Comments 957

Re: Sine Mora EX On Switch Releasing After Other Versions

Discostew

Is this going to be another case where if it doesn't sell well when released on Switch, they'll back out of making more Switch games? Because this is self-sabotage when everyone will buy it elsewhere because they can't buy it on Switch at the same time. The only reason why the Switch version could possibly sell well with this scenario is because of portability, but I honestly hate how Nintendo's platforms are becoming afterthoughts. Rayman Legends was one of the first to push Nintendo off to the side by forcing Wii U owners to wait for a completed game half a year later in order to appease other platform owners, yet Nintendo platform owners don't get that same benefit. It's generally "after" other platforms get them.

Re: Sledgehammer Games Has a Definitive Answer on Call of Duty: WWII for Nintendo Switch - "No"

Discostew

@westman98 CoD on Wii U sold poorly because it was basically similarly powered hardware to what existed for a good 7 years prior, with nothing that made it stand out, when the install base on the other platforms was incredibly large. Chances were, a person who got a Wii U likely had a PS3 or 360 or PC.

What Switch has is its portability, which is a major attraction to both consumers and developers. And even if it isn't as strong as PS4/XB1, it never stopped developers before. Even CoD got ported to Wii when PS3/360 got it too, and that system had a much larger gap in power than Switch does.

Re: Sledgehammer Games Has a Definitive Answer on Call of Duty: WWII for Nintendo Switch - "No"

Discostew

It's really a lose-lose situation Nintendo has on their hands as a 1st-party, simply because various 3rd-parties tend to not want to compete with Nintendo on their own platform. A lot of people say specs are the reason, yet specs didn't stop the Wii from getting numerous 3rd-party games, including CoD, and Switch has a far smaller power gap. Numerous times, Nintendo has given 3rd-parties the spotlight, but they chose to ignore it because they don't want to take risks. They want Nintendo to build the platform up for them. Yet, when Nintendo does build it up, the 3rd-parties still ignore it because the platform is popular because of Nintendo, and they don't want to have to compete with the 1st-party developer on their platform.

Basically, 3rd-parties want Nintendo to somehow have a good-selling platform that isn't driven by Nintendo's own software so the 3rd-parties can swoop in and make some sales from simply being there.....

I buy 3rd-party games on Nintendo platforms, but I don't buy ports that are crappy, late, or otherwise a sign of sabotage for no reason other than because the devs didn't care.

Re: New Trailer for Skyrim on Switch Showcases Motion Controls and Link amiibo Support

Discostew

For folks wonder if this is just vanilla with all the DLC, or the remaster....

http://i.imgur.com/uz7OBZi.png

Vegetation more dense, sun reflection in water more scattered (as an indication of using the newer water shader), overall color shading, etc. Texture quality may not be as high as on PS4/XB1/PC, but this other stuff, plus evidence of things like godrays in the initial Skyrim for Switch reveal point towards it being based on the Remastered version.

Re: Mega Man Legacy Collection 2 is Announced, But is Skipping Nintendo Switch and 3DS

Discostew

@Lewieboy124 Vgchartz, and though you may laugh at that, it's been almost 2 years since the 1st collection released, so their numbers are probably close enough to the actual (vs numbers based on just a few weeks after a game's launch).

And why would folks buy on Switch if they bought the 1st collection on 3DS? Well, for one, a different console (that's also portable). Two, it would seem that having the game again isn't exactly a problem for many, since on the 3DS, owners had access to all of the first 6 Mega Man games via VC, while the 1st legacy collection sold the most on it. Third is likely because the 3DS cannot really handle the 2nd Legacy collection, as it's not made up of NES games (not even 9 and 10 are NES games).

Re: Mega Man Legacy Collection 2 is Announced, But is Skipping Nintendo Switch and 3DS

Discostew

It sucks, but, there might be some reasoning for it. With the Disney Afternoon Collection, that isn't purely Capcom. If Disney doesn't want it on Switch, then Capcom can't do anything about it. With MM Legacy 2 not coming to Switch, it's sorta understandable, since Switch does not have the 1st Legacy collection. With that, perhaps the reason why is because of a possible Ultimate Legacy collection, where instead of only having the 2nd of a 2 set, it'll be both sets combined.

Re: Feature: 30 Games We Might Get On The SNES Mini Classic Edition

Discostew

Ugh, I keep hearing folks say Nintendo doesn't know how to emulate the SuperFX chip, hence why games using them are never part of VC. That's not true at all. The problem is the licensing of it, because Nintendo not only didn't make nor own it, but the folks who own it now don't care to work with Nintendo.

Re: Video: Let's See How Mario Kart 8 Deluxe on Switch Compares to the Wii U Original

Discostew

@gatorboi352 I'm not suggesting that Fast RMX is the best the Switch can provide. I'm simply doing a comparison from Wii U to Switch with the same game, and that particular game is making a jump by 4.5x the pixels. It may be a racer, but it still pushed the Wii U to its limits with effects and tricks practically not seen in Wii U games, and by comparison and statements by Shin'en, the Switch version is not pushing the limits. It was also a a port of a game that was already completed long before, giving the dev team a chance to focus completely on the port.

BotW on Switch was not like that, but in fact was requested late in development and expected at the Switch's launch, so there was no means to really focus on that version like Shin'en could with Fast RMX. It got patches that improved frame rate already. Seriously, when Switch's BotW was shown to run smoother in portable mode at 720p than in docked mode at 900p when portable mode has to underclock the hardware, you know there's more to it than system power that's causing the issues.

