Comments 1,107

Re: Nintendo Will Now Let You Upload 64 Courses In Super Mario Maker 2

Dodger

@jockmahon Yeah, plenty of people have shown footage of online running very slowly. I love SMM2, but there are some problems with the online mode, both what levels it chooses and how well it runs.

It did bring back the Tomodachi Life mii voices though. Reminding me of Tomodachi Life is a good thing.

Re: Nintendo Will Now Let You Upload 64 Courses In Super Mario Maker 2

Dodger

@DenDen As I understand, part of why the Endless level pool is better than SMM1 is that in SMM1, unplayed levels were thrown into 100 Mario mode, but in SMM2, only/mostly levels with at least one play and like are thrown into the Endless mode, while levels are expected to get their first like and play from the New Levels menu (or from sharing on other websites, like Nintendo Life). Since at least someone has to like a level before it shows up in Endless, hopefully a higher level cap shouldn't make anyone's experience with Endless mode worse.

Re: Nintendo Will Now Let You Upload 64 Courses In Super Mario Maker 2

Dodger

Cool - I'm about halfway to the old limit, so this is good. I like it.

My dream: Mario Odyssey theme. The 2D controls (not the 8 bit SMB sections but the sections where the controls are locked to 2D with the 3D graphics) from that game should map perfectly onto Mario Maker's controls, and there's so much you could do with the hat jumps and switching between captures in the same level and using how fluid the controls are in interesting ways. Mario Odyssey has such great controls yet such surface level level design that I would love the chance to build on its mechanics and make levels that use its parts in interesting ways.

Re: Nintendo Releases Statement About Switch Joy-Con Drift Issue

Dodger

At people suggesting Nintendo is insincere for putting out a meaningless corporate response: Regardless of your opinion on joycon manufacturing quality, it is wisdom to be fair enough to Nintendo to recognize that if they released anything resembling a statement that joycons are faulty products or anything resembling an apology, it would be used against them in court. Any lawsuit significantly limits what either party can publicly say and in any situation with significant negative press, keeping silent and only issuing generic statements until people move on is usually the best way to play damage control in the internet age.

Re: Review: Automachef - Considerably More Complex Than Using A Microwave

Dodger

I am a little confused by this review. As far as negative points go, it says that the use of the right stick button is annoying, that is isn't frantic like Overcooked, isn't a sim game like Three Point Hospital, and is a hard puzzle game. Only one of those things is actually bad though. It doesn't sound like the reviewer liked the game, which is fine, but I don't think the reviewer makes clear enough whether it is a good hard puzzle game or not. Even the conclusion suggests that the reason the reviewer doesn't like the game is because he doesn't think the time and mental energy required to solve the puzzles is rewarding, but some idea of how well it comes together as an experience for its intended audience would be helpful.

Re: Random: Super Mario Maker 2 Player Recreates The "Worst Ever" Level 1-1

Dodger

While everyone has a line that SMM2 levels cross with respect to difficulty, remember that SMM2 has no lives and quick respawn time. That does change level design in that a designer can create a hard level as a puzzle to figure out as long as there isn't too much consequence for failure. That doesn't mean there isn't good and bad level design, but creating a really hard level isn't in itself bad when there's no real penalty for failure.(Unless you're playing the infinite mode, but I don't do that usually because it doesn't mesh with the idea of taking my time to figure out someone's level) It just becomes a question of what you enjoy. It's fine if you prefer higher clear rate levels. No judgement.

I would repeat suggestions to avoid the most popular levels list: it's usually too influenced by YouTubers. Hot Levels is a better list because instead of showing the most played levels, it shows recent levels with a number of likes, while online communities are often the best ways to find levels. I mostly use NintendoLife's forum page and StephenPlay's Morning Mario website, but there are others. Because I do so, I almost never run into troll levels or kaizo levels so far (occasionally a bad level, but plenty of good ones too). There's a lot of levels out there made by good designers or even professional designers.

