@dronesplitter I just loaded it up and ran it as is on my crappy Windows 7 PC. And it completely crashed out the very first time I made contact with an enemy in the game, and did the same each time I started again and then touched an enemy (I think I tried two or three times before giving up).
This looks very cool, and the small amount I've played was indeed cool, but it's crashing out as soon as I get hit by an enemy so it's obviously got at least one bug that still needs to be fixed, and a pretty major one at that.
Just give us like 6 AAA main series games per year, that's one every two months (totally reasonable), with a couple at launch, and all of them over the lifespan of the system, with a few smaller games sprinkled liberally across each year, and I'll be happy.
@Phil_Kavadias Yeah, the truth is it's all about a bit of basically free publicity. I do wish I could have gotten involved and actually had some way of standing a chance of wining, but it's not really about that.
Can I post an image rather than a photo? I don't have a camera and I don't really have much to take a picture of anyway (I had to get rid of most of my systems because I'm poor).
Come to think of it, I don't really have anything I could post that would really fit in with this competition.
@shani Well, personally I wouldn't play many of those iOS games above more traditional console games with more advanced controls, but that's just me. I'm sure many people would actually prefer them, and certainly a lot of the more casual gamers.
And I absolutely agree that they made a real difference and added something to the gameplay in Skyward Sword. It was one of the best examples of motion controls I've ever seen.
@samuelvictor "always prefered the smooth rounded design of the MS2 over the first one or the MkIII"
For sure.
I mean, it was the version 1 I owned, but even nostalgia can't trick me into thinking the original Master System was anything but fugly. Retro kitch, but fulgly. And having a strange diagram of the system setup on the front was just weird. lol
@samuelvictor I'd say my taste is not so much modern and minimalistic so much as it is . . . very picky about what I think works as tasteful design and what doesn't. I mean, I actually like the overall retro look of a system like the NES, but if I were to make a modern NES it wouldn't be a shrunk down exact replica of the original with a faux cartridge slot. That's just a bit cheap and tacky imo. Same goes for a SNES themed 3DS; it can't just be a sticker of an image of the console stuck over the front for me to appreciate it. It all has to be done very tastefully and maybe have that look of being "premium", even when it's actually quite cheap to make. I look at something like the Famicom themed Game Boy micro for example, and I think it looks lovely:
It's retro but still looks very slick and stylish at the same time. It gives off that "premium" vibe, despite being based on the colour and stylings of a 30 year old system. If Nintendo put that kind of love and attention in the SNES themed New 3DS it could have been something pretty stunning, imo.
Actually, there's quite a few retro systems I genuinely like the look of:
But, I'd likely have to tweak many of them at least a little bit if I were going to release them today, because sometimes old stuff re-released in modern times can just look cheap and tacky if it's not handled correctly, imo.
Ultimately, it always comes back to this idea of doing it "right"—as I always say. lol
The box is awesome. Don't really like the console skin; it suffers from that same issue I have a little with the NES Classic Edition (to a degree), where it's not a proper effort to make a modern system that captures the look and feel of the original but really just the easiest way to basically copy and paste the original design exactly, and usually in a way that's slightly cheap and tacky (like having a faux cartridge slot on the NES Classic Edition when it doesn't even take cartridges). A SNES themed 3DS really should not just be basically a sticker that's a picture of a SNES stuck to the front (with faux cartridge slot and buttons); it should actually be a system that's properly and lovingly designed to capture the overall look and feel of the SNES in a classy and stylish way.
This kind of thing achieves the effect much better:
@shani Well, if you imagine there's 150 great games on Wii, there's far more than that on the likes of iOS, even with all the shovelware. And, one of the issues I have is when even Nintendo starts falling into the trap of putting out games that go more for the gimmick than something that genuinely makes the experience better that it would be just using buttons or whatever, like having to waggle in Twilight Princes to attack, or having to shake the controller to propeller jump in New Super Mario Bros, or most of the use of the GamePad in Star Fox Zero, etc. So, my main hope is that we generally get quality over the gimmicks, and with Ubisoft announcing it's support for NX I fear we'll get a lot of gimmicks from it with some average games tacked onto them (I don't mean from NX, I mean from Ubisoft).
@samuelvictor Yeah, I'm more of an old school fighting geek. Anything along the lines of Street Fighter II, Mortal Kombat, and Killer Instinct is all good in my books.
@shani I def don' think they were gimmicks in and of themselves. A lot of gimmicky happened around them though, and largely because of them. And I don't think the NX will be a gimmick either. I do, however, think companies like Ubisoft are probably going to release a lot of gimmicky crap for it, and it's the breading of gimmicky junk that is often the bigger problem. Particularly novel consoles and controls schemes are breeding grounds for gimmicky rubbish. So, that's my worry here.
But obviously very convoluted, coming with four separate controller as it does, and all the PC-side cores and stuff.
Ideally you'd have one box, a power and TV cable, one controller that works for everything (which can be used both wired and wireless), all the cores would be there day one in the box, and the games would all be easy to find and download from one central source or whatever. Of course, that's kinda going into perfect scenario fantasy land, but still.
