Comments 743

Re: Nintendo's Switch 2 'Game-Key Cards' Somehow Manage To Make Codes-In-A-Box Worse

HammerKirby

@Astropez thats not an actual lie. Check out https://www.doesitplay.org/. Out of the 490 ps5 games tested, 70% work without a download and no caveats. Another 16% work without downloads but are buggy or are missing small portions of the game like a character in a fighting game or something like that. I'd definitely say that constitutes a majority. And I've several of my ps5 games myself downloading them offline and they work just fine. Switch DOES have better statistics though with 542 games tested and 81% working great offline and 11% working with caveats.

Re: Switch 2 Games Cost A Bit More Than You're Probably Expecting

HammerKirby

I think the Physical vs Digital price variation may just be Europe thing to counteract all of those physical game deals you can always get in Europe? On the site for Mario Kart World it justs says the price is $80 and don't you think they'd want to advertise it if it was cheaper digitally? Anyway $80 for a game is a yikes either way. But it's strange DK is cheaper when that game is clearly just as high budget as MKW???

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?