Comments 778

Re: NIS America: Trails Beyond The Horizon Switch 2 Game-Key Card Release Is "Most Beneficial Option" For Fans

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@beltmenot No, it's worse than nothing, if by "nothing" you mean digital-only. Game-Key cards require you to foot the bill for storing the entire game, but also make you change out the card when you want to play it. It's perfectly reasonable for people to hate them when they have the worst qualities of both physical and digital games.

The "needing an internet connection" is mostly a non-issue. The problem is that Micro SD Express cards are small and expensive, and companies are pushing that larger cost of storing the games onto us. I'd rather pay an extra $10 for a real physical game if it saves me up to 64 GB of space on my Micro SD Express card.

Please tell me you understand this.

Re: NIS America: Trails Beyond The Horizon Switch 2 Game-Key Card Release Is "Most Beneficial Option" For Fans

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@Kneppy18 Basically what @BloodWolfe said. It lacks the convenience of digital because you still have to insert the card, but also the entire game takes up space on your system. If the Switch 2 had a cheap hard disk, it would be one thing. But instead it has expensive, comparatively tiny Micro SD Express cards.

It being better than a code in a box is a non-issue. A code in a box is just digital with extra steps and wasted plastic. I don't buy those either. The problem is that because Nintendo is offering these Game-Key Cards as an option to publishers, games that otherwise would have been physical aren't.

Re: Square Enix Rules Out Switch 2 "Upgrade Path" For Dragon Quest I & II HD-2D Remake

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@Mariotag It’s definitely playable on Switch. I finished it (but barely touched the postgame content). The framerate is unstable and capped at 30 fps. The textures are apparently quite blurry compared to other platforms. And there are load screens every time you so much as enter a door. For a remake of an NES game, these things are somehow even more annoying to me than they’d otherwise be for a new game.

Re: Square Enix Rules Out Switch 2 "Upgrade Path" For Dragon Quest I & II HD-2D Remake

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I was really looking forward to this, but given how poorly the Switch version of DQ3 runs, I guess I'll just be waiting a year or two until the Switch 2 version of this game is 50% off on the eShop. Hell if I'm buying a Game Key Card. If you want to push the cost of storage onto me, Square-Enix, I won't be paying full price for your games.

I wonder if they'll bother to make a Switch 2 version of DQ3. If they do, I'm guessing they'll probably charge full price for it with no upgrade path.

Re: Donkey Kong Bananza Director Acknowledges Performance Drops: "We Prioritized Fun And Playability"

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Ok, played the demo again with an eye for performance, and I’m changing my tune slightly.

From what I can defect with my human eyes, there were actually no frame drops for any explosions or destruction of terrain. The frame drops I could notice were actually during general traversal in more open terrain. It isn’t ideal for sure, but I think I understand it, since it has to re-render an arbitrary terrain structure over a pretty large area.

Should they have e.g. used slightly larger voxels to further minimize these frame drops? I can at least allow for that possibility. I’m not a game dev though, so I’m not willing to condemn them quite yet.

Re: Donkey Kong Bananza Director Acknowledges Performance Drops: "We Prioritized Fun And Playability"

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@Antraxx777 I was also worried about this until I played the demo (and then played it again about 8 more times over the course of a few weeks). I'm not worried anymore.

You CAN destroy your way to several (but not all or even most) of the secrets in the demo area, but there's an intended way to find them as well.

I wish I could articulate better why you shouldn't worry about this, but uh I guess I'll just have to say that I think we're similar in this regard, and I think you'll be pleased with the level design. One thing I will say is that with DK's ability to climb up most surfaces, the area design feels much more exciting and interesting than e.g. Mario Odyssey's areas.

Re: Donkey Kong Bananza Director Acknowledges Performance Drops: "We Prioritized Fun And Playability"

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@The_Nintend_Pedant There's a sliding scale between graphical fanciness and performance, and you and I have an honest difference of opinion on where this game, and games in general, should fall on this scale. That's cool. But you are glossing over my point about player freedom here.

Tobal and F-Zero are pretty scripted in terms of what the game needs to load and when. They are nowhere NEAR as taxing as Bananza when it comes to suddenly needing to massively recalculate what the world looks like. So I think it's reasonable that I find your comparison unconvincing.

