Comments 638

Re: A Single Pokémon Card Just Became The Most Expensive Ever, Selling For $195,000

DeltaPeng

@Kalmaro True, I guess that's happiness versus overall (practical) utility or usefulness, to oneself/others. And it does vary by person.

We could debate that there are potentially/probably other options which would provide more happiness for the buck, and whether that level of money should be spent on the pursuit of leisure or even of one's own happiness, but that's probably best left to another type of discussion forum

Re: A Single Pokémon Card Just Became The Most Expensive Ever, Selling For $195,000

DeltaPeng

@Silly_G @TheAwesomeBowser
For that price, if I had something like that to sell I'd fly and hand deliver it myself, then laugh my way all the way over to the bank.

@Kalmaro Ehh... ... ...debatable. As long as you can put a price tag on something, you can compare it to what you could get otherwise for the money. You might not be able to exactly measure the level of happiness you could get from collecting per se, but $195k is like buying a small house. Or buying yourself 13 thousand, $15 pizzas. Or if you want to be charitable, you could (per https://www.fmsc.org/) feed 534 poor families food for a year.

I'm pretty sure most everyone would get more happiness from these options then owning a small piece of cardboard. That said, that piece of cardboard was way overpriced comparatively, imho

Re: Review: Ring Fit Adventure - Fitness Fun For Everyone

DeltaPeng

@Pixel-Florist There certainly are people with disabilities that exist, and sure they can use exercise too, but that doesn't mean that every game or exercise game must cater to them. Generally speaking, as a business, the smartest choice to make is to cater to the majority and to have wide appeal, means more people will be able to play and may enjoy the game. If they have time and budget after then they can start adding smaller groups in. Similar to language options, you can't include every language in a game, you'd of course make more money for each language you add (ideally more than the cost it took to add it), but you need skills, budget, time, and the game has to be programmed in a way where it can swap the text to do so and have the proper letter sets.
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I'm not saying accessibility options are bad, but methinks if you get deep into it that's a whole 'nother field, creating a game for the general public for exercise and creating a game for those with disabilities. Mayhaps they didn't have time or budget to research and playtest for it. Mayhaps they did think about and include some features for them but don't want to cater/promote it as being for those with disabilities to avoid legal ramifications if say someone with a disability plays the game and gets hurt in the process. Every person with a disability may have unique limitations, there might not be one solid solution to help everyone based on where they're at. And what about color blind people? What about blind people (why aren't the instructions fully voice acted, and close caption speaker to explain everything that is happening on the screen ['and suddenly, a big muscle bound dragon appears before our hero. "Gasp", says the hero. A portal opens up, and ....etc etc". and where's the tactile rumble feedback so you inherently know what's happening)? Etc etc, you could make a list that goes on forever.
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You can argue they'd make more profit by enlarging their demographic, but it can't be seen as a requirement in the game, each game can and should choose a demographic to focus on. If Ring fit becomes a huge success, a sequel will likely include more options, similar to how some already really big and popular games like Pokemon have multiple language options. But, especially for a series just starting out, trying to specialize in everything tends to result in being mediocre or ok at everything, and good at nothing. Some things (say physical therapy for the elderly) is ideal in say water, i.e. exercise in the pool. Mayhaps the ideal circumstances for helping elderly people exercise with it are just not possible with the Ringcon. It's possible there can be some changes to make things better, mayhaps it can be included as dlc later. Offhand I see some accessibility options already in that you can use silent mode, if jogging bothers you or you can't do it, turn that on and make that your main mode. In battle you can choose whatever exercise you want (it'll be less effective dmg-wise per enemies, but you can do it), so if you can't yoga pose you have other options. And as another has mentioned, they have an injury and they can still play the game, but where needed they have to get creative with tricking the ringcon to get it done. Those with disabilities can likely do similar, but tbh I think there's too many potential variances in disabilities (strength, range of motion, etc) to effectively advertise or promote that the game is compatible to helping people with disabilities exercise, even if it is. And the legal ramifications I imagine is a big turnoff/risk whenever it comes to any business venture/advert.
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Anyway, I thought I heard in one review that you could switch to something where you can press a button to perform an action vs doing the actual exercise, I can't recall what that was, but if so that's another disability accessibility option. If you are disabled such that you can't push in, or pull out, or hold the ringcon in general, then there's not much else that can be done. You can change it to a button press, but then ...it's not really much different than playing any other game when it comes to physical activity.
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I did think it would have been interesting if they had released multiple versions of the game (with different strength/resistance Ringcons), which would cater to more groups. I think it's probably the same issue of this being their first venture. They can't go too big cause if it fails then they lose a lot of money. Based on if the success and sales are good, I could see it becoming big/popular similar to wii fit. But it may never be advertised or hardcore catered to those with disabilities due to the variance and risks, idk there's any scientific one size fits all solution to that, other than the general idea of exercise to your ability is good, rest is important too (don't overdue the exercise, give your body time to recover and rebuild itself), and generally the more you stretch and workout your body the more flexible and strong it gets. If you don't use an ability that ability eventually deterioriates and or you may lose it altogether. But I think all training per person would need to be specialized, so there probably isn't much equipment-wise you could do, unless you want to include like a dumbbell (but what weight?) and one of those squishy stress balls, and then everyone comes up with their own exercises.
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But then again, attaching sensors to the stress ball or the joycon to the dumbbell could be used to track reps or activity, at that point though I don't think people would buy it as it's very basic at that point...it'd mainly be regular weights with an upcharge to add a bit of incentive to workout since it's gameified and tracked. Hmm... Anyway that's my 12 cents (I write a lot, sorry).

