Comments 724

Re: Tomb Raider IV-VI Remastered Shoots Onto Switch Next Year

HammerKirby

@Serpenterror Mega Man 4-6 are actually great games, especially 4 and 6. People just don't have as much nostalgia for them due to them being late cycle NES titles and not innovating as much. Honestly more consistently quality games though without stuff like the Doc Robot stages in MM3 or the Wily Stage 3 boss in MM2 (I still like MM2 better but hey).

Re: Palworld Developer Responds To Nintendo Lawsuit

HammerKirby

@axelhander How on earth is Pokemon iterative of Digimon? The first Digimon device came out a year after Pokemon Red and Green came out in Japan. It was way more iterative of Tamagotchi than it was Pokemon, until later when they started to do an anime, video games, tcg, etc. Pokemon was more inspired by Dragon Quest and perhaps even Megami Tensei than Digimon.

Re: Sonic Mania Team Celebrates 7th Anniversary With Trivia, Art And Unreleased Tracks

HammerKirby

@Samalik 3 & Knuckles has tons of different shortcuts so I don't know what you mean by not getting any faster? Levels like Carnival Night Act 1 can be beaten so much faster once you know the route to take. To me I've played say Rush and S ranked several levels in it. It is run, but once I get the S, I don't really feel the drive to replay the level. Because you can instantly reach top speed, maintaining your speed becomes a non factor, so at that point its just about memorizing the levels. I respect your view, but it does feel like we just have fundamentally different views about 2d Sonic. To me I replay Sonic 2 and 3&K to death and most of the Dimps games (aside from maybe Advance 1 and 3) are every once in awhile type of games. The bs I think makes them less friendly to newcomers (I can learn the level layouts just fine) and I think even when you learn the layouts they are less interesting overall.

Re: Sonic Mania Team Celebrates 7th Anniversary With Trivia, Art And Unreleased Tracks

HammerKirby

@Samalik I don't see how the Dimps games are a step up over the genesis games. They have a lot of trademark Dimps bs where you get crushed by stuff you couldn't see it, bottomless pits in places where they shouldn't be, etc.. Not to mention, the boost makes the gameplay WAY different (not bad but quite different). It makes the game more about reacting to whats coming on screen than trying to maintain your speed and flow like in the Genesis games (Advance 2 had a similar type of design as well despite lacking the boost). I will say Advance 3's tag team system is really cool and should be considered for another 2d Sonic game, but the level design still feels a bit wonky... (I still like the game quite a bit) A ranking system is kind of cool, but if the game is well designed, I think its inherently fun to replay and get better. Learning the level layouts and how to maintain your flow is fun regardless of whether the game gives you a carrot on a stick to do it.

Re: Soapbox: Metroid’s Mother Brain And The Rewind Dilemma

HammerKirby

@LadyCharlie how is being hard bad game design? Having a game be unfair is bad design, but being "hard" just means a good challenge. Do you like beating everything in a game on your first attempt and never having any challenge? For the record, I don't have a problem with easy games either. Different difficulties suit different games. Being easy suits the design Kirby is going for, while being hard suits the design Dark Souls is going for. Not every game will be for everybody and that's fine.

Re: Review: Princess Peach: Showtime! (Switch) - Peach Breaks A Leg In A High-Class Production

HammerKirby

@-wc- so basically like how Yoshi works in NSMBWii & U vs how he worked in World??? I think I get what you're saying. Or like how in KDL2 you had to backtrack in levels to get the right ability + animal buddy combinations for the rainbow drops (or Kirby's Adventure for the secret exits sometimes to a lesser extent) vs. modern Kirby games usually having the ability you need close by?

Re: Review: Princess Peach: Showtime! (Switch) - Peach Breaks A Leg In A High-Class Production

HammerKirby

@-wc- Hm interesting you could consider Pinball Land or Dream Course to be mainline when they play so drastically different compared to the Dream Land trilogy, Super Star and Adventure. Hal has always put a lot of effort into experimenting with Kirby spin offs until fairly recently. Dream Buffet was decent fun but I have to admit its not as good as say Dream Course, Canvas Curse, Tilt N Tumble, etc. The days of any other franchise besides Mario having retail spin offs are over it seems. I assume with Mario you mean the increased focus on exploration in 64 compared to World? People honestly downplay just how different 64 is to World (or Land 2)

Re: Review: Princess Peach: Showtime! (Switch) - Peach Breaks A Leg In A High-Class Production

HammerKirby

@-wc- I'll give you the spin offs as being challenging. But Kirby's Adventure and Kirby Super Star are pretty easy games with some challenge in the post game content. Sure they're tough compared to Star Allies (which was a pathetically mindless game) but they're only really a tiny bit more challenging compared to Forgotten Land, which also has some challenging content in the post game, and a pretty tough final boss as well. Yoshi's Island was never really a mainline Mario game unlike how it was marketed in the west so I can kind of understand why you might think that. I have read all of your responses and I guess at the end of the day difficulty is really subjective, so I don't have that much more to say.

