Comments 5,582

Re: Best Game Gear Sonic Games, Ranked By You

BulbasaurusRex

@Waluigi451 You still need to judge a game on its own merits regardless of what any sequels do to make it redundant. Otherwise, you might as well call the original "Super Mario Kart" and "Super Smash Bros." terrible games, as well. Ironically, the same could also be said for "Sonic and Sega All-Stars Racing," which is almost completely redundant compared to the "Transformed" sequel save for how so many people can only play the first game due to not having a Wii U.

The first Drift game is at least a better game than Blast and Labyrinth are.

Re: The FTC Doesn't Seem To Think Switch Is A Serious PlayStation & Xbox Competitor

BulbasaurusRex

The article is less than two months old, and I finally got around to reading it, so I'm not bumping it.

Meanwhile, while that's true, another large portion of the Switch demographic consists of relatively more hardcore gamers who specifically chose the Switch over the other two companies. Then there are all the others who specifically chose Sony or Microsoft over Nintendo and not just because they dismissed the Switch as not being a legitimate option.

Re: The FTC Doesn't Seem To Think Switch Is A Serious PlayStation & Xbox Competitor

BulbasaurusRex

The majority of gamers still only buy one video game console per generation (at most). In this case, the decision comes down to whether you want better performing games, better graphics, and better third party support; or if you want a hybrid system that also doubles as a handheld (while also keeping in mind that there are are currently no popular dedicated handhelds on the market) and better first and second party games.

As long as a large portion of the consumer base has to make this decision, Nintendo is naturally still a competitor.

Re: Feature: The One Thing Wii Did Much Better Than Switch

BulbasaurusRex

@Hungryluma Yeah, dual analog controls have always sucked compared to IR motion controls. The hybrid systems in games like the "Splatoon" series aren't much better, because they still require dual analog controls. That defeats the main purpose of having motion-controlled shooters in the first place!

Oh well, there's nothing stopping me from continuing to play FPS games on my Wii U (albeit with a lack of online play) or on PC with mouse and keyboard.

Re: Review: Etrian Odyssey Origins Collection - Divine Dungeon Crawling But Not Definitive

BulbasaurusRex

@Kochambra I've never cared for this series with lackluster stories and the boring mechanic of being forced to fill in your own maps. It's never a good sign when a franchise's defining feature is a downgrade compared to other games in the genre that do it automatically. They should at least provide an option for automatic mapping for us non-masochistic gamers.

Now if you want a good portable dungeon-crawling RPG, I recommend "Unchained Blades" on the 3DS, or I would if it weren't sadly an eShop exclusive that of course is no longer available. Maybe the PSP version is still available?

Re: Review: Disney Speedstorm - Great Courses And Characters, But Stutters On Switch

BulbasaurusRex

@nocdaes No, they shouldn't have one.

Warner Bros. doesn't have their own video game development studio, do they? They just managed to get some better outsourced games.

It's completely ridiculous to expect any company that is not directly involved in video games to maintain a video game development team just to make licensed games based on their properties. (LucasArts was an exception, and they also created many games with original IP.) You might as well ask Nintendo to create their own movie studio instead of outsourcing their properties to companies like Illumination. They just need to maintain a decent amount of oversight on how their properties are being adapted.

Re: Review: Mega Man Battle Network Legacy Collection - A Rock-Solid Compilation

BulbasaurusRex

@Phenzy Finally, someone agrees with me! I've always considered "Network Transmission" to be the best game in the Battle Network sub-series with its brilliant hybrid-style gameplay that crosses the usual Battle Network gameplay (and without the stupid letter restrictions on the Battle Chips) with classic Mega Man gameplay, and of course it has much superior graphics and sound on the GameCube.

Re: Review: Kaiju Wars - Silly And Surprisingly Complicated Strategy Fun

BulbasaurusRex

@KnightofNi_ So just because you were around back then and were forced to play with such limited graphical technology, you can't admit that such graphics look terribly ugly even compared to most games from the early '90s?

It could still be a fun game, but they did themselves no favors by purposely making the graphics look about as terrible as they possibly could. For one thing, scan lines never looked good and were only a byproduct of needing to play games on CRT television sets back when that was all we had.

Re: Review: Lunark - The Love Letter The Cinematic Platforming Genre Deserves

BulbasaurusRex

@CountDrakeulah Such "precise actions [with] the limited room for error" is too much of a challenge and not appealing at all for most gamers, even many from the '80s who were stuck with such archaic gameplay until better platformers came around that they inevitably enjoyed a lot more and put the old lousy ones behind them.

Highly challenging platformers are one thing (although, I personally don't get the appeal behind them), but not when they're so challenging just as a result of lousy gameplay and level design.

Yes, games like "Mega Man," "Contra," and the original "Legend of Zelda" have their specific gameplay differences for creating different types of action games with their own limits, but they work because they each have a very solid foundation to their gameplay, unlike games like this.

Re: Feature: 5 Pokémon Scarlet & Violet Quality Of Life Updates We Still Want To See

BulbasaurusRex

@NinjaNicky 30 FPS is just fine for many genres including turn-based RPGs, and every system ever released except maybe the current Sony and Microsoft consoles has had a lot of good games that don't hit 60 FPS. Even nowadays, It's just part of the graphical sacrifice you make to take advantage of Nintendo's awesome hardware features dating all the way back to the Wii and DS.

Though, Scarlet and Violet do have much worse performance issues that aren't acceptable even on the Switch.

As for a theoretical Switch 2, resolution vs. performance modes becoming standard is a good idea, but good luck getting a 4K screen on a handheld. Although, maybe handheld and tabletop modes would run exclusively in performance mode.