Re: Stardew Valley Creator Opts To Self-Publish Game On Switch Amid Chucklefish Allegations

DeltaPeng

@Purgatorium Maybe I'm missing your point then, since I don't see how aiming to prove the people in question were employed would go against it.

From what I gathered, you imply that Chucklefish is pushing legal language to avoid paying 'their employees'. One doesn't typically have any obligations to give money to volunteers or strangers for work done, only employees or those you have an agreement with (for legal purposes, should be a written agreement). If you can't prove they had a written agreement for pay or were employed, or even that chucklefish ever said they would ever pay them at all, why are you assuming/implying that Chucklefish is guilty party or that they have committed some wrongdoing?

...Alright, just looked up some articles:
Oh, and as a heads up I like to write a lot, It's not personal, it's just something I do. Better to explain a point well or practice doing so, anyway..
https://www.pcgamer.com/chucklefish-responds-to-allegations-it-exploited-volunteer-starbound-developers/

"Composer Clark Powell also tweeted to say that they "almost did the audio and music" for Starbound until he was informed that it was an unpaid job."

And then from Chucklefish:
"...During this time both the core crew and community contributors were collaborating via a chat room and dedicated their time for free. Community contributors were under no obligation to create content, work to deadlines or put in any particular number of hours. Everyone was credited or remunerated as per their agreement."
...
Reece acknowledged signing a contract, saying that contributors were required to do so if they wanted to work on the game, and that they were further enticed with the promise of possible employment at Chucklefish in the future.

