Comments 311

Re: Mario History: Super Mario Galaxy 2 - 2010

MegaWatts

While I understand that for many SMG was more magical due to it coming out first, SMG2 is the superior game. It built upon the first with better level design and every level (up until around 60 stars) really did feel like it offered something different. It also had a much better difficulty curve.

Re: Some Western Splatoon Players Would Prefer Not To Compete With Japan

MegaWatts

I don't understand where the concept came from that Japanese players are better than everyone else. It's nonsense that's based on anecdotal evidence. A regional playlist would be nice to omit any lag issues, but truth be told, I've not noticed enough connection issues (I think the first Splatfest was the only time it was really bad) for me to get up on my soapbox and demand we segregate the player base.

Also — and based entirely on my own experience with the game — the reason many people are getting trounced at the game is because they quite simply do not understand how to play the game. They get the basic concept, but fail to understand that teamwork and coordination are key. For example, the amount of clueless morons who follow you down a path you're already inking/going down at the start or those who play Tower Control/Rainmaker and suddenly stop bothering to coat as much turf as possible (kinda key when you need it help you move quickly and also to hold up the other team).

Someone will probably say it's something that could be alleviated with the inclusion of team chat, but I imagine if someone's barking at you down a mic to do something, you're not going to be inclined to listen. Sadly, it's just how it is. You're better off just forming a squad with friends and creating strategies for each map/mode.

Re: Review: Sin and Punishment (Wii U eShop / N64)

MegaWatts

"The C buttons (like most shooting titles on the N64) controlled Saki's aiming, while the analogue stick controlled his back and forth movement across the screen."

This might be my memory failing me, but I recall using the stick to aim on the N64 version. The left and right C-buttons were used to strafe (I think) which is why this version is so awkward. I'll just have to play it later now because my mind is boggled!

Re: Splatoon Version 2.1.0 Update to Fix Some Bugs, and Cut Off Some Handy Shortcuts

MegaWatts

@R_Champ It's just insane how with a medium-range gun I constantly find myself having to retreat from rollers who just spam the jump flick. Either it should fire a lot less ink or the player's movement/ability to use it should be reduced drastically.

And like you say, combine it with the Kraken and you're just unstoppable. One loadout even has the Carbon Roller with burst bombs and the Inkzooka — it may look like a well-rounded set but good luck countering that with anything other than a sniper or the same set!

Re: Video: Capcom Launches Cute Monster Hunter Training Academy Series

MegaWatts

A good move on Capcom's part, although they need to look at improving the in-game tutorials when it comes to future iterations. MH4U's tutorials just throw an immense amount of text at you, all of which is very hard to absorb. Some more interactive tutorials would be better for new players.

Otherwise, it really is a game that you can only learn by really investing time into it. You have to fight monsters multiple times to learn what their telltale signs are and how they move. I find this makes it a superbly deep game to enjoy, but again, newcomers may struggle to get it.

Best bet is to learn by playing with others, especially if they know what they're doing. They can guide you on things like armour, charms, skills, weapons and monsters and you'll accomplish more as a team. It sounds perhaps a tad arduous for a mere video game, but once you get into it, it's just so fun and addictive. I've played 310 hours so far and I could honestly play for the same amount of time again.

Re: Rare Co-Founder Has No Idea Why Nintendo Didn't Buy The Studio Outright

MegaWatts

@Darknyht I agree that Rare benefited from having Nintendo in a mentoring position of sorts, but think that it was more of a two-way thing. If my memory serves me correctly, I'm pretty sure Shigsy instructed the dev team behind Ocarina of Time to drastically improve the visuals after seeing Banjo-Kazooie the first time. Not to mention that Conker's Bad Fur Day blows all of Nintendo's other efforts out of the water on a technical level.

Re: Review: Mario Party 10 (Wii U)

MegaWatts

@Captain_Gonru Thanks for pointing out the error — I have now fixed it! I assure you I do know the difference, but my brain was struggling due to a severe lack of caffeine the other morning!

Re: Former Nintendo Indie Champion Discusses the Company's Decision Making and the eShop Gender Divide

MegaWatts

@ricklongo I think the company culture certainly needs to shift, but like you I worry that that could jeopardise the quality and creativity of Nintendo's output. The issue isn't so much the games with Nintendo though, and not even so much the hardware (though it needs to decide once and for all whether it's getting third-parties on board or just going it alone). It's more the company's lack of awareness when it comes to current trends and speedily implementing strategies relevant to them. For example, it wasn't until 2012 that Nintendo UK had an official Twitter feed (I recall the first being set up specifically for Kid Icarus, with much hesitation), and as a result its brand was virtually invisible in the social media realm. Not to mention that Nintendo's marketing has been catastrophically poor for Wii U (let's show off our "revolutionary" new system with a generic gameplay trailer). The products aren't the problem, it's just how Nintendo goes about advertising them and providing services for them in my opinion.

Re: The N64 Almost Got A Multiplayer-Focused Doom Sequel

MegaWatts

Only two players sounds a tad limited, but if it had been designed with that specifically in mind then it could have been a good alternative to GoldenEye/PD when you had only one other person to play with. Not that the latter games weren't great with two people of course...

Re: Hardware Classics: Nintendo 64

MegaWatts

A flawed masterpiece of a system. Did so much for console gaming — and gaming in general — even if it did miss the mark in quite a few key ways. The quality of the library is, in my opinion, remains one of, if not the very best to ever grace a system. And as much as it lacked on the third-party front, there were some real gems in there such as Rocket: Robot on Wheels and Body Harvest.

Re: Nintendo 64x64: Turok: Rage Wars

MegaWatts

I'm personally quite surprised by this review! I thought Rage Wars was actually a pretty decent spin-off! While it certainly doesn't match GoldenEye 007 or Perfect Dark's sheer quality, it was certainly a decent alternative.

Enjoyed many a game in my youth where one friend would incessantly run around with nothing but the war hammer, looking to exact a weighty justice!

Re: Nintendo 64x64: GoldenEye 007

MegaWatts

@GrunkFace The graphics are dated but the game is very playable with the N64 controller; most people say it's bad because they're so used to twin sticks nowadays. However, your point about incredibly linear missions is the one I disagree with the most; many of the stages were fairly open environments you had to explore to find the objectives (and work out how to do them). Incredibly linear belongs to something like Call of Duty, which is an A to B experience at best. GoldenEye 007 was more like A to B via C, D and E — especially at higher difficulty levels.

Re: Review: Super Smash Bros. for Nintendo 3DS (3DS)

MegaWatts

@triforcepower73 The soundtrack is awesome! Lots of variety, the remixes are well done and being able to use the system as a portable music player has certainly come in very handy when writing!

The quality sounds a lot better than what you may have heard in YouTube videos, too. If you want the ultimate experience though, use headphones!