Re: Review: Super Mario Maker 2 - The Last 2D Mario Game You'll Ever Need

Dodger

If I was reviewing this, I'd give it a 9. 10s in my book are for games that have no flaws large enough to take away from the experience in a meaningful way. Is Super Mario Maker 2 that? No. Is it a great game that anyone who likes platformers should have? Yes! Very much yes. The level maker is fantastic and there are so many unique experiences that provide more creative highs than any NSMB game.

Some flaws that detract from the experience: Remember that tracks really are one of the most important tools in Mario Maker for making parts behave in unique ways. Even Nintendo is heavily reliant upon them in story mode. The fact that so many of the new additions in Mario Maker 2 don't work with tracks does limit the ability to use them in cool ways. Twisters, banzai bills, and skewers come to mind as parts that could work with tracks and don't.

Multiplayer. Not just the awful frame rates. The camera in even local co-op is broken. It regularly follows someone who is falling to their death and crushes people who made jumps. There's no way to predict who it will follow. Certain levels are next to impossible in multiplayer, versus or co-op. For instance, any level which requires jumping on enemies to cross gaps. That's not a problem in itself. I've made levels that can't be played with multiple players. The problem is that levels like that show up in online multiplayer. There's a tag for versus multiplayer, but it doesn't seem that the algorithm only selects levels tagged with versus multiplayer. This adds a strong element of blind luck. This can be counteracted a little bit by playing with people you know and putting up a skype call or something so you can plan, but you can't do that. I know playing with friends is coming though, so I won't beat that dead horse. The flaws with the multiplayer are the main reason I would knock a point off, and the reviewer really liked the multiplayer, so that probably explains the difference. Perhaps it is better when playing with game reviewers with 100 levels in the pool.

When creating levels, the loss of amiibo suits does make me sad. Not because of theming, but because the ability to give an extra hit and enable block breaking without making the sprite two blocks tall is useful. That's the smallest thing on this list, but it is cut content from a sequel.

The other main flaw that does detract from the experience in some way is that getting the first few plays and likes on a level often does require going outside of the game to other websites like twitter, reddit, twitch, youtube, and other gaming websites to share codes. There's not a good system for new levels to get played. Ceave Gaming has a good video on this. This doesn't bother me much, but could be a problem for a kid.

And there is the occasional janky mechanic. I'm having trouble in one level right now with keys from enemies only sometimes spawning, for instance. The sort of thing that will probably be fixed.

Don't get me wrong, an essay on why the game is good would be 10 times the length if not more. But in my opinion, there are enough noticable flaws to say that this is not a close to perfect game.

That does mean as a reviewer that I might rate a great game with no significant flaws higher than one of my favorite games that do have flaws that I say detract from the experience: I wouldn't give Animal Crossing: New Leaf, Stardew Valley, Civilization V, Elder Scrolls: Skyrim, Zelda: Breath of the Wild, Smash Ultimate, or Pikmin 1 perfect 10s. Pikmin is an 8 and the rest are 9s. Meanwhile, I'd give Super Mario World a 10 and while I could praise it all day for level design and mechanics and fun, I personally like the other games I listed better.

Re: A Rewind Feature And Two NES Games Are Coming To Nintendo Switch Online This Month

Dodger

"After the initial shock of an 8 ton gorilla crashing through the roof of his greenhouse, Stanley said "I will call the police! They surely will be able to solve this dilemma!" He took his phone out of his pocket and began to dial...As I said, Stanley took his phone out of his pocket and began to dial... What are you doing, Stanley? Do you really think that bug spray will stop an 8 ton gorilla? ...it seems so. Very well then. Stanley attacked the 8 ton gorilla with a substance meant to eradicate pests only slightly larger than Stanley's self-esteem, but significantly more important to the grand scheme of the universe than Stanley was in any way throughout his entire life. Was the gorilla's flight truly because of the pesticide, or was it pity and revulsion at the sight of the horrifically ugly and awkward man who was currently wielding it in his general direction? Regardless, the result was that the gorilla fled higher into the greenhouse rafters." - An excerpt from Nintendo's latest indie collaboration, "The Stanley the Bugman Parable."