It's impressive that supports pretty much every retro console in existence though.
This is where the series basically lost my interest, when they started adding in all the extra crap that just convoluted the experience and turned it from something most gamers could thoroughly enjoy into something only hardcore fighting nerds would really get into anymore.
@JaxonH Well, I don't know what the exact designs will look like but if this thing does have detachable controllers I expect they will function very much like the Wiimotes we already know, motion control and all (it wouldn't even make sense to have these detachable controllers without the basic motion control functionality imo), with maybe a bit more scope for traditional controls too. And I expect it would make sense to make each one basically identical to the other, so symmetrical designs on either side of the main game system, especially if there's any intention to use them for any kind of multiplayer games. Ideally, they'd also be pretty ergonomic too, and something like the Nunchuck would be great. However, I have no idea how Nintendo would make all of this fit into a design that's supposed to be a simple and non-convoluted/non-intimidating handheld system too.
Of course it technically could. But will Nintendo actually do this? Christ only knows. It's not been able to fully realise the full potential of the Virtual Console since it first announced the Revolution and the ambitious initial idea for the Virtual Console in 2005:
@Sakura This is why I'm suggesting Nintendo provides and curates basically that same kind of "framework" at a firmware level on NX, installed on every NX system from day one and available for all users to take advantage of for FREE immediately and easily using the actual system's features and capabilities directly to do so; and not just the place to distribute people's creations, but the means to actually create them in the first place (the stylus, the touchscreen, the creation suite/tools, a huge selection of included pre-made assets to use for free, etc). The issue of shovelware becomes largely irrelevant because it would work much like Steam and all the good stuff would certainly rise to the top. Having loads of crap is usually just a sign of how popular and pervasive something is, and I think that would be fine and par-for-the-course with such a system and service on NX. But, the point is that everyone would be using it and sharing content because it would be extremely easy and intuitive, it's basically in all their interests to do so, and there'd be a lot of fun to be had with it and the awesome user created content (even amid all the junk), just like we saw happen with Super Mario Maker. And, as soon as even one hit "indie" title like Angry Birds, Flappy Bird, or Minecraft appears on this service . . .
Trust me; the idea is sound. It's just a matter of executing it right—and then something very special indeed could happen here, and likely would. And, I think the point is that Nintendo has to take this kind of risk—opening up the development community to all its users rather than just a small handful of licensed developers—because it can't really hope to compete with the likes of Sony and Microsoft when it's not really getting the AAA third party support and its own games aren't enough to fill the gaps, and other platforms like the App Store have literally hundreds of thousands of cheap or free games and Apps for users to choose from. The approach is one of the few and best options open to Nintendo at this point in time, imo, and it could just be the greatest move it's made in generations. Just imagine all the awesome stuff NX users might create, if something like Super Mario Maker is anything to go by (and that's regardless of all the junk). . . .
@Sakura I don't think it would be a problem giving NX owners access to a fully curated creation suite at a firmware level and also the sharing platform/store to go with it—as long as it were managed properly. Much like iPhone and the App Store (where pretty much anyone can easily develop and publish Apps, games, and other stuff on it), I think it would ultimately just make NX a platform where everyone would basically be trying to take a bite of the pie, creating all kinds of content (both free and paid), and I think that's what would almost certainly make it huge, potentially a Wii-level phenomenon but in a different way. Also, I think that's what would almost certainly lead to some truly amazing and ground-breaking "indie" games and whatever else on NX too, which is something that much like the App Store could actually counter the lack of AAA developers out the gate; and then the third parties might eventually feel they have no choice but to jump on board if it become popular enough. Let me put it this way; absolutely nothing would stop me implementing this feature/software/service on NX if I were in charge, and I absolutely believe it would be HUUUGE—I have done since before even the original Wii was first shown, and before stuff like the iPhone or App Store even existed.
@SanderEvers I don't really care about any arguments as to why it [possibly] couldn't have happened. I'm just saying what I believe the Wii U should have been if most people were really going to give a flying **** about it and be genuinely and wholly happy with it. And, if the Wii U couldn't possibly do the things I'm suggesting, for whatever reasons, I'd suggest it was an inherently flawed design from the start—which, of course, it was regardless.
@SanderEvers What Nintendo ACTUALLY should've done:
1. Started with one 256GB-512GB model only on day one
2. Made the console a bit cheaper from the start
3. Allowed multiple GamePads to connect to the Wii U, and sell them separately too
4. Advertised the hell out of it
5. Had a couple of titles like Super Mario Maker and Art Academy: Atelier available day one
6. Not counted on Ubisoft for anything
7. Made the battery life on the GamePad better from the start
8. Made the range of the GamePad better, so that playing with it anywhere in the house would have actually been a practical reality for everyone
9. Had the full Virtual Console sorted from day one, with all previous games available out the gate and available immediately and for free to anyone who'd already purchased them before
10. Had cross buy and cross play as well as the whole unified account thing sorted out the gate
11. Had analog on the GamePad's triggers
12. Not had any loading time issues and stupid stuff like that from the start
13. Had a true AAA, first party, genuine system selling, core-franchise title at launch, and ideally bundled—or at least done Nintendo Land right
14. And probably a couple of other things I'm forgetting right now
Of course, much of this stuff would have had to be figured out to even be possible at the time, but I'm not talking about the practicality of making it happen (that's not my job); I'm only talking about what I think really should have happened.