    • -
      That said, it's like signing an agreement to work an unpaid internship (so that you get some professional work experience), but the tradeoff is no pay. In this case, some people had to sign the agreement in order to be allowed to work on the project at all, so the 'pay' you get is essentially the experience. That is not as good as the experience + $, but it's still something, by working on Starbound and/or getting to see source code (for programmers) or mayhaps even just the gist of how to create good professional quality art for a game, you potentially learn the gist of how to create a game like Starbound on your own. Since it was a big hit, that also makes that information/experience more valuable. I do a bit of gamemaking as a hobby on the side, I'm curious to see what the code and organization of it all is like, but they'd never let me see it (for free) as it's essentially their goods and services, their confidential material. So being able to see and work with it does have some value. And, while not $, you do at least get your foot in the door and get some real world experience, which you can claim and can legitimately help you get a job in the game dev world (particularly since it was a success). It's hard to claim you should have been paid after the fact, after signing an agreement that you're open to working without pay. You could argue that, since Starbound became a large success, the company OUGHT to have thereafter, paid their volunteer workers, but it's not an obligation since the workers were clearly aware ahead of time that they wouldn't be paid. It'd be a smarter and perhaps more humane thing to do for Chuckfish to retain loyalty, assuming they liked the work that was being made and wanted to see more contributions from those people. But it's harder to do it after the fact. and it's not like these people didn't have a choice, Clark Powell opted not to contribute because he wouldn't be paid, the others could have done the same. A likely problem is, since they weren't planning on being paid, they probably did not track their hours. That said, if you can't verify how much work or time they actually contributed, it'd be hard to find a fair amount to pay them.

Unfortunately, companies are kind of dumb, not paying their loyal employees fair wages at times, and so they leave, and the company loses valuable experience. They could've still given them something, like hey here's a a couple dozen free keys to the game so you can give it to your friends and fam, or here's a few hundred dollar gift card or something. But based on the circumstances and since they have an agreement AND they were clearly aware ahead of time it would be free work, I'd say Chucklefish has no legal or moral obligation to do so. They burn bridges, lose loyalty, and may look bad by not doing it, but they appear to have been quite clear/upfront on the pay side of things beforehand.

It's a bit of a gamble. Someone who worked to create Microsoft in it's starting days (say...idk, 40-60 years ago) can't just go up to Bill Gates and demand that they be given millions of $ because Microsoft is as big as they are now and hence their work back then was actually a ton more valuable than the amount they were being paid for at the time. For one that'd be a pain to manage, but also that's the purpose of written agreements, you give us time for $x/hr. But on the plus side, if a company bombs they can't go back to their workers and ask for their money back (since the product failed). It's a risk business owners and employees take, they hire you cause they hope they'll be able to eventually make more money than the initial large costs it took to get started.

That's part of why salary negotiation (in any job) can be important. While they may not have money, sometimes businesses offer other incentives, ie. startup companies, since they don't have money to start, they offer shares of the company to their employees. If you will work for free BUT want to be paid if the game is wildly successful, you need to negotiate that ahead of time (define wildly successful, some games like Telltale were quite popular, studio still went broke). But it has to be decided beforehand. Most likely most of these volunteers were just random people with no videogame experience to start. In the article it was clear, either you're open to working for free or you don't work on the project at all. It's their project, they can state the terms of who they allow onboard. Just because someone works for a company doesn't mean they actually contributed or did much to progress the project along, and if they did, then they undersold themselves by agreeing to work for free. But if (say) Chucklefish had 200 people who were open to volunteering their time for free, and say 1,000 that would only work for pay, and they only needed 50 people, it makes complete sense that Chucklefish would just work with the free people (first), per supply and demand and budget constraints (at the time). Why pay someone $ to do the job if you have an abundance of people who are willing to do it for free, and if you didn't actually want to do it for free, you could argue that Chucklefish would've just moved on to the next volunteer and then you wouldn't have gotten a chance to work with them at all.

If you wanted something else, or a condition to get paid if the game was successful, you need to negotiate beforehand so both parties know what they are getting into and what obligations are involved. If you contributed, then if anything, you got the (professional) game dev experience which may help to actually getting a job in the field later, which does have some merit and value. If your work ended up being major such that the project could not have been done without you...well likely you would have been hired by them. But if not, then mayhaps you undersold your ability by agreeing to work without pay (you didn't know or properly promote the value you could bring to the team and why you should be paid such that they'd select you over someone else who'd be willing to work for free). Or perhaps you did know it, but they (and mayhaps other companies) wouldn'tve given you a chance since you had no professional experience, but now you do, so it's more likely you may get hired in the future or at least standout from others who want the same opportunity (it's that lame catch 22 some entry level jobs have. They want a new hire with x years of experience, but how can you get that without first being hired?? Though technically most companies understand that and would potentially hire you (i.e send in your resume anyway, sometimes they just state preferences over actual requirements, so don't let that scare you from applying. You could fall way below the preferences, but if they still think you could be a good fit you could still get a chance). That's partly where internships come in, or working your own side project and making a demo / portfolio to show you can actually work and be productive and get something done which you set your mind to. People who want to create videogames are , well, I'd say a good majority of almost every gamer. Those who actually can or have worked on projects are a very small number)