Re: Review: Princess Peach: Showtime! (Switch) - Peach Breaks A Leg In A High-Class Production

HammerKirby

@-wc- Respectfully, I don't understand where you're coming from. Each mainline Mario game has been pretty easy since World. SMB3 was the last mainline Mario to even attempt to be challenging and it was nearly 35 years ago. I can't speak on this game specifically as I haven't played it yet, but Kirby and Yoshi have existed for a long time to fufill the really easy game niche, so it's not entirely new. Switch games haven't really felt easier compared to previous generations for me. Heck Nintendo still puts out some pretty challenging games like Metroid Dread every once in awhile. I would say Dread is easily more challenging compared to every other mainline Metroid title.

Re: Review: Contra: Operation Galuga (Switch) - Does The Series Proud, But Best Played Elsewhere

HammerKirby

@smoreon ah yes I have heard Hot Pursuit 2 (for some reason!) was basically a completely different game on ps2 made by a different developer and is considered far superior. I had no idea those games ran better on GCN, but then again those are probably not some of the more talked about games from that gen. Although I have heard the LotR games on gen 6 consoles were pretty good. Interesting to me that Shadow is slightly better on Xbox despite resusing the engine from Heroes. I believe the ps2 port of Shadow has similar issues to the ps2 port of Heroes (terrible framerate and buggier). Interesting write up. Thanks for the response.

Re: Review: Contra: Operation Galuga (Switch) - Does The Series Proud, But Best Played Elsewhere

HammerKirby

@smoreon hmm interesting. Only game I can think of that was better on GCN vs Xbox was Sonic Heroes. Also kind of Soul Calibur 2 but the Xbox version was better from a technical persceptive although even I prefer GCN for Link . I'm also aware the ps2 versions of Silent Hill 2 and MGS2 are usually consider better than their Xbox counterparts. Care to enlighten me on any other times when GCN (or even ps2) beats the Xbox? I'm curious as it seems to me most multiplats are best on the Xbox for that generation.

Re: Review: Contra: Operation Galuga (Switch) - Does The Series Proud, But Best Played Elsewhere

HammerKirby

@-wc- yea it definitely does happen with Switch. Team Sonic Racing had the opening removed on Switch. Quite a few Switch physicals require downloads due to storage limitations. But with patches and stuff its not as much of an issue as it used to be even if it annoys physical collectors like me
With n64 in particular it usually came down to what console was developed for first. Games like Space Station Silicon Valley and Glover have crappy Ps1 ports while games like the Tony Hawk games, Spider Man and Mega Man Legends were designed for ps1 first and foremost. Although those ps1 to n64 ports I mentioned aren't terrible, just clearly worse than ps1, missing things like FMVs, music tracks, etc. So I can understand what you mean when you say n64 ports were generally more polished. Re2 is an interesting case, where its worse from a technical persceptive on n64 (very impressive nonetheless) but has some exclusive content on n64. Thought that one was worth mentioning. GCN multiplats I find to be decent ways to play the game but its not uncommon to find games like Prince of Persia Sands of Time or Mega Man Anniversary Collection that miss bonus features the Ps2 and Xbox versions have. Also GCN versions sometimes lack progressive scan compared to the Xbox versions, although they still have them way more than ps2 versions did. Not that many ppl back in the day cared about 480p support but still.

Re: Review: Contra: Operation Galuga (Switch) - Does The Series Proud, But Best Played Elsewhere

HammerKirby

@-wc- clearly somebody doesn't remember GC and n64 versions usually having content cuts and compressions due to storage limitations . Not to mention the Xbox usually had the best version of 6th gen games due to being the most powerful. Personally I just think devs should optimize their games on the platforms they release it on. You can't honestly look at this game and tell me with a straight face it couldn't run at 60 fps on Switch.