smaller productions that have less complicated rights, and the credits of bigger games and the dates in my resume show recruiters I know how to work in bigger production environments (as in I know production software, mannerisms, etc.). If I didn't have the latter, my rates would be much, much lower, or not get projects of this scale at all despite having worked with the conditions these people look for, with the quality these people look for and having recommendation letters of my former employees that went out of their way to really make up for the fact I couldn't show said work off.
Re: Talking Point: The Metroid Dread Credits Debate Is Sadly Common
@HedgehogEngine Then how, if all of that was true, can stuff like this still happen today... and regularly:
https://www.cartoonbrew.com/ideas-commentary/why-were-artists-snubbed-from-blue-skys-new-scrat-short-121620.html
Re: Talking Point: The Metroid Dread Credits Debate Is Sadly Common
@HedgehogEngine It's cute to think that, but companies won't go through the effort if you don't complain about it. Credits as they are now are super subjective and thus don't have a value outside of employing negotiations.
Like... a guy could work on a character design for 3 months. That design is so good it lays the groundwork for the rest of tha game's design, even inspring levels, items, settings, etc.... Would it be okay to not credit them because the rest of the team worked 10 months longer than him, despite all of their work literally being based in his design?
Back in the days of Adventure, Atari didn't credit developers at all. It was company policy. It had the same reason it has today: People having less arguments to re-negotiate their contracts and less options to get poached by other companies.
This is how easter eggs were born, and would not have changed if people didn't talk about it.
Companies telling you your work is worth more than another person's because of some arbitrary numeric value is just a lie the higher-ups want you to believe so they great the illusion of fairness, thus making you ignore how their policy actually limits your options in improving your own working conditions.
It also totally skews the idea how many people and work hours are needed to work on a project if you leave out a good chunk of them, which only benefits companies in negotiating how it should be cheaper to produce their product.
Re: Talking Point: The Metroid Dread Credits Debate Is Sadly Common
@HedgehogEngine A production baby is a baby born during the time of the project. It's literally their sole contribution: Existing. The same goes for stuff like company pets.
I'm not shaming this. Of course not, it's cute! But it becomes strangely bizarre to think that a case could potentially happen where in a family, everyone but the mother or father gets credited because the "production baby" had them take paternity/maternity leave and thus brought them under 25% - while said parent worked longer than the baby was in the oven.
Re: Talking Point: The Metroid Dread Credits Debate Is Sadly Common
@HedgehogEngine The problem here is how it's super arbitrary to decide who is big enough to credit. The people who talked about MSs policy worked 8 months and 11 months on the project. Do you think that deserves less of a credit than the name of all the production babies on a different game?
Re: Talking Point: The Metroid Dread Credits Debate Is Sadly Common
@Tandy255 @Spiders @Davzilla There's games out there who have 30-minute credit rolls. It's also common to list production babies. Why should it be okay then to arbitrarily go and say "you just worked 11 months on this before your contract ended, it's not worth putting your name on a credit roll"?
And even if time was an issue, this is a game, not a movie in cinemas. You could still add credits as scrollable list in a menu that players can ignore, but the workers who actually care about this and need it for future applications have easily accesible proof.
@FantasiaWHT @Spiders There's go-to databases that collect that data for you. No need to play the whole game when you hire someone.
Re: Talking Point: The Metroid Dread Credits Debate Is Sadly Common
@sanderev @Varkster @FlameRunnerFast Just because "it is what it is" makes it a fair system. Using public momentum to make the public aware of the problem is the only thing they could do with an industry-wide problem.
If people just accepted "what is", we'd still have 60 hour work weeks as the standard for everyone.
Re: Talking Point: The Metroid Dread Credits Debate Is Sadly Common
@Varkster @DarkYoshi98 @BloodyMurder @Mother_brain_85 Because someone no longer works for a company doesn't mean they were fired in the gaming industry.
Creative Industris are a contract work business. Someone might be needed cinematics for 11 months, but there's no more cinematics to do after so the person is put on another project or the contract just ends.
If that imaginary guy worked on Dread, he wouldn't have been credited, despite doing good work for a good chunk of their life.
They probably won't get hired again though, as "whistleblowing" is usually frowned upon by companies.
@HedgehogEngine Would it be fair to not credit people like Masahiro Sakurai on Super Smash Bros. (hypothetically)? He's also not an employee of Nintendo, but a contractor.
Why should Sakurai be treated different than any other contractor who did major contributiuons to a game?
Re: Nintendo Switch Online Expansion Pack Release Date And Pricing Revealed
Is animal crossing a service or a one time purchase?
If I buy the 3,99€ monthly upgrade, would I get the DLC as well?