tldr;
(if you don't mind me irreverently poking a bit of fun and humor of the situation, this came to mind:) employment contracts exist to avoid workers, x amount of time/years later, coming back as Adventure Time Squirrels ;p https://www.youtube.com/watch?v=iryLTDK-Ghs

Re: Review: AI: The Somnium Files - Another Gem From The Creator Of The Zero Escape Series

DeltaPeng

@Lizuka I have a similar opinion, I liked the 999 story quite a bit, but it did seem pretty slow. Virtue's Last Reward was amazing going in blind after knowing the story of the first game, solid story and loved the graphics and english VA.

ZTD was not as good and some parts of it just didn't match / make sense in my head which messed with the experience, and I didn't care much for the ending, though it was interesting.

That said, I was uncertain about the game initially, but am more interested in this game and may get it now that I know that it's the same creator as the Zero games. I think for the experience it'd be best to get it on the Switch so I can play it more comfortably portably or TV as needed, but then for long-term it may be best to get on Steam. Hmm.

For those who haven't played these games, they get pretty intense per the premise, with some intense/ violent scenarios, I would assume this one is similar. Read a description/summary on 999 as an example. It adds to the story in that it's intense and life or death. But it is pretty strong and shocking so...read 999 and if you want watch some Youtube footage to get a feel for what to expect.

@chento11 I do hear that in some reviews, about there being a lot of sexual jokes in this one. I haven't seen any footage (I want to go in blind if possible), but if it's overdone that's too bad, I could see it detracting from the experience or relatability with the chars. Though, this showing some nightmare/dream world though I expect the violent scenes will be pretty intensive...which does inhibit me away from fully committing to buying the game. I feel like I'll have to mentally prepare myself for it. My personal tastes would have those sexual jokes and violence turned down a couple of notches. Though the core and mind bendy interesting/intense story is the main draw, and this creator is certainly unique in his work.

@AJWolfTill Per Sigma, I remember him being a bit pervy, but I can't recall it getting too crazy. To say it lightly without trying to spoil anything about VLR, once you find the truth about everything, it's kind of makes that side of those interactions more funny/interesting though

Re: Stardew Valley Creator Opts To Self-Publish Game On Switch Amid Chucklefish Allegations

DeltaPeng

@Purgatorium Do you have proof that the people in question were employed?

@Yorumi Nice to see a well thought out and written response. I've been getting into politics, and yeah I'm seeing this kind of thing/situations more often. I agree mob mentality and or morality is bad, and as said in some other prior posts, it's wrong to assume guilt (or truth) just because it's a person versus a corporation, or say a woman vs a man, etc.

I agree that the existing system shouldn't just be tossed out (not until a better system is found), and there is a growing problem with school debt. I think the fault lies in three main areas, universities/trade_schools/etc way overpricing education, banks lending out too much money to people who can't afford it, and kids not understanding the true value of money. You could add parents not warning their kids, though back even just what, 20-30 years ago my parents could go to school for like a couple hundred a semester. There's been some inflation, but DANG not that much. I will say that per student loans, that one is harder to 'know' from a students' POV until you're actually paying all your own bills, have your own place (dorms don't count as you're still paying for it on credit/loans), living on your own, etc, which is sometimes post college. Until then I don't think people have a true understanding of just how much university is actually costing them, in relation to true cost of living, how much money you lose at the start from taxes, etc.