Re: Feature: 5 Pokémon Scarlet & Violet Quality Of Life Updates We Still Want To See

BulbasaurusRex

@Fuecoco Since when has Shiny hunting ever involved skill? Most players don't want it to involve skill!

It's a system where you either get really lucky when you run into one by chance, or you use the chain method that is tedious busywork but not something you need to think hard about, while it would be nice if it could be made somewhat less tedious. Besides, while you could just phase in and out repeatedly, wouldn't you be resetting the chain, and thus your odds of finding one would again be absolutely abysmal?

Re: Feature: 5 Pokémon Scarlet & Violet Quality Of Life Updates We Still Want To See

BulbasaurusRex

Can you no longer tell whether a Pokémon is shiny before catching it? Otherwise, why would you be catching everything you find while Shiny hunting? Just make sure you have a strong enough monster up front to be able to run away from all encounters but not too strong as to make the battles automatic.

As for breeding, just release them one at a time when they hatch upon determining it a failure.

EDIT: Oh wait, does that mechanic that increases the chances of Shinies appearing require chain captures? Like EV training and IV breeding, it requires such a stupid amount of work in what is supposed to be a fun game that I've never bothered with it myself.

Re: Sonic Frontiers Director Talks About Dropping Boost Mechanic In Next Game

BulbasaurusRex

@Turbo857 So there are 3D levels with no boost or auto-run mechanics, you can Spin Dash and freely move in any direction on the 3D plane with the camera automatically sticking behind your back while still having (a) set mostly linear path(s) to the goal ring, and there's a decent emphasis on platforming sections?

Also, it's easy to picture 3D Sonic without the boost, as the Adventure duology, Heroes, Shadow, and Lost World didn't have it (and instead had the Spin Dash), which is partly why the basic 3D gameplay (aside from the gimmicks in Heroes and Shadow) was so much better in those games.

Re: Review: GoldenEye 007 - Aged And Flawed, But Still A Masterpiece Of Game Design

BulbasaurusRex

@EVIL-C Run and gun? Are we even talking about the same game?! I tried more of a run and gun style at first like I was playing a "Conduit" game, and I kept dying quickly due to my lack of health and the terrible accuracy when shooting from the hip.

I had to take it slowly and stop to snipe enemies from relatively far away using my sights before they could get too many shots off on me. Then once I got inside a building, I had to stop and look quickly around corners to check for enemies before I was comfortable continuing on to an empty hall or pulling back to get prepared to once again shoot the enemies down quickly, sometimes once again needing to stop and aim through my sights. I wish it was more of a run and gun!

Even if it was a run and gun, most FPS fans think Call of Duty games are great games and not mindless at all, so like I said your critique doesn't make much sense. The design framework by no means needs to die, just adjusted to use a more organic approach to level design like the original Goldeneye did, the one big advantage the original game does have.

Yep, all other FPS controls schemes except mouse and keyboard suck compared to proper motion-controlled shooting, and even the Switch screwed that up by not including a sensor bar. As I said, even if you don't like the rest of what the remake did, those controls alone are enough to make it the superior game.

Re: Review: GoldenEye 007 - Aged And Flawed, But Still A Masterpiece Of Game Design

BulbasaurusRex

@dkxcalibur Yeah, I agree that the 32/64 bit generation hasn't aged well in general. That's what happens when you go from a generation that basically perfected 2D gaming to a generation that pioneered 3D gaming and basically had to either build the mechanics from scratch through trial and error or just left a lot of good ideas for 3D gameplay on the cutting room floor (until the following generation or even later) due to excessive hardware limitations.

Re: Feature: 6 Things We'd Love To See In Metroid Prime 4

BulbasaurusRex

@Classic603 Well, you're in the low minority there.

The general impressions of "Other M" are that it has beautiful graphics and excellent gameplay save for the rare point and click sequences. On the other hand, the dialogue is terrible, and the good majority don't like how linear the first half of the game is (despite how "Fusion" is just as linear and doesn't get anywhere near as many complaints for it), although I personally prefer the more linear games in the series. The fanbase is then split on the voice acting, story, and Samus's portrayal.

As such, another 3rd person 3D Metroid game with similar gameplay to "Other M" (although, some updates would be needed, especially with how pointer controls aren't very good on the Switch) but with better storytelling and less linearity could be received very well.

Re: Feature: 6 Things We'd Love To See In Metroid Prime 4

BulbasaurusRex

Get rid of scanning. It sucks! Rather than locking the background lore through a boring, optional activity that breaks the flow of the game, just present parts of it within the story itself, and/or give us an encyclopedia/beastiary/guide that unlocks new entries automatically as we progress and can be checked at our leisure.

Re: Sonic Frontiers Director Talks About Dropping Boost Mechanic In Next Game

BulbasaurusRex

@TheNumbr24 That could work as long as the Boost no longer made you practically invincible while using it. That way, it's a risk/reward system for speedrunners, open world traversal, and perhaps certain areas of environmental destruction. It wouldn't be such a bad mechanic if it weren't for that OP invincibility.

As for getting rid of 2D gameplay, I agree for a different reason: the 2D physics are awful! They couldn't even get them right when they tried to make a direct sequel to the classic games! The only console game since "Sonic & Knuckles" that's done the 2D platforming well is "Mania," and they had to outsource it to actual fan game developers for that! ("Generations" was OK but still has issues.)

Re: Sonic Frontiers Director Talks About Dropping Boost Mechanic In Next Game

BulbasaurusRex

@Sequel Oh, come on, it's always been a broken OP mechanic that is almost literally "boost to win." Sure, there's a limit to how often you can use it, but that limit is so lenient that you almost never have to worry about it.

The only thing you do have to worry about is the unfair lack of reaction time they give you before you need to use it with the lame on-rails running mechanic, which is the other major problem with the 3D Unleashed-style gameplay.