I'll tell you why; because Nintendo never put out any games, firmware, or services that TRULY showed off its unique features and abilities in the early days. A game like Nintendo Land mostly just showed off its gimmicky nature rather than its true strengths or appeal, and Miiverse was like a baby version of Art Academy: Atelier in terms of the drawing stuff. It wasn't until games like Super Mario Maker and Art Academy: Atelier that I think Nintendo started to show off why a GamePad was an idea that actually added something truly worthwhile to gaming. And that's not to say there wasn't one or two other decent experiences in there before then, but that's when it really stood out as something cool that might appeal to people outside of the normal Nintendo fans, imo, even with one of those games being a Mario game.
This is why I keep pushing the whole "bundled day one and FREE full creation suite" idea when I talk about my own concept for NX, because it really would sell the strengths of a system like this right out the gate and more so than almost any other launch software in history:
You'd have an entire community creating and sharing content on the system from day one, and that could be anything from posting some basic images both to other users and online in general, just like in Miiverse, to putting out full blown video games for other users to play and enjoy. Just imagine what Super Mario Maker did for creating Mario levels on Wii U, and times that by about a thousand (with users creating art, music, videos, 3D models, video games, etc., and sharing it all to other users; with some of it also being shareable to the Internet in general, like the art and videos for example). And, if there was also an option where Wii U owners could maybe sell some of their creations for a few squid in some kind of "MiiStore", you could see the whole thing totally blowing up into a bit of a phenomenon, much like happened with the iPhone and the App Store (think about how many people STILL churn out stuff there, and how just a couple of their creations have to turn into huge hits like Angry Birds, Doodle Jump, Tiny Wing, Flappy Bird, and Pokemon Go for the whole thing to truly explode. . . .)
Now, again, imagine that creativity and potential built into the NX at a firmware level and available to every NX user from day one for FREE, and they could all share their creations with all other NX owners and possibly even sell some of their work for a few bucks too. . . .
With the year head start the Wii U had it could and should have sold over ten million units before any of the other systems even launched, and I think that definitely could have helped its case just a little bit more. But, Nintendo totally and utterly dropped the ball with the launch and first year or so of the system's life, and that is beyond question or debate at this point. Let's hope it's genuinely learned its lessons for NX.
@Martendo The problem here is that people like you just accept it as it is and don't cry out for more, so of course we'll never get more if all Nintendo does is listen to and serve people like you. So, ultimately, you're part of the problem as far as I'm concerned.
@Martendo The problem is not the New 3DS; the problem is Nintendo. The New 3DS didn't create itself, and the New 3DS didn't put Street Fighter II on itself and with no multiplayer either; it took Nintendo to gimp things unnecessarily.
There's no option for "I have no money, so I couldn't buy the NX either way", so I just left the second poll blank. But I voted for the "love it" option on the first poll, simply because I absolutely believe this idea could be amazing if done right—if done right.
Because, as you all must know by now, it's very similar to the idea I've had for NX for quite some time (other than basically adding detachable "Wiimotes" directly onto the system):
It's not quite my idea yet, as we've heard nothing about the actual software, firmware, or services; and I think there's more to this thing being potentially amazing than just a novel hardware design. In fact, I don't think a novel hardware design alone will be enough for this thing to even remotely succeed, even if there's some good games on it too (just like there was on Wii U). And I just really hope Nintendo fully understands this, because without everything else that makes the hardware shine to its fullest potential, it will likely be another flop.
@Martendo I want a Street Fighter II Turbo game that retains the multiplayer of the original (which was/is a massive part of what made the experience so good/compelling in the first place)—that presumably would work much like all the other multiplayer games on New 3DS work (be it streamed from one system to the other or via online, or whatever)—irrespective of what hoops Nintendo has to jump through to manage that.
Also, It wouldn't split the screen in a game like this, you plonker. It would simply display the full game screen on each person's individual New 3DS system by sending the normal/full game information to both systems, with each player controlling their own character on the screen as per normal.
And, yes, anyone who just accepts what Nintendo has given them here, or worse, acts like it's actually good enough—much like you are doing—is indeed a totally blind fanboy.
Same again: Nintendo simply isn't doing these Virtual Console games justice half the time, especially on New 3DS. This should basically be a 10/10 game. Street Fighter II Turbo and Super Street Fighter II on SNES are two of the greatest fighting games ever made, bar none, and it's actually really enraging that they've had to be gimped so much in the transition to New 3DS VC that they've both scored a 7/10.
@Martendo That's a totally garbage excuse for not including multiplayer in any of these New 3DS Virtual Console versions of SNES games that originally had it.