Re: Video: Let's See How Mario Kart 8 Deluxe on Switch Compares to the Wii U Original

Discostew

@gatorboi352 I'm pretty sure Fast RMX demonstrated how much more the Switch could do, going from 640x720 @ 60fps (with drops), to a full 1080p @ 60fps on Switch. That's 4.5x the pixel count, and the only reason why single-player mode even drops in resolution is due to a flaw in the firmware that's eating up GPU resources (mentioned by Shin'en). This doesn't take into account that it's a Wii U port (much like MK8D) where they are still limited by the structure that Wii U utilized, and that a full-on Switch game would better utilize the resources.

Re: Citigroup Analysts Predict Nintendo Will Release a Mini-Switch in 2019

Discostew

The battery in the Switch takes up a major chunk of the space, and because battery tech really hasn't advanced much, I find it unlikely that a Switch mini will happen that can do everything the Switch can. There was news about glass-based battery tech that provided roughly 3x the charge that Li-ion batteries provide, and takes just minutes to charge fully, but that's still a long ways off.

If anything, a non-portable Switch could happen, where it becomes a mini console simply because of taking out the screen and battery.

Re: Video: Let's See How LEGO City: Undercover on Switch Stacks Up Against the Wii U Original

Discostew

@NEStalgia My theory is duplicated data. They certainly had the space on a Wii U disc to do that if with all unique data would tally to 7.1GB. Duplicated data for a disc is beneficial because they could set up long load sessions (like the city) in such a way where the disc would practically stream from one point to another. Wii U's disc drive could only handle about 21MB/s when actually reading, but that doesn't take into account access time. Read jumps to different data points causes an access time delay, and discs are very bad with that because the read head has to physically adjust to wherever the next point is. It's probably "the" reason Sony and MS went with mandatory installs to HDDs. So, to duplicate data so it streams instead of jumping around, it reduced load times. If they kept it at 7.1GB on Wii U and made the read head jump around, you'd probably end up with double the load time.

With Switch and the flash medium with internal storage, microSD or carts, access time isn't an issue. Plus the flash medium is already faster than Wii U's disc drive read speed, so overall faster load times.

Re: Video: Let's See How LEGO City: Undercover on Switch Stacks Up Against the Wii U Original

Discostew

There's a few spots where the Switch uses lower-res textures, but I think the majority of them are either the same resolution, or higher. It is a bit dark in numerous areas

One thing that's really giving me issues is on Switch, the mouth textures are producing some Z-fighting amongst themselves. Look at face close-ups. You'll see it in the first cutscene with Honey. There is also unusual shadow casting from face textures, something not done on the Wii U.

Overall, the Switch version is better, but has various issues that put me off from getting it at the current MSRP (or even Prime discount).

Re: Forget Scratched Screens And Joy-Con Problems, "Warp-Gate" Is The New Nintendo Switch Issue

Discostew

@Rocketjay8 Exactly. I took pictures of mine. The edge where the screen meets the top side is flat, but the edge where the back meets to top has a curve to it. One where on both left and right sides, it curves out a little, then in, where I'd estimate about 70% of the backside is flat. It seems more design than error, and I use my Switch in the dock the majority of the time (a good 90% if not more).

http://i.imgur.com/uyu0kXQ.jpg
http://i.imgur.com/f3eo7G7.jpg

If this were because of heat, then it would only affect one side where it would actually get hot because that's what components do when under load. But, the "battery" side not only has a little curve in it, but it's basically uniform with the other side.

Re: Developer Survey Reveals Worrying Lack Of Interest In Nintendo Switch

Discostew

http://reg.techweb.com/GDCSF17-StateOfGame?kcode=gamabl0112

Significant trends revealed by the survey results include:

Optimism for the Nintendo Switch
Uncertainty about console updates like PlayStation 4 Pro and Xbox's "Project Scorpio"
HTC Vive's ascendancy to become the most popular VR/AR platform for devs

This "survey" was done back in November/December, which I believe was before we knew what the Switch's launch day was. Now take into account NDAs for the Switch at that time, and how most devs in this aren't exactly the major console devs. I would think the amount developing for PC/phones would make that clear.

I'm really starting to hate this sensationalist form of reporting.

Re: Here's Why Nintendo Switch Games Cost More Than Those For Other Consoles

Discostew

Did people forget the "Atlus tax" so easily?

Also, the 3DS proved this article wrong long ago. It had cartridge capacities upwards of 4GB back in 2011, yet games that utilized that capacity were the same price as those that used much smaller capacities that were less than 1GB. Pretty much the only ones to stray from this were the aforementioned "Atlus" who typically increase the price on their games because.........they could. It has been 6 years since the 3DS released, so the pricing of 4GB carts for Switch is certainly going to cost much less than those 4GB carts used back then for 3DS. Just like any other type of storage, pricing goes down as time goes on. Heck, the carts used for Switch are now fully read-only, whereas 3DS, DS, etc have all had the ability to hold save data, meaning data could be written to them (even if it was a small section).

As it is, Zelda is certainly a bigger game than RiME, both in sheer content and data size, yet it's the same price across the board, both on Wii U (which uses discs) and Switch (which uses carts). Does a single cart cost more than a single disc? Sure, but we're talking possibly from pennies to upwards of maybe $1 for read-only memory. $10 more? No way. There is no reason to assume a game like RiME requires a price of $10 more than on other platforms just because it can be on carts.