Re: Review: What Remains of Edith Finch - One Of The Most Unforgettable Games On Switch

Dodger

Is Edith Finch a visual novel and not a game? What Edith Fitch does that a pure visual novel does not is ask you to engage in activities which are designed to cause the audience to imagine what a scenario would be like at a deeper level than mere description. (Minor spoilers - description of a level mechanic, not the plot). The fish section is a good example: it would be one thing to watch a man having a daydream while chopping fish, but having to manage the daydream game while paying attention to the fish chopping game is a genuinely irritating experience that is meant to be a symbol of what it would be like to work a dead end job at a fish canning plant. It is a different way of evoking empathy for this character than simply describing his experiences.

We should draw a distinction between a visual novel that has little to no interaction, like Homestuck (although Homestuck has some moments that do and some of those are really striking moments), and a visual novel that does ask you to engage in activities, like say, Danganronpa or Edith Fitch. Neither of the latter group are choice heavy games or games with huge overworlds, but they do ask you to act as a character in the world and to do things that make you imagine what it is like to be in a situation as that character that a Batman comic or a visual novel like Homestuck doesn't. If Danganronpa or Edith Fitch are visual novels, they are interactive visual novels and that's a meaningful distinction: they use game mechanics either alongside a narrative or to create a narrative.

This isn't all that games can do as art. The ability to craft and comment on choices (even the choice to continue playing, think something like "Get Over It,") seen in games like Undertale or Stanley Parable, the ability to craft and sculpt worlds and atmospheres, the ability to explore what living in a world or a situation is like (think a game like Fallout New Vegas which spends most of its time exploring what this political conflict between the NCR and the Legion is like for its characters and why they side with different groups) are all roads with a lot of potential. This game is just asking you to spend a little time in different people's shoes and to think about why you spent time in those shoes. Not every artistic game has to have grand choices or huge worlds or sweeping political or moral commentary. I do think this game has a theme, but I don't want to discuss it here and cause my interpretation to color people's first playthroughs.

Re: Nintendo Intends To Create The Next Generation Of Controllers

Dodger

@Kalmaro The main problem with joycon joysticks is drift. The set that came with the Switch my parents and sister bought were drifting within 6 months, so that's personal experience, but if you want to see other people's experience, here's an article Nintendo Life did. To be fair, that happens to other controllers, but
not to the same extent.
https://www.nintendolife.com/news/2019/06/guide_how_to_fix_a_drifting_nintendo_switch_joy-con_analogue_stick

I don't want to sound excessively negative about the Switch. I don't like joycons. They're cheap, break easily, and cost a lot. Everything else is pretty good. And Nintendo hardware is usually really good. The Wii controller hardware probably worked best. I basically never had any problems with wii remotes, nunchucks, or pro controllers. The DSi regularly had L/R buttons break due to a change in the way the buttons were built from the Lite to the DSi. The original 3DS had some minor issues: the plastic rim around the bottom screen often scratched the top screen. That was fixed in the New 3DS. The biggest thing was the tendency of the circle pads to fall off within a couple years. Part of that was Nintendo software developers not always working around the hardware: Kid Icarus Uprising and Super Smash Bros. 4 3DS come to mind as games which required or encouraged flicking the circle pad left and right. So now that I think about it, I guess Sakurai hated circle pads.

Re: Random: Was Shantae The Half-Genie Hero Just Teased For Smash Bros. Ultimate?

Dodger

I'm pretty sure anyone saying a spirit can't be DLC is inventing a rule. Trophies took more work than spirits and Mewtwo had a trophy in Smash 4 before becoming DLC. Besides, there's no reason to believe that Nintendo has made spirit therefore not dlc a self imposed rule.
That being said, I'm highly skeptical of the window being a Smash DLC hint.