The New 3DS controls are perfectly good for Street Fighter II. And Street Fighter II Turbo doesn't even split the screen view or anything like that, so each player would still be seeing a normal-sized view of the action in two player battle mode, just as they do in single player.
And, regardless, the onus is on Nintendo to make these things work imo. I mean, for God sake, a bunch of homebrew guys can do things like multiplayer on the original SNES F-Zero, so it's not like Nintendo couldn't easily figure this kind of stuff out too:
Nintendo really needs to start doing this kind of thing properly if it expects anyone but the most blindly loyal of fanboys to be care about it's consoles and games anymore.
See, Nintendo simply isn't doing these Virtual Console games justice half the time, especially on New 3DS. This should basically be a 10/10 game. Street Fighter II Turbo on SNES is one of the greatest fighting games ever made, bar none, and it's actually really enraging that it's had to be gimped so much in the transition to New 3DS VC that it's scored a 7/10.
See, it's this kind of thing that reinforces my belief that systems like the NES Classic Edition and the almost-certain-to-happen SNES Classic Edition really should come with dual-function wired/wireless controllers. You'd likely use them wireless most of the time, purely for convenience, but you could also plug in the wire to charge them and play fully wired (just like the Xbox One controllers); and some of the more hardcore old-school gamers might prefer to always play with them wired to ensure there's no input lag. To me, that's kind of how you have to do video game controllers in this day and age if you're doing things right.
And, to be clear, it should work very much like this receiver, where it lets you not only use the official SNES Classic Edition dual-function wired/wireless controller but basically any wireless controller that uses the same kind of wireless tech—just because.
I'll say it again, I want Nintendo to really go for this kind of thing if it ever gets around to doing a SNES Classic Edition, because it could turn from being a cool novelty into something genuinely special, and especially if it does the few other things I'd like to see too:
I actually really like the original Wonder Boy on Master System; it's simple but a lot of fun, and once you pick it up and start playing it's actually kinda hard to put down. So, if this is basically the same thing I'll be happy.
Comments 6,304
Re: The Mini NES Classic Edition May Have Some Neat Display Modes
I would expected and asked for no less.
Re: Celebrate 30 Years of Metroid With The Fan-Made "AM2R"
@dronesplitter I just loaded it up and ran it as is on my crappy Windows 7 PC. And it completely crashed out the very first time I made contact with an enemy in the game, and did the same each time I started again and then touched an enemy (I think I tried two or three times before giving up).
Re: Celebrate 30 Years of Metroid With The Fan-Made "AM2R"
@Shiryu I'll give it a try.
Re: Celebrate 30 Years of Metroid With The Fan-Made "AM2R"
This looks very cool, and the small amount I've played was indeed cool, but it's crashing out as soon as I get hit by an enemy so it's obviously got at least one bug that still needs to be fixed, and a pretty major one at that.
Re: Review: R-Type (Wii U eShop / TG-16)
Looks like a really solid conversion, and difficult as ever.
Re: Poll: Which Nintendo NX Games Do You Want to See in the Launch Window?
Just give us like 6 AAA main series games per year, that's one every two months (totally reasonable), with a couple at launch, and all of them over the lifespan of the system, with a few smaller games sprinkled liberally across each year, and I'll be happy.
Re: A NES Classic Mini is up for Grabs in Nintendo UK's #ILoveNES Competition
@Phil_Kavadias Yeah, the truth is it's all about a bit of basically free publicity. I do wish I could have gotten involved and actually had some way of standing a chance of wining, but it's not really about that.
Re: Pokémon Sun and Moon Z-Ring Set Pre-Orders Prove Popular on Amazon
I'm sure it will be fun for teh kids—but the bracelet is a bit huge for their tiny wrists.
Re: A NES Classic Mini is up for Grabs in Nintendo UK's #ILoveNES Competition
Can I post an image rather than a photo? I don't have a camera and I don't really have much to take a picture of anyway (I had to get rid of most of my systems because I'm poor).
Come to think of it, I don't really have anything I could post that would really fit in with this competition.
Re: Sources Suggest That Pokémon and Mario Will Arrive on Nintendo NX in First Six Months
Well, this will be great news if it's true, and if it's proper games in the series rather than some rubbish spin-offs like Pokemon Rumble or whatever.
Re: Nintendo's Official UK Store Opens Federation Force Pre-Orders, Along With Some Lovely New Samus Figurines
Now those are some very cool statues.
Re: Random: Japanese Olympic Gymnast Racked Up Massive Bill From Playing Pokémon GO
The game or his provide really should have made this very clear to him.
Re: Retro: Bask in Nostalgia With The Nintendo Power Archive
Pretty frikin' sweet!
Re: Ubisoft Has "Surprises" Yet to be Announced for Nintendo NX
@shani Well, personally I wouldn't play many of those iOS games above more traditional console games with more advanced controls, but that's just me. I'm sure many people would actually prefer them, and certainly a lot of the more casual gamers.
And I absolutely agree that they made a real difference and added something to the gameplay in Skyward Sword. It was one of the best examples of motion controls I've ever seen.