Re: Nintendo Switch Online Expansion Pack Release Date And Pricing Revealed
It's effing expensive if you don't want/need that dlc
Re: Random: This Working Replica Of Pokémon Legends: Arceus Took Two Weeks To Make
@maulinks Tbf, it wasn't meant to rival arceus. It was a "Can I replicate this" fan-project to test their own skill.
Only reddit reposters and click-baity news writers try to market it that way for clicks.
Re: Random: This SHOCKING Fact About Wurmple Will Change Your LIFE
"No, we don't do clickbait"
Re: Pokémon GO Fest 2021 Reportedly Earned A Whopping $21 Million Over Two Days
@VoidofLight Pokémon Go had 232 Million Players in 2016.
While they lost a lot after people realized it lacked features (like any free online game when it starts), it constantly had 150+ Million Players since 2018, with 166M in 2020. A mere drop of 30% is quite good, considering the game runs for 5+ years now. Wouldn't call that a fad dying out.
People also spent a lot more since 2020 (probably because the pandemic restricts movement so "hooked" players spend more to keep the pace).
Source: https://www.businessofapps.com/data/pokemon-go-statistics/
Re: The Original Nexomon Game Is Coming Soon To Nintendo Switch
@Pat_trick Probably because the Switch sells. Also as far as I've heard (and I didn't look too much into it tbf), the Nexomon sequel is the only "serious" competitor in the Indie-"Pokémon-like" genre. (At least as serious as an indie-game can be).
I think just as with Shantae and other Indie-Game series, they just want to make the whole series available on systems the sequels sold well.
Re: The Original Nexomon Game Is Coming Soon To Nintendo Switch
@Link41x Because Pokémon is getting lazier and lazier these days.
We need serious competition so GF puts in effort again. The original Necomon probably isn't (haven't looked too much into it tbf), but I heard good stuff about the sequels.
Re: Nintendo's Switch OLED Dock Can Be Purchased Separately
@Roibeard64 This should totally be a thing.
Re: Nintendo's Switch OLED Dock Can Be Purchased Separately
@YoungLink64 "And there is a cheap LAN adapter already available, why buy a 60 dock?"
As people mentioned above, this isn't targeted towards people who want to "upgrade".
Just as with the first model, this is primarily an option for customers that want a second dock. E.g. people who play Switch regularly with friends or family, but don't want to drag it to their place all the time.
(I do agree though that 60 bucks is a bit much)
Re: Fatal Frame: Maiden Of Black Water Jumps From Wii U To Switch And, Surprisingly, Other Platforms
Wondering if this version will have the Nintendo Outfits now that it's multiplatform. Or those outfits that were cut from the west.
Re: Sonic Colors: Ultimate Will Be A Friendly Game For Beginners
@russell-marlow Arcade games had checkpoints, actually. Some like F-Zero AX even had saves, but it wasn't really convenient.
Also I see your worries about challenge getting lost. But on the other hand: Why should people who paid 60-70 bucks for a game put up with game designs that were designed to be frustrating and encourage you to put more quarters into the machine? Especially those with physical difficulties who actually benefit greatly from these kind of add-ons?
I think the way to go is either adding options that helps those gamers that those who want a challenge can remove.
Super Meat Boy instantly revives you. Nobody in their right mind would call this game a piece of cake.
Donkey Kong Country Returns offers a Super Guide. It's still one of the most challenging Nintendo platformers in existence.
Adding a "non-perma-death" option in Fire Emblem might have saved the franchise.
I don't think making games more accesible is a problem, as long as those who want the challenge still have the option to not use these options. Taking away the "turn off xp share" option in SwSh for example is how it should NOT be done.
Re: Sonic Colors Ultimate Will Be A Friendly Game For Beginners
@Entrr_username As the interview says, they want to cater to new fans gathered with Mania, Forces and the movie.
Re: Sonic Colors Ultimate Will Be A Friendly Game For Beginners
If I can turn off Tails-Assist that's fine.
Game Over Screen also feel more and more like a relict of the arcade past these days: It doesn't make that much of a difference to experienced players if they have to repeat 15 seconds or 2 minutes of gameplay, and for beginning players it will probably make them end the game in frustration.
So just like with mario odyssey, I don't really miss that being gone.
Re: Soapbox: Pokémon Legends: Arceus' Release Date Worries Me, But Hopefully I'm Wrong
I think the developers actually know they'd need another year for polish, but just like with Sword and Shield, they need ressources elsewhere because anime/cards/merch need more monsters they can base their desiigns on.
So they release games early because it doesn't matter. People will buy it anyways and they'd lose more money if they had to delay releases for their partners.