Re: Nintendo Intends To Create The Next Generation Of Controllers

Dodger

Not at my highest levels of trust for Nintendo's controller decisions right now. The joycons are the worst main controller of any Nintendo system I've played. They're tiny, feel cheap, the joysticks break if you look at them wrong, they don't have a dpad, I have signal problems sitting on the couch even 7 feet or so from my system sometimes, and the sideways joycon only has usable L/R buttons with the tiny wrist strap sliding plastic things that get stuck if you're ever absent minded enough to miss whether one side says plus or minus and need a thousand pounds of brute force to get off the controller. I'd rather take the NES brick controller or the DSi with its clicky plastic L/R buttons that break all the time. If they can't get the basics tolerably right, I don't trust them to do a latex suit that tracks your inputs through interpretive dance or whatever.

Thankfully the pro controller is tolerable.

Re: Review: Mainlining - A Rare Example Of A Game That Doesn't Belong On Switch

Dodger

To anyone who read the title and the number and scrolled down to the comments (since people do that for some reason): He means that the game was made for a PC interface with a keyboard and that using a Switch controller that has a fraction of the buttons doesn't work.

He makes a couple of critiques of the gameplay (lack of consequences for putting forward bad evidence, etc.), but I'm pretty confident that the reason why he said it shouldn't be on Switch is the controls, not the gameplay critiques.

Re: Nintendo, Sony And Microsoft Band Together To Fight Tariffs On Video Game Consoles

Dodger

Huh, I was expecting general ignorance of Chinese human rights abuses and religious persecution, and for the general tendency to be to think that if America's current president suggested it, it must be bad by default, but it seems like there are some comments that recognize that China's government is doing some pretty messed up stuff and that Chinese manufacturing is doing some pretty messed up stuff. That doesn't necessarily mean that tariffs are the right thing or wrong thing to do in this case, but I'm an American: I don't expect anything from people when it comes to being aware of international affairs. I'm impressed.

Re: What Remains Of Edith Finch Revealed For Nintendo Switch

Dodger

A modern masterpiece: probably not

A good short story with ideas and symbolism and themes worth thinking about: certainly yes

This game would probably be the equivalent of a short story in a collection of kind of artsy short stories. And that's fine. Good even.

Re: Feature: Meet Axe, The Smash Bros. Underdog Who Changed The Competitive Scene Overnight

Dodger

Zero put it decently recently when he described Smash characters like a tool kit: some tools will let you build different things more easily, but what matters is the carpenter being comfortable with the tool kit. Look at MKLeo. He takes characters with solid fundamentals like Ike and Lucina and now Joker and makes some of the best players in Ultimate look like kids at locals. Nobody else is getting the same kinds of results with Joker, that's not just the character. But he does consistently gravitate to characters with solid fundamentals, not characters with one or two gimmicks.

Neat interview. I've watched a bit of Axe, and he's an exciting player to watch. He's good at mindgame stuff: him versus Hungrybox is a lot of fun. I'd be down for more NintendoLife Esports coverage in general.

Re: Soapbox: Why Sword And Shield's Pokémon Purge Will Benefit Everyone

Dodger

This certainly is a controversial claim that will draw clicks and comments and ad revenue. Good interneting.

I can't say I agree: this is either neutral or bad depending on how you play the games. If you're someone who has caught and transfered Pokemon from previous games and has sentimental value attached to that, then you reasonably have come to expect that you can transfer Pokemon to new games because Nintendo has consistently provided that feature up to the present. If you enjoy catching them all, this is only a negative.

If you don't enjoy catching them all (and I don't), then this is neutral. I personally don't care that every Pokemon is in the game. I always make a new team every playthrough. If there are enough Pokemon to do that and the world is more interesting than the 3DS overworlds, I'll likely get the game and enjoy it anyway. I know Pokemon isn't actually a series with an interesting story or innovative features or particularly thoughtful level design, but it is an enjoyable and relaxing 20-30 hours. But not having the full Pokedex doesn't become a plus just because I won't catch em all.