Re: Feature: Unboxing the Super Famicom New Nintendo 3DS XL
@samuelvictor "always prefered the smooth rounded design of the MS2 over the first one or the MkIII"
For sure.
I mean, it was the version 1 I owned, but even nostalgia can't trick me into thinking the original Master System was anything but fugly. Retro kitch, but fulgly. And having a strange diagram of the system setup on the front was just weird. lol
Re: Feature: Unboxing the Super Famicom New Nintendo 3DS XL
@samuelvictor I'd say my taste is not so much modern and minimalistic so much as it is . . . very picky about what I think works as tasteful design and what doesn't. I mean, I actually like the overall retro look of a system like the NES, but if I were to make a modern NES it wouldn't be a shrunk down exact replica of the original with a faux cartridge slot. That's just a bit cheap and tacky imo. Same goes for a SNES themed 3DS; it can't just be a sticker of an image of the console stuck over the front for me to appreciate it. It all has to be done very tastefully and maybe have that look of being "premium", even when it's actually quite cheap to make. I look at something like the Famicom themed Game Boy micro for example, and I think it looks lovely:
It's retro but still looks very slick and stylish at the same time. It gives off that "premium" vibe, despite being based on the colour and stylings of a 30 year old system. If Nintendo put that kind of love and attention in the SNES themed New 3DS it could have been something pretty stunning, imo.
Actually, there's quite a few retro systems I genuinely like the look of:
http://i1.wp.com/www.needtoconsume.com/wp-content/uploads/2015/09/original.jpg?resize=660%2C495
But, I'd likely have to tweak many of them at least a little bit if I were going to release them today, because sometimes old stuff re-released in modern times can just look cheap and tacky if it's not handled correctly, imo.
Ultimately, it always comes back to this idea of doing it "right"—as I always say. lol
Re: Feature: Unboxing the Super Famicom New Nintendo 3DS XL
The box is awesome. Don't really like the console skin; it suffers from that same issue I have a little with the NES Classic Edition (to a degree), where it's not a proper effort to make a modern system that captures the look and feel of the original but really just the easiest way to basically copy and paste the original design exactly, and usually in a way that's slightly cheap and tacky (like having a faux cartridge slot on the NES Classic Edition when it doesn't even take cartridges). A SNES themed 3DS really should not just be basically a sticker that's a picture of a SNES stuck to the front (with faux cartridge slot and buttons); it should actually be a system that's properly and lovingly designed to capture the overall look and feel of the SNES in a classy and stylish way.
This kind of thing achieves the effect much better:
And this:
Re: Ubisoft Has "Surprises" Yet to be Announced for Nintendo NX
@shani Well, if you imagine there's 150 great games on Wii, there's far more than that on the likes of iOS, even with all the shovelware. And, one of the issues I have is when even Nintendo starts falling into the trap of putting out games that go more for the gimmick than something that genuinely makes the experience better that it would be just using buttons or whatever, like having to waggle in Twilight Princes to attack, or having to shake the controller to propeller jump in New Super Mario Bros, or most of the use of the GamePad in Star Fox Zero, etc. So, my main hope is that we generally get quality over the gimmicks, and with Ubisoft announcing it's support for NX I fear we'll get a lot of gimmicks from it with some average games tacked onto them (I don't mean from NX, I mean from Ubisoft).
Re: Review: Street Fighter Alpha 2 (New 3DS / SNES)
@samuelvictor Yeah, I'm more of an old school fighting geek. Anything along the lines of Street Fighter II, Mortal Kombat, and Killer Instinct is all good in my books.
Re: Ubisoft Has "Surprises" Yet to be Announced for Nintendo NX
@shani I def don' think they were gimmicks in and of themselves. A lot of gimmicky happened around them though, and largely because of them. And I don't think the NX will be a gimmick either. I do, however, think companies like Ubisoft are probably going to release a lot of gimmicky crap for it, and it's the breading of gimmicky junk that is often the bigger problem. Particularly novel consoles and controls schemes are breeding grounds for gimmicky rubbish. So, that's my worry here.
Re: Review: Street Fighter Alpha 2 (New 3DS / SNES)
@ThanosReXXX I def like that it basically has all consoles in one.
Re: Ubisoft Has "Surprises" Yet to be Announced for Nintendo NX
@shani http://dictionary.cambridge.org/dictionary/english/gimmick
Re: Ubisoft Has "Surprises" Yet to be Announced for Nintendo NX
Probably just casual gimmicky rubbish I expect.
Re: Review: Street Fighter Alpha 2 (New 3DS / SNES)
@ThanosReXXX That's pretty sweet.
But obviously very convoluted, coming with four separate controller as it does, and all the PC-side cores and stuff.
Ideally you'd have one box, a power and TV cable, one controller that works for everything (which can be used both wired and wireless), all the cores would be there day one in the box, and the games would all be easy to find and download from one central source or whatever. Of course, that's kinda going into perfect scenario fantasy land, but still.
It's impressive that supports pretty much every retro console in existence though.