I feel like the more people who get themselves in this trouble though, the more people who are tempted to blame the system, want to overthrow it, or overhaul it (so that the government manages takes care of everything for you, which has potential to become corrupted and/or people to become overly dependent on the system), thinking it's the system that failed them over the points I mentioned. And the whole victim mindset and mentality is not helping people grow up or prepare for the real world, in which it's better to become independent and take responsibility for your actions. I agree that it's tough though if you get yourself stuck in a lot of debt, certainly makes the road back much harder. While some of it is corporate/school/bank greed, we do have to own up and take at least some kind of responsibility for our actions, though. It's a hard situation and a growing problem. These days, I don't think I can recommend university to most people (thankfully community colleges still seem reasonably priced). Thankfully, you can learn a dang lot online for free, through just watching YouTube videos. Another good source I found is Udemy, wait for a sale, and you can get 3-20 hrs of video instruction for like $11-15.

Re: Smash Bros. Ultimate Players Aren't Happy With New Online Tournament Rules

DeltaPeng

I play smash more competivitely, I'd say 1 stock is terrible if anything cause people sometimes accidentally SD at times (lose third jump but didn't know it, for example). If you're only playing at one stock, a loss which then costs you the tournament can feel unfair, where if it's 2 stock I see you having a chance to make a comeback or clutch victory. Some people complain about the time forcing it to Sudden Death, I'd say they should extend the time further if needed to account for it.
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A fair point to make, perhaps, is to consider that Smash can be played casually and competitively. Neither is wrong, and the game can accommodate both. So it's not wrong for competitive smash players to complain and advocate changes to the playstyle they enjoy, as there are other modes already out there for the more casual players to enjoy (items, 4 player free for all, etc). If you don't care to play competitively, that's up to you, but don't harass or illegitimize those who care to play in that way.

Re: Devs Make Big Bucks On The Switch eShop By Drastically Reducing Game Prices

DeltaPeng

Simple math and supply and demand. Some of these cheap games deserve to be a lower price point than what they ask, so part of it is finding the price point where it feels fair or a value to the customer. Plus you get attention being on the sale page/ having more downloads.

Basically, you could get 10,000 sales at $10 game, for $100k, or you could sell your game for $1 and you're more likely to get a lot more sales, so 100k sales at $1, for $100k. Many more people are open to buying the game at a $1 than $10, as if it's $10 most people will need to at least already have some interest in the game. At $1 people will buy it even if they don't care all that much or don't even end up playing it, and it's no biggie cause it was so cheap. You gotta find the right price point per people willing to buy to maximize profit, but between 10k for $10 and 100k for $1, 100k is a better win imo even though the amount is the same, cause you get more people at least playing and trying your game (which is part of the whole point of making games, to have people play and enjoy them), and if they like it they may come back and buy more. I'd bet with how many games are on the eshop, cheaper priced games will get a higher overall profit than the more expensive games (unless you're already established, a bigger studio, etc)

Re: Nintendo's New Ring Controller May Have Been Revealed Years Ago, We Just Didn't Know It

DeltaPeng

I picked up a lot of old cheap Wii dance exercise games, and they are actually quite helpful for exercise/ getting me moving. I'm curious to see how this is priced and how it turns out.

It does look a bit odd and I don't know how popular it will be in groups, but if it increases my quality of life via exercise it's a win for me. Some of the exercises looked resistance band-y, it'd be interesting if they sold different models with different resistance/strength levels

Re: Feature: Just Who The Heck Is Terry Bogard, Smash Bros. Ultimate's Latest DLC Fighter?

DeltaPeng

Hmm, I know of Terry, but I suspect most people who haven't played many traditional fighting games wouldn't know who he was

I kinda wish they chose a more secondary character from SNK, like Blue Mary or Athena, it's always the main character of the series (which if it's a JRPG, usually means they're a swordsman). He looks pretty similar to Ken, so a more visually different character would have been nice, but eh, I don't follow SNK. If he's more popular in the SNK world and to SNK fans, so be it.

Similarly though, if Virtua Fighter ever got in, I wouldn't want Akira, he's waay too similar looking to Ryu (and...does Akira really have a personality?). Though I guess playstyle/moveset counts more in the end.