Re: Review: Slender: The Arrival - A Bland And Bare Take On Slenderman Horror

Dodger

I don't really have a horse in this race, but critiquing the review for not mentioning the price isn't really fair - most people complain when a reviewer does mention the price. It doesn't have to only be compared to the 8 Pages, so it doesn't matter if it is better than the original. It doesn't matter if there's new content if the reviewer thought that the content was uninspired and boring. In my book, there's no need to mention portability as a feature unless a game is significantly worse or noticably different undocked, or if the reviewer finds a game particularly suited to hand-held mode. Otherwise, it can be assumed, I think. And it doesn't necessarily matter that this reviewer didn't give the same score as another reviewer: people say reviews are subjective, but more importantly, the goal is to provide a mix of information about the game ("in BotW you play as Link and find little tree children" - true, you do that in BotW, difficult to call subjective) and whether the reviewer considers the game a worthwhile purchase ("finding little tree children is the best experience of my life, as a little tree child myself. I was so happy to experience finding people like me in a video game. 8-10." - subjective, based on the reviewer's perception of value of time, their own experience). Two reviewers can disagree about the subjective elements. Another might give BotW a 4/10 because their late wife was a sword and seeing so many swords break reminded them of the moment they became a widower over and over and over again. As is, this reviewer described the core gameplay (walk around and find things and get away from a businessman when the screen gets blurry, basically true) and said that he finds that boring and not-scary, so it sounds like he already considers the game average and his cards are already on the table (and remember that NL uses weird scoring where 7 out of 10 means AMAZING BEST GAME EVER for some reason) before the added problem that this is a worse port than the Wii U version, which is in my opinion inexcusable. I'm not saying that this is a magnum opus of reviewing, but it does describe the game and say whether the reviewer considers it a good purchase or not and why with reasons that seem fair. And if you think that Slender is scary, that's cool, I don't have a problem with that, and that would affect how much fun you would have with this game compared to the reviewer, who obviously didn't.

Re: Former Epic Games Director Says He Tried To Axe Fortnite

Dodger

"I don't like Fortnite so I hate it and blame it for all of society's ills" Just so you know you all saying that sort of thing are coming closer to becoming those boomers who call Pokemon "the Devil's game" and who think playing a video game makes you a criminal gangster. Not necessarily the right direction to move in.

I don't care about people who dislike things because they're popular - that's about the worst reason to judge something, because a bunch of people who have nothing to do with the thing are obnoxious. What surprises me is the people who are surprised that Fortnite is popular when it's not very good. What it takes to make something popular is often very different from what it takes to make something good. Fortnite is the McDonald's of gaming: it's cheap, addicting, everyone eats there, and they advertise everywhere. There's significantly better beef than a McDonald's hamburger, but it's harder to find, more expensive, and people disagree over what makes the best beef. McDonald's is popular. A gourmet filet mignon with a glass of finely aged red wine is good. But I still have McDonald's more often than filet mignon.

Re: Random: Animal Crossing's Angry Mole Mr. Resetti Has Lost His Job

Dodger

I always thought Resetti was hilarious when I was a kid, but he scared my little sister. I understand why they took out the sections from Wild World where you had to type in phrases with perfect punctuation before you could play the game. Some kids play Animal Crossing without really reading very well, so that might actually soft lock the game.

But autosave is a nice addition, and Animal Crossing regularly keeps characters, but puts them in different roles. Although I do miss Lyle as obnoxious insurance salesman who would chase you around every Saturday.