Re: Review: Street Fighter Alpha 2 (New 3DS / SNES)
This is where the series basically lost my interest, when they started adding in all the extra crap that just convoluted the experience and turned it from something most gamers could thoroughly enjoy into something only hardcore fighting nerds would really get into anymore.
Re: Video: Check Out This Long Lost Third Party N64 Development Tool
Monstrosity.
Re: Video: Digital Foundry Explores the Potential for GameCube and Wii Emulation on Nintendo NX
@JaxonH Well, I don't know what the exact designs will look like but if this thing does have detachable controllers I expect they will function very much like the Wiimotes we already know, motion control and all (it wouldn't even make sense to have these detachable controllers without the basic motion control functionality imo), with maybe a bit more scope for traditional controls too. And I expect it would make sense to make each one basically identical to the other, so symmetrical designs on either side of the main game system, especially if there's any intention to use them for any kind of multiplayer games. Ideally, they'd also be pretty ergonomic too, and something like the Nunchuck would be great. However, I have no idea how Nintendo would make all of this fit into a design that's supposed to be a simple and non-convoluted/non-intimidating handheld system too.
Re: Video: Digital Foundry Explores the Potential for GameCube and Wii Emulation on Nintendo NX
@JaxonH Well, if the rumours are true, it will come with basically two Wiimotes.
Re: Video: Digital Foundry Explores the Potential for GameCube and Wii Emulation on Nintendo NX
Of course it technically could. But will Nintendo actually do this? Christ only knows. It's not been able to fully realise the full potential of the Virtual Console since it first announced the Revolution and the ambitious initial idea for the Virtual Console in 2005:
https://www.youtube.com/watch?v=qt8CBYAnMYc
Re: Reggie Fils-Aime on Why the Wii U Was Misunderstood
@Sakura This is why I'm suggesting Nintendo provides and curates basically that same kind of "framework" at a firmware level on NX, installed on every NX system from day one and available for all users to take advantage of for FREE immediately and easily using the actual system's features and capabilities directly to do so; and not just the place to distribute people's creations, but the means to actually create them in the first place (the stylus, the touchscreen, the creation suite/tools, a huge selection of included pre-made assets to use for free, etc). The issue of shovelware becomes largely irrelevant because it would work much like Steam and all the good stuff would certainly rise to the top. Having loads of crap is usually just a sign of how popular and pervasive something is, and I think that would be fine and par-for-the-course with such a system and service on NX. But, the point is that everyone would be using it and sharing content because it would be extremely easy and intuitive, it's basically in all their interests to do so, and there'd be a lot of fun to be had with it and the awesome user created content (even amid all the junk), just like we saw happen with Super Mario Maker. And, as soon as even one hit "indie" title like Angry Birds, Flappy Bird, or Minecraft appears on this service . . .
Trust me; the idea is sound. It's just a matter of executing it right—and then something very special indeed could happen here, and likely would. And, I think the point is that Nintendo has to take this kind of risk—opening up the development community to all its users rather than just a small handful of licensed developers—because it can't really hope to compete with the likes of Sony and Microsoft when it's not really getting the AAA third party support and its own games aren't enough to fill the gaps, and other platforms like the App Store have literally hundreds of thousands of cheap or free games and Apps for users to choose from. The approach is one of the few and best options open to Nintendo at this point in time, imo, and it could just be the greatest move it's made in generations. Just imagine all the awesome stuff NX users might create, if something like Super Mario Maker is anything to go by (and that's regardless of all the junk). . . .
Re: Reggie Fils-Aime on Why the Wii U Was Misunderstood
@Sakura I don't think it would be a problem giving NX owners access to a fully curated creation suite at a firmware level and also the sharing platform/store to go with it—as long as it were managed properly. Much like iPhone and the App Store (where pretty much anyone can easily develop and publish Apps, games, and other stuff on it), I think it would ultimately just make NX a platform where everyone would basically be trying to take a bite of the pie, creating all kinds of content (both free and paid), and I think that's what would almost certainly make it huge, potentially a Wii-level phenomenon but in a different way. Also, I think that's what would almost certainly lead to some truly amazing and ground-breaking "indie" games and whatever else on NX too, which is something that much like the App Store could actually counter the lack of AAA developers out the gate; and then the third parties might eventually feel they have no choice but to jump on board if it become popular enough. Let me put it this way; absolutely nothing would stop me implementing this feature/software/service on NX if I were in charge, and I absolutely believe it would be HUUUGE—I have done since before even the original Wii was first shown, and before stuff like the iPhone or App Store even existed.
Re: Reggie Fils-Aime on Why the Wii U Was Misunderstood
@SanderEvers I don't really care about any arguments as to why it [possibly] couldn't have happened. I'm just saying what I believe the Wii U should have been if most people were really going to give a flying **** about it and be genuinely and wholly happy with it. And, if the Wii U couldn't possibly do the things I'm suggesting, for whatever reasons, I'd suggest it was an inherently flawed design from the start—which, of course, it was regardless.