If you're truly saying that Nintendo should have made the game look like Tobal (like DK64, effectively) just so that it could avoid having any frame drops at all, then again we have a difference of opinion. That's fine, but man are you really faulting Nintendo for landing where they did on the graphics/performance spectrum here? Can you imagine the backlash if the second major Switch 2 game looked like DK64? Or even if it ran at, say, 720p? No, better for it to look great and have very occasional frame drops that almost nobody notices.

I'm also not a graphics snob. Most of the games I play are indie games. But graphics do play a role in how fun and immersive a game is. Bananza's art style and resolution are 100% part of how great it feels to play. I do think that if they'd made the game native 4K with worse performance, that would have been pretty awful. As it is, they chose what they thought was the best compromise between graphics and performance, and from what I've seen, I agree with where they landed. For what it's worth, I'm a huge "polish snob", and this game seems polished to hell and back, so I'm thrilled!

Re: Donkey Kong Bananza Director Acknowledges Performance Drops: "We Prioritized Fun And Playability"

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@The_Nintend_Pedant (Really this is a response for everybody complaining/worried about this, but you're the most recent post with a longish, well-written point.)

As someone who isn't afraid to criticize Nintendo when they screw up or let us down, I'll say with some confidence that this is all overblown. First of all, what is the context of this quote? We know it's in an interview, so probably it was in response to a specific question about frame drops. It's not like Nintendo is trying to manage everybody's expectations here. It's an answer to a question in a Spanish-language interview, not a PR statement they put out to head off criticism.

As @thedicemaster just explained, fully-destructible voxel terrain is going to be taxing on any hardware. Furthermore, any game that gives you this much freedom (Minecraft with its ability to reshape the entire world; Tears of the Kingdom with its ability to construct contraptions of very large size and complexity), also gives you the power to reduce the game's performance. My daughter was playing Minecraft in creative mode and spawned hundreds of parrots into a small area. The game slowed to a crawl and I had to explain to her why that happened. Is Minecraft a bad game because it allows this? I personally don't think so.

So here we are. Donkey Kong Bananza looks beautiful and runs at a smooth 60 fps almost all of the time. You CAN make it drop frames for a fraction of a second by destroying huge amounts of terrain at once. You seem to be making the case that either Nintendo should have either made the graphics significantly simpler or avoided this terrain-destruction mechanic altogether. I disagree! I'd much rather have the game looking beautiful and using this great world-shaping mechanic. I can handle a few frame-drops when there are massive world-altering explosions, especially when they're disguised with hitstop (which feels AWESOME, by the way). Better for the game look fantastic and run at 60 fps literally 99.9% of the time than make it look like a Switch 1 game just so they can avoid having a single frame drop.

Now maybe I'm off-base here and the actual game will somehow be a stuttering mess, but the demo runs great and is literally just a couple of the areas ripped right from the game. If the final build is actually awful, I will eat my hat. You can come here and say you told me so.

Re: More Donkey Kong Bananza In-Store Demos Are Releasing Next Week

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@TrogdorTheBurninator I'm beginning to think the idea is not to advertise to those who already own a Switch 2. If you already have a Switch 2, there's a real good chance you're going to buy this game with or without an eShop demo.

No, they want to get it into the hands of folks who don't have a Switch 2. Give them a taste of this and Mario Kart World (the only other game with a retail demo) so they'll pick up a system when they become available.

Re: Preview: Donkey Kong Bananza - DK's Getting His Own Odyssey, And It's A Helluva Trip

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@Dang_69 Well from the demo I can’t speak to whether the game requires you to surpass major challenges, but I can attest that there are OPTIONAL challenges. I died four times on one of them.

Which recent games do you feel are too easy? I feel like Mario Wonder, Pikmin 4, and even Princess Peach Showtime were all pretty tricky to 100%. Though for Wonder and Showtime, a couple of really tough challenges were mostly responsible.

Re: Furukawa's Defence Of Game-Key Cards Ain't All That Convincing

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@Dr_Lugae I think Nintendo probably could have controlled it, actually. They could disallow key-cards for games that would fit within 64 GB. Heck, they could mandate that 64 GB of a game be on the cart in those cases. They could also lower the price of full game carts for third parties. Possibly they could offer smaller cart sizes (though possibly they would be no cheaper to produce, which would explain the one cart size). They’ve got lots of options.