Re: Eiji Aonuma On Returning To The Hyrule Of Zelda: Breath Of The Wild

Dodger

On weapon breaking: Joseph Anderson is right that it solves a problem with open world games in that it allows you to explore anywhere and find rewards that should make "early game" challenges easy without those breaking the whole game. Skyrim levels the rewards with you. Assassin's Creed Odyssey gates you off from going to places you shouldn't in the first place. Breath of the Wild lets you go anywhere and get good rewards for it, but those rewards break after a while. And in the midgame, I think it works. Using weapons for difficult challenges will probably get you better rewards.

Where it breaks down is in the late game. Eventually, when you have an inventory of late game weapons, the breakable weapons system discourages combat because there's no way that camp over there will give you a better weapon than the one you'll break. So there's economic motivation to run past enemies rather than engaging in creative ways and using the fun late game weapons. I wish at a certain point that they would level the rewards you get from fighting high level moblins beyond "have another dragonbone boko club". Of course, despite that complaint, my inventory is consistently full of good weapons in the late game. I'm not running out anymore. They did build the game around the weapons system and as long as the player accepts that all things are dust in the wind and does not cling to the sunset, the sunrise is a perfectly functional video game combat system.

Re: Original Banjo-Kazooie Team "Pleased" About Duo's Return, But Unsure A New Game "Would Sell"

Dodger

Mario Odyssey proves that there can be critical success for a 3D platformer. And Banjo is a name where if nobody has played a Banjo game, everyone has a friend who has a friend who is obsessed with it. I've watched an LP of Banjo 1 and 2 and read a lot of reception of Yooka Laylee: I suspect it could sell IF it cuts the most tedious aspects of the collectathon genre. Most people who played those games remember that positively, but Yooka was bombarded by people who don't find monotony fun.

It would need a sense of humor and charm, solid controls, a good amount of content, and a genuine concern for whether what the player is doing at any given moment is fun. Any 3D collectathon game needs all those things or it will probably be considered bad.

Re: Video: Ok, We're Hyped About Pokémon Sword & Shield After That Direct

Dodger

A lot is going to depend on the wild area, for me. If the overworld is decently sized and worth exploring, that will be a huge sell. If it's just Hyrule Field, a big empty circle with hallway paths that branch off to towns, then it will show that Game Freak has successfully caught up with 1998 game design. I expect something between those extremes, so it'll probably be good but not innovative.

Also, huge difference between "powerful graphics" and "aesthetically pleasing." Nintendo rarely cares about the former, but games like Breath of the Wild, Skyward Sword, Mario Galaxy, etc. show that they often really do care about making aesthetically pleasing games. I'm someone who likes Pokemon games, they're always a fun 30-50 hours and have a lot of replayability, but if someone described the DS and 3DS games' art styles as "uninspired" or "unmemorable", I personally would have a hard time arguing against them. My personal opinion, of course.

But the Sword/Shield screenshots do look like a real step up in art style from the 3DS games and Let's Go. That's something I'm looking forward to.

Re: Yooka-Laylee And The Impossible Lair Is Playtonic's Next Game, And It's Coming To Switch

Dodger

Considering the sheer quantity of pointless moons in Mario Odyssey that reward you for doing busywork that isn't fun occasionally gets to me (there's good content, but only about 300 out of 800 moons in my opinion), I doubt I'd enjoy the sorts of collectathons which are completely based around that kind of filler content. So I've held off on Yooka Laylee. Platforming is fun though, so if that's the focus and not collecting everything, I might give it a try.

Re: Talking Point: The Changing Definition Of ‘The Nintendo Difference’

Dodger

@ThanosReXXX You have a point that the implication that "the Nintendo Difference" slogan was used with regard to software experience more than hardware gimmicks. Trying to speak neutrally here, I think the author is saying that Nintendo often handles hardware and software features differently than their competition and while that has led to many uniquely good experiences, over the last 10 years, it has increasingly become Nintendo deliberately not providing features that a reasonable customer would expect. That, it sounds like, is what a lot of people are agreeing with. So you're right that the rhetorical tool that the author uses of framing their argument by playing with the meaning of "The Nintendo Difference" slogan is somewhat sophistic because Nintendo never used the slogan in the positive sense that the author suggests. The author is perhaps putting words into Nintendo's mouth. However, that's a device used to frame the author's argument, not the argument or conclusion. The rest of the argument can stand without it, I think.