Re: Reggie Fils-Aime on Why the Wii U Was Misunderstood
@SanderEvers What Nintendo ACTUALLY should've done:
1. Started with one 256GB-512GB model only on day one
2. Made the console a bit cheaper from the start
3. Allowed multiple GamePads to connect to the Wii U, and sell them separately too
4. Advertised the hell out of it
5. Had a couple of titles like Super Mario Maker and Art Academy: Atelier available day one
6. Not counted on Ubisoft for anything
7. Made the battery life on the GamePad better from the start
8. Made the range of the GamePad better, so that playing with it anywhere in the house would have actually been a practical reality for everyone
9. Had the full Virtual Console sorted from day one, with all previous games available out the gate and available immediately and for free to anyone who'd already purchased them before
10. Had cross buy and cross play as well as the whole unified account thing sorted out the gate
11. Had analog on the GamePad's triggers
12. Not had any loading time issues and stupid stuff like that from the start
13. Had a true AAA, first party, genuine system selling, core-franchise title at launch, and ideally bundled—or at least done Nintendo Land right
14. And probably a couple of other things I'm forgetting right now
Of course, much of this stuff would have had to be figured out to even be possible at the time, but I'm not talking about the practicality of making it happen (that's not my job); I'm only talking about what I think really should have happened.
Re: Reggie Fils-Aime on Why the Wii U Was Misunderstood
@Churchy Formatting, shmormatting; all the points were spot on, and that's all that really counts.
Re: Reggie Fils-Aime on Why the Wii U Was Misunderstood
@Churchy This, 100%.
Re: Reggie Fils-Aime on Why the Wii U Was Misunderstood
I'll tell you why; because Nintendo never put out any games, firmware, or services that TRULY showed off its unique features and abilities in the early days. A game like Nintendo Land mostly just showed off its gimmicky nature rather than its true strengths or appeal, and Miiverse was like a baby version of Art Academy: Atelier in terms of the drawing stuff. It wasn't until games like Super Mario Maker and Art Academy: Atelier that I think Nintendo started to show off why a GamePad was an idea that actually added something truly worthwhile to gaming. And that's not to say there wasn't one or two other decent experiences in there before then, but that's when it really stood out as something cool that might appeal to people outside of the normal Nintendo fans, imo, even with one of those games being a Mario game.
This is why I keep pushing the whole "bundled day one and FREE full creation suite" idea when I talk about my own concept for NX, because it really would sell the strengths of a system like this right out the gate and more so than almost any other launch software in history:
http://www.inceptional.com/2015/06/26/heres-the-gist-of-my-idea-for-nintendos-nx/
You'd have an entire community creating and sharing content on the system from day one, and that could be anything from posting some basic images both to other users and online in general, just like in Miiverse, to putting out full blown video games for other users to play and enjoy. Just imagine what Super Mario Maker did for creating Mario levels on Wii U, and times that by about a thousand (with users creating art, music, videos, 3D models, video games, etc., and sharing it all to other users; with some of it also being shareable to the Internet in general, like the art and videos for example). And, if there was also an option where Wii U owners could maybe sell some of their creations for a few squid in some kind of "MiiStore", you could see the whole thing totally blowing up into a bit of a phenomenon, much like happened with the iPhone and the App Store (think about how many people STILL churn out stuff there, and how just a couple of their creations have to turn into huge hits like Angry Birds, Doodle Jump, Tiny Wing, Flappy Bird, and Pokemon Go for the whole thing to truly explode. . . .)
Now, again, imagine that creativity and potential built into the NX at a firmware level and available to every NX user from day one for FREE, and they could all share their creations with all other NX owners and possibly even sell some of their work for a few bucks too. . . .
With the year head start the Wii U had it could and should have sold over ten million units before any of the other systems even launched, and I think that definitely could have helped its case just a little bit more. But, Nintendo totally and utterly dropped the ball with the launch and first year or so of the system's life, and that is beyond question or debate at this point. Let's hope it's genuinely learned its lessons for NX.
Re: Review: Street Fighter II' Turbo: Hyper Fighting (New 3DS / SNES)
@Martendo Remind yourself. lol
Re: Review: Street Fighter II' Turbo: Hyper Fighting (New 3DS / SNES)
@Martendo I'm sure you can't.
Re: Review: Street Fighter II' Turbo: Hyper Fighting (New 3DS / SNES)
@Martendo The problem here is that people like you just accept it as it is and don't cry out for more, so of course we'll never get more if all Nintendo does is listen to and serve people like you. So, ultimately, you're part of the problem as far as I'm concerned.
Re: Review: Street Fighter II' Turbo: Hyper Fighting (New 3DS / SNES)
@Martendo The problem is not the New 3DS; the problem is Nintendo. The New 3DS didn't create itself, and the New 3DS didn't put Street Fighter II on itself and with no multiplayer either; it took Nintendo to gimp things unnecessarily.
Re: Review: Street Fighter II' Turbo: Hyper Fighting (New 3DS / SNES)
@samuelvictor Exactly.
Re: Poll: The Nintendo NX - Where Do You Stand on the Future of Nintendo?