Re: SNK's Terry Bogard Joins Smash Bros., And There Are Even More Fighters To Come

DeltaPeng

@RareFan Now that's an interesting character idea, Lara Croft.

I'm pretty satisfied with Banjo and Piranha. And The Hero is basically the closest thing to Anime/Goku that we'll likely get. The only major inclusion left I'd say for most fans would be Sora

Per general comments, I know of Terry, but eh it seems they always throw in the main character, it'd be more interesting to throw in some side characters or just choose among the most popular characters per a series (but then again, idk, maybe Terry is popular within the SNK fighters). Per JRPG's, the main almost always uses a sword too, so there's less potential for variety.

While I'm not usually a fan of DLC, I don't mind some more fighters for smash, it does get a bit pricy, but on one hand any new Smash game would have to get re-licensing for the characters used (and hence some may not make a return), by adding them all to one game, you're able to keep them all in without the need to renegotiate contracts / pay extra licensing fees, I'd imagine. It is relatively pricey (compared to the cost of the game), so unfortunately a lot of the more casual Smash bros fans will prob just skip the new chars. I host most game days at my place, so I can get more use/value of buying the characters. I'll probably hold for more info on this second pack of fighters though, wait and see. I do appreciate that every new character so far has had an interesting and unique playstyle and moveset, which I feel should be the case with the price. If they're going to be more like an Echo fighter (i.e. potential octoling), they should probably be cheaper in cost.

Re: Disgruntled Gamers Are Review-Bombing Astral Chain On Metacritic

DeltaPeng

It is baby--ish behavior. Their unfair whining (via rating a game they've never played, just cause of console exclusivity/ unwilling to pay money) could affect the possibility of sales and hence sequels and the livelihood of the devs, spitting on their efforts and all the hard work they put into the game. If you don't like console exclusivity, just don't buy it, and sure you can complain elsewhere on forums, but don't unfairly hinder sales via review bombing. If you hadn't noticed, Nintendo doesn't get a lot of games from PS either. That's how the world works currently. I think critically the game with official reviewers did well, so I'm guessing it will still sell well enough regardless. People can be pretty petty though.

Re: Feature: Where Does Nintendo Switch Fit In The PS5 And Xbox Project Scarlett Next-Gen War?

DeltaPeng

@Paraka Agreed, the 3DS was terribly low res, but it still looked good for what it was (and of course had a lot of good features per the dual screen, touch controls, etc).

BUT it's because of that I'd say, and the large install base, that I think it lasted and was as popular as it was, because it'd be a lot cheaper to develop for indies and other studios. It's like the best place to enter the console space (as a dev) and try something new, where the bigger and more powerful these consoles get, the more the users expect higher production qualities (and hence more cost/risk to devs). Assuming the Switch isn't too hard to dev for, I could see it continuing to be a good/better place for indie's to work with regardless of PS5/XBS

Re: The Physical Version Of Spyro Reignited Trilogy On Switch Will Require A Sizable Download

DeltaPeng

I think companies are missing the point of the appeal of having games on physical cartridge. I understand the sizes may be small and catridges are expensive, but the point of having it physical in large part is to be able to share the game with others and have access to it (even if eshop goes down in future due to new systems).

If you always require a (large) download to play it, or maybe even any download at all to at least be able to play it from the cartridge alone, then in some ways why go physical? Sure there's a bit of a collector's aspect to it. But a large portion of the point is lost. Or say for collections, when part of the collection is lost / non-transferrable with the cartridge since it's a limited-one-code-use download. Kills/lessens resale value as well. Games that have free downloads (i.e. Splatoon/Smash) I less care about, since if you transfer the game others can still download the needed content for free, and you could always play the base game from the cart.