I'm not someone who is a hater on Nintendo. Their games are consistently top-quality single player experiences, and I've owned Nintendo hardware for 11 years now. I did skip the Wii U - I was traveling overseas, and there was some stuff to dislike about the Wii U. I am looking forward to SMM2, and I've liked the Switch a lot, minus joycons. Speaking personally though, I think it's reasonable to say that a publisher as massive and global as Nintendo should be able to work market research into the design process, which should include what online features and gameplay options are so common as to be expected. At some point during the design of a multiplayer game, that market research ought to be turned into a list of features and modes that the consumer is likely to want. I doubt Nintendo is doing this, because every multiplayer game they release is missing obvious modes. This article isn't a masterpiece, but inasmuch as it says that Nintendo ought to provide basic online features, I agree.

What will I do about that? Probably not much, so it clearly isn't a big enough problem to ruin "The Nintendo Difference" for me. I bought Smash and Mario Kart 8 and Splatoon 2 and I'll buy Mario Maker 2. Might not buy a Splatoon 3 though unless some of that game's online quirks are ironed out. All in all, Nintendo is a good publisher that doesn't care about making good decisions sometimes.

Re: Talking Point: The Changing Definition Of ‘The Nintendo Difference’

Dodger

Super Mario Maker 2 will be great, but like, I'm in my 20s. I'll likely be moving several times in the next decade. I like online multiplayer games largely because they're something I can do with friends who live in other states. Heck, I still play Mario Kart with my dad and little sister online sometimes. What you do is put on a skype call and talk while you play. Prioritizing local instead of multiplayer keeps me from gaming together with the people I care about at some point.

This article uses strong language, but honestly, Nintendo's online infrastructure has been garbage since the Wii/DS days, so I feel some of that frustration. The DS didn't even work with the default security settings on wireless routers. Playing some Animal Crossing or Mario Kart DS with a friend meant an hour or two of changing the wifi router settings first. Brawl was pretty much unplayable. 3DS worked tolerably well. I never got a Wii U, so I can't speak to its online. The Switch at least works unlike the DS and Wii days.

Re: Super Smash Bros. Ultimate Version 3.1.0 Introduces Lots Of Fighter Adjustments

Dodger

I appreciate the fixes to multihit moves and the buffs to a few characters that don't work so well. The changes to Nana's jump after grab suggest to me that they will kill desync combos that are too good. It's interesting that with all the multihit moves they adjusted, they didn't touch Squirtle's jab, Ivysaur's multihit, or any of Pit's air attacks.

No major changes to my main, PK trainer. Charizard could really use lag and landing lag reductions on f-air, f-tilt, and/or f-smash. Something that can reach directly to the side without leaving Zard helpless for an hour. Better jab with more range is a start though. I doubt I'll use bullet seed on Saur much because up-air and up-B are good options, but I won't complain about it being better. All in all, nothing bad.

Re: Fire Piranha Plant Joins The Mario Tennis Aces Roster In June

Dodger

@Galarian_Lassie we won't really be scraping the bottom of the barrel until we have Metal Baby Dry Funky Kong as a playable character. When we can play tennis as a metal skeletal baby version of a sunglasses wearing gorilla, then abrasive force will in truth have been applied to the surface of the round wooden storage device located closest to the surface of the planet.

Re: Review: Blades Of Time - A Wonky Action Title That Belongs In The Past

Dodger

@Realnoize I don't know - I haven't played it either, but controls not working is a really big problem. If it is true that basic commands consistently don't work then I could see that sapping most of the fun out of the game. I mean, imagine Mario Galaxy, but 1 out of 20 jumps does nothing. I'd angrily blame most of my deaths on random chance.