There's no option for "I have no money, so I couldn't buy the NX either way", so I just left the second poll blank. But I voted for the "love it" option on the first poll, simply because I absolutely believe this idea could be amazing if done right—if done right.
Because, as you all must know by now, it's very similar to the idea I've had for NX for quite some time (other than basically adding detachable "Wiimotes" directly onto the system):
http://www.inceptional.com/2015/06/26/heres-the-gist-of-my-idea-for-nintendos-nx/
It's not quite my idea yet, as we've heard nothing about the actual software, firmware, or services; and I think there's more to this thing being potentially amazing than just a novel hardware design. In fact, I don't think a novel hardware design alone will be enough for this thing to even remotely succeed, even if there's some good games on it too (just like there was on Wii U). And I just really hope Nintendo fully understands this, because without everything else that makes the hardware shine to its fullest potential, it will likely be another flop.
Re: Review: Street Fighter II' Turbo: Hyper Fighting (New 3DS / SNES)
@Martendo I want a Street Fighter II Turbo game that retains the multiplayer of the original (which was/is a massive part of what made the experience so good/compelling in the first place)—that presumably would work much like all the other multiplayer games on New 3DS work (be it streamed from one system to the other or via online, or whatever)—irrespective of what hoops Nintendo has to jump through to manage that.
Also, It wouldn't split the screen in a game like this, you plonker. It would simply display the full game screen on each person's individual New 3DS system by sending the normal/full game information to both systems, with each player controlling their own character on the screen as per normal.
And, yes, anyone who just accepts what Nintendo has given them here, or worse, acts like it's actually good enough—much like you are doing—is indeed a totally blind fanboy.
Re: Review: Super Street Fighter II: The New Challengers (New 3DS / SNES)
Same again: Nintendo simply isn't doing these Virtual Console games justice half the time, especially on New 3DS. This should basically be a 10/10 game. Street Fighter II Turbo and Super Street Fighter II on SNES are two of the greatest fighting games ever made, bar none, and it's actually really enraging that they've had to be gimped so much in the transition to New 3DS VC that they've both scored a 7/10.
Re: Review: Street Fighter II' Turbo: Hyper Fighting (New 3DS / SNES)
@Martendo That's a totally garbage excuse for not including multiplayer in any of these New 3DS Virtual Console versions of SNES games that originally had it.
The New 3DS controls are perfectly good for Street Fighter II. And Street Fighter II Turbo doesn't even split the screen view or anything like that, so each player would still be seeing a normal-sized view of the action in two player battle mode, just as they do in single player.
And, regardless, the onus is on Nintendo to make these things work imo. I mean, for God sake, a bunch of homebrew guys can do things like multiplayer on the original SNES F-Zero, so it's not like Nintendo couldn't easily figure this kind of stuff out too:
https://www.youtube.com/watch?v=3LAVGMPbCiY
https://www.youtube.com/watch?v=hFbEFNdO0HU
Nintendo really needs to start doing this kind of thing properly if it expects anyone but the most blindly loyal of fanboys to be care about it's consoles and games anymore.
Re: Review: Street Fighter II' Turbo: Hyper Fighting (New 3DS / SNES)
See, Nintendo simply isn't doing these Virtual Console games justice half the time, especially on New 3DS. This should basically be a 10/10 game. Street Fighter II Turbo on SNES is one of the greatest fighting games ever made, bar none, and it's actually really enraging that it's had to be gimped so much in the transition to New 3DS VC that it's scored a 7/10.
Re: Hardware Review: 8Bitdo x Analogue SNES Retro Receiver
See, it's this kind of thing that reinforces my belief that systems like the NES Classic Edition and the almost-certain-to-happen SNES Classic Edition really should come with dual-function wired/wireless controllers. You'd likely use them wireless most of the time, purely for convenience, but you could also plug in the wire to charge them and play fully wired (just like the Xbox One controllers); and some of the more hardcore old-school gamers might prefer to always play with them wired to ensure there's no input lag. To me, that's kind of how you have to do video game controllers in this day and age if you're doing things right.
And, to be clear, it should work very much like this receiver, where it lets you not only use the official SNES Classic Edition dual-function wired/wireless controller but basically any wireless controller that uses the same kind of wireless tech—just because.
I'll say it again, I want Nintendo to really go for this kind of thing if it ever gets around to doing a SNES Classic Edition, because it could turn from being a cool novelty into something genuinely special, and especially if it does the few other things I'd like to see too:
http://www.inceptional.com/2016/07/23/heres-what-i-want-from-a-snes-classic-edition/
Re: Review: New Adventure Island (Wii U / TG-16)
I actually really like the original Wonder Boy on Master System; it's simple but a lot of fun, and once you pick it up and start playing it's actually kinda hard to put down. So, if this is basically the same thing I'll be happy.
Re: Review: JACKPOT 777 (Wii U eShop)
@RCMADIAX Coolio
Re: Nintendo Share Price Stabilises After Worst Weekly Performance Since 1989
What a crazy week or two it's been for Nintendo, with the highest highs and the lowest lows we've seen in ages.