Should be a consideration at least for what games should be physical

Re: Fire Emblem Voice Actor Has Dialogue Removed Following Admissions Of Abuse

DeltaPeng

I don't know much about the situation other than what's written here, of course abuse is bad, but it makes it sound like Nintendo is the bad guy here for removing this guy's lines for wanting to essentially apologize/repent for his actions. I could see it being a problem if Chris confessed to these things and was proud of hurting people and wouldn't stop, but if all he did was say "I messed up bad, and I see it now, and now I want to make things right", which is what it sounds like he's doing, people shouldn't be condemning that, they should be happy that he's trying to course correct his life.

We've all made mistakes in life, becoming an adult is owning up to your part and then trying to make it right.

So at least off hand, it sounds like Nintendo is in the wrong here, or being too overly cautious to try to please people. People are dumb sometimes and make mistakes, that's part of the world we live in. But again, it feels like Nintendo is punishing Chris who's trying to now do the right thing, which I think is counterproductive

Re: Hatsune Miku: Project Diva Mega39’s Announced For Switch In Japan

DeltaPeng

Wow, that's a lot of songs! First I thought it was a collection when they were going through all those titles in the beginning O_O

I hope hope hope it's not grindy to unlock items. I enjoy the games, but more for seeing the different songs and switching out characters and costumes. Repeatedly playing the songs over I'm less a fan of

Re: Banjo-Kazooie's Smash Bros. Reveal Was One Of The "Biggest" Moments In Grant Kirkhope's Career

DeltaPeng

@Vectorman
I didn't say "love the attention to detail... of how uniquely different this reveal trailer was compared to the others", as I and prob a ton of ppl would agree it was very same-y to King K Rool's.

I said "Love the attention to detail... per Banjo and Kazooie's... <emphasis>expressions/personalities</emphasis>".

This is not inherently about the reveal trailer, but the original characters' personalities and design reflected in gameplay+ trailer. Just look at the snapshot on this article for reference. I saw that and thought, fun, Banjo's kinda happy dopey carefree expression is present while Kazooie remains the cynical/serious.

Either way you're welcome to have your own opinion, but you're claiming something different than I mention

Re: Atari's Take On The "Classic Edition" Trend Will Cost You At Least $250

DeltaPeng

If it only plays classic Atari games, why the heck would you put that much RAM (and excessive processing power) in it? Just drives up the costs. It's hard to justify those price points and loses the appeal of a lot of the 'classic' systems so far, which is having many retro games on an affordable system. In fair part for nostagia, I didn't really play Atari back then so idk if having several rare games could justify it, but that high price point would discourage curiosity buys

Re: Popular Tourist Go-Kart Company in Tokyo Loses Lawsuit Appeal Against Nintendo

DeltaPeng

Yeah...epic fail, good luck trying to find favor after blatantly ignoring the court's decision (you can't just do whatever you want because you feel like it, sorry that's not how things work).

Can't legally use another's IP, though copyright claims aren't always pursued. And if money is involved all the more likely you'll get called out for it

There's no doubt that their attraction would be less popular had they not used Nintendo-themed costumes, all the more reason for their infringement to be stopped. In other forms of media, if you want to use another character's IP as a guest character or for a promo, you have to pay that company for the rights to use their character. Same situation here, if they wanted to use Nintendo-themed costumes, they need to confront Nintendo and work out an agreement to legally do so.

Nintendo-themed halloween costumes can be different, if they're official, then it's licensed by Nintendo (whatever company made the costumes worked out some deal to give some commission/profits to Nintendo to use their IP). If they're unofficial, technically it's not legal, but Nintendo will likely not do anything about it because they aren't losing money on it, and instead it could be good/free promotion for them. Either way, it's in Nintendo's right to decide as copyright owner. Same with Youtube and the Nintendo's creator's program. People didn't like it, thought it could be more detrimental in the long run, and maybe it was or is. Doesn't change that Nintendo is the copyright owner and so they have that option to decide best how their IP should be presented. Fanart tends to get a pass for this reason, but selling it crosses a line and into territory where Nintendo could stake a claim. Some exceptions on if it's a parody, but I don't know the